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How to insert modified video frames into the system camera to achieve AI erase effect?
By applying for the enterprise API, we can obtain the data of video frames collected by VisionPro glasses, and then we process the collected video frames to achieve the function of eliminating a certain object. But it was not found how to insert the processed video frames into the data source collected by the system camera. So I would like to ask if there is any API that can insert processed video frames into the original data and present them to the user? This effect is similar to the right side twist of VisionPro glasses, which allows the physical world and digital space to blend perfectly after rotation. So, I would like to ask if there is a related API that can solve this problem? STEPS TO REPRODUCE Obtain video frames, Process the obtained video frames Insert the processed video frames into the VisonOS system camera. System: VisionOS 2.0 API used: Enterprise APIs Main camera access permissions
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580
Nov ’24
System issues encountered when developing VisionOS related programs using Unity
Using Unity to develop VisionOS program, pressing the right knob of VisionPro during use will exit the Unity space and destroy the model in the space. The model in the space has been disconnected from the SwiftUI interface. After clicking the right knob, return to the system main interface, and then click the right knob again to return to the inside of the program. However, Unity space cannot be restored, and calling the discisWindow method on the SwiftUI interface has no effect, so the interface cannot be destroyed. Is there any solution??
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340
Feb ’25
Failed to create folder using Swift in VisionOS
When creating a folder in the code, it prompts that the file creation is successful, but when the folder does not exist in the "Download Container" file, do you have any permissions when creating the folder in VisionOS? static func getFileManager() -> URL { let documentsDirectory = FileManager.default.urls( for: .documentDirectory, in: .userDomainMask ).first! return documentsDirectory.appendingPathComponent("SGKJ_LIBRARY") } static func createFileLibrary() { let folderUrl = getFileManager() let fileManager = FileManager.default do { try fileManager.createDirectory( at: folderUrl, withIntermediateDirectories: true, attributes: nil ) print("Folder created successfully: \(folderUrl.path)") } catch { print("Failed to create folder: \(error.localizedDescription)") } }
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108
Apr ’25
The app “SGKJ_3DRealisticModel” has been killed by the operating system because it is using too much memory.
Hello! I encountered a problem when developing a project using VisionOS. I placed a file with a model size of 294.8MB in the project and tried to load the file model using the "FileManager. default. contentsOfDirectory (atPath: resourcesPath). filter {$0. hasSuffix (". usdz ")}" code. However, when the program was loaded, it was directly shut down by the system, prompting me to exceed memory. I would like to ask how to solve this problem?
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488
Jun ’24
Loading local model files using Model3D in the project crashed
How to solve the problem of using Model3D to load a local model file in Unity project, clicking on NavigationLink multiple times to load the local model file, and receiving a prompt "assertion failure: 'stagingBuffer.buffer.isValid()' (createMetalBuffer:line 2971) Failed to create staging buffer for texture upload"?
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638
Jul ’24