Hi everyone! I am working on AR app and wanted to implement object occlusion because it removes drift pretty much from the object. This working great with RealityKit sample But I am unable to replicate such behaviour it with scenekit. Because scenekit does not offer object occlusion. Can we say scenekit is getting depricated, and we should re-write app in RealityKit (which is obviously a big task)?
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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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.
I am working with MeshAnchors, and I am having troubles getting to the classification of the triangles/faces.
This post references the MeshAnchor.Geometry, and that struct does have a property named "classifications", but it is of type GeometrySource. I cannot find any classification information in GeometrySource. Am I missing something there?
I think I am looking for something of type MeshAnchor.MeshClassification, but I cannot find any structs with this as a property.
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
What is the reason the hand-tracking joints have these axes? I'm trying to create a virtual hands model and that's a mess.
I am working on a project that requires access to the main camera on the Vision Pro. My main account holder applied for the necessary enterprise entitlement and we were approved and received the Enterprise.license file by email. I have added the Enterprise.license file to my project, and manually added the com.apple.developer.arkit.main-camera-access.allow entitlement to the entitlement file and set it to true since it was not available in the list when I tried to use the + Capability button in the Signing & Capabilites tab.
I am getting an error: Provisioning profile "iOS Team Provisioning Profile: " doesn't include the com.apple.developer.arkit.main-camera-access.allow entitlement. I have checked the provisioning profile settings online, and there is no manual option for adding the main camera access entitlement, and it does not seem to be getting the approval from the license.
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?
We're developing a VisionOS application, where we would like to do product recognition (like food items).
We have enterprise entitlements and therefore also main camera access for VisionOS. We send this live camera frames to a trained CoreML model where we will receive 2D coordinates from the model detection prediction.
Now, we would like to create a 3D anchor on the detected items so it can be visible for user. The 3D anchor is going to be the class name of the detected item.
How do we transform this 2D coordinate from the model prediction to a 3D anchor?
Still don't understand why no one is clarifying about this Apple Video https://developer.apple.com/videos/play/wwdc2023/10111
At the end of this video, there's an incomplete tutorial about connecting a USDZ with mesh and Skeleton structure to the hand tracking system. No example project is linked, and no one is giving the community any clarification. Please can you help us to understand how to proceed?
Hello,
We discovered that a bunch of our old animated models were no longer animated on iOS15 and onwards.
After a few days of playing spot the difference between usda files I noticed that all the broken models had an xform called "Scene". Lo and behold, changing the name of that xform fixed the issue on all the models. Even lowercase "scene" makes the animations work again. Is "Scene" a reserved keyword or something? What other keywords do we need to avoid so we can create more robust USDZ files?
I'm surprised this issue isn't more widespread considering Blender wraps models in a "Scene" node.
At the drive link below you can find two animated cube USDZs. The only difference is the name of one of the xforms. The one with a "Scene" xform is not animated in quicklook (replicated on iPhone 13 iOS v15.2, iPhone 13 iOS v 18.3, and various devices on Browserstack including iPhone 16 iOS v18.3).
https://drive.google.com/drive/folders/1dch1WaM9O6mbHy29S6NGWgnSHkZkPiBf?usp=sharing
I am developing an ARKit based application that requires plane detection of the tabletop at which the user is seated. Early testing was with an iPhone 8 and iPhone 8+. With those devices, ARKit rapidly detected the plane of the tabletop when it was only 8 to 10 inches away. Using iPhone 15 with the same code, it seems to require me to move the phone more like 15 to 16 inches away before detecting the plane of the table. This is an awkward motion for a user seated at a table. To validate that it was not necessarily a feature of my code, I determined that the same behavior results with Apple's sample AR Interaction application. Has anyone else experienced this, and if so, have suggestions to improve the situation?
I am developing an visionos app. I load a .usdz file as a Reality Entity(such as a cabbage). And I want such an effect:
When I turn on a desk lamp in real world near the Entity, the surface of the Entity will correctly respond to the light in the real world.
I want an effect like this:
https://www.reddit.com/r/virtualreality/comments/1as01mm/shiny_disco_ball_reflecting_my_room/
I look up the api such as ImageBasedLightComponent andVirtualEnvironmentProbeComponent in RealityKit、EnvironmentLightEstimationProvider in ARKit,but I do not know how to code.
Besides, it will be better if the shadow will also respond to the light correctly.
Hello,
I have downloaded and run the sample object tracking app for visionos.
Now I'm working on my own objects for tracking. I have made a model using Create ML using images of my object.
However, I cannot see how to convert the Create ML output file (xxx.mlmodel) into a reference object like the files in the sample project.
is there a tool for converting them?
TIA
Topic:
Spatial Computing
SubTopic:
ARKit
As I understand it there are two ways I can track a hand, or a joint, in RealityKit:
either, create an AnchorEntity, for example AnchorEntity(.hand(.left, location: .palm))
or, set up an ARSession with a HandTrackingProvider ( a lot more code which I haven't repeated here).
Assuming this is correct, when would I want to use one over the other?
I am developing an app in VisionPro using RealityKit and ARKit. I want my RealityKit entity looks more realistic. So it is important to render its shadow based on light in real world.
e.g. When I turn on the light in real world, the shadow of the entity will change. Can this effect be implemented in VisionPro?
I would like to know if there have been any updates that improved the image tracking speed. I submitted feedback a while ago, mentioning that the image tracking rate was only one frame per second on Vision Pro.
Thank you very much. FB15688516 and FB16745373is feedback we previously submitted, but we have not received any response yet.
We applied for the visionOS enterprise permission license, which can help us improve object tracking capabilities on Vision Pro. However, we are unsure how to use it in Unity, specifically how to implement object tracking in Unity and increase the tracking speed.
I have been referencing the Object Tracking Tutorial from WWDC 2024 on Vision OS, how Create ML is used to create a reference object, and we can track them in the ARSession.
I am looking forward to building this feature on an AR app for iPhone, I am using iPhone 13 Pro Max. I have created couple of reference objects from the Create ML.
Hello,
I am developing a visionOS application and am interested in obtaining detailed data of users’ hands through ARKit, including but not limited to Transform and rotation angle. I have reviewed Happy Beem, but it appears to only introduce the method of identifying the user’s specific gestures.
Could you please advise on how to obtain the Transform and rotation angle of the user’s hand?
Thank you.