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

Posts under ARKit tag

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Attach a Attachment to the hand VisionOS
I am trying to attach a button to user's left hand. the position is tracked. the button stays above the user's left hand. but it doesn't face the user. or it doesn't even face where the wrist is pointing. this is the main code snippet: if (model.editWindowAdded) { let originalMatrix = model.originFromWristLeft let theattachment = attachments.entity(for: "sample")! entityDummy.addChild(theattachment) let testrotvalue = simd_quatf(real: 0.9906431, imag: SIMD3<Float>(-0.028681312, entityDummy.orientation.imag.y, 0.025926698)) entityDummy.orientation = testrotvalue theattachment.position = [0, 0.1, 0] var timer = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) {_ in let originalMatrix = model.originFromWristLeft print(originalMatrix.columns.0.y) let testrotvalue = simd_quatf(real: 0.9906431, imag: SIMD3<Float>(-0.028681312,0.1, 0.025926698)) entityDummy.orientation = testrotvalue } }
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Convert .reality into USDZ
Hey Everyone, this is like my first post here in the apple forum. I need your help to understand better Reality Kit and file exports, but let me explain. I'm trying to create a little 3D Object editor, and it looks like to work pretty well using RealityViews and managing materials on the Entity. I'm currently working with all the Beta Apis and I would like to export my entity into an .usdz or a .obj file. I've found a method that allows me to create a .Reality File let path = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0].appendingPathComponent("model.reality") try await self.appState.parentEntity.write(to: path) but I now I don't know how to convert it into a .usdz or a .obj file, or otherwise any standard 3d format. Do you have any idea on how could I do? Thankyou so much! Have a nice day ^^
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Augmented Reality app unable to load the image from the camera
I have an app on the App Store for many years enabling users to post text into clouds in augmented reality. Yet last week abruptly upon installing the app on the iPhone the screen started going totally dark and a list of little comprehensible logs came up of the kind: ARSCNCompositor <0x300ad0e00>: ARSCNCompositor (0, 0) initialization failed. Matting is not set up properly. many times, then RWorldTrackingTechnique <0x106235180>: Unable to update pose [PredictorFailure] for timestamp 870.392108 ARWorldTrackingTechnique <0x106235180>: Unable to predict pose [1] for timestamp 870.392108 again several times and then: ARWorldTrackingTechnique <0x106235180>: SLAM error callback: Error Domain=Slam Error Code=7 "Non fatal error occurred due to significant drop in a IMU data" UserInfo={NSDescription=Non fatal error occurred due to significant drop in a IMU data, NSLocalizedFailureReason=SlamEngineNodeGroup Failure: IMU issue: gyro data stream verification failed [Significant data drop]. Failed on timestamp: 870.413247, Last known timestamp: 865.350198, Delta: 5.063049, System timestamp: 870.415781, Delta between system and frame: 0.002534. } and then again the pose issues several times. I hoped the new beta version would have solved the issue, but it was not the case. Unfortunately I do not know if that depends on the beta version or some other issue, given the app may be not installed on the Mac simulator.
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Trying to traverse through a usdz file to copy materials from another usdz file to the traversed mesh
Hi All, I am using RealityKit along with ARKit and Swift UI to develop an app where I am augmenting a usdz model of a complex geometry like that of a car. I have some other usdz files with a simple plane geometry having the material properties embedded within them which also i am loading as model entities. I want to traverse through my car usdz file such that i can pick the material from simple usdz file and apply it to the car as car paint. To do this i know the name of the mesh holding the car paint as well as the name of the material applied. I have tried to traverse through the usdz files using both RealityKit and SceneKit but I am not successful to reach to the lowest mesh and copy the material properties to it. With RealityKit, I have tried to get the instance data using modelEntity as follows :- "sourceModel?.model?.mesh.contents.instances". But this returns instance id, model name and transform only. Any help will be highly appreciated. Thank You
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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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PortalComponent invalid
it is my code let portal = Entity() portal.components[ModelComponent.self] = .init(mesh: .generatePlane(width: Float(size.width), height: Float(size.height), cornerRadius: 0.02), materials: [PortalMaterial()]) portal.components[PortalComponent.self] = .init(target: world) portal.components[PortalComponent.self]?.clippingPlane = .init(position: SIMD3(x: 0, y: 0, z: 0), normal: SIMD3(x: 0, y: 0, z: 0)) portal.components.set(HoverEffectComponent()) I added RealityView to multiple HStacks and implemented the portal effect. I found that the portal effect would cause confusion in the rendering level on some machines, as shown in the figure
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iOS 18 Beta Bugs and Feedback
While using the iOS 18 Beta, I encountered the following bugs and have some feedback: Bugs: Notifications: Notifications sometimes appear very small, making them difficult to read and manage. Additionally, notifications occasionally disappear completely or get placed at the bottom of the screen, where they are hard to notice. This causes issues in keeping track of important information. Feedback Passwords: It is not possible to view the personal hotspot password and QR code in the passwords application. This is particularly problematic when someone wants to share their hotspot with others, as the password must be entered manually. Please investigate these issues so they do not persist in the final release.
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3D Object Capture not working on iphone 12 pro
The 3D object capture feature doesn’t seem to work on my iphone 12 pro. The circle that is supposed to show up when you begin to begin to move around the object doesnt show up so object capture doesn’t even begin. It says ‘more light..’ or ‘move closer’ but this doesnt happen on my iphone 14 pro. Works perfectly fine on that even with the same lighting. How can this be fixed?
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Geometry recognition and measurement from MeshAnchor
FYI. The source code of the FindSurface demo app for Apple Vision Pro (visionOS) is available now. The Swift package of FindSurface™ library is required to build the source code into the demo app. https://github.com/CurvSurf/FindSurface-visionOS After starting the app, the floating panels (below) will appear on your right side, and you will see wireframe meshes that approximately describe your environments. Performing a spatial tap (pinching with your thumb and index finger) with staring at a location on the meshes will invoke FindSurface, with an indicator (blue disk) appearing on the surface you've gazed. Voice commands: “Tap” – Spatial tap (gazing & pinching). Invoke FindSurface. “Tap plane” – Plane selection. “Tap sphere” or “Tap ball” – Sphere selection. “Tap cylinder” – Cylinder selection. “Tap cone” – Cone selection. “Tap torus” or “Tap donut” – Torus selection. “Tap accuracy” or “Tap measurement accuracy” – Accuracy selection. “Tap mean distance”, “Tap average distance”, or “Tap distance” – Avg. Distance selection. “Tap touch radius” or “Tap seed radius” – Touch Radius selection. “Tap Inlier” – “Show inlier points” toggle. “Tap outline” – “Show geometry outline” toggle. “Tap clear” – “Clear Scene” click.
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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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Question about ARKit Object Tracking Capabilities
Hi everyone, I'm curious about the capabilities of ARKit's object tracking feature. Specifically, I'd like to know: Is there a size limit for the objects that can be tracked? Can ARKit differentiate between two objects with the same shape but different models (e.g., different colors)? Are objects with single colors and generic shapes (like squares or circles) effectively trackable? Any insights or examples from your experiences would be greatly appreciated! Thanks in advance.
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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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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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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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Significant drop in a IMU data results in session interruption
Since moving up to IOS18 lat week I am getting an indication that there was a significant drop in IMU data being sent. Using the search capability, I can find very little information in the Developer Documentation that will tell me what the cause is and how to remedy it. Is there some documentation repository like Tech Notes that will tell me what I need to know to get going again? What additional sources of documentation are available for developers? The Search engine used for Developer documentation just does not cut it because it delivered a lot of useless entries that have no obvious relevance to my search terms. "2024-06-20 19:27:00.669334-0500 RoomPlanExampleApp[902:299709] [Technique] ARWorldTrackingTechnique &lt;0x104bf6d80&gt;: SLAM error callback: Error Domain=Slam Error Code=7 "Non fatal error occurred due to significant drop in a IMU data" UserInfo={NSDescription=Non fatal error occurred due to significant drop in a IMU data, NSLocalizedFailureReason=SlamEngineNodeGroup Failure: IMU issue: gyro data stream verification failed [Significant data drop]. Failed on timestamp: 53902.785827, Last known timestamp: 53901.416828, Delta: 1.368999, System timestamp: 53902.786251, Delta between system and frame: 0.000423. }"
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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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