RealityKit

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Simulate and render 3D content for use in your augmented reality apps using RealityKit.

RealityKit Documentation

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Disable Foveation for ImmersiveSpace?
Does anyone know how I can disable foveation for an ImmersiveSpace? I'm aware that I could use a CompositorLayer and my own Metal rendering to control foveation, but I'm hoping that I can configure an existing/underlying LayerRenderer (or similar) to disable it for an immersive scene. Or if there's another approach I should be taking, any pointers are appreciated. Thank you!
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655
Dec ’24
BillboardComponent causing Model Entity tap recognition issues on iOS 18
Hi, When I attach BillboardComponent to anchor entities, I am no longer able to retrieve the tapped entity anymore because the collision shapes of the entity are messed up due to always orienting it towards the camera. And it does not updated the collision shapes because if I try pressing everywhere that is not my model entity, I get a hit out of nowhere. I tried updating the collision shapes of the entity every frame: for child in existingPassport.mainEntity!.children { child.generateCollisionShapes(recursive: true) } However, nothing comes of it, and it is not a smart solution in the first places because it is too heavy to recreate the shapes every frame. I am using the usual AR View Controller that works when I comment out the BillboardComponent line just fine: private func setupTapRecognizer() { let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap)) arView.addGestureRecognizer(tapRecognizer) } @objc func handleTap(_ recognizer: UITapGestureRecognizer) { print("handle tap URL 1") let location = recognizer.location(in: arView) if let entity = arView.entity(at: location) { print("handle tap URL 2") // Assuming each entity has a URL stored in a component if let urlComponent = entity.components[URLComponent.self] { webViewPresenter?.presentFullScreenWebView(url: urlComponent.url) print("handle tap URL: \(urlComponent.url)") } } } How should we tackle this issue on iOS 18? Thanks!
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741
Dec ’24
EXC_BAD_ACCESS when removing IKComponent from Entity
I'm trying to position an Entity with inverse kinematics while dragging the handle only, but use forward kinematics (pose jointTransforms) otherwise. The System, Components, Gestures and Rig all seem to work individually. My approach is to add the IKComponent when dragging starts on the handle and removing the IKComponent it is released. The switch into IK works, but when removing the IKComponent the App crashes * thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x8) * frame #0: 0x00000001aa5bb188 CoreRE`(anonymous namespace)::IKComponentSolverWrapper::getSolver() + 60 frame #1: 0x00000001aa5bafb0 CoreRE`re::internal::ikParametersNodeCallback(re::Slice<re::StringID>, re::Slice<re::RigDataValue>, re::Slice<re::StringID>, re::MutableSlice<re::RigDataValue>, void*) + 48 frame #2: 0x00000001aa52d090 CoreRE`re::(anonymous namespace)::resolveEvaluationContextCallback(re::EvaluationContext&, void*) + 152 frame #3: 0x00000001aa68c024 CoreRE`re::(anonymous namespace)::$_76::__invoke(re::Slice<unsigned long>, re::(anonymous namespace)::RegisterTable&) + 1080 frame #4: 0x00000001aa678c94 CoreRE`re::EvaluationModelSingleThread::evaluate(re::EvaluationContextSlices&) + 1188 frame #5: 0x00000001aa866984 CoreRE`re::SkeletalPoseRuntimeData::executeEvaluationTree() + 136 frame #6: 0x00000001aadf37ec CoreRE`re::ecs2::SkeletalPoseComponent::calculateSkeletalPoseBufferWithRig(re::ecs2::MeshComponent*, re::ecs2::RigComponent*, re::ecs2::SkeletalPoseBufferComponent*) + 492 frame #7: 0x00000001aadf4a84 CoreRE`re::ecs2::SkeletalPoseComponentStateImpl::processPreparingComponents(re::ecs2::System::UpdateContext const&, re::ecs2::BasicComponentStateSceneData<re::ecs2::SkeletalPoseComponent>*, re::ecs2::ComponentBuckets<re::ecs2::SkeletalPoseComponent>::BucketIteration, void*) + 268 frame #8: 0x00000001aadf54b0 CoreRE`re::ecs2::SkeletalPoseSystem::update(re::ecs2::System::UpdateContext) const + 732 frame #9: 0x00000001aaed3e54 CoreRE`re::internal::Callable<re::ecs2::ECSManager::configurePhaseECSSystems(re::Scheduler::ScheduleDescriptor&, re::ecs2::ECSSystemGroup, unsigned long)::$_1, void (float)>::operator()(float&&) const + 168 frame #10: 0x00000001ab40eda4 CoreRE`re::Scheduler::executePhase(unsigned long) + 440 frame #11: 0x00000001aa6a3b74 CoreRE`re::Engine::executePhase(re::FramePhase) + 144 frame #12: 0x000000023173de9c RealitySystemSupport`RCPSharedSimulationExecuteUpdate + 64 frame #13: 0x00000002276c9820 MRUIKit`__65-[MRUISharedSimulation _doJoinWithConnectionConfiguration:error:]_block_invoke.35 + 168 frame #14: 0x00000002276c8530 MRUIKit`__addCAPreFenceHandler_block_invoke + 32 frame #15: 0x000000018af22058 QuartzCore`CA::Transaction::run_commit_handlers(CATransactionPhase) + 112 frame #16: 0x000000018aef2ad4 QuartzCore`CA::Context::commit_transaction(CA::Transaction*, double, double*) + 592 frame #17: 0x000000018af21898 QuartzCore`CA::Transaction::commit() + 652 frame #18: 0x000000018af22dac QuartzCore`CA::Transaction::flush_as_runloop_observer(bool) + 68 frame #19: 0x0000000185a26820 UIKitCore`_UIApplicationFlushCATransaction + 48 frame #20: 0x0000000184f97af0 UIKitCore`_UIUpdateSequenceRun + 76 frame #21: 0x0000000185954290 UIKitCore`schedulerStepScheduledMainSection + 168 frame #22: 0x00000001859536d8 UIKitCore`runloopSourceCallback + 80 frame #23: 0x00000001804157fc CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 24 frame #24: 0x0000000180415744 CoreFoundation`__CFRunLoopDoSource0 + 172 frame #25: 0x0000000180414eb0 CoreFoundation`__CFRunLoopDoSources0 + 232 frame #26: 0x000000018040f454 CoreFoundation`__CFRunLoopRun + 788 frame #27: 0x000000018040ecd4 CoreFoundation`CFRunLoopRunSpecific + 552 frame #28: 0x0000000190104b70 GraphicsServices`GSEventRunModal + 160 frame #29: 0x0000000185a27e30 UIKitCore`-[UIApplication _run] + 796 frame #30: 0x0000000185a2c058 UIKitCore`UIApplicationMain + 124 frame #31: 0x00000001d29558b4 SwiftUI`closure #1 (Swift.UnsafeMutablePointer<Swift.Optional<Swift.UnsafeMutablePointer<Swift.Int8>>>) -> Swift.Never in SwiftUI.KitRendererCommon(Swift.AnyObject.Type) -> Swift.Never + 164 frame #32: 0x00000001d29555dc SwiftUI`SwiftUI.runApp<τ_0_0 where τ_0_0: SwiftUI.App>(τ_0_0) -> Swift.Never + 84 frame #33: 0x00000001d265ecdc SwiftUI`static SwiftUI.App.main() -> () + 164 frame #34: 0x000000010303f1c4 Playground.debug.dylib`static PlaygroundApp.$main() at <compiler-generated>:0 frame #35: 0x000000010303f290 Playground.debug.dylib`main at PlaygroundApp.swift:7:8 frame #36: 0x0000000102f6d410 dyld_sim`start_sim + 20 frame #37: 0x000000010312e274 dyld`start + 2840 Is there a workaround or another way to switch between IK and FK?
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Dec ’24
Disable IBL in IOS QUICKLOOK
https://developer.apple.com/documentation/arkit/arkit_in_ios/specifying_a_lighting_environment_in_ar_quick_look How can I disable it? or at least use a custom texture that's just black? I don't see the purpose of having the real-time environment probe that captures IBL, but always add this fake studio IBL that you can't remove...
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381
Dec ’24
Collision Shape not work in Reality Composer
I’m having issues getting Collision Shapes working in Reality Composer on iPadOS, or with Reality Composer Pro via Xcode on macOS? I’ve posted a video recorded through my Vision Pro showing the issue. The project i’m working on is a Dice Rolling application. The dice don’t appear to be working set as Collision Shape=Automatic, which I assume takes into account the actual silhouette of the shape. https://youtu.be/upPtQY4QOAk?si=yyx6rbSSmVkLxBLg They also don’t rest on their face when they land. Anyone experience this type of behavior and found a solution? I’m currently doing this with Reality Composer, but most likely will also be wanting to get it to work properly in Reality Composer Pro as well. Thx!
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858
Dec ’24
Recursively searching the realityKitContentBundle
Hi Hopefully someone can share some ideas on how to accomplish this. I know we can load models from realityKitContentBundle like let model = try? await Entity(named: “testModel”, in: realityKitContentBundle) But this is in the root of RealityKitContent.rkassets , if I have the models in some subfolder then I have to add the complete path like let model = try? await Entity(named: “/superModels/testModel”, in: realityKitContentBundle) What I want is to be able to search recursively in all folders for that file as I have several subfolders with different models. Any suggestion ? Thanks in advance. Guillermo
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737
Dec ’24
Issues importing Tiled Image Material X shader node into Reality Composer Pro
Hey, I am having issues getting my Material X shaders to work properly in Reality Composer Pro that I've authored in Houdini. The shader is very simple. It starts with a tiled image node that is written to the diffuse color of the preview surface node. This node is called mtxltileimage2. When I create a tiled image node in RCP and configure it to have the same parameter values I get the texture to show up correctly. This node is called TiledImage. One difference I can identify is that the second node has a grey icon whereas the first node has a blue icon. Could this be related to this issue? Here is the USD viewer output for the two variants of the tiled image node. Any pointers, misconceptions and help would be greatly appreciated. My goal is to be able and author these shaders in Houdini and import them into RCP. Trying to figure out the right pipeline for this workflow.
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723
Dec ’24
GCControllerDidConnect notification not received in VisionOS 2.0
I am unable to get VisionOS 2.0 (simulator) to receive the GCControllerDidConnect notification and thus am unable to setup support for a gamepad. However, it works in VisionOS 1.2. For VisionOS 2.0 I've tried adding: .handlesGameControllerEvents(matching: .gamepad) attribute to the view Supports Controller User Interaction to Info.plist Supported game controller types -> Extended Gamepad to Info.plist ...but the notification still doesn't fire. It does when the code is run from VisionOS 1.2 simulator, both of which have the Send Game Controller To Device option enabled. Here is the example code. It's based on the Xcode project template. The only files updated were ImmersiveView.swift and Info.plist, as detailed above: import SwiftUI import GameController import RealityKit import RealityKitContent struct ImmersiveView: View { var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) } NotificationCenter.default.addObserver( forName: NSNotification.Name.GCControllerDidConnect, object: nil, queue: nil) { _ in print("Handling GCControllerDidConnect notification") } } .modify { if #available(visionOS 2.0, *) { $0.handlesGameControllerEvents(matching: .gamepad) } else { $0 } } } } extension View { func modify<T: View>(@ViewBuilder _ modifier: (Self) -> T) -> some View { return modifier(self) } }
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Dec ’24
Object Capture Not Working – Blank Screen Displayed
Hello everyone, Since last night, the Object Capture feature in my app has stopped working. Whenever I try to use it, a blank screen is displayed instead of the expected functionality. I’ve also tested several other apps that rely on Object Capture, and they are experiencing the same issue. This makes me think it might not be a problem specific to my device or app. I’ve already tried restarting my device and ensuring all apps are up to date, but the issue persists. Does anyone have more information about this issue? If so, is there any update on when it might be resolved? Thank you in advance for your help! Best regards
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556
Dec ’24
RealityKit visionOS anchor to POV
Hi, is there a way in visionOS to anchor an entity to the POV via RealityKit? I need an entity which is always fixed to the 'camera'. I'm aware that this is discouraged from a design perspective as it can be visually distracting. In my case though I want to use it to attach a fixed collider entity, so that the camera can collide with objects in the scene. Edit: ARView on iOS has a lot of very useful helper properties and functions like cameraTransform (https://developer.apple.com/documentation/realitykit/arview/cameratransform) How would I get this information on visionOS? RealityViews content does not seem offer anything comparable. An example use case would be that I would like to add an entity to the scene at my users eye-level, basically depending on their height. I found https://developer.apple.com/documentation/realitykit/realityrenderer which has an activeCamera property but so far it's unclear to me in which context RealityRenderer is used and how I could access it. Appreciate any hints, thanks!
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5.4k
Dec ’24
RealityComposer text items (arkit/ios18) not displaying
I have created a simple scene in reality composer (composer not composer pro). It contains just a cube and text item. I convert this to usdz file and load it into a Arkit swift app. Since ios 18/xcode 16 - the "text" element is not displayed at all. The cube is displayed, anchors correctly and can be moved etc.... The output from usdchecker ➜ Desktop usdchecker GKTUHR1.6.3.usdz -v --arkit Opening GKTUHR1.6.3.usdz Checking layer <GKTUHR1.6.3.usdz>. Checking package <GKTUHR1.6.3.usdz> Checking prim </Root>. Checking prim </Root/Scenes>. Checking prim </Root/Scenes/Scene>. Checking prim </Root/Scenes/Scene/Gravity>. Checking prim </Root/Scenes/Scene/sceneGroundPlane>. Checking prim </Root/Scenes/Scene/sceneGroundPlane/physicsMaterial>. Checking prim </Root/Scenes/Scene/Children>. Checking prim </Root/Scenes/Scene/Children/hello>. Checking prim </Root/Scenes/Scene/Children/hello/Generated>. Checking prim </Root/Scenes/Scene/Children/hello/Generated/Text>. Checking prim </Root/Scenes/Scene/Children/hello/Generated/Text/Material>. Checking prim </Root/Scenes/Scene/Children/hello/Generated/Text/Material/PBRShader>. Checking shader </Root/Scenes/Scene/Children/hello/Generated/Text/Material/PBRShader>. Checking prim </Root/Scenes/Scene/Children/hello/Children>. Checking prim </Root/Scenes/Scene/Children/Box>. Checking prim </Root/Scenes/Scene/Children/Box/Generated>. Checking prim </Root/Scenes/Scene/Children/Box/Generated/Mesh0>. Checking prim </Root/Scenes/Scene/Children/Box/Generated/Mesh0/Mesh0>. Checking prim </Root/Scenes/Scene/Children/Box/Generated/Mesh0/Material>. Checking prim </Root/Scenes/Scene/Children/Box/Generated/Mesh0/Material/PBRShader>. Checking shader </Root/Scenes/Scene/Children/Box/Generated/Mesh0/Material/PBRShader>. Checking prim </Root/Scenes/Scene/Children/Box/Children>. Checking prim </Root/Scenes/Scene/Children/Box/PhysicsMaterial_Box>. Found material bindings but no MaterialBindingAPI applied on the prim </Root/Scenes/Scene/sceneGroundPlane>. (fails 'MaterialBindingAPIAppliedChecker') Found material bindings but no MaterialBindingAPI applied on the prim </Root/Scenes/Scene/Children/hello/Generated/Text>. (fails 'MaterialBindingAPIAppliedChecker') Found material bindings but no MaterialBindingAPI applied on the prim </Root/Scenes/Scene/Children/Box>. (fails 'MaterialBindingAPIAppliedChecker') Found material bindings but no MaterialBindingAPI applied on the prim </Root/Scenes/Scene/Children/Box/Generated/Mesh0>. (fails 'MaterialBindingAPIAppliedChecker') Failed!
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671
Nov ’24
How to Disable Object Occlusion in a RealityView?
Hi everyone, I’m working on a project using RealityKit and encountering an issue with object occlusion. Specifically, I need to disable the occlusion of real-world objects (e.g., tables, walls) in my RealityView. I want virtual entities to render fully, even if real-world objects would normally block their view. I’ve explored options in ARSession and ARWorldTrackingConfiguration but haven’t found anything that affects occlusion in RealityView. I suspect there might be a setting or approach I’ve missed. Has anyone dealt with a similar scenario or knows how to achieve this? Any insights or pointers would be greatly appreciated! Thanks in advance, Nicolas
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Nov ’24
Rotating ModelEntities (without Gestures) Help
I'm building a proof of concept application leveraging the PlaneDetectionProvider to generate UI and interactive elements on a horizontal plane the user is looking at. I'm able to create a cube at the centroid of the plane and change it's location via position. However, I can't seem to rotate the cube programmatically and from this forum post in September I'm not sure if the modelEntity.move functionality is still bugged or the documentation is not up to date. if let planeCentroid = planeEntity.centroid { // Create a cube at the centroid let cubeMesh = MeshResource.generateBox(size: 0.1) // Create a cube with side length of 0.1 meters let cubeMaterial = SimpleMaterial(color: .blue, isMetallic: false) let cubeEntity = ModelEntity(mesh: cubeMesh, materials: [cubeMaterial]) cubeEntity.position = planeCentroid cubeEntity.position.y += 0.3048 planeEntity.addChild(cubeEntity) let rotationY = simd_quatf(angle: Float(45.0 * .pi/180.0), axis: SIMD3(x: 0, y: 1, z: 0)) let cubeTransform = Transform(rotation: rotationY) cubeEntity.move(to: cubeTransform, relativeTo: planeEntity, duration: 5, timingFunction: .linear) Ideally, I'd like to have the cube start/stop rotation when the user pinches on the plane mesh but I'd be happy just to see it rotate!
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597
Nov ’24
How to roll a ball by physic in RealityKit
I decided to use a club to kick a ball and let it roll on the turf in RealityKit, but now I can only let it slide but can not roll. I add collision on the turf(static), club (kinematic) and the ball(dynamic), and set some parameters: radius, mass. Using these parameters calculate linear damping, inertia, besides, use time between frames and the club position to calculate speed. Code like these: let radius: Float = 0.025 let mass: Float = 0.04593 // 质量,单位:kg var inertia = 2/5 * mass * pow(radius, 2) let currentPosition = entity.position(relativeTo: nil) let distance = distance(currentPosition, rgfc.lastPosition) let deltaTime = Float(context.deltaTime) let speed = distance / deltaTime let C_d: Float = 0.47 //阻力系数 let linearDamping = 0.5 * 1.2 * pow(speed, 2) * .pi * pow(radius, 2) * C_d //线性阻尼(1.2表示空气密度) entity.components[PhysicsBodyComponent.self]?.massProperties.inertia = SIMD3<Float>(inertia, inertia, inertia) entity.components[PhysicsBodyComponent.self]?.linearDamping = linearDamping // force let acceleration = speed / deltaTime let forceDirection = normalize(currentPosition - rgfc.lastPosition) let forceMultiplier: Float = 1.0 let appliedForce = forceDirection * mass * acceleration * forceMultiplier entityCollidedWith.addForce(appliedForce, at: rgfc.hitPosition, relativeTo: nil) Also I try to applyImpulse but not addForce, like: let linearImpulse = forceDirection * speed * forceMultiplier * mass No matter how I adjust the friction(static, dynamic) and restitution, using addForce or applyImpulse, the ball can only slide. How can I solve this problem?
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658
Nov ’24
RealityKit Crash with Orthographic Camera
In macOS project with RealityKit and SwiftUI, adding OrthographicCameraComponent causes crashes in both Xcode Preview and at runtime. import SwiftUI import RealityKit struct ContentView: View { var body: some View { RealityView { content in var camera = Entity() var component = OrthographicCameraComponent() component.scale = 5 camera.position = [0, 0, 5] camera.components.set(component) content.add(camera) content.add(ModelEntity(mesh: .generateSphere(radius: 1))) } } } #Preview { ContentView() } Has anyone faced this issue or knows a fix?
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789
Nov ’24
RealityView Attachments on iOS 18 & Visually Appealing AR Labeling Alternatives
I want use SwiftUI views as RealityKit entities to display AR Labels within a RealityKit scene, and the labels could be more complicated than just text and window as they might include images, dynamic texts, animations, WebViews, etc. Vision OS enables this through RealityView attachments, and there is a RealityView support on iOS 18. Tried running RealityView attachments code samples from VisionOS on iOS 18. However, the code below gives errors on iOS 18: import SwiftUI import RealityKit struct PassportRealityView: View { let qrCodeCenter: SIMD3<Float> let assetID: String var body: some View { RealityView { content, attachments in // Setup your AR content, such as markers or 3D models if let qrAnchor = try? await Entity(named: "QRAnchor") { qrAnchor.position = qrCodeCenter content.add(qrAnchor) } } attachments: { Attachment(id: "passportTextAttachment") { Text(assetID) .font(.title3) .foregroundColor(.white) .background(Color.black.opacity(0.7)) .padding(5) .cornerRadius(5) } } .frame(width: 300, height: 400) } } When I remove "attachments" keyword and the block, the errors are kind of gone. That does not help me as I want to attach SwiftUI views to Anchor Entities in RealityKit. As I understand, RealityView attachments are not supported on iOS 18. I wonder if there is any way of showing SwiftUI views as entities on iOS 18 at this point. Or am I forced to use the text meshes and 3d planes to build the UI? I checked out the RealityUI plugin, but it's too simple for my use case of building complex AR labels. Any advice would be appreciated. Thanks!
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677
Nov ’24
PhotogrammetrySession on non Pro Iphone
Hello, I'm creating an app that use PhotogrammetrySession Class to build 3D objects from photographs (https://developer.apple.com/documentation/realitykit/creating-3d-objects-from-photographs). I'm wondering why this class is working only on Pro iphone (12 Pro, 13 Pro, 14 Pro, 15 Pro and 16 Pro) and none non-Pro iPhone. My app does not use Lidar so it's not the problem. I thought it could be power-related but a18 soc from iPhone 16 is more powerful than a14 bionic from iPhone 12 Pro (i could also mention iPhone 13 Pro and iPhone 14 that both have a15 bionic whereas only the first one is compatible). Did I miss something that could explain these restrictions ? Is there any plan to make this class usable by every iPhone enough powerful to run it ? Thanks in advance for answering me
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666
Nov ’24
ARKit body tracking (ARBodyAnchor) broken in iOS 18.0 + 18.1
I'm wondering if anyone can suggest a workaround for the broken ARKit body tracking in iOS / iPadOS 18.0 and 18.1? The orientation for foot bones (and possibly other bones) is incorrect in the ARBodyAnchor returned via ARView.session.delegate update method. It works correctly in iOS / iPadOS 17.x. The same failure occurs in a SceneKit app via a ARBodyAnchor in ARSCNViewDelegate. You can easily verify the problem using Apple’s own sample app: https://developer.apple.com/documentation/arkit/arkit_in_ios/content_anchors/capturing_body_motion_in_3d Any help would be greatly appreciated.
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614
Nov ’24
Disable Foveation for ImmersiveSpace?
Does anyone know how I can disable foveation for an ImmersiveSpace? I'm aware that I could use a CompositorLayer and my own Metal rendering to control foveation, but I'm hoping that I can configure an existing/underlying LayerRenderer (or similar) to disable it for an immersive scene. Or if there's another approach I should be taking, any pointers are appreciated. Thank you!
Replies
1
Boosts
1
Views
655
Activity
Dec ’24
BillboardComponent causing Model Entity tap recognition issues on iOS 18
Hi, When I attach BillboardComponent to anchor entities, I am no longer able to retrieve the tapped entity anymore because the collision shapes of the entity are messed up due to always orienting it towards the camera. And it does not updated the collision shapes because if I try pressing everywhere that is not my model entity, I get a hit out of nowhere. I tried updating the collision shapes of the entity every frame: for child in existingPassport.mainEntity!.children { child.generateCollisionShapes(recursive: true) } However, nothing comes of it, and it is not a smart solution in the first places because it is too heavy to recreate the shapes every frame. I am using the usual AR View Controller that works when I comment out the BillboardComponent line just fine: private func setupTapRecognizer() { let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap)) arView.addGestureRecognizer(tapRecognizer) } @objc func handleTap(_ recognizer: UITapGestureRecognizer) { print("handle tap URL 1") let location = recognizer.location(in: arView) if let entity = arView.entity(at: location) { print("handle tap URL 2") // Assuming each entity has a URL stored in a component if let urlComponent = entity.components[URLComponent.self] { webViewPresenter?.presentFullScreenWebView(url: urlComponent.url) print("handle tap URL: \(urlComponent.url)") } } } How should we tackle this issue on iOS 18? Thanks!
Replies
1
Boosts
0
Views
741
Activity
Dec ’24
EXC_BAD_ACCESS when removing IKComponent from Entity
I'm trying to position an Entity with inverse kinematics while dragging the handle only, but use forward kinematics (pose jointTransforms) otherwise. The System, Components, Gestures and Rig all seem to work individually. My approach is to add the IKComponent when dragging starts on the handle and removing the IKComponent it is released. The switch into IK works, but when removing the IKComponent the App crashes * thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x8) * frame #0: 0x00000001aa5bb188 CoreRE`(anonymous namespace)::IKComponentSolverWrapper::getSolver() + 60 frame #1: 0x00000001aa5bafb0 CoreRE`re::internal::ikParametersNodeCallback(re::Slice<re::StringID>, re::Slice<re::RigDataValue>, re::Slice<re::StringID>, re::MutableSlice<re::RigDataValue>, void*) + 48 frame #2: 0x00000001aa52d090 CoreRE`re::(anonymous namespace)::resolveEvaluationContextCallback(re::EvaluationContext&, void*) + 152 frame #3: 0x00000001aa68c024 CoreRE`re::(anonymous namespace)::$_76::__invoke(re::Slice<unsigned long>, re::(anonymous namespace)::RegisterTable&) + 1080 frame #4: 0x00000001aa678c94 CoreRE`re::EvaluationModelSingleThread::evaluate(re::EvaluationContextSlices&) + 1188 frame #5: 0x00000001aa866984 CoreRE`re::SkeletalPoseRuntimeData::executeEvaluationTree() + 136 frame #6: 0x00000001aadf37ec CoreRE`re::ecs2::SkeletalPoseComponent::calculateSkeletalPoseBufferWithRig(re::ecs2::MeshComponent*, re::ecs2::RigComponent*, re::ecs2::SkeletalPoseBufferComponent*) + 492 frame #7: 0x00000001aadf4a84 CoreRE`re::ecs2::SkeletalPoseComponentStateImpl::processPreparingComponents(re::ecs2::System::UpdateContext const&, re::ecs2::BasicComponentStateSceneData<re::ecs2::SkeletalPoseComponent>*, re::ecs2::ComponentBuckets<re::ecs2::SkeletalPoseComponent>::BucketIteration, void*) + 268 frame #8: 0x00000001aadf54b0 CoreRE`re::ecs2::SkeletalPoseSystem::update(re::ecs2::System::UpdateContext) const + 732 frame #9: 0x00000001aaed3e54 CoreRE`re::internal::Callable<re::ecs2::ECSManager::configurePhaseECSSystems(re::Scheduler::ScheduleDescriptor&, re::ecs2::ECSSystemGroup, unsigned long)::$_1, void (float)>::operator()(float&&) const + 168 frame #10: 0x00000001ab40eda4 CoreRE`re::Scheduler::executePhase(unsigned long) + 440 frame #11: 0x00000001aa6a3b74 CoreRE`re::Engine::executePhase(re::FramePhase) + 144 frame #12: 0x000000023173de9c RealitySystemSupport`RCPSharedSimulationExecuteUpdate + 64 frame #13: 0x00000002276c9820 MRUIKit`__65-[MRUISharedSimulation _doJoinWithConnectionConfiguration:error:]_block_invoke.35 + 168 frame #14: 0x00000002276c8530 MRUIKit`__addCAPreFenceHandler_block_invoke + 32 frame #15: 0x000000018af22058 QuartzCore`CA::Transaction::run_commit_handlers(CATransactionPhase) + 112 frame #16: 0x000000018aef2ad4 QuartzCore`CA::Context::commit_transaction(CA::Transaction*, double, double*) + 592 frame #17: 0x000000018af21898 QuartzCore`CA::Transaction::commit() + 652 frame #18: 0x000000018af22dac QuartzCore`CA::Transaction::flush_as_runloop_observer(bool) + 68 frame #19: 0x0000000185a26820 UIKitCore`_UIApplicationFlushCATransaction + 48 frame #20: 0x0000000184f97af0 UIKitCore`_UIUpdateSequenceRun + 76 frame #21: 0x0000000185954290 UIKitCore`schedulerStepScheduledMainSection + 168 frame #22: 0x00000001859536d8 UIKitCore`runloopSourceCallback + 80 frame #23: 0x00000001804157fc CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 24 frame #24: 0x0000000180415744 CoreFoundation`__CFRunLoopDoSource0 + 172 frame #25: 0x0000000180414eb0 CoreFoundation`__CFRunLoopDoSources0 + 232 frame #26: 0x000000018040f454 CoreFoundation`__CFRunLoopRun + 788 frame #27: 0x000000018040ecd4 CoreFoundation`CFRunLoopRunSpecific + 552 frame #28: 0x0000000190104b70 GraphicsServices`GSEventRunModal + 160 frame #29: 0x0000000185a27e30 UIKitCore`-[UIApplication _run] + 796 frame #30: 0x0000000185a2c058 UIKitCore`UIApplicationMain + 124 frame #31: 0x00000001d29558b4 SwiftUI`closure #1 (Swift.UnsafeMutablePointer<Swift.Optional<Swift.UnsafeMutablePointer<Swift.Int8>>>) -> Swift.Never in SwiftUI.KitRendererCommon(Swift.AnyObject.Type) -> Swift.Never + 164 frame #32: 0x00000001d29555dc SwiftUI`SwiftUI.runApp<τ_0_0 where τ_0_0: SwiftUI.App>(τ_0_0) -> Swift.Never + 84 frame #33: 0x00000001d265ecdc SwiftUI`static SwiftUI.App.main() -> () + 164 frame #34: 0x000000010303f1c4 Playground.debug.dylib`static PlaygroundApp.$main() at <compiler-generated>:0 frame #35: 0x000000010303f290 Playground.debug.dylib`main at PlaygroundApp.swift:7:8 frame #36: 0x0000000102f6d410 dyld_sim`start_sim + 20 frame #37: 0x000000010312e274 dyld`start + 2840 Is there a workaround or another way to switch between IK and FK?
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1
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478
Activity
Dec ’24
Disable IBL in IOS QUICKLOOK
https://developer.apple.com/documentation/arkit/arkit_in_ios/specifying_a_lighting_environment_in_ar_quick_look How can I disable it? or at least use a custom texture that's just black? I don't see the purpose of having the real-time environment probe that captures IBL, but always add this fake studio IBL that you can't remove...
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0
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381
Activity
Dec ’24
Collision Shape not work in Reality Composer
I’m having issues getting Collision Shapes working in Reality Composer on iPadOS, or with Reality Composer Pro via Xcode on macOS? I’ve posted a video recorded through my Vision Pro showing the issue. The project i’m working on is a Dice Rolling application. The dice don’t appear to be working set as Collision Shape=Automatic, which I assume takes into account the actual silhouette of the shape. https://youtu.be/upPtQY4QOAk?si=yyx6rbSSmVkLxBLg They also don’t rest on their face when they land. Anyone experience this type of behavior and found a solution? I’m currently doing this with Reality Composer, but most likely will also be wanting to get it to work properly in Reality Composer Pro as well. Thx!
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6
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1
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858
Activity
Dec ’24
Recursively searching the realityKitContentBundle
Hi Hopefully someone can share some ideas on how to accomplish this. I know we can load models from realityKitContentBundle like let model = try? await Entity(named: “testModel”, in: realityKitContentBundle) But this is in the root of RealityKitContent.rkassets , if I have the models in some subfolder then I have to add the complete path like let model = try? await Entity(named: “/superModels/testModel”, in: realityKitContentBundle) What I want is to be able to search recursively in all folders for that file as I have several subfolders with different models. Any suggestion ? Thanks in advance. Guillermo
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3
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737
Activity
Dec ’24
Issues importing Tiled Image Material X shader node into Reality Composer Pro
Hey, I am having issues getting my Material X shaders to work properly in Reality Composer Pro that I've authored in Houdini. The shader is very simple. It starts with a tiled image node that is written to the diffuse color of the preview surface node. This node is called mtxltileimage2. When I create a tiled image node in RCP and configure it to have the same parameter values I get the texture to show up correctly. This node is called TiledImage. One difference I can identify is that the second node has a grey icon whereas the first node has a blue icon. Could this be related to this issue? Here is the USD viewer output for the two variants of the tiled image node. Any pointers, misconceptions and help would be greatly appreciated. My goal is to be able and author these shaders in Houdini and import them into RCP. Trying to figure out the right pipeline for this workflow.
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1
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723
Activity
Dec ’24
GCControllerDidConnect notification not received in VisionOS 2.0
I am unable to get VisionOS 2.0 (simulator) to receive the GCControllerDidConnect notification and thus am unable to setup support for a gamepad. However, it works in VisionOS 1.2. For VisionOS 2.0 I've tried adding: .handlesGameControllerEvents(matching: .gamepad) attribute to the view Supports Controller User Interaction to Info.plist Supported game controller types -> Extended Gamepad to Info.plist ...but the notification still doesn't fire. It does when the code is run from VisionOS 1.2 simulator, both of which have the Send Game Controller To Device option enabled. Here is the example code. It's based on the Xcode project template. The only files updated were ImmersiveView.swift and Info.plist, as detailed above: import SwiftUI import GameController import RealityKit import RealityKitContent struct ImmersiveView: View { var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) } NotificationCenter.default.addObserver( forName: NSNotification.Name.GCControllerDidConnect, object: nil, queue: nil) { _ in print("Handling GCControllerDidConnect notification") } } .modify { if #available(visionOS 2.0, *) { $0.handlesGameControllerEvents(matching: .gamepad) } else { $0 } } } } extension View { func modify<T: View>(@ViewBuilder _ modifier: (Self) -> T) -> some View { return modifier(self) } }
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2
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997
Activity
Dec ’24
Object Capture Not Working – Blank Screen Displayed
Hello everyone, Since last night, the Object Capture feature in my app has stopped working. Whenever I try to use it, a blank screen is displayed instead of the expected functionality. I’ve also tested several other apps that rely on Object Capture, and they are experiencing the same issue. This makes me think it might not be a problem specific to my device or app. I’ve already tried restarting my device and ensuring all apps are up to date, but the issue persists. Does anyone have more information about this issue? If so, is there any update on when it might be resolved? Thank you in advance for your help! Best regards
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1
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556
Activity
Dec ’24
RealityKit visionOS anchor to POV
Hi, is there a way in visionOS to anchor an entity to the POV via RealityKit? I need an entity which is always fixed to the 'camera'. I'm aware that this is discouraged from a design perspective as it can be visually distracting. In my case though I want to use it to attach a fixed collider entity, so that the camera can collide with objects in the scene. Edit: ARView on iOS has a lot of very useful helper properties and functions like cameraTransform (https://developer.apple.com/documentation/realitykit/arview/cameratransform) How would I get this information on visionOS? RealityViews content does not seem offer anything comparable. An example use case would be that I would like to add an entity to the scene at my users eye-level, basically depending on their height. I found https://developer.apple.com/documentation/realitykit/realityrenderer which has an activeCamera property but so far it's unclear to me in which context RealityRenderer is used and how I could access it. Appreciate any hints, thanks!
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9
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6
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5.4k
Activity
Dec ’24
Is it possible to smooth through the portal into the scenes inside the portal?
I would like to receive some guidance and discussion on the ideas implemented with RealityKit.
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0
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507
Activity
Nov ’24
RealityComposer text items (arkit/ios18) not displaying
I have created a simple scene in reality composer (composer not composer pro). It contains just a cube and text item. I convert this to usdz file and load it into a Arkit swift app. Since ios 18/xcode 16 - the "text" element is not displayed at all. The cube is displayed, anchors correctly and can be moved etc.... The output from usdchecker ➜ Desktop usdchecker GKTUHR1.6.3.usdz -v --arkit Opening GKTUHR1.6.3.usdz Checking layer <GKTUHR1.6.3.usdz>. Checking package <GKTUHR1.6.3.usdz> Checking prim </Root>. Checking prim </Root/Scenes>. Checking prim </Root/Scenes/Scene>. Checking prim </Root/Scenes/Scene/Gravity>. Checking prim </Root/Scenes/Scene/sceneGroundPlane>. Checking prim </Root/Scenes/Scene/sceneGroundPlane/physicsMaterial>. Checking prim </Root/Scenes/Scene/Children>. Checking prim </Root/Scenes/Scene/Children/hello>. Checking prim </Root/Scenes/Scene/Children/hello/Generated>. Checking prim </Root/Scenes/Scene/Children/hello/Generated/Text>. Checking prim </Root/Scenes/Scene/Children/hello/Generated/Text/Material>. Checking prim </Root/Scenes/Scene/Children/hello/Generated/Text/Material/PBRShader>. Checking shader </Root/Scenes/Scene/Children/hello/Generated/Text/Material/PBRShader>. Checking prim </Root/Scenes/Scene/Children/hello/Children>. Checking prim </Root/Scenes/Scene/Children/Box>. Checking prim </Root/Scenes/Scene/Children/Box/Generated>. Checking prim </Root/Scenes/Scene/Children/Box/Generated/Mesh0>. Checking prim </Root/Scenes/Scene/Children/Box/Generated/Mesh0/Mesh0>. Checking prim </Root/Scenes/Scene/Children/Box/Generated/Mesh0/Material>. Checking prim </Root/Scenes/Scene/Children/Box/Generated/Mesh0/Material/PBRShader>. Checking shader </Root/Scenes/Scene/Children/Box/Generated/Mesh0/Material/PBRShader>. Checking prim </Root/Scenes/Scene/Children/Box/Children>. Checking prim </Root/Scenes/Scene/Children/Box/PhysicsMaterial_Box>. Found material bindings but no MaterialBindingAPI applied on the prim </Root/Scenes/Scene/sceneGroundPlane>. (fails 'MaterialBindingAPIAppliedChecker') Found material bindings but no MaterialBindingAPI applied on the prim </Root/Scenes/Scene/Children/hello/Generated/Text>. (fails 'MaterialBindingAPIAppliedChecker') Found material bindings but no MaterialBindingAPI applied on the prim </Root/Scenes/Scene/Children/Box>. (fails 'MaterialBindingAPIAppliedChecker') Found material bindings but no MaterialBindingAPI applied on the prim </Root/Scenes/Scene/Children/Box/Generated/Mesh0>. (fails 'MaterialBindingAPIAppliedChecker') Failed!
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671
Activity
Nov ’24
How to Disable Object Occlusion in a RealityView?
Hi everyone, I’m working on a project using RealityKit and encountering an issue with object occlusion. Specifically, I need to disable the occlusion of real-world objects (e.g., tables, walls) in my RealityView. I want virtual entities to render fully, even if real-world objects would normally block their view. I’ve explored options in ARSession and ARWorldTrackingConfiguration but haven’t found anything that affects occlusion in RealityView. I suspect there might be a setting or approach I’ve missed. Has anyone dealt with a similar scenario or knows how to achieve this? Any insights or pointers would be greatly appreciated! Thanks in advance, Nicolas
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549
Activity
Nov ’24
Rotating ModelEntities (without Gestures) Help
I'm building a proof of concept application leveraging the PlaneDetectionProvider to generate UI and interactive elements on a horizontal plane the user is looking at. I'm able to create a cube at the centroid of the plane and change it's location via position. However, I can't seem to rotate the cube programmatically and from this forum post in September I'm not sure if the modelEntity.move functionality is still bugged or the documentation is not up to date. if let planeCentroid = planeEntity.centroid { // Create a cube at the centroid let cubeMesh = MeshResource.generateBox(size: 0.1) // Create a cube with side length of 0.1 meters let cubeMaterial = SimpleMaterial(color: .blue, isMetallic: false) let cubeEntity = ModelEntity(mesh: cubeMesh, materials: [cubeMaterial]) cubeEntity.position = planeCentroid cubeEntity.position.y += 0.3048 planeEntity.addChild(cubeEntity) let rotationY = simd_quatf(angle: Float(45.0 * .pi/180.0), axis: SIMD3(x: 0, y: 1, z: 0)) let cubeTransform = Transform(rotation: rotationY) cubeEntity.move(to: cubeTransform, relativeTo: planeEntity, duration: 5, timingFunction: .linear) Ideally, I'd like to have the cube start/stop rotation when the user pinches on the plane mesh but I'd be happy just to see it rotate!
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2
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597
Activity
Nov ’24
How to roll a ball by physic in RealityKit
I decided to use a club to kick a ball and let it roll on the turf in RealityKit, but now I can only let it slide but can not roll. I add collision on the turf(static), club (kinematic) and the ball(dynamic), and set some parameters: radius, mass. Using these parameters calculate linear damping, inertia, besides, use time between frames and the club position to calculate speed. Code like these: let radius: Float = 0.025 let mass: Float = 0.04593 // 质量,单位:kg var inertia = 2/5 * mass * pow(radius, 2) let currentPosition = entity.position(relativeTo: nil) let distance = distance(currentPosition, rgfc.lastPosition) let deltaTime = Float(context.deltaTime) let speed = distance / deltaTime let C_d: Float = 0.47 //阻力系数 let linearDamping = 0.5 * 1.2 * pow(speed, 2) * .pi * pow(radius, 2) * C_d //线性阻尼(1.2表示空气密度) entity.components[PhysicsBodyComponent.self]?.massProperties.inertia = SIMD3<Float>(inertia, inertia, inertia) entity.components[PhysicsBodyComponent.self]?.linearDamping = linearDamping // force let acceleration = speed / deltaTime let forceDirection = normalize(currentPosition - rgfc.lastPosition) let forceMultiplier: Float = 1.0 let appliedForce = forceDirection * mass * acceleration * forceMultiplier entityCollidedWith.addForce(appliedForce, at: rgfc.hitPosition, relativeTo: nil) Also I try to applyImpulse but not addForce, like: let linearImpulse = forceDirection * speed * forceMultiplier * mass No matter how I adjust the friction(static, dynamic) and restitution, using addForce or applyImpulse, the ball can only slide. How can I solve this problem?
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658
Activity
Nov ’24
RealityKit Crash with Orthographic Camera
In macOS project with RealityKit and SwiftUI, adding OrthographicCameraComponent causes crashes in both Xcode Preview and at runtime. import SwiftUI import RealityKit struct ContentView: View { var body: some View { RealityView { content in var camera = Entity() var component = OrthographicCameraComponent() component.scale = 5 camera.position = [0, 0, 5] camera.components.set(component) content.add(camera) content.add(ModelEntity(mesh: .generateSphere(radius: 1))) } } } #Preview { ContentView() } Has anyone faced this issue or knows a fix?
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5
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789
Activity
Nov ’24
RealityView Attachments on iOS 18 & Visually Appealing AR Labeling Alternatives
I want use SwiftUI views as RealityKit entities to display AR Labels within a RealityKit scene, and the labels could be more complicated than just text and window as they might include images, dynamic texts, animations, WebViews, etc. Vision OS enables this through RealityView attachments, and there is a RealityView support on iOS 18. Tried running RealityView attachments code samples from VisionOS on iOS 18. However, the code below gives errors on iOS 18: import SwiftUI import RealityKit struct PassportRealityView: View { let qrCodeCenter: SIMD3<Float> let assetID: String var body: some View { RealityView { content, attachments in // Setup your AR content, such as markers or 3D models if let qrAnchor = try? await Entity(named: "QRAnchor") { qrAnchor.position = qrCodeCenter content.add(qrAnchor) } } attachments: { Attachment(id: "passportTextAttachment") { Text(assetID) .font(.title3) .foregroundColor(.white) .background(Color.black.opacity(0.7)) .padding(5) .cornerRadius(5) } } .frame(width: 300, height: 400) } } When I remove "attachments" keyword and the block, the errors are kind of gone. That does not help me as I want to attach SwiftUI views to Anchor Entities in RealityKit. As I understand, RealityView attachments are not supported on iOS 18. I wonder if there is any way of showing SwiftUI views as entities on iOS 18 at this point. Or am I forced to use the text meshes and 3d planes to build the UI? I checked out the RealityUI plugin, but it's too simple for my use case of building complex AR labels. Any advice would be appreciated. Thanks!
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677
Activity
Nov ’24
ArView no camera feed bug
Once GKAccessPoint is active, then enter an arview page, the arview will lose camera feed. OSVersion: iOS 18.0.1, iOS 18.1
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557
Activity
Nov ’24
PhotogrammetrySession on non Pro Iphone
Hello, I'm creating an app that use PhotogrammetrySession Class to build 3D objects from photographs (https://developer.apple.com/documentation/realitykit/creating-3d-objects-from-photographs). I'm wondering why this class is working only on Pro iphone (12 Pro, 13 Pro, 14 Pro, 15 Pro and 16 Pro) and none non-Pro iPhone. My app does not use Lidar so it's not the problem. I thought it could be power-related but a18 soc from iPhone 16 is more powerful than a14 bionic from iPhone 12 Pro (i could also mention iPhone 13 Pro and iPhone 14 that both have a15 bionic whereas only the first one is compatible). Did I miss something that could explain these restrictions ? Is there any plan to make this class usable by every iPhone enough powerful to run it ? Thanks in advance for answering me
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0
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666
Activity
Nov ’24
ARKit body tracking (ARBodyAnchor) broken in iOS 18.0 + 18.1
I'm wondering if anyone can suggest a workaround for the broken ARKit body tracking in iOS / iPadOS 18.0 and 18.1? The orientation for foot bones (and possibly other bones) is incorrect in the ARBodyAnchor returned via ARView.session.delegate update method. It works correctly in iOS / iPadOS 17.x. The same failure occurs in a SceneKit app via a ARBodyAnchor in ARSCNViewDelegate. You can easily verify the problem using Apple’s own sample app: https://developer.apple.com/documentation/arkit/arkit_in_ios/content_anchors/capturing_body_motion_in_3d Any help would be greatly appreciated.
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2
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614
Activity
Nov ’24