Hello,
I have been experimenting with saving and loading ARWorldMap, especially by following this guide:
Saving and Loading World Data
However I'm using RealityKit and not using SceneKit, I also want to add an AnchorEntity on various locations that can be automatically detected from detected anchors and the ones that I create by tapping and raycasting on the camera frame.
I can successfully achieve what I've explained above, but there is a lack of guideline in loading multiple anchors at the beginning of an app launch, or when the ARSession delegate is called.
In particular, these methods in ARSessionDelegate:
One way is to add them directly to a Scene with addAnchor(_:).
However this incurs a performance penalty on drawing the AR camera frame, when those anchors are repeatedly being updated and new ones being added. I'm only adding a sphere mesh.
This is especially slow on devices such as iPad Pro 9-7 inch (2016) with A9X chip.
Any tips for a performant and asynchronous rendering of anchors?
I have been experimenting with saving and loading ARWorldMap, especially by following this guide:
Saving and Loading World Data
However I'm using RealityKit and not using SceneKit, I also want to add an AnchorEntity on various locations that can be automatically detected from detected anchors and the ones that I create by tapping and raycasting on the camera frame.
I can successfully achieve what I've explained above, but there is a lack of guideline in loading multiple anchors at the beginning of an app launch, or when the ARSession delegate is called.
In particular, these methods in ARSessionDelegate:
One way is to add them directly to a Scene with addAnchor(_:).
However this incurs a performance penalty on drawing the AR camera frame, when those anchors are repeatedly being updated and new ones being added. I'm only adding a sphere mesh.
This is especially slow on devices such as iPad Pro 9-7 inch (2016) with A9X chip.
Any tips for a performant and asynchronous rendering of anchors?