How do you enable WebXR support in visionOS's Safari using the simulator? Is there a hidden option or flag somewhere? I've seen videos showcasing WebXR in the simulator, I believe, so I think it is possible.
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I updated Xcode to Xcode 13 and iPadOS to 15.0.
Now my previously working application using SFSpeechRecognizer fails to start, regardless of whether I'm using on device mode or not.
I use the delegate approach, and it looks like although the plist is set-up correctly (the authorization is successful and I get the orange circle indicating the microphone is on), the delegate method speechRecognitionTask(_:didFinishSuccessfully:) always returns false, but there is no particular error message to go along with this.
I also downloaded the official example from Apple's documentation pages:
SpokenWord SFSpeechRecognition example project page
Unfortunately, it also does not work anymore.
I'm working on a time-sensitive project and don't know where to go from here. How can we troubleshoot this? If it's an issue with Apple's API update or something has changed in the initial setup, I really need to know as soon as possible.
Thanks.
There is a project tutorial for visionOS Metal rendering in immersive mode here (https://developer.apple.com/documentation/compositorservices/drawing_fully_immersive_content_using_metal?language=objc), but there is no downloadable sample project. Would Apple please provide sample code? The set-up is non-trivial.
Will a new example project be released to cover the new raytracing features in session WWDC2023-10128?
I thiught that RealityKit’s CustomMaterial didn’t exist in visionOS, but it‘s listed here: https://developer.apple.com/documentation/realitykit/custommaterial
Can it in fact be used in mixed / ar passthrough mode and something changed?
What is the situation?
In passthrough mode on the Vision Pro, what is the maximum distance one can walk from the origin while keeping stable tracking?
I'd like to use the eye tracking feature in the latest iPadOS 18 update as more than an accessibility feature. i.e. another input modality that can be detected by event + enum checks similar to how we can detect and distinguish between touches and Apple pencil inputs. This might make it a lot easier to control and interact with iPad-based AR experiences that involve walking around, regardless of whether eye-tracking is enabled for accessibility. When walking, it's challenging to hold the device and interact with the screen with touch or pencil at all. Eye tracking + speech as input modalities could assist here.
Also, this would help us create non-immersive AR experiences that parallel visionOS experiences that use eye tracking.
I propose an API option for enabling eye-tracking (and an optional calibration dialogue within-app), as well as a specific UIControl class that simply detect when the eye looks at the control using the standard (begin/changed/end) events.
My specific use case is that I'd like to treat eye-tracking-enabled UI elements or game objects differently depending on whether something is looked at with the eyes.
For example, to select game objects while using speech recognition, suppose we have 4 buttons with the same name in 4 corners of the screen. Call them "corner" buttons. If I have my proposed invisible UI element for gaze detection, I can create 4 large rectangular regions on the screen. Then if the user says "select the corner" the system could parse this command and disambiguate between the 4 corners by checking which of the rectangular regions I'm currently looking at. (Note: the idea would be to make the gaze regions rather large to compensate for error.)
The above is just a simple example, but the advantage over other methods like dwell is that it could be a lot faster.
Another simple example:
Using the same rectangular regions, instead of speech input, I could hold a button placed in just one spot on the screen, and look around the screen with my gaze to produce a laser beam for some kind of game, or draw curves (that I might smooth-out to reduce inaccuracy). OR maybe someone who does not have their hands available.
This would require us to have the ability to get the coordinates of the eye gaze, but otherwise the other approach of just opting to trigger uicontrol elements might work for coarse selection.
Would other developers find this useful as well? I'd like to propose this feature in feedback assistant, but I'm also opening-up a little discussion if by chance someone sees this.
In short, I propose:
a formal eye-tracking API for iPadOS 18+ that allows for turning on/off the tracking within the app, with the necessary user permissions
the API should produce begin/changed/ended events similar to the existing events in UIKit, including screen coordinates. There should be a way to identify that an event came from eye-tracking.
alternatively, we should have at minimum an invisible UIControl subclass that can detect when the eyes enter/leave the region.
Topic:
Accessibility & Inclusion
SubTopic:
General
Tags:
Graphics and Games
iPadOS
Accessibility
UIKit
I am seeing that seemingly after the macOS 12.0.1 update, the macbook pro 16" 2021 is having widespread issues with the magsafe charger when shut-off, in which fast-charge causes the charger to loop the connection sound over and over without actually charging.
discussion pages:
https://forums.macrumors.com/threads/2021-macbook-pro-16-magsafe-light-flashing-amber-and-power-chime-repeating-during-charging-when-off.2319925/
https://www.reddit.com/r/macbookpro/comments/qi4i9w/macbook_pro_16_m1_pro_2021_magsafe_3_charge_issue/
https://www.reddit.com/r/macbookpro/comments/qic7t7/magsafe_charging_problem_2021_16_macbook_pro_read/
Most people suspect it's a firmware/OS issue. Is Apple aware of this / is it being worked-on?
Has anyone tried this with the latest 12.1 beta as well?
In ARKit for iPad, I could 1) build a mesh on top of the real world and 2) request a people occlusion map for use with my application so people couls move behind or in fromt of virtual content via compositing. However, in VisionOS, there is no ARFrame image to pass to the function that would generate the occlusion data. Is it possible to do people occlusion in visionOS? If so, how it is done—through a data provider, or is it automatic when passthrough is enabled? If it’s not possible, is this something that might have a solution in future updates as the platform develops? Being able to combine virtual content and the real world with people being able to interact with the content convincingly is a really important aspect to AR, so it would make sense for this to be possible.
What is the most efficient way to use a MTLTexture (created procedurally at run-time) as a RealityKit TextureResource? I update the MTLTexture per-frame using regular Metal rendering, so it’s not something I can do offline. Is there a way to wrap it without doing a copy?
A specific example would be great.
Thank you!
visionOS 2.0 enables passthrough with Metal now:
https://developer.apple.com/wwdc24/10092
This suggests it will be possible for WebXR’s AR passthrough module to be implemented for Safari.
Is this already available, perhaps behind a flag?
Is full hand tracking on the Vision Pro available in passthrough AR (fully immersed with one application running), or only in fully immersive VR (no passthrough)?
In regular Metal, I can do all sorts of tricks with texture masking to create composite objects and effects, similar to CSG. Since for now, AR-mode in visionOS requires RealityKit without the ability to use custom shaders, I'm a bit stuck.
I'm pretty sure so far that what I want is impossible and requires a feature request, but here it goes:
Here's a 2D example:
Say I have some fake circular flashlights shining into the scene, depthwise, and everything else is black except for some rectangles that are "lit" by the circles.
The result:
How it works:
In Metal, my per-instance data contain a texture index for a mask texture. The mask texture has an alpha of 0 for spots where the instance should not be visible, and an alpha of 1 otherwise.
So in an initial renderpass, I draw the circular lights to this mask texture. In pass 2, I attach the fullscreen mask texture (circular lights) to all mesh instances that I want hidden in the darkness. A custom fragment shader multiplies the alpha of the full-screen mask texture sample at the given fragment with the color that would otherwise be output. i.e. out_color *= mask.a. The way I have blending and clear colors set-up, wherever the mask alpha is 0, an object will be hidden. The background clear color is black.
The following is how the scene looks if I don't attach the masking texture. You can see that behind the scenes, the full rectangle is there.
In visionOS AR-mode, the point is for the system to apply lighting, depth, and occlusion information to the world.
For my effect to work, I need to be able to generate an intermediate representation of my world (after pass 2) that shows some of that world in darkness.
I know I can use Metal separately from RealityKit to prepare a texture to apply to a RealityKit mesh using DrawableQueue
However, as far as I know there is no way to supply a full-screen depth buffer for RealityKit to mix with whatever it's doing with the AR passthrough depth and occlusion behind the scenes. So my Metal texture would just be a flat quad in the scene rather than something mixed with the world.
Furthermore, I don't see a way to apply a full-screen quad to the scene, period.
I think my use case is impossible in visionOS in AR mode without customizable rendering in Metal (separate issue: I still think in single full app mode, it should be possible to grant access to the camera and custom rendering more securely) and/or a RealityKit feature enabling mixing of depth and occlusion textures for compositing.
I love these sorts of masking/texture effects because they're simple and elegant to pull-off, and I can imagine creating several useful and fun experiences using this masking and custom depth info with AR passthrough.
Please advise on how I could achieve this effect in the meantime.
However, I'll go ahead and say a specific feature request is the ability to provide full-screen depth and occlusion textures to RealityKit so it's easier to mix Metal rendering as a pre-pass with RealityKit as a final composition step.