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Eye Tracking as a General API Feature for iPadOS 18+?
I'd like to use the eye tracking feature in the latest iPadOS 18 update as more than an accessibility feature. i.e. another input modality that can be detected by event + enum checks similar to how we can detect and distinguish between touches and Apple pencil inputs. This might make it a lot easier to control and interact with iPad-based AR experiences that involve walking around, regardless of whether eye-tracking is enabled for accessibility. When walking, it's challenging to hold the device and interact with the screen with touch or pencil at all. Eye tracking + speech as input modalities could assist here. Also, this would help us create non-immersive AR experiences that parallel visionOS experiences that use eye tracking. I propose an API option for enabling eye-tracking (and an optional calibration dialogue within-app), as well as a specific UIControl class that simply detect when the eye looks at the control using the standard (begin/changed/end) events. My specific use case is that I'd like to treat eye-tracking-enabled UI elements or game objects differently depending on whether something is looked at with the eyes. For example, to select game objects while using speech recognition, suppose we have 4 buttons with the same name in 4 corners of the screen. Call them "corner" buttons. If I have my proposed invisible UI element for gaze detection, I can create 4 large rectangular regions on the screen. Then if the user says "select the corner" the system could parse this command and disambiguate between the 4 corners by checking which of the rectangular regions I'm currently looking at. (Note: the idea would be to make the gaze regions rather large to compensate for error.) The above is just a simple example, but the advantage over other methods like dwell is that it could be a lot faster. Another simple example: Using the same rectangular regions, instead of speech input, I could hold a button placed in just one spot on the screen, and look around the screen with my gaze to produce a laser beam for some kind of game, or draw curves (that I might smooth-out to reduce inaccuracy). OR maybe someone who does not have their hands available. This would require us to have the ability to get the coordinates of the eye gaze, but otherwise the other approach of just opting to trigger uicontrol elements might work for coarse selection. Would other developers find this useful as well? I'd like to propose this feature in feedback assistant, but I'm also opening-up a little discussion if by chance someone sees this. In short, I propose: a formal eye-tracking API for iPadOS 18+ that allows for turning on/off the tracking within the app, with the necessary user permissions the API should produce begin/changed/ended events similar to the existing events in UIKit, including screen coordinates. There should be a way to identify that an event came from eye-tracking. alternatively, we should have at minimum an invisible UIControl subclass that can detect when the eyes enter/leave the region.
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Jun ’24
How to create screen-space meshes selectively in RealityKit AR Mode Using New OrthographicCameraComponent?
I'd like to create meshes in RealityKit ( AR mode on iPad ) in screen-space, i.e. for UI. I noticed a lot of useful new functionality in RealityKit for the next OS versions, including the OrthographicCameraComponent here: https://developer.apple.com/documentation/realitykit/orthographiccameracomponent?changes=_3 I think this would help, but I need AR worldtracking as well as a regular perspective camera to work with the 3D elements. Firstly, can I have a camera attached selectively to a few entities, just for those entities? This could be the orthographic camera. Secondly, can I make it so those entities are always rendered in-front, in screenspace? (They'd need to follow the camera.) If I can't have multiple cameras, what can be done in that case? Is it actually better to use a completely different view / API for layering on-top of RealityKit? I would much rather keep everything in RealityKit, however, for simplicity.
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Jun ’24
Bug? Xcode 16 macOS 15 SDK on macos 14.5 causes Metal Shader Colors to be Wrong
I've been upgrading Xcode consistently for years and have never seen Metal shaders behave differently from one version to another until now. On macOS 14.5, Xcode 16 beta, suddenly several color outputs turn out completely black where there should be color. All validation is on and nothing seems to be wrong (and hasn't been since maybe Xcode version 11). I've attached two screens. The first is the normal color scheme, the second is in Xcode 16. The settings are the exact same. Normal: Buggy with black + transparent colors (so it seems like either colors are overflowing or are all 0s)? Before I file a bug report or code level request, may I have some thoughts on how to debug this? The only clue I have is that I'm using bindless to multiply color texture samples with color values from my vertex struct. But it still fails even if I use hard-coded values for the texture samples, meaning somehow the color values are not being sent to the shader correctly? This is the most stable part of my rendering pipeline, so I'm surprised if the issue is there. Thank you.
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Jun ’24
Sample Project for WWDC24 10092 Metal with Passthrough?
It’s great that we’ll be able to use Metal custom renderers in passthrough mode on visionOS. https://developer.apple.com/wwdc24/10092 This is a lot of complicated set-up, however. It’s also unclear how occlusion and custom algorithms / raytracing will work in tandem with scene understanding. May we have a project template and/or sample? Preferably with the C api and not just swift. This would be much-appreciated and helpful to everyone who wants this set-up. I’d like to see the whole process. Thank you for introducing this feature!
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Jun ’24
Researcher in Spatial Computing / HCI Looking to Use Enterprise APIs on Vision Pro for HCI Research-Only.
I am a spatial computing / XR and Human-Computer Interaction researcher from a private university. I am interested in using the vision pro's newly-exposed camera access to develop and evaluate new algorithms for computational perception. ( WWDC session here: https://developer.apple.com/wwdc24/10139 ) I understand this is targeted at large enterprises, but I would like to know if by some means as a researcher affiliated with an educational institution I could develop private for-development-only applications for the vision pro with the enterprise APIs enabled. The intent is not to publish apps, but rather to contribute to the research community through R&D. However, to my knowledge, I would be ineligible as a normal "business" as I do not employee 100+ employees. I am an independent researcher, and on occasion, I collaborate within small research groups within my university that focus on this kind of camera-based perception algorithm development. Could someone from Apple comment? Thank you.
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Jun ’24
Apple Pencil Pro Squeeze API
I wonder if an Apple engineer could confirm: will the Apple Pencil Pro squeeze functionality be detectable in the current API, or will this be a future iPadOS extension to gesture recognizers / UIKit? I’d like to start playing with the functionality if it’s detected behind an existing event though. (Long press?)
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May ’24
Decompress Video toolbox video on non-Apple hardware?
Does Video Toolbox’s compression session yield data I can decompress on a different device that doesn’t have Apple’s decompression? i.e. so I can network data to other devices that aren’t necessarily Apple? or is the format proprietary rather than just regular h.264 (for example)? If I can decompress without video toolbox, may I have reference to some examples for how to do this using cross-platform APIs? Maybe FFMPEG has something?
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Feb ’24
JavaScript Core Optimization on Mobile?
Years ago, JSCore on non-macOS disabled JIT, leading to much worse performance than could possibly be achieved with JIT on. Has anything changed recently to permit greater optimizations for JSCore on mobile platforms? (iPadOS, visionOS). My guess is ”no” since the docs still llist only macOS under the MAP_JIT flag, but as far as I know, Apple could still choose to enable JSCore optimizations behind the scenes if this option were available to developers.
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Feb ’24
External Peripheral Support on Vision Pro?
Does the Vision Pro allow usb peripherals like cameras, microphones, or video feeds from an iPhone or iPad? Can I use AVFoundation to access external camera feeds or microphones? Note that I am not asking about the internal cameras, which I am aware are off-limits. One use case is to support multiple viewing angles comparable to what we do with slide projectors. For example, draw using an iPad flat on your desk while wearing the Vision Pro in full passthrough mode. Simultaneously mirror the iPad’s screen on multiple walls in real-time at minimum latency (by thunderbolt connection), similar to how I can use Quicktime in macOS to mirror my iPad’s screen.
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Feb ’24
Xcode 15 Beta Bug? Breakpoints Duplicating/multiplying
In Xcode 15 Beta (5), I am noticing my breakpoints randomly seem to duplicate themselves multiple times for the exact same breakpoint. I have 3 targets in my project, and I wonder whether what I am experiencing is a bug related to that. Similarly, I also see duplicates of the same symbol in the symbol navigator. I've attached a screenshot of several identical breakpoints (in this case placed in some Objective C methods that relate to speech recognition). I haven't seen this happen in Xcode 14, or at least as often. Has anyone else experienced this and/or filed a bug report? I've tried deleting derivedData and the usual tricks.
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Aug ’23
When using ARKit, why can’t you get the front-facing and back-facing camera feeds at once?
I’d like to use ARKit world tracking and display both the back camera feed and the front camera feeds, using the front feed as as a PIP. This would work great for an internet streaming use case. However, it’s impossible. As soon as ARKit is told to use one mode, the camera for the other side freezes/doesn’t work. This page also says you have to pick one camera to show: https://developer.apple.com/documentation/arkit/arkit_in_ios/choosing_which_camera_feed_to_augment?language=objc A question to the developers: why is this limitation in-place? Are there any work-arounds for the use case of ARKit world tracking + displaying the back camera feed + displaying the front camera feed as an overlay? It’s possible to do this with plain camera initialization without ARKit. (There’s an official example.) With ARKit, it no longer works. It’s strange that I cannot access the front feed via one of the other frameworks, but I guess that ARKit blocks that.
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Jul ’23