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Is anyone else having trouble with image targets in reality composer? The detection itself works fine, properly showing my intended .usdz file when the target is seen in the camera view. However when the target is not seen or when the camera is pushed up close to the target, the AR object is shown at an arbitrary location when it should be hidden. Any help is welcome. Thank you very much.
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by luorix.
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Hi, I'm relatively new to Swift and ARKit, SceneKit and the likes of which you'd use for typical AR applications. TL;DR, I have an app with a reset button that pauses the sceneView, deletes all child nodes of the root node of sceneView.scene, and re-runs my overridden version of viewWillAppear! However, after this reset, my app refuses to detect my anchors (.arobject scan assets) in the scene. Any help would be much appreciated. I did read up on the documentation and relevant forum & SO posts and provide my code and a list of things I tried down below. my overridden viewWillAppear override func viewWillAppear(_ animated: Bool) {         super.viewWillAppear(animated)                  // Models occluded by people are shown correctly         if #available(iOS 13.0, *) {             print("Segmentation with depth working!")             ARWorldTrackingConfiguration.supportsFrameSemantics(.personSegmentationWithDepth)         } else {             // Fallback on earlier versions         }                  guard let referenceObjects = ARReferenceObject.referenceObjects(inGroupNamed: "computer", bundle: nil) else {             fatalError("Missing expected asset catalog resources.")         }         configuration.detectionObjects = referenceObjects         print(configuration.detectionObjects)         sceneView.session.run(configuration)     } my custom reset function @IBAction func reset(_ sender: UIButton!) {         // Pause scene view         sceneView.session.pause()                  // Remove button that redirects to link         DispatchQueue.main.async {             self.sceneView.subviews[1].isHidden = true         }                  // Remove all child nodes         sceneView.scene.rootNode.enumerateChildNodes { (node, stop) in             node.removeFromParentNode()         }                  viewWillAppear(true)     } list of things I tried put everything into viewWillAppear and just trigger viewWillAppear on button press call the custom reset function shown above on button press call overridden viewDidLoad (yes, I know this is *****, but I wanted to see if it fixed anything) Currently, my code is using the second setup from the list above.
Posted
by luorix.
Last updated
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