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

ARKit Documentation

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How to save point cloud data and view it
Hello, Recently, I’ve been studying point cloud development. As a beginner in this field, I’m seeking some guidance on how to approach this. I want to obtain point cloud data and be able to display and view it as shown in the picture below. I used the "Displaying a Point Cloud Using Scene Depth" code as my starting point and then attempted to add a button to save the data in the Renderer private variable particlesBuffer: MetalBuffer. The particlesBuffer array contains data structured as follows: struct ParticleUniforms { simd_float3 position; simd_float3 color; float confidence; }; My understanding is that this data represents the point cloud. If I am wrong, please let me know. Next, I wrote my own code to display this data using SceneKit by creating small spheres based on the position and color values. However, in practice, this method only allows me to display about 30,000 spheres before it becomes very laggy. I believe my implementation might be incorrect because I noticed that using the 3D scanner App to display point clouds achieves a much better performance. Could you please advise me on how to achieve an effect like the one shown in the image below? Thank you.
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Jul ’24
Object Tracking with RealtyView
When I wanted to call the Reality Composer Pro scene containing Object Tracking, I tried the following code: RealityView { content in if let model = try? await Entity(named: "Scene", in: realityKitContentBundle) { content.add(model) } } Obviously, this is wrong. We need to add some configurations that can enable Object Tracking to Reality View. What do we need to add?
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Jun ’24
Can you limit the area for AR Body Tracking to avoid the mesh from jumping across multiple bodies?
Hello there, I am currently experimenting with the body tracking sample from the AR Foundation Example Project. It works fine, but when there are multiple persons in front of the camera, the mesh jumps randomly from tracked skeleton to tracked skeleton. So I am looking for a way to define a specific area in front of the camera or to implement some other marker (maybe a body pose) to start and stop tracking. I am guessing Pose-Tracking could work. Whenever a body stands in a T-Pose, the Mesh gets applied to that body and then the script stops looking for new skeletons until the original skeleton is lost. Does somebody know which code to look at to achieve this?
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Jul ’24
How to test an ARKit app in the simulator (without using ARKit features)
We are building an app that uses ARKit occasionally, but not always. We would like to test the non-ARKit parts in the simulator, since it offers more debugging features (e.g. SwiftUI previews or the Thread Sanitizer). However, we can't even build the app for the simulator, since the simulator SDK does not know about certain classes (e.g. "AnchorEntity"). This also means that none of the SwiftUI previews work, even if the views are not using ARKit. What is the best approach to test such an app in the simulator, without using any ARKit features?
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Jul ’24
Why is VisionOS Barcode Scanning an Enterprise API?
I'm seeking insight on why the new VisionOS Barcode Scanning API is categorized as an Enterprise API and restricted only for proprietary and in-house apps. I understand Apple's focus on privacy and I can see how this restriction could make sense for other Enterprise APIs like main camera access and passthrough screen capture. Why is barcode scanning restricted from open apps? What makes barcode scanning more of a risk to privacy versus the unrestricted APIs for object tracking, image tracking, or hand tracking?
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Jul ’24
Trouble with Core ML Object Tracking for Spherical Objects Using WWDC Sample Code and Object Capture
Hi everyone, I'm working with Core ML for object tracking and have successfully trained a couple of models. However, when I try to use the reference object file in the object tracking sample code from the WWDC video, it doesn't work. I'm training the model on a single-color plastic spherical object. Could this be the reason for the issue? I also attempted to use USDZ 3D assets that resemble the real object. Do these need to be trained with the Object Capture app to work properly? Speaking of the Object Capture app, my experience hasn't been great. When I scanned my spherical object, the result was far from a sphere—it looked more like a mushy dough. Any insights or suggestions would be greatly appreciated!
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Jun ’24
Object Tracking Training: Objects to avoid
I'm working on training an object tracking model in CreateML for visionOS that has fan blades on it and looking to try to train while ignoring a section of the geometry. When I train currently, it can detect the object if the fan blades are in the same orientation as when scanned but if they move it struggles. I see there is an "objects to avoid" data source that can be added but upon reading the description, I don't think it does what I'm needing but I could be wrong. Is there anyway to have the training ignore a part of the geometry that has a significant effect on the silhouette of the object?
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Jul ’24
Draw Indoor Navigation path using ARKit iOS
I have indoor map and I want to draw path between two route location ex. from A to B I want to draw ARKit based Arrow path in ios Application. Currently I am using ARAnchor to achieve this but challenges is if A to B is 10 meter and I am adding Nodes on each one meter so instead of 10 different nodes i am getting single Arrow nodes showing all 10 in it. I am using below code. // Below Code from where I am calling addArpath function if let lat1 = mCurrentPosition?.latitude, let long1 = mCurrentPosition?.longitude { let latEnd = steplocation.latitude let longEnd = steplocation.longitude // if let lastLat = arrpath.last?.latitude,let lastLong = arrpath.last?.longitude,let lastAltitude = arrpath.last?.altitude{ let userLocation = CLLocation(latitude: lat1, longitude: long1) let endLocation = CLLocation(coordinate: CLLocationCoordinate2DMake(CLLocationDegrees(latEnd), CLLocationDegrees(longEnd)), altitude: CLLocationDistance(steplocation.altitude), horizontalAccuracy: CLLocationAccuracy(5), verticalAccuracy: CLLocationAccuracy(0), course: CLLocationDirection(-1), speed: CLLocationSpeed(5), timestamp: Date()) let heading = getHeadingForDirectionFromCoordinate(from: userLocation, to: endLocation) let lon1 = degreesToRadians(long1) //DegreesToRadians(long1) let lon2 = degreesToRadians(longEnd); //DegreesToRadians(longEnd); let lat2 = degreesToRadians(latEnd); let dLon = lon2 - lon1 let y = sin(dLon) * cos(lat2); yVal = yVal + y // let distanceToendpoint = calculateDistance(lat: endLocation.coordinate.latitude, long: endLocation.coordinate.longitude) let distvalue = Int(distance) + Int(pathlength) distance += CGFloat(distvalue) for i in stride(from: 0, to: distance, by:1) { print("current loop iteration is:" ,i) let headingValue = heading - self.heading zValue = zValue + headingValue distanceVal = CGFloat(i) + distanceVal zGlobal = zValue // Calling addARPathtoLocation addARPathtoLocation(stepLocation:endLocation,zvalue: zValue, yvalue: yVal, distance:Float(i), direction: manuoverType) } // } } // MARK: - ARSessionDelegate func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) { guard !(anchor is ARPlaneAnchor) else { return } let sphereNode = generateArrowNodes(anchor: anchor) DispatchQueue.main.async { node.addChildNode(sphereNode) } } //create ARAnchor to add to nodes func generateArrowNodes(anchor: ARAnchor) -> SCNNode { let imageMaterial = SCNMaterial() imageMaterial.isDoubleSided = true imageMaterial.diffuse.contents = UIImage(named: "blueArrow") let plane = SCNPlane(width:0.5, height:0.5) plane.materials = [imageMaterial] plane.firstMaterial?.isDoubleSided = true let blueNode = SCNNode(geometry: plane) blueNode.name = "blueNode" blueNode.position = SCNVector3(x:Float(zGlobal), y:0, z:Float(distanceVal)) blueNode.eulerAngles.x = -.pi / 2 blueNode.eulerAngles.y -= Float(CGFloat(CGFloat.pi/4*6)) return blueNode } func addARPathtoLocation(stepLocation: CLLocation, zvalue: CGFloat, yvalue: CGFloat, distance:Float, direction:VMEManeuverType) { // give you the depth of anything ARKit has detected guard let query = sceneView.raycastQuery(from: sceneView.center , allowing: .estimatedPlane, alignment: .any) else { return } let results = sceneView.session.raycast(query) guard let hitResult = results.first else { print("No surface found") return } // Add ARAnchor to Scene let anchor = ARAnchor(transform: hitResult.worldTransform) sceneView.session.add(anchor: anchor) } func radiansToDegrees(_ radians: Double) -> Double { return (radians) * (180.0 / Double.pi) } func degreesToRadians(_ degrees: Double) -> Double { return (degrees) * (Double.pi / 180.0) } func getHeadingForDirectionFromCoordinate(from: CLLocation, to: CLLocation) -> Double { let fLat = degreesToRadians(from.coordinate.latitude) let fLng = degreesToRadians(from.coordinate.longitude) let tLat = degreesToRadians(to.coordinate.latitude) let tLng = degreesToRadians(to.coordinate.longitude) let deltaL = tLng - fLng let x = sin(deltaL) * cos(tLng) //cos(tLat) * sin(deltaL) let y = cos(fLat) * sin(tLat) - sin(fLat) * cos(tLat) * cos(deltaL) let bearing = atan2(x,y) let bearingInDegrees = bearing.toDegrees print("Bearing Degrees :",bearingInDegrees) // sanity check // let degree = radiansToDegrees(atan2(sin(tLng-fLng)*cos(tLat), cos(fLat)*sin(tLat)-sin(fLat)*cos(tLat)*cos(tLng-fLng))) if bearingInDegrees >= 0 { return bearingInDegrees } else { return bearingInDegrees + 360 } }
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Jun ’24
Help with Virtual Hands
At the end of the WWDC 2023 sessoion https://developer.apple.com/wwdc23/10111 the session talks about implementing Virtual Hands. However the Code shown in the Video is not correct anymore with the latest version of VisionOS and also the example “SpaceGloves“ Entity referenced in the Video is not documented and there is no example project resource to reference either. I have been trying for the last two weeks to implement the same basic example shown in this video, including skinning and rigging my own hand meshes But have had significant issues doing so and found no working code/usdz examples to reference across different internet resource. Is it possible for a working project/code example including USDZ files for the Hand Meshes to be provided in order to test a working example of this as a starting point for building my own virtual hands? Thanks for your help.
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Jun ’24
Capture Video from my own app using enterprise APIs in visionOS
Hello, I want to capture video from Vision Pro in the Vision OS app. I am referring to the (https://developer.apple.com/videos/play/wwdc2024/10139/) Apple video and their code. step like below import ARKit com.apple.developer.arkit.main-camera-access.allow = true in info.plist Do below code func loadCameraFeed() async { // Main Camera Feed Access Example let formats = CameraVideoFormat.supportedVideoFormats(for: .main, cameraPositions:[.left]) let cameraFrameProvider = CameraFrameProvider() var arKitSession = ARKitSession() var pixelBuffer: CVPixelBuffer? await arKitSession.queryAuthorization(for: [.cameraAccess]) do { try await arKitSession.run([cameraFrameProvider]) } catch { return } guard let cameraFrameUpdates = cameraFrameProvider.cameraFrameUpdates(for: formats[0]) else { return } print(cameraFrameUpdates) for await cameraFrame in cameraFrameUpdates { print(cameraFrame) guard let mainCameraSample = cameraFrame.sample(for: .left) else { continue } pixelBuffer = mainCameraSample.pixelBuffer } } I want to convert "pixelBuffer" into video streaming and show it in a frame like iOS. Please guide me on how to achieve my next step. I am blank after this code.
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Jun ’24
VisionOS 2 - Passthrough in screen capture
Hello, I am trying to develop an app that broadcasts what the user sees via Apple Vision Pro. I have applied for and obtained the Enterprise API and actually can stream via the "Main camera access" API, as reported on https://developer.apple.com/videos/play/wwdc2024/10139/. My problem is that I have not found any reference to how to integrate the "Passthrough in screen capture" API into my project. Have any of you been able to do this? Thank you
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Jun ’24
Room plan ceiling scans and model placement
Hello, I am trying to make an app that involves room scanning and then placing of imaginary objects in the room. I had two questions about the specifics behind this. Is it possible for Roomplan to include the ceiling when scanning the room? Is it possible to place objects in AR while Room plan is running, or is it necessary to wait until after the scan is done?
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Jun ’24
Tracking of moving images is super slow on visionOS
I noticed that tracking moving images is super slow on visionOS. Although the anchor update closure is called multiple times per second, the anchor's transform seems to be updated only once in a while. Another issue might be that the SwiftUI isn't updating more often. On iOS, image tracking is pretty smooth. Is there a way to speed this up somehow on visionOS, too?
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Jun ’24
RealityKit's ARView raycast returns nothing
Hello, I have rendered an usdz File using sceneKit's .write() method on the displayed scene. Once I load it on another RealityKit's ARView using the .nonAR mode of the camera, I am trying to use the view's raycast(from:,allowing:,alignment:) method, to get the coordinates on the model. I have applied the collisionComponents when loading the model using the .generateCollisionShapes() function to be able to interact with the modelEntity. However, the raycast result returns nothing. Is there something I am missing for it to work? Thanks!
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Jun ’24
HandTrackingProvider duplicate updates in 2.0
Anybody try hand tracking provider in 2.0? I'm getting them in 11ms interval, as advertised, but they are duplicate. Here's a print of the timestamps. Problematic for me because I am tracking the last 5 position for a calculation and expect them to be unique. Can't find docs on this anywhere. I understand it's not truly 90 updates a second but predicted pose, however I expected the updates to include predicted poses.
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Jun ’24