I am currently creating an app where two people share an instance of an immersive space so that they are able to point to certain things in the immersive space. Right now, other people are hidden behind the immersive space, and even with people awareness enabled for everything, people are still too difficult to see. I've found this documentation (https://developer.apple.com/documentation/arkit/occluding-virtual-content-with-people) which describes what I want to do, but it is only listed as working on iOS an iPadOS. Is there anything similar to this that will work on VisionOS?
ARKit
RSS for tagIntegrate iOS device camera and motion features to produce augmented reality experiences in your app or game using ARKit.
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When entering the mixed space, there is a window behind the robot, and I want this window to be moved to another position as code
Topic:
Spatial Computing
SubTopic:
ARKit
I'm using ARKitSession and PlaneDetectionProvider to detect planes. I have a basics process to create an entity for each detected plane. Each one will get a random color for the material.
Each plane is sized based on the bounds of the anchor provided by ARKit.
let mesh = MeshResource.generatePlane(
width: anchor.geometry.extent.width,
depth: anchor.geometry.extent.height
)
Then I'm using this to position each entity.
entity.transform = Transform(matrix: anchor.originFromAnchorTransform)
This seems to be the right method, but many (not all) planes are not where they should be. The sizes look OK, but the X and Y positions off.
Take this large green plane on the wall. It should span the entire wall, but it is offset along the X position so that it is pushed to the left from where the center of the anchor is.
When I visualize surfaces using the Xcode debugging tools, that tool reports the planes where I'd expect them to be.
Can you see what I'm getting wrong here? Full code below
struct Example068: View {
@State var session = ARKitSession()
@State private var planeAnchors: [UUID: Entity] = [:]
@State private var planeColors: [UUID: Color] = [:]
var body: some View {
RealityView { content in
} update: { content in
for (_, entity) in planeAnchors {
if !content.entities.contains(entity) {
content.add(entity)
}
}
}
.task {
try! await setupAndRunPlaneDetection()
}
}
func setupAndRunPlaneDetection() async throws {
let planeData = PlaneDetectionProvider(alignments: [.horizontal, .vertical, .slanted])
if PlaneDetectionProvider.isSupported {
do {
try await session.run([planeData])
for await update in planeData.anchorUpdates {
switch update.event {
case .added, .updated:
let anchor = update.anchor
if planeColors[anchor.id] == nil {
planeColors[anchor.id] = generatePastelColor()
}
let planeEntity = createPlaneEntity(for: anchor, color: planeColors[anchor.id]!)
planeAnchors[anchor.id] = planeEntity
case .removed:
let anchor = update.anchor
planeAnchors.removeValue(forKey: anchor.id)
planeColors.removeValue(forKey: anchor.id)
}
}
} catch {
print("ARKit session error \(error)")
}
}
}
private func generatePastelColor() -> Color {
let hue = Double.random(in: 0...1)
let saturation = Double.random(in: 0.2...0.4)
let brightness = Double.random(in: 0.8...1.0)
return Color(hue: hue, saturation: saturation, brightness: brightness)
}
private func createPlaneEntity(for anchor: PlaneAnchor, color: Color) -> Entity {
let mesh = MeshResource.generatePlane(
width: anchor.geometry.extent.width,
depth: anchor.geometry.extent.height
)
var material = PhysicallyBasedMaterial()
material.baseColor.tint = UIColor(color)
let entity = ModelEntity(mesh: mesh, materials: [material])
entity.transform = Transform(matrix: anchor.originFromAnchorTransform)
return entity
}
}
Topic:
Spatial Computing
SubTopic:
ARKit
Hello,
I'm developing a LiDAR-based scanning app using Swift, where I can successfully perform scans and export the results as .obj files. My goal is to have the scan's colors and textures closely resemble real-world visuals as captured by the camera, similar to the results shown in this repository.
In the referenced repository, the result is demonstrated with a single screenshot, but I want to display the textures and colors throughout the entire scanning process, not just at the final result. To clarify, I'm not focused on scanning individual objects but rather larger environments like rooms, houses, or outdoor spaces such as streets.
Here’s what I’m aiming for:
Realistic colors and textures that match what the camera sees during the scan.
Continuous texture rendering during the scanning process, not just in the final exported model.
Could anyone share guidance, sample code, or point me to relevant documentation to achieve this? Any help would be greatly appreciated!
Thank you!
I am trying to create an object in immersive space that is partially transparent (~50% opacity). I have implemented this in a few different ways including creating a model entity and setting its opacity component to 0.5, and creating a custom material with blending set to a transparent opacity of 0.5. These both work partially, as they behaved as intended for many cases, but seemingly randomly would act like occlusion material and block any other immersive content behind them, showing the real world instead.
Some notes: I am using RealityKit to render the semi-transparent object and an opaque object that is behind the semi-transparent object. I am using VisionOS 2.1, and am updating the location of the semi-transparent object often. Both objects are ModelEntities.
I would appreciate any guidance on how to implement this. Please let me know if there are any other questions.
Hello
RemoteDeviceIdentifier returns nil and therefore it crashes the HoverEffect sample project.
I have vision26 beta 2 on both devices
what the correct method of running this code sample ?
Hi 26 beta guys,
I have apps using ARKit.
In iPadOS 26 beta, ARKit stops working after switching to other apps.
how to:
Enable WindowMode in iPadOS 26
Launch my app and start ARSession
Switch to another app (preference app, etc.)
Switch back to my app
AR stops updating camerafeed.
I debug printed ARSessionDelegate, and found that
after sessionWasInterrupted was called, sessionInterruptionEnded was never called.
sessionInterruptionEnded is called if WindowMode disabled.
Is this just a bug for 26 beta?
I suspect there is similar problem with non-AR camera.
Any idea?
Topic:
Spatial Computing
SubTopic:
ARKit
I'm a novice in RealityKit and ARKit. I'm using ARKit in SwiftUI to show a cube with a number as shown below.
import SwiftUI
import RealityKit
import ARKit
struct ContentView : View {
var body: some View {
return ARViewContainer()
}
}
#Preview {
ContentView()
}
struct ARViewContainer: UIViewRepresentable {
typealias UIViewType = ARView
func makeUIView(context: UIViewRepresentableContext<ARViewContainer>) -> ARView {
let arView = ARView(frame: .zero, cameraMode: .ar, automaticallyConfigureSession: true)
arView.enableTapGesture()
return arView
}
func updateUIView(_ uiView: ARView, context: UIViewRepresentableContext<ARViewContainer>) {
}
}
extension ARView {
func enableTapGesture() {
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap(recognizer:)))
self.addGestureRecognizer(tapGestureRecognizer)
}
@objc func handleTap(recognizer: UITapGestureRecognizer) {
let tapLocation = recognizer.location(in: self) // print("Tap location: \(tapLocation)")
guard let rayResult = self.ray(through: tapLocation) else { return }
let results = self.raycast(from: tapLocation, allowing: .estimatedPlane, alignment: .any)
if let firstResult = results.first {
let position = simd_make_float3(firstResult.worldTransform.columns.3)
placeObject(at: position)
}
}
func placeObject(at position: SIMD3<Float>) {
let mesh = MeshResource.generateBox(size: 0.3)
let material = SimpleMaterial(color: UIColor.systemRed, roughness: 0.3, isMetallic: true)
let modelEntity = ModelEntity(mesh: mesh, materials: [material])
var unlitMaterial = UnlitMaterial()
if let textureResource = generateTextResource(text: "1", textColor: UIColor.white) {
unlitMaterial.color = .init(tint: .white, texture: .init(textureResource))
modelEntity.model?.materials = [unlitMaterial]
let id = UUID().uuidString
modelEntity.name = id
modelEntity.transform.scale = [0.3, 0.1, 0.3]
modelEntity.generateCollisionShapes(recursive: true)
let anchorEntity = AnchorEntity(world: position)
anchorEntity.addChild(modelEntity)
self.scene.addAnchor(anchorEntity)
}
}
func generateTextResource(text: String, textColor: UIColor) -> TextureResource? {
if let image = text.image(withAttributes: [NSAttributedString.Key.foregroundColor: textColor], size: CGSize(width: 18, height: 18)), let cgImage = image.cgImage {
let textureResource = try? TextureResource(image: cgImage, options: TextureResource.CreateOptions.init(semantic: nil))
return textureResource
}
return nil
}
}
I tap the floor and get a cube with '1' as shown below.
The background color of the cube is black, I guess. Where does this color come from and how can I change it into, say, red? Thanks.
Hi!
I'm currently experimenting on Apple Vision Pro with hand and head anchors. Is there a way to get an anchor linked to the apple magic keyboard (as the detection is already done to display inputs at the top)?
Thanks in advance,
Have a good day!
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model.
When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same.
Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5.
I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
I thought the ARCoachingOverlayView was a nice touch, so each apps ARKit coaching was recognizable and I used it in my ARView/ARSCNView based apps.
Now with RealityView, is there any replacement planned?
Or should we just use UIViewRepresentable and wrap ARCoachingOverlayView?
Is there any way to render a RealityView to an Image/UIImage like we used to be able to do using SCNView.snapshot() ?
ImageRenderer doesn't work because it renders a SwiftUI view hierarchy, and I need the currently presented RealityView with camera background and 3D scene content the way the user sees it
I tried UIHostingController and UIGraphicsImageRenderer like
extension View {
func snapshot() -> UIImage {
let controller = UIHostingController(rootView: self)
let view = controller.view
let targetSize = controller.view.intrinsicContentSize
view?.bounds = CGRect(origin: .zero, size: targetSize)
view?.backgroundColor = .clear
let renderer = UIGraphicsImageRenderer(size: targetSize)
return renderer.image { _ in
view?.drawHierarchy(in: view!.bounds, afterScreenUpdates: true)
}
}
}
but that leads to the app freezing and sending an infinite loop of
[CAMetalLayer nextDrawable] returning nil because allocation failed.
Same thing happens when I try
return renderer.image { ctx in
view.layer.render(in: ctx.cgContext)
}
Now that SceneKit is deprecated, I didn't want to start a new app using deprecated APIs.
I have a visionOS app where I instantiate ARKitSession and various providers (HandTrackingProvider and WorldTrackingProvider) in my appModel. That way, I can pass these providers to a Task which runs a gRPC server for sending the data from these providers to a client. When the users enters the immersive space of the app, the ARKitSession will run the providers if they are not running already.
I am now trying to implement the AccessoryTrackingProvider with the PSVR sense controllers but it does not fit with my current framework because the controllers may not be connected when the ARKitSession.run function is called. So I need to find a new place to start the session.
My question is, if I already have a session which is running the hand and world tracking providers, can I start another session to run the accessory tracking? Should they all be running on the same session?
Is there a way to stop the session and restart it when the controllers are connected? When I tried this, I get an error that says "It is not possible to re-run a stopped data provider (<ar_hand_tracking_provider_t: " but if I instantiate a new HandTrackingProvider, then the one that got passed to the gRPC task would no longer be the one running in the new session.
Any advice on how best to manage the various providers and ARKit sessions would be greatly appreciated.
I downloaded the official sample project “Accessing the Main Camera”, but I found that it’s not able to retrieve the camera feed on visionOS 26.1. After checking the debug logs, it seems the issue is caused by the system being unable to find the expected format.
I tested on a device running visionOS 2, and the camera feed worked correctly — but only when using the sample code from the visionOS 2 version, not the current one. I also noticed that some of the APIs have changed between versions.
Has anyone managed to successfully access the camera feed on visionOS 26.1?
Error:
RoomCaptureSession.CaptureError.exceedSceneSizeLimit
Apple Documentation Explanation:
An error that indicates when the scene size grows past the framework’s limitations.
Issue:
This error is popping up in my iPhone 14 Pro (128 GB) after a few roomplan scans are done. This error shows up even if the room size is small. It occurs immediately after I start the RoomCaptureSession after the relocalisation of previous AR session (in world tracking configuration). I am having trouble understanding exactly why this error shows and how to debug/solve it.
Does anyone have any idea on how to approach to this issue?
We are working on a world scale AR app that leverages the device location and heading to place objects in the streets, so that they are correctly and stably anchored to certain locations.
Since the geo-tracking imagery is only available in certain cities and areas, we are trying to figure out how to fallback when geo-tracking is not available as the device move away, to still retain good AR camera accuracy. We might need to come up with some algorithm using the device GPS, to line up the ARCamera with our objects.
Question: Does geo-tracking always provide greater than or equal to the accuracy of world tracking, for a GPS outdoor AR experience?
If so, we can simply use the ARGeoTrackingConfiguration for the entire time, and rely on the ARView keeping itself aligned. Otherwise, we need to switch between it and ARWorldTrackingConfiguration when geo-tracking is not available and/or its accuracy is low, then roll our own algorithm to keep the camera aligned.
Thanks.
Hello Community,
I'm encountering an issue with the latest iOS 17 update, specifically related to RoomPlan version-2. In iOS 16, when using RoomPlan version-1, we were able to display stairs in our app. However, after upgrading to iOS 17 and implementing RoomPlan version-2, the stairs are no longer visible.
Despite thorough investigation, I couldn't find any option within the code to show or hide stairs, or any other objects for that matter. It seems like a specific issue with the update rather than a coding error on our part.
Has anyone else encountered a similar problem? If so, I would greatly appreciate any insights or solutions you might have. It's crucial for our app functionality to have stairs displayed accurately, and we're currently at a loss on how to address this issue.
Thank you in advance for any assistance you can provide.
Best regards
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?
Hi!
I attempted running a sample project for detecting human pose in 3D with vision framework, that can be found here: https://developer.apple.com/documentation/vision/detecting-human-body-poses-in-3d-with-vision.
It works perfectly on my Macbook Pro M1, but fails on Apple Vision Pro. After selecting a photo, an endless loading screen is displayed and the following message is produced in the console:
Failed to initialize 2D Detection Algorithm.
Failed to initialize 2D Pose Estimation Algorithm.
Failed to initialize algorithm modules
Network path is nil: (null)
Failed to initialize 2D Detection Algorithm.
Failed to initialize 2D Pose Estimation Algorithm.
Failed to initialize algorithm modules
Unable to perform the request: Error Domain=com.apple.Vision Code=9 "Async status object reported as failed but without an error" UserInfo={NSLocalizedDescription=Async status object reported as failed but without an error}.
de-activating session 70138 after timeout
Is human pose detection expected to work on VisionOS? Is there any special configuration required, that I might be missing?
Hi!
I attempted to run a sample project for detecting human pose in photos, which can be found here:
https://developer.apple.com/documentation/vision/detecting-human-body-poses-in-3d-with-vision
The project works perfectly when run on my Macbook Pro M1, but it fails on Apple Vision Pro. After selecting the photo an endless loading screen is presented and the following output is produced in the console:
Failed to initialize 2D Detection Algorithm.
Failed to initialize 2D Pose Estimation Algorithm.
Failed to initialize algorithm modules
Network path is nil: (null)
Failed to initialize 2D Detection Algorithm.
Failed to initialize 2D Pose Estimation Algorithm.
Failed to initialize algorithm modules
Unable to perform the request: Error Domain=com.apple.Vision Code=9 "Async status object reported as failed but without an error" UserInfo={NSLocalizedDescription=Async status object reported as failed but without an error}.
de-activating session 70138 after timeout
It seems that VNDetectHumanBodyPose3DRequest is failing on Vision Pro for some reason. Are there any additional requirements for running Vision framework on VisionOS, that I might be missing?