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I was finally able to figure this out using SceneKit functions: let currentFaceTransform = currentFaceAnchor!.transform let currentCameraTransform = frame.camera.transform let newFaceMatrix = SCNMatrix4.init(currentFaceTransform) let newCameraMatrix = SCNMatrix4.init(currentCameraTransform) let cameraNode = SCNNode() cameraNode.transform = newCameraMatrix let originNode = SCNNode() originNode.transform = SCNMatrix4Identity //Converts a transform from the node’s local coordinate space to that of another node. let transformInCameraSpace = originNode.convertTransform(newFaceMatrix, to: cameraNode) let faceTransformFromCamera = simd_float4x4(transformInCameraSpace)I hope this helps some others out there!
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Thanks Bobjt but this is really an epic fail considering (in my opinion) the whole reason for the release of this device was so AR devs could run with it. This device's appeal for AR is stunted without simultaneous camera support. If they can't make a device that has both LiDAR and TrueDepth working together, then a lot of us with some really good ideas for next-gen apps will be...looking for other platforms??? Even a mode where the LiDAR is turned off to allow the preexisting functionality to work would have been appreciated. This has really set me back.
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I have a bad-news update on this. I submitted the problem to Apple using Feedback Assistant and they have marked the case with "Resolution: Investigation complete - Works as currently designed". I don't get it.