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I am showing AR in Landscape. And I used the SCNRenderer to record the AR interface, but the camera's orientation is wrong.self.renderer = [SCNRenderer rendererWithDevice:nil options:nil];
self.renderer.scene = [self.delegate currentScene];
UIImage *image = [self.renderer snapshotAtTime:time withSize:CGSizeMake(SCREEN_WIDTH, SCREEN_HEIGHT) antialiasingMode:SCNAntialiasingModeMultisampling4X];Is there any better way to record the scene?show in Landscapehttps://photos.app.goo.gl/jKBrmWSredoK4iuR6record result, it's wrong.https://photos.app.goo.gl/2vhSQyTgarmzxuXe7
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I import a 3D model into the ScenekKit, then change the Euler's angle of the limb and let the limbs do the action. However, at this time, clothes and limbs will penetrate. How can I handle this situation?https://drive.google.com/open?id=15W2LEIvI46zVE3VPrc7arX9KcZebFycy
I create a new clip target in my project. When I try to run, an error occurred.
'The request was denied by service delegate (SBMainWorkspace) for reason: Unspecified ("null").'
I have no idea about that. macOS Catalina 10.15.4,Xcode Version 12.0 beta 3
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I try to create a new project with OC, and I want to introduce app clip which is written in SwiftUI. But when I run the app clip, it show nothing, just the black screen.
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I added two SCNNode to the scene to let them collide. The SCNNode is removed after the collision is over, but the removed SCNNode is not released. Dealloc will not be called.
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I load a model in the AR environment and add an ARAnchor to stabilize the model. When I place the device on the desktop and picked up later. The model’s position is not changed, but it will fly away soon. The coordinate system of ARKit will fly and be unstable.What should do?
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I use ARKIT to load a plane, and the plane modifies the SCNShaderModifierEntryPointFragment to display the decoded video. However, the rendered video image is too light and lighter than the video rendered using metalLayer. Why is this happening? I also tried to modify SCNShaderModifierEntryPointSurface, set the _surface.diffuse. And I also try use rgb instead of yuv. But still the same.texture2d textureY;
texture2d textureUV;
float3x3 coversionMatrix;
float3 yuv;
yuv.x = textureY.sample(textureSampler, _surface.diffuseTexcoord).r;
yuv.yz = textureUV.sample(textureSampler, _surface.diffuseTexcoord).rg;
float3 rgb = coversionMatrix * (yuv - offset);
_output.color = float4(rgb, 1.0);set the shaderModifiersmyMaterial.shaderModifiers = @{ SCNShaderModifierEntryPointFragment : shader};render in ar :https://photos.app.goo.gl/sqUkW9hzZTaPog7Z6render in metalLayer: https://photos.app.goo.gl/9dP49om7WSkeQYt56