Integrate iOS device camera and motion features to produce augmented reality experiences in your app or game using ARKit.

ARKit Documentation

Post

Replies

Boosts

Views

Activity

Proper way of handing opening ImmersiveSpace?
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.
1
0
252
Oct ’24
How to Create .arobject File? Can It Be Done Using 3D Models or .objcap/.usdz Files?
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!
2
0
252
Oct ’24
how to add entities to a volume or immersive view programmatically?
I have created two scenes, one immersive and one volumetric using Reality Composer Pro. In my test app I can view both and they render correctly. However, I would like to add entities programmatically. I am trying this; var body: some View { RealityView { content in if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle) { viewModel.rootEntity = scene content.add(scene) var anchorEntity = AnchorEntity(world: [0, 0, -0.5]) let sphere = MeshResource.generateSphere(radius: 2.0) let material = SimpleMaterial(color: .red, roughness: 0.5, isMetallic: true) let modelEntity = ModelEntity(mesh: sphere, materials: [material]) anchorEntity.addChild(modelEntity) content.add(anchorEntity) } } } However, the sphere does not appear in the volume. I also tried it in the immersive space and it does not appear there either. What am I missing?
1
0
205
Oct ’24
Anchor Wall
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.
3
0
318
Oct ’24
Apple's Object capture
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 ?
1
0
263
Oct ’24
How to Display Transparent GIF on a 3D Point in AR Environment?
I’m currently working on a project where I need to display a transparent GIF at a specific 3D point within an AR environment. I’ve tried various methods, including using RealityKit with UnlitMaterial and TextureResource, but the GIF still appears with a black background instead of being transparent. Does anyone have experience with displaying animated transparent GIFs on an AR plane or point? Any guidance on how to achieve true transparency for GIFs in ARKit or RealityKit would be appreciated.
2
0
198
Oct ’24
HandTracking
Hi guys I'm currently developing a game for the Vision Pro and i'm trying to figure out how the hand tracking works so I can make a superpower appear when the user looks at their hand and widens it. But im really struggling to wrap my head around the whole concept and how to implement it in my code. Is there anything out there (other than apple doc) or anyone who could help me shed some light on the whole idea and how I could actually usefully implement it? would be much appreciated Thanks
1
0
219
Oct ’24
Issue with tracking multiple images using ARKit on VisionOS
We are using the ARKit image tracking feature on visionOS 2.0 with three pre-registered images. The image tracking works, but only one image is actively tracked at a time. When more than one target image is visible to the camera, it has difficulty detecting and tracking the other images. Is this the expected behavior in visionOS, or is there something we need to do to resolve this issue?
0
0
209
Oct ’24
Capturing External Object Images via Vision Pro Passthrough Camera with Enterprise APIs
We are currently working with the Enterprise APIs for visionOS 2 and have successfully obtained the necessary entitlements for passthrough camera access. Our goal is to capture images of external real-world objects using the passthrough camera of the Vision Pro, not just take screenshots or screen captures. Our specific use case involves: 1. Accessing the raw passthrough camera feed. 2. Capturing high-resolution images of objects in the real world through the camera. 3. Processing and saving these images for further analysis within our custom enterprise app. We would greatly appreciate any guidance, tutorials, or sample code that could help us achieve this functionality. If there are specific APIs or best practices for handling real-world image capture via passthrough cameras with the Enterprise APIs, please let us know.
0
0
223
Oct ’24
How is the HandTracking in Happy Beam avoiding data racing?
I am new to learning about concurrency and I am working on an app that uses the HandTrackingProvider class. In the Happy Beam sample code, there is a HearGestureModel which has a reference to the HandTrackingProvider() and this seems to write to a struct called HandUpdates inside the HeartGestureModel class through the publishHandTrackingUpdates() function. On another thread, there is a function called computeTransformofUserPerformedHeartGesture() which reads the values of the HandUpdates to determine whether the user is making the appropriate gesture. My question is, how is the code handling the constant read and write to the HandUpdates struct?
1
0
261
Oct ’24
ARKit delegate code broken by Swift 6
I'm porting over some code that uses ARKit to Swift 6 (with Complete Strict Concurrency Checking enabled). Some methods on ARSCNViewDelegate, namely Coordinator.renderer(_:didAdd:for:) among at least one other is causing a consistent crash. On Swift 5 this code works absolutely fine. The above method consistently crashes with _dispatch_assert_queue_fail. My assumption is that in Swift 6 a trap has been inserted by the compiler to validate that my downstream code is running on the main thread. In Implementing a Main Actor Protocol That’s Not @MainActor, Quinn “The Eskimo!” seems to address scenarios of this nature with 3 proposed workarounds yet none of them seem feasible here. For #1, marking ContentView.addPlane(renderer:node:anchor:) nonisolated and using @preconcurrency import ARKit compiles but still crashes :( For #2, applying @preconcurrency to the ARSCNViewDelegate conformance declaration site just yields this warning: @preconcurrency attribute on conformance to 'ARSCNViewDelegate' has no effect For #3, as Quinn recognizes, this is a non-starter as ARSCNViewDelegate is out of our control. The minimal reproducible set of code is below. Simply run the app, scan your camera back and forth across a well lit environment and the app should crash within a few seconds. Switch over to Swift Language Version 5 in build settings, retry and you'll see the current code works fine. import ARKit import SwiftUI struct ContentView: View { @State private var arViewProxy = ARSceneProxy() private let configuration: ARWorldTrackingConfiguration @State private var planeFound = false init() { configuration = ARWorldTrackingConfiguration() configuration.worldAlignment = .gravityAndHeading configuration.planeDetection = [.horizontal] } var body: some View { ARScene(proxy: arViewProxy) .onAddNode { renderer, node, anchor in addPlane(renderer: renderer, node: node, anchor: anchor) } .onAppear { arViewProxy.session.run(configuration) } .onDisappear { arViewProxy.session.pause() } .overlay(alignment: .top) { if !planeFound { Text("Slowly move device horizontally side to side to calibrate") } else { Text("Plane found!") .bold() .foregroundStyle(.green) } } } private func addPlane(renderer: SCNSceneRenderer, node: SCNNode, anchor: ARAnchor) { guard let planeAnchor = anchor as? ARPlaneAnchor, let device = renderer.device, let planeGeometry = ARSCNPlaneGeometry(device: device) else { return } planeFound = true planeGeometry.update(from: planeAnchor.geometry) let material = SCNMaterial() material.isDoubleSided = true material.diffuse.contents = UIColor.white.withAlphaComponent(0.65) planeGeometry.materials = [material] let planeNode = SCNNode(geometry: planeGeometry) node.addChildNode(planeNode) } } struct ARScene { private(set) var onAddNodeAction: ((SCNSceneRenderer, SCNNode, ARAnchor) -> Void)? private let proxy: ARSceneProxy init(proxy: ARSceneProxy) { self.proxy = proxy } func onAddNode( perform action: @escaping (SCNSceneRenderer, SCNNode, ARAnchor) -> Void ) -> Self { var view = self view.onAddNodeAction = action return view } } extension ARScene: UIViewRepresentable { func makeUIView(context: Context) -> ARSCNView { let arView = ARSCNView() arView.delegate = context.coordinator arView.session.delegate = context.coordinator proxy.arView = arView return arView } func updateUIView(_ uiView: ARSCNView, context: Context) { context.coordinator.onAddNodeAction = onAddNodeAction } func makeCoordinator() -> Coordinator { Coordinator() } } extension ARScene { class Coordinator: NSObject, ARSCNViewDelegate, ARSessionDelegate { var onAddNodeAction: ((SCNSceneRenderer, SCNNode, ARAnchor) -> Void)? func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) { onAddNodeAction?(renderer, node, anchor) } } } @MainActor class ARSceneProxy: NSObject, @preconcurrency ARSessionProviding { fileprivate var arView: ARSCNView! @objc dynamic var session: ARSession { arView.session } } Any help is greatly appreciated!
1
7
339
Oct ’24
PlaneDetectionProvider on VisionOS seems to limit detection to planes less than5 m from world origin.
When using the plane PlaneDetectionProvider in visionOS I seem to have hit a limitation which is that regardless of where the headset is in the space, planes will only be detected that are (as far as I can tell) less that 5m from the world origin. Mapping a room becomes very tricky as a result because you often find some walls are outside the radius, even if you're standing two feet away from a ten foot wall. It just won't see it. I've picked my way through the documentation but I cannot see any way to extend this distance. Am I missing something?
3
0
349
Oct ’24
RealityKit HasTransform.position throws a runtime exception
I am working on a React Native app, specifically on the iOS native module with RealityKit. An apparently unexplainable error keeps happening at runtime, as you can see from the following image: Crash log from XCode When I try to retrieve the position of my AnchorEntity relative to the world space (so using relativeTo: nil), it triggers a runtime exception during some of its internal calls: CoreRE: re::BucketArray<unsigned short*, 32ul>::operator[](unsigned long) + 204 As you can see from the code, my AnchorEntity is not null as there is a guard check. I also tried to move that code into an objective c static function in order to use @try @catch and catch runtime exceptions, to later realise that RealityKit is not compatible with ObjectiveC. Do you have any idea/suggestion on how to fix it/prevent it?
0
0
127
Oct ’24