Mine is fixed. It seems to be because apple suddenly generated their own version of codable for CLLocationCoordinate2D and this was conflicting. Examining CLLocationCoordinate2D showed that it was now marked as codable in the documentation. I removed my codable extension but it still didn't like it. but when I updated Xcode to the latest release version it went back to being non codable and everything is fine again.
I made a simple example and it seemed to be working fine. So I have worked my way back through rewritten everything and it's working again. I'm not sure why the planes were not being added after the initial flush, but it seems to work fine now. Thank you for your help. Much appreciated.
Well that's encouraging. I do have a reference to the ARKitSession. I am also running the world tracking provider at the same time so I can track the head. I wonder if that's changing things? I'm also running the 2.0 beta.
This is how I originate the session
try? await session.run([worldInfo, planeData])
but everything I get back in
.task {
for await update in planeData.anchorUpdates {
}
}
seems to be filtered within 5 meters of the origin.
Did you ever get to the bottom of this? I'd really like to know the position of the device when in a volumetric window. It seems like this is not possible.
I just downloaded the new 16.1 beta and it appears to be fixed there. They don't seem to ever give you both fovs for the cropped and full frame format, but at least now the default is the wide angle.
I have temporarily fixed this by saving a world map before I stop the roomScan session and then starting a new ARSession and immediately loading that world up again.
It's clumsy but it works. I get a new arSession which fairly quickly snaps to the old origin. It would be nice to be able to just turn the room scanning off and keep the same arsession. Users will not understand why there's a jump and there's a chance they will lose it.
I would also like to be able to keep the arsession alive but turn off the processor-intensive roomcapture session. Maybe this could be done with a configuration? That way we can do some basic editing of the room when roomcapture is complete.
I figured it out by trial and error. My problem was that I had a navigationcontroller that was in the way. I had to make sure that navigationControllerSupportedInterfaceOrientations was updated too.
Mine is fixed. It seems to be because apple suddenly generated their own version of codable for CLLocationCoordinate2D and this was conflicting. Examining CLLocationCoordinate2D showed that it was now marked as codable in the documentation. I removed my codable extension but it still didn't like it. but when I updated Xcode to the latest release version it went back to being non codable and everything is fine again.
I made a simple example and it seemed to be working fine. So I have worked my way back through rewritten everything and it's working again. I'm not sure why the planes were not being added after the initial flush, but it seems to work fine now. Thank you for your help. Much appreciated.
Well that's encouraging. I do have a reference to the ARKitSession. I am also running the world tracking provider at the same time so I can track the head. I wonder if that's changing things? I'm also running the 2.0 beta.
This is how I originate the session
try? await session.run([worldInfo, planeData])
but everything I get back in
.task {
for await update in planeData.anchorUpdates {
}
}
seems to be filtered within 5 meters of the origin.
Did you ever get to the bottom of this? I'd really like to know the position of the device when in a volumetric window. It seems like this is not possible.
I just downloaded the new 16.1 beta and it appears to be fixed there. They don't seem to ever give you both fovs for the cropped and full frame format, but at least now the default is the wide angle.
I have temporarily fixed this by saving a world map before I stop the roomScan session and then starting a new ARSession and immediately loading that world up again.
It's clumsy but it works. I get a new arSession which fairly quickly snaps to the old origin. It would be nice to be able to just turn the room scanning off and keep the same arsession. Users will not understand why there's a jump and there's a chance they will lose it.
I would also like to be able to keep the arsession alive but turn off the processor-intensive roomcapture session. Maybe this could be done with a configuration? That way we can do some basic editing of the room when roomcapture is complete.
I figured it out by trial and error. My problem was that I had a navigationcontroller that was in the way. I had to make sure that navigationControllerSupportedInterfaceOrientations was updated too.