Thank's gchiste, that's useful information. I'm noticing in the simulator that it feels like the system accelerates drags that start farther away. Similar to moving a cursor with increases tracking speed.
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Please try harder to work publicly so other people can benefit.
Wow. There's a lot I can learn from all that ARKit code. On VisionOS, though, what are we able to use in place of the "Camera transform" that you use as the ray origin?
How did you raycast from the device’s position when you did your tests?
Quick search came up with this:
https://forums.unrealengine.com/t/support-for-apple-vision-pro-in-unreal/1190042
Sure, but my question is more about entity-to-entity implementation where the entities are known.
This is a simplified case where the “real object surface of interest” is a known model entity being tapped on. This simulates the scenario where the PlaneDetectionProvider exists. Also, do your resources use RealityKit and run on iOS?
My personal use-case for near-peer synchronization would be sharing Augmented RealityContent, like virtual artwork, in an immersive scene with another user who is with me in that space.
Hypothetically we both have deeeep pockets. :D
Oh dang, thank you!
That may actually be enough for me…
I bet I can use a combination of Widget Family, and my configuration fields to make a UUID for that timeline category.
That could let me persist some info in user defaults Or /tmp.
I’m leaning toward /tmp because I’ll never know when the Widget is removed and I don’t want that data sticking around forever.
Yes. Lets not make excuses for a multi trillion dollar company.
The simulator provides an occlusion Mesh visualization when that debug option is enabled, so the data appears to be there but it is not plumbed to the data providers.
This is the number one risk with code-once platforms. Product Owners need to understand they can’t be on the leading edge of anything with those solutions.
Same here.
A lack of communication from Apple to third party developers has been fairly common over the past few decades.