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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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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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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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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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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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? Note:I have seen https://developer.apple.com/videos/play/wwdc2024/10101/, but I don't know much about it.
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Can the world tracking function be used in Unity?
The project was developed using Unity, and the requirement is to place a virtual model in the real world. When the user leaves the environment or the machine is turned off and then on again, the virtual model is still in its original real position. I found that the worldtracking function of Arkit is useful, but I don't know how to use it in Unity. Is that have any related example projects?
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New Object Capture Sample Code
Hi, Object Capture's original sample code was released last year, and this year there was a talk about adding area mode to it. The talk links to the old Object Capture code - when can I expect to have the new one with area mode, and is there anything I can help you with to have it published faster? Thanks!
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Apple: please unlock "enterprise features" for all visionOS devs!
We are developing apps for visionOS and need the following capabilities for a consumer app: access to the main camera, to let users shoot photos and videos reading QR codes, to trigger the download of additional content So I was really happy when I noticed that visionOS 2.0 has these features. However, I was shocked when I also realized that these capabilities are restricted to enterprise customers only: https://developer.apple.com/videos/play/wwdc2024/10139/ I think that Apple is shooting itself into the foot with these restrictions. I can understand that privacy is important, but these limitations restrict potential use cases for this platform drastically, even in consumer space. IMHO Apple should decide if they want to target consumers in the first place, or if they want to go the Hololens / MagicLeap route and mainly satisfy enterprise customers and their respective devs. With the current setup, Apple is risking to push devs away to other platforms where they have more freedom to create great apps.
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Object Tracking Sample Code
Are you planning on publishing a complete sample code project related to the Explore object tracking for visionOS session (wwdc2024/10101)? The animation at 12:50 where the globe opens up was especially impressive. Seeing how that was done while tracking to the globe would be very interesting. (I realize that we would have to create our own globe object in order for the code to work.)
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How to Detect Gaze & Gesture on Entity
It's a common system interaction to look at an item in SwiftUI and tap to select it. I'm confused how to do the same with ModelEntities. How do I use gaze to select a ModelEntity for context based actions? e.g. look at the green sphere and tap to pull up a menu. Or look in a direction and clap to **** away virtual objects etc. etc. If this is not possible is there a workaround?
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Can i use Ultra-Wide AVKit, AvPlayer VisionOS 2 ?
hello i watched WWDC24, Ultra-Wide Mac Display. i wanna use to my player like that Ultra-wide mac Display. i wanna play for mp4 movie file in Ultra-wide mode (like that curved mode) Can i use Ultra-Wide AVKit, VisionOS 2 ? when i check in Apple documentation, AVExperienceController.Experience.expanded, Is this the function(Ultra-wide mode) I think it is? (https://developer.apple.com/documentation/avkit/avexperiencecontroller/experience-swift.enum/expanded#discussion)
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Get distance from uvd and intrinsic matrix?
Hello! I am having trouble calculating accurate distances in the real world using the camera's returned intrinsic matrix and pixel coordinates/depths captured from the iPhone's LiDAR. For example, in the image below, I set a mug 0.5m from the phone. The mug is 8.5cm wide. The intrinsic matrix returned from the phone's AVCameraCalibrationData class has focalx = 1464.9269, focaly = 1464.9269, cx = 960.94916, and cy = 686.3547. Selecting the two pixel locations denoted in the image below, I calculated each one's xyz coordinates using the formula: x = d * (u - cx) / focalx y = d * (v - cy) / focaly z = d Where I get depth from the appropriate pixel in the depth map - I've verified that both depths were 0.5m. I then calculate the distance between the two points to get the mug width. This gives me a calculated width of 0.0357, or 3.5 cm, instead of the 8.5cm I was expecting. What could be accounting for this discrepancy? Thank you so much for your help!
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May ’22