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I am back with the final solution! The method above does work if you would like a floating pointer in front of your camera to show direction to an entity in scene, but, it is glitchy and if your hand's shaking slightly the pointer will also shake slightly because of the slight delay of getting the camera position and moving your pointer relative to that position! The improved method, which work like a charm, is to create a custom placeholder entity that conforms to hasAnchoring, and has no children, no model, just a placeholder. You call the look(at) method on this placeholder entity which won't consume much processing power since it is empty. It will move the object and orients it correctly. Now, you get the orientation of this placeholder entity, apply to your real pointer, which is a child of an AnchorEntity anchored to camera, and set its orientation with respect to world coordinate. Boom! It worked! no more shaking! Don't forget to offset the pointer so it is in front of the camera. A little bit of code for those came across this post in the future:  pointer.setOrientation(placeHolder.orientation, relativeTo: nil)
Post marked as solved
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after some investigation, I found the problem. You CANNOT anchor it to an anchor object, such as face, camera, plane. It messed up the position system!!! Instead, anchor it to the world origin and if you want to move it, just sets its transform every frame. this is not optimized but it is the only way this function will work!
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isnt this what meetup is for... or what facebook or eventbrite is for.... nextdoor neighbor?
Post not yet marked as solved
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I have been playing around with Saving ARWorldmap using realitykit as well but I am having trouble loading the scene back to what it was after saving it. All anchors restored correctly but my AnchorEntity always appear to be at the wrong location. You got any hint on that? I am using the session didadd for adding new Anchorentity to scene when a new ARAnchor was added using my handletap function.