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.
Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.
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Hi,
We’ve been successfully using the RoomPlan API in our application for over two years. Recently, however, users have reported encountering persistent capture errors during their sessions. Specifically, the errors observed are:
CaptureError.worldTrackingFailure
CaptureError.exceedSceneSizeLimit
What we have observed:
Persistent Errors: The errors continue to occur even after initiating new capture sessions.
Normal Usage: Our implementation adheres to typical usage patterns of the RoomPlan API without exceeding any documented room size limits.
Limited Feature Usage: We are not utilizing the WorldTracking feature for the StructureBuilder functionality to stitch rooms together.
Potential State Caching: Given that these errors persist across sessions, we suspect that there might be memory or state cached between sessions that is not being cleared, particularly since we are not taking advantage of StructureBuilder.
Request:
Could you please advise if there is any internal caching or memory retention between capture sessions that might lead to these errors? Additionally, we would appreciate guidance on how to clear or manage this state when the StructureBuilder feature is not in use.
Here is a generalised version of our capture session initialization code to help diagnose the issue.
struct RoomARCaptureView: UIViewRepresentable {
typealias Handler = (CapturedRoom, Error?) -> Void
@Binding var stop: Bool
@Binding var done: Bool
let completion: Handler?
func makeUIView(context: Self.Context) -> RoomCaptureView {
let view = RoomCaptureView(frame: .zero)
view.delegate = context.coordinator
view.captureSession.run(configuration: .init())
return view
}
func updateUIView(_ uiView: RoomCaptureView, context: Self.Context) {
if stop {
// Stop the session only once, multiple times causes issues with the final presentation
uiView.captureSession.stop()
stop = false
done = true
}
}
static func dismantleUIView(_ uiView: RoomCaptureView, coordinator: Self.Coordinator) {
uiView.captureSession.stop()
}
func makeCoordinator() -> ARViewCoordinator {
ARViewCoordinator(completion)
}
@objc(ARViewCoordinator)
class ARViewCoordinator: NSObject, RoomCaptureViewDelegate {
var completion: Handler?
public required init?(coder: NSCoder) {}
public func encode(with coder: NSCoder) {}
public init(_ completion: Handler?) {
super.init()
self.completion = completion
}
public func captureView(shouldPresent roomDataForProcessing: CapturedRoomData, error: (Error)?) -> Bool {
return true
}
public func captureView(didPresent processedResult: CapturedRoom, error: (Error)?) {
completion?(processedResult, error)
}
}
}
Thank you for your assistance.
Hi,
I'm trying to correct the lens distortion in frames provided by Enterprise API camera frame provider. The frames provided seem to have only in/extrinsics info, but not the distortion lookup table.
Is there some magic setting, or function to do that (I can't seem to find anything like this)? Or is there a way to use AVCameraCalibrationData together with provider?
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.
is it possible to dynamically update ModelPositionOffset of GeometryModifier with a depth map image?
in my code I set up the parameter for "DepthMapTexture" universal input node
and tried setting the depth map for depthTextureResource. I have 2 DrawableQueues. One for setting InputTexture, and one for setting DepthMapTexture. This only shows the part that concerns setting DepthMapTexture
this is where I define the plane entity.
and this is the shader graph
what I noticed with GeometryModifier is that, the depthMap image has to be same as input image's dimensions.
and when I applied this material to usdz file, with pre-assigned image and depth map from RCP, and loaded that Entity from code, depth map was applied correctly.
what I am unsure is that if it is impossible to define a model entity from code, apply ShaderGraphMaterial from RCP, and dynamically update the image used in GeometryModifier.
Maybe I'm missing something when defining Entity, something that allows geometric modifications?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
Hi, I'm developing a virtual camera system using ReplayKit to capture scene video by directly accessing raw video buffers. The capture mechanism works flawlessly when repeatedly starting and stopping video capture within a continuous immersive environment. However, a critical issue arises when interrupting the immersive space:
Step 1: Enter immersive environment and start and stop capture videos(Multiple times with no issues)
Step 2: Press the crown button to exit the immersive environment
Step 3: Return to the immersive space subsequently
Step 4: Attempt to start the video capture
At this point, the startCapture method throws an unexpected error, disrupting the video capture workflow.
This is the Xcode error that I see " [ERROR] -[RPScreenRecorder startCaptureWithHandler:completionHandler:]_block_invoke_2:500 failed to start due to error: Error Domain=com.apple.ReplayKit.RPRecordingErrorDomain Code=-5803 "Recording failed to start" UserInfo={NSLocalizedDescription=Recording failed to start}"
I have tried all possible ways to stopCapture including OnDisappear and other methods and nothing seems to solve this.
I am wondering, is it possible to somehow configure a 3D object to respond to the gaze of a person, like change colors of some parts of the 3D-Model where a person is looking, i.e. where a person's gaze lands on the surface of the 3D-model ?
For example, if there is a 3D model of a Cool Dragon 🐉 in the physical space of a person, when seen through with the mixed reality view, of a VisionPro. Now, it would be really cool to change only the color, or make some specific parts of the dragon skin shimmer, but only in the areas where a person is looking. Is this possible ? Is it do-able with eye-tracking of VisionPro ?
Any advice would be appreciated. 🤝 🤓 I am new to iOS and VisionOS development.
Topic:
Spatial Computing
SubTopic:
General
I am using ARKit to detect image in visionPro. However I met some question about adding the reference image.
Some of my images can not be added correctly sometimes. (As you can see in the picture above, the 'orange' can not be added correctly, but the 'cup' can). However, sometimes they will be added without any problem. I do not know why it will happen. And I want they all be added steadily.
I want adding grounding shadow on my Entity in RealityView on visionPro. However it seems that the shadow can only appear on another Entity. So I using plane detection in ARKit and add a transparent plane on it to render shadow.
let planeEntity = ModelEntity(mesh: .generatePlane(width: anchor.geometry.extent.width, height: anchor.geometry.extent.height), materials: [material])
planeEntity.components.set(OpacityComponent(opacity: 0.0))
But sometimes there will be a border around my Entityon the plane.
I do not know why it will happen, and I want remove the border.
When I get close to an Entity in RealityKit wearing VisionPro. The Entity will become transparent so I can distinguish it is rendering by VisionPro instead of an object in reality world. How can I make it not transparent when I get close to the Entity?
Can an app made with the Room Plan API be used on iPhones without LIDAR? If so, how much accuracy would be lost compared to iPhones with LIDAR?
If not, is there an API similar to RoomPlan that works on iPhones without LiDAR?
Hello,
I'm trying to view the components of an Entity I'm creating in RealityKit by reading from a USDZ file. I have the following code snippet in my app.
if let appleEntity = try? Entity.loadModel(named: "apple_tile") {
let c = appleEntity.components
for comp in c { // <- compiler error here
print(comp)
}
}
The compiler error I'm receiving says "For-in loop requires 'Entity.ComponentSet' to conform to 'Sequence'". However, I thought this was the case, according to the documentation for Entity.ComponentSet?
Curious if anyone else has had this problem. Running XCode 15.4, and my Swift version is
xcrun swift -version
swift-driver version: 1.90.11.1 Apple Swift version 5.10 (swiftlang-5.10.0.13 clang-1500.3.9.4)
Target: x86_64-apple-macosx14.0
In an earlier beta, BillboardComponent had rotationAxis and upDirection properties which allowed more fine-grained control of how an entity rotates towards the camera.
Currently, it is only possible to orient the z axis of the entity.
Looking at the robot in the documentation, the rotation of its z axis causes its feet to lift off the ground.
Before, it was possible to restrain the rotation to one axis (y, for example) so that the robot's feet stayed on the ground with
billboard.upDirection = [0, 1, 0]
billboard.rotationAxis = [0, 1, 0]
Is there an alternative way to achieve this? Are these properties (or similar) coming back?
Hi there,
I'm trying to merge the mesh anchor into a single mesh, but couldn't find any resources on this. Here is the code where I make the mesh from each mesh anchor, and assigned it to a model component with a shader graph material.
func run(_ sceneRec: SceneReconstructionProvider) async {
for await update in sceneRec.anchorUpdates {
switch update.event {
case .added, .updated:
// Get or create entity for this anchor
let anchorEntity = anchors[update.anchor.id] ?? {
let entity = ModelEntity()
root?.addChild(entity)
anchors[update.anchor.id] = entity
return entity
}()
// Remove any existing children
for child in anchorEntity.children {
child.removeFromParent()
}
// Generate the mesh from the anchor
guard let mesh = try? await MeshResource(from: update.anchor) else { return }
guard let shape = try? await ShapeResource.generateStaticMesh(from: update.anchor) else { continue }
print("Mesh added, vertices: \(update.anchor.geometry.vertices.count), bounds: \(mesh.bounds)")
// Get the material to use
var material: RealityKit.Material
if isMaterialLoaded, let loadedMaterial = self.shaderMaterial {
material = loadedMaterial
} else {
// Use a temporary material until the shader loads
var tempMaterial = UnlitMaterial()
tempMaterial.color = .init(tint: .purple.withAlphaComponent(0.5))
material = tempMaterial
}
await MainActor.run {
anchorEntity.components.set(ModelComponent(mesh: mesh, materials: [material]))
anchorEntity.setTransformMatrix(update.anchor.originFromAnchorTransform, relativeTo: nil)
// Add collision component with static flag - required for spatial interactions
anchorEntity.components.set(CollisionComponent(
shapes: [shape],
isStatic: true,
filter: .default
))
// Make entity interactive - enables spatial taps, drags, etc.
anchorEntity.components.set(InputTargetComponent())
let shadowComponent = GroundingShadowComponent(
castsShadow: true,
receivesShadow: true
)
anchorEntity.components.set(shadowComponent)
}
I then use a spatial tap gesture to set the position parameter in the shader graph material that creates a nice gradient from the tap position on the mesh to the rest of the mesh.
SpatialTapGesture()
.targetedToAnyEntity()
.onEnded { value in
let tappedEntity = value.entity
// Check if the tapped entity is a child of tracking.meshAnchors
if isChildOfMeshAnchors(entity: tappedEntity) {
// Get local position (in the entity's coordinate space)
let localPosition = value.location3D
// Convert to world position (scene coordinate space)
let worldPosition = value.convert(localPosition, from: .local, to: .scene)
print("Tapped mesh anchor at local position: \(localPosition)")
print("Tapped mesh anchor at world position: \(worldPosition)")
// Update the material parameter with the tap position
updateMaterialTapPosition(entity: tappedEntity, position: worldPosition)
} else {
print("Tapped entity is not a mesh anchor")
}
}
}
My issue is that because there are several mesh anchors, the gradient often gets cut off by the edge of the mesh generated from the mesh anchor as suppose to a nice continuous gradient across the entire scene reconstructed mesh I couldn't find any documentations on how to merge mesh from mesh anchors, any tips would be helpful! Thank you!
When I show a window while a sky sphere is shown, the handles to drag/close/resize the window are hidden. The colliders still work, so they are there, but only the visuals are hidden. I already know from another project, that this also happens to volumes.
They only appear once you get closer to the window or if the sky sphere gets removed.
Is this a known issue or is there a fix for that?
.persistentSystemOverlays(.visible)does not fix it
Xcode 16.3.0 Beta, visionOS 2.4
When I've made an animated UDSZ, at what framerate will the animation be rendered in QuickLook? Is it the same across all devices? (iPhone, Apple Vision Pro, etc.) and viewing environments? (QuickLook, inside an ARView, etc.)
Suppose I export my file at 30fps and the device draws at 60fps, does the device interpolate between frames automatically, animate at a lower frame rate, or play it at twice the speed? What if it were 24fps?
My primary concern with understanding frame rates is a bit of trouble I've had making perfectly looping animations. There always seems to be the slightest stutter between iterations.
Thanks in advance for any insights you're able to provide!
I need help to wrap my head around this...
If I import the Reality Composer Pro package and load it into an ARView, I will see 1.3gb of memory usage and about 180-220% cpu usage. The frames will start at around 60fps, and then eventually drop to around 30fps.
If I export the usdz from Reality Composer Pro and load that into the same ARView, I will see about 1gb of memory usage and around 150% cpu usage; fps holds longer at 60 but eventually drops.
If I load that same usdz into a QuickLook view, I will see about 55mb of memory usage, 9-11% cpu, and the frames stay locked at 116fps. The only thing I notice is the button I have is slightly less responsive, but it all still works fine.
I don't understand. How can I make the ARView work as efficiently as QuickLook?
In ARKit for visionOS, I can track the user's head with a HeadAnchor, but it will not give the location. However, I can get the device's transform by calling queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) on a WorldTrackingProvider.
Why the difference? - if I know the device's transform, I effectively know the head's transform.
My VisionOS App (Travel Immersive) has two interface windows: a main 2D interface window and a 3D Earth window. If the user first closes the main interface window and then the Earth window, clicking the app icon again will only launch the Earth window while failing to display the main interface window. However, if the user closes the Earth window first and then the main interface window, the app restarts normally.
Below is the code of
import SwiftUI
@main
struct Travel_ImmersiveApp: App {
@StateObject private var appModel = AppModel()
var body: some Scene {
WindowGroup(id: "MainWindow") {
ContentView()
.environmentObject(appModel)
.onDisappear {
appModel.closeEarthWindow = true
}
}
.windowStyle(.automatic)
.defaultSize(width: 1280, height: 825)
WindowGroup(id: "Earth") {
if !appModel.closeEarthWindow {
Globe3DView()
.environmentObject(appModel)
.onDisappear {
appModel.isGlobeWindowOpen = false
}
} else {
EmptyView() // 关闭时渲染空视图
}
}
.windowStyle(.volumetric)
.defaultSize(width: 0.8, height: 0.8, depth: 0.8, in: .meters)
ImmersiveSpace(id: "ImmersiveView") {
ImmersiveView()
.environmentObject(appModel)
}
}
}
Hello
When processing an ARPlaneAnchor geometry using its ARPlaneGeometry, the triangleIndices is an array of Int16. It's supposed to be an index buffer, which can only be uint16 or uint32 metal. What am I supposed to do with negative indices ? Negative indices are rare but do appear sometimes.
Thank you
Topic:
Spatial Computing
SubTopic:
ARKit