How to find main (left) camera transform from world anchor? (Enterprise API)
From CameraFrameProvider() I can get a frame sample which has an "extrinsics" parameter. How is it defined? Relative to what point/anchor?
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I want use SwiftUI views as RealityKit entities to display AR Labels within a RealityKit scene, and the labels could be more complicated than just text and window as they might include images, dynamic texts, animations, WebViews, etc. Vision OS enables this through RealityView attachments, and there is a RealityView support on iOS 18.
Tried running RealityView attachments code samples from VisionOS on iOS 18. However, the code below gives errors on iOS 18:
import SwiftUI
import RealityKit
struct PassportRealityView: View {
let qrCodeCenter: SIMD3<Float>
let assetID: String
var body: some View {
RealityView { content, attachments in
// Setup your AR content, such as markers or 3D models
if let qrAnchor = try? await Entity(named: "QRAnchor") {
qrAnchor.position = qrCodeCenter
content.add(qrAnchor)
}
} attachments: {
Attachment(id: "passportTextAttachment") {
Text(assetID)
.font(.title3)
.foregroundColor(.white)
.background(Color.black.opacity(0.7))
.padding(5)
.cornerRadius(5)
}
}
.frame(width: 300, height: 400)
}
}
When I remove "attachments" keyword and the block, the errors are kind of gone. That does not help me as I want to attach SwiftUI views to Anchor Entities in RealityKit.
As I understand, RealityView attachments are not supported on iOS 18. I wonder if there is any way of showing SwiftUI views as entities on iOS 18 at this point. Or am I forced to use the text meshes and 3d planes to build the UI? I checked out the RealityUI plugin, but it's too simple for my use case of building complex AR labels. Any advice would be appreciated. Thanks!
Hi!
I wanna know that if it's possible that loading Immersive Scene after scanning(recognizing) preregistered images or objects?
I tried to load the Immersive scene after scanning image and objects, it didn't work well.
Please let me know about the solution if it's possible. Here the ImmersiveView.swift code i tried.
// ImmersiveView.swift
import SwiftUI
import RealityKit
import RealityKitContent // Using the RealityKitContent module
struct ImmersiveView: View {
@ObservedObject var viewModel: TrackingViewModel
@State private var immersiveScene: Entity?
@State private var isToggleOn: Bool = false // Variable for toggle state
var body: some View {
ZStack { // Overlay RealityView and UI elements
RealityView { content in
if let scene = immersiveScene {
content.add(scene)
print("Immersive scene successfully added.")
if let moneyGunsEntity = scene.findEntity(named: "MoneyGuns") {
NotificationCenter.default.post(
name: Notification.Name("RealityKit.NotificationTrigger"),
object: nil,
userInfo: [
"RealityKit.NotificationTrigger.Scene": scene,
"RealityKit.NotificationTrigger.Identifier": "PlayTimeline"
]
)
print("PlayTimeline notification sent.")
} else {
print("MoneyGuns entity not found.")
}
}
}
.onAppear {
Task {
if let scene = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
immersiveScene = scene
} else {
print("Failed to load immersive scene.")
}
}
}
VStack {
Spacer()
Toggle(isOn: $isToggleOn) { // Add toggle button
Text("Toggle Option")
.foregroundColor(.white)
}
.padding()
.background(Color.black.opacity(0.7))
.cornerRadius(8)
.padding()
}
}
}
}
In visionOS, ARKit is to integrate virtual and reality. However, most of the functions RealityKit can be easily implemented (except for Scene reconstruction, Room Tracking and enterprise API), so do I still need to use ARKit? Is there any difference between them?
Hi!
I'm making content using Room Tracking for vision pro these days.
So I searched information about it. Here the links I visited. But I could not found the info I wanted to know
Apple ARKit
Create enhanced spatial computing experiences with ARKit
RoomTrackingProvider
I wanna know that if it's possible remembering room structure that recognized before and adding contents in certain world anchor in the room space when user entered the room again?
For example, a developer can save the room structure, room info (with room ID) and world anchor of the room with Room Tracking feature.
After this, the developer can add entities via Xcode and Reality Composer Pro in certain position of the room to show contents to users when users enter the room. So users can see the contents whenever they visit the room.
Is this possible?
If there are example codes or projects about it, please let me know.
Hi, does anyone know if it is an easy way to determine the distance between floor and ceiling in vision Pro?
Hi,
I'm currently working on an ARKit project where I need to implement object occlusion on devices that do not have a LiDAR sensor (e.g., iPhone XR, iPhone 11).
I used CoreML models like DepthAnythingV2 to create depth maps and DETRResnet50SemanticSegmentationF16P8 to to perform real-time segmentation. But these models are too heavy for devices.
Much appreciated on any advice or pointers to resources.
I am able to play a video on a plane in ARKit. But, I need to remove its background, presumably using a chromaKey technique. how do I do that? I have spent more time than is reasonable searching the docs and the internet, but to no avail. ChatGPT useless of course.
Surely it is doable; even the react native library for ARKit has it.
I'm seeking detailed information about the rotation matrix of the iPhone's front-facing (selfie) camera when using ARKit.
Specifically, I need to understand:
The exact rotation matrix applied to the front-facing camera's output in ARKit.
Whether this matrix is consistent across all iPhone models or if there are variations.
If there are any transformations applied to align the camera's coordinate system with the device's orientation, particularly in portrait mode.
How this rotation matrix relates to the transform property of `ARFrame.camera
Hi, Iām working on a portfolio project for Vision Pro these days.
I have two projects and each of projects are made with Unity and made with Xcode(using ARKit and RealityKit tracking feature). Is it able to combine these two projects in an app?
For example, using the buttons made with SwiftUI in a Reality Composer Pro, jumping to a scene in Unity, and back from a scene in Unity to a scene in Reality Composer Pro in an app.
if you check the code here,
https://developer.apple.com/documentation/compositorservices/interacting-with-virtual-content-blended-with-passthrough
var body: some Scene {
ImmersiveSpace(id: Self.id) {
CompositorLayer(configuration: ContentStageConfiguration()) { layerRenderer in
let pathCollection: PathCollection
do {
pathCollection = try PathCollection(layerRenderer: layerRenderer)
} catch {
fatalError("Failed to create path collection \(error)")
}
let tintRenderer: TintRenderer
do {
tintRenderer = try TintRenderer(layerRenderer: layerRenderer)
} catch {
fatalError("Failed to create tint renderer \(error)")
}
Task(priority: .high) { @RendererActor in
Task { @MainActor in
appModel.pathCollection = pathCollection
appModel.tintRenderer = tintRenderer
}
let renderer = try await Renderer(layerRenderer,
appModel,
pathCollection,
tintRenderer)
try await renderer.renderLoop()
Task { @MainActor in
appModel.pathCollection = nil
appModel.tintRenderer = nil
}
}
layerRenderer.onSpatialEvent = {
pathCollection.addEvents(eventCollection: $0)
}
}
}
.immersionStyle(selection: .constant(appModel.immersionStyle), in: .mixed, .full)
.upperLimbVisibility(appModel.upperLimbVisibility)
the only way it's dealing with the error is fatalError.
And don't think I can throw anything or return anything else?
Is there a way I can gracefully handle this and show a message box in UI?
I was hoping I could somehow trigger a failure and have https://developer.apple.com/documentation/swiftui/openimmersivespaceaction return fail.
but couldn't find a nice way to do so.
Let me know if you have ideas.
Hi everyone,
I'm looking for some guidance on how to create an .arobject file. Is there a way to generate it from a 3D model (like a .objcap or .usdz or .fbx/.obj file)? Or can it only be generated by scanning a real-world object using the ARKitScanner project? Any advice or resources on this would be greatly appreciated!
I've only found this project for scanning real-world objects.
Thanks in advance!
Hello Apple Team,
Is it possible to change the zoom factor, exposure, white balance and other settings, of an iOS ARKit session?
I know how to do it using an AVCaptureSession,
however, I can't figure out how to access the AVCaptureDeviceInput of the current AR session.
Thanks
PS: I'm using ARkit and RealityKit on iOS 17
Hi All,
Is it possible to record a video using the Object Capture instead of taking a series of pictures ?
Is it possible to get the bounding box coordinates of the object we capture ?
Hi everyone,
Iām working on an app for VisionOS that needs to recognize individual rooms in a hallway based on the person the room belongs to (using the name displayed on each office door). Is there any sample code or resource that can guide me in implementing this feature?
Thanks in advance for your help!
I have created a portal and attached it to a wall using the AnchorEntity. However, I am seeking guidance on how to determine the size of the wall so that the portal can fully occupy it. Initially, I attempted to locate relevant information within the demo code, but I encountered difficulties in comprehending certain sections. I would appreciate it if someone could provide a step-by-step explanation or a reference to the appropriate code. Thank you for your assistance.
In the visionOS App, I want to detect whether the user is in the room. My idea is as follows:
Check whether there are walls around the user
May I ask how to do it? Thanksļ¼
We have a native iOS app that supports the upload and display of USDZ files. It has been working great since beta (late 2022) and live launch (late 2023) until now. But recently we had reports from some users on Max model phones (14 + 15 Pro Max) at least. When they launch tap and launch a 3D file the Quick Look player is triggered. So far so good. But for affected users the controls along the top of the player - X (close) AR | Object (toggle) and share button - are moving too high up the phone screen and getting stuck (untappable) behind the phone's top status bar (time, camera bug, connection, battery).
This means that when they open a USDZ file in AR or 3D view they have to hard-close the app to get out of it again. This doesn't happen when they open a USDZ file from Files, Dropbox etc on their phone (which also uses the Quick Look player). The controls only move up and get stuck when launching a USDZ from within our app.
I'm at a loss to figure out what might be causing this on some phones and not all others. And why only when opening a USDZ file from our app! So far we have replicated this issue on a single iphone 14 Pro Max and a 15Pro Max, both running iOS18+
We have tested on other 15Pro Max's on same OS, and Pros, normal iPhones, Minis and are not experiencing the issue. You would think that a USDZ file is a USDZ file and that your iPhone knows what to do with it and open it in the Quick Look player regardless of where you open the file from. Why would the navigation items be moving if you open the USDZ file from within our app, and why only for some select users?
We will continue to troubleshoot and test but I wanted to throw this out to the community in case anyone had experienced this or if anyone had any theories that would expedite our testing. Your thoughts are most appeciated!
Here is a video showing the expected (correct) behaviour: https://www.dropbox.com/scl/fi/0sp8s4opaf2m4gukkcbrk/How-opening-a-USDZ-should-behave_correct-behaviour.MP4?rlkey=tzzau9x91mwox66gsgguryhep&st=qiykmne9&dl=0 and a screenSHOT attached below of what is happening on one of the affected user's iPhone 15Pro Max.
We are currently using Apple's Object capture module and wonder if it would be possible to collect the following data :
Device information
Current translation / rotation
Focal length embedded to the image headers
GPS localisation information.
Information about the exposure time
White balances and the color correction matrices
We also have 2 additional questions :
Is there an option to block close up accomodation of the camera ?
Is there a way for the object capture module to take a video instead of a series of picture ?
I'm wondering if anyone can suggest a workaround for the broken ARKit body tracking in iOS / iPadOS 18.0 and 18.1?
The orientation for foot bones (and possibly other bones) is incorrect in the ARBodyAnchor returned via ARView.session.delegate update method. It works correctly in iOS / iPadOS 17.x.
The same failure occurs in a SceneKit app via a ARBodyAnchor in ARSCNViewDelegate.
You can easily verify the problem using Appleās own sample app: https://developer.apple.com/documentation/arkit/arkit_in_ios/content_anchors/capturing_body_motion_in_3d
Any help would be greatly appreciated.