Hi,
since iOS 15 I've repeatedly noticed the console warning »ARSessionDelegate is retaining X ARFrames. This can lead to future camera frames being dropped« even for rather simple projects using RealityKit and ARKit. Could someone from the ARKit team please elaborate what causes this warning and what can be done to avoid it?
If I remember correctly I didn't even assign an ARSessionDelegate.
Thank you!
ARKit
RSS for tagIntegrate iOS device camera and motion features to produce augmented reality experiences in your app or game using ARKit.
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Hi everyone! I am working on AR app and wanted to implement object occlusion because it removes drift pretty much from the object. This working great with RealityKit sample But I am unable to replicate such behaviour it with scenekit. Because scenekit does not offer object occlusion. Can we say scenekit is getting depricated, and we should re-write app in RealityKit (which is obviously a big task)?
Error:
RoomCaptureSession.CaptureError.exceedSceneSizeLimit
Apple Documentation Explanation:
An error that indicates when the scene size grows past the framework’s limitations.
Issue:
This error is popping up in my iPhone 14 Pro (128 GB) after a few roomplan scans are done. This error shows up even if the room size is small. It occurs immediately after I start the RoomCaptureSession after the relocalisation of previous AR session (in world tracking configuration). I am having trouble understanding exactly why this error shows and how to debug/solve it.
Does anyone have any idea on how to approach to this issue?
We are working on a world scale AR app that leverages the device location and heading to place objects in the streets, so that they are correctly and stably anchored to certain locations.
Since the geo-tracking imagery is only available in certain cities and areas, we are trying to figure out how to fallback when geo-tracking is not available as the device move away, to still retain good AR camera accuracy. We might need to come up with some algorithm using the device GPS, to line up the ARCamera with our objects.
Question: Does geo-tracking always provide greater than or equal to the accuracy of world tracking, for a GPS outdoor AR experience?
If so, we can simply use the ARGeoTrackingConfiguration for the entire time, and rely on the ARView keeping itself aligned. Otherwise, we need to switch between it and ARWorldTrackingConfiguration when geo-tracking is not available and/or its accuracy is low, then roll our own algorithm to keep the camera aligned.
Thanks.
I am working with MeshAnchors, and I am having troubles getting to the classification of the triangles/faces.
This post references the MeshAnchor.Geometry, and that struct does have a property named "classifications", but it is of type GeometrySource. I cannot find any classification information in GeometrySource. Am I missing something there?
I think I am looking for something of type MeshAnchor.MeshClassification, but I cannot find any structs with this as a property.
Hello Community,
I'm encountering an issue with the latest iOS 17 update, specifically related to RoomPlan version-2. In iOS 16, when using RoomPlan version-1, we were able to display stairs in our app. However, after upgrading to iOS 17 and implementing RoomPlan version-2, the stairs are no longer visible.
Despite thorough investigation, I couldn't find any option within the code to show or hide stairs, or any other objects for that matter. It seems like a specific issue with the update rather than a coding error on our part.
Has anyone else encountered a similar problem? If so, I would greatly appreciate any insights or solutions you might have. It's crucial for our app functionality to have stairs displayed accurately, and we're currently at a loss on how to address this issue.
Thank you in advance for any assistance you can provide.
Best regards
What is the reason the hand-tracking joints have these axes? I'm trying to create a virtual hands model and that's a mess.
Hello All,
I'm desperate to found a solution and I need your help please.
I've create a simple cube in Vision OS. I can get it by hand (close my hand on it) and move it pretty where I want. But, I would like to throw it (exemple like a basket ball). Not push it, I want to have it in hand and throw it away of me with a velocity and direction = my hand move (and finger opened to release it).
Please put me on the wait to do that.
Cheers and thanks
Mathis
Topic:
Spatial Computing
SubTopic:
ARKit
I am working on a project that requires access to the main camera on the Vision Pro. My main account holder applied for the necessary enterprise entitlement and we were approved and received the Enterprise.license file by email. I have added the Enterprise.license file to my project, and manually added the com.apple.developer.arkit.main-camera-access.allow entitlement to the entitlement file and set it to true since it was not available in the list when I tried to use the + Capability button in the Signing & Capabilites tab.
I am getting an error: Provisioning profile "iOS Team Provisioning Profile: " doesn't include the com.apple.developer.arkit.main-camera-access.allow entitlement. I have checked the provisioning profile settings online, and there is no manual option for adding the main camera access entitlement, and it does not seem to be getting the approval from the license.
We are using the ARKit image tracking feature on visionOS 2.0 with three pre-registered images. The image tracking works, but only one image is actively tracked at a time. When more than one target image is visible to the camera, it has difficulty detecting and tracking the other images.
Is this the expected behavior in visionOS, or is there something we need to do to resolve this issue?
We're developing a VisionOS application, where we would like to do product recognition (like food items).
We have enterprise entitlements and therefore also main camera access for VisionOS. We send this live camera frames to a trained CoreML model where we will receive 2D coordinates from the model detection prediction.
Now, we would like to create a 3D anchor on the detected items so it can be visible for user. The 3D anchor is going to be the class name of the detected item.
How do we transform this 2D coordinate from the model prediction to a 3D anchor?
I was watching the Developer videos, and there was mention that RealityView handles persistent world data differently and also automatically for us.
I am having an issue finding the material I need to get up to speed on that.
In ARKit, I was able to place a model with the world data and recall that .map data. It even stored a reference image for the scene to help match the world data.
I'm looking for the information on how to implement and work with those same features with RealityView, as it seems to be better/automatically integrated?
I need help being pointed in the right direction. Sample code would be amazing.
Topic:
Spatial Computing
SubTopic:
ARKit
I use ARKit to build an app, scan rooms to collect the spatial data of objects and re-construct the 3D scene.
the problem is I found the depth map values captured in ARFrame significantly deviate from the real distances, even nonlinearly, for the distances below 1.5m, values are basically correct, but beyond 1.5m, they are smaller than real values. for example read 1.9m from the generated depthmap.tiff, but real distance is 3 meters.
below is my code of generating tiff file to record depth map data:
Generated TIFF file (captured from ARKit):
as shown above, the maximum distance is around 1.9m, but real distance to that wall is more than 3 meters, and also you can see, the depth map picture captured in ARKit is quite blurry, particularly at far distance (> 2.0m), almost smeared out.
Generated TIFF file (captured from AVFoundation):
In comparison, the depth map captured from traditional AVFoundation and with the same hardware device is much clear, the values seem not in meter unit though.
Hi,
When I'm looking at the RoomAnchor documentation I can see the planeAnchorIDs property.
My question: How I can get an array of PlaneAnchor with planeAnchorIDs?
A code example would be greatly appreciated.
Regards
Tof
Hello,
I was looking back into downloading the Tracking geographic locations in AR sample app from https://developer.apple.com/documentation/arkit/tracking-geographic-locations-in-ar
Unfortunately the Download links to the .zip of the DisplayingAPointCloudUsingSceneDepth sample project.
The exact same issue occurs when trying to download the sample code from https://developer.apple.com/documentation/ARKit/creating-a-fog-effect-using-scene-depth
Wondering if those links are deliberately broken because of possible deprecations.
Thanks to any Apple Engineer willing to look into that.
Hello,
We've been working for months now on an App for the Vision Pro.
(it's been great btw!)
We already have an App in the App Store for iOS, and have been migrating our platform from the Microsoft Hololens 2 to the AVP:
https://apps.microsoft.com/detail/9NPPP031VHD1
We require the Main Camera access and already have gotten the Enterprise.license for development purposes.
Unfortunately, we cannot publish our Business App (which uses an Enterprise API) under the same Name/Bundle ID as our iOS App because it would conflict with our current Distribution Method.
We arrived at the conclusion that we need a new Enterprise.license under a different Bundle ID to create a new App for the Business Store.
Has anyone been in the same boat as us, and tried to publish to the Business Store while already having an App in the Public App Store under the same name?
We applied to get another license for distribution under another name (with "Pro" at the end), but it's been stuck in limbo for over a month now (probably because the new bundle ID doesn't have any track record).
Anyhow, thanks for any help, we're open to suggestions as to how to proceed!
Hi folks, I’m new to Vision Pro stack, still trying to learn all the nuances. Here is a problem I can’t seem to find an answer.
I placed entity A( a small .02 radius sphere) inside entity B( size:.1 box). Both entities have HoverEffectComponent, and both inputcomponent is set to .direct. Entity A is NOT a child of Entity B. When I direct touch Entity B, I noticed that Entity A’s hover effect is fired as well. This only happens if Entity A‘s position is inside Entity B. The gesture that is only targeted at Entity A doesn’t work either. I double checked Entity A collider which sits inside entity B collider, my direct touch shouldn’t have trigger its hove effect. Having one collider inside another seems to produce unpredictable behavior? Thanks in advance 🙏🙏🙏
Context: I’m trying to create an invisible bound around Entity A, so when my hand approaches the bound to grab Entity A, a nice spotlight hover effect would fire first on the bound before hand reaching entity A.
Still don't understand why no one is clarifying about this Apple Video https://developer.apple.com/videos/play/wwdc2023/10111
At the end of this video, there's an incomplete tutorial about connecting a USDZ with mesh and Skeleton structure to the hand tracking system. No example project is linked, and no one is giving the community any clarification. Please can you help us to understand how to proceed?
I am a newby of spatial computing. Here I am learning how to use ARKit to capture the environment texture and apply it on a ModelEntity of RealityKit on Vision Pro. But I do not find a demo of how to use EnvironmentLightEstimationProvider.
After checking the documentation, I also have some questions:
EnvironmentProbeAnchor.environmentTexture is a MTLTexture, but EnvironmentResource needs a CGImage. How do I translate MTLTexture to CGImage(Forgive me that I do not know much about Metal or other framework, so It will be better if there is a code that I can copy and paste directly)
It seems that the EnvironmentProbeAnchor can only get the light information around the device. But what should I do if I want get the light information around the ModelEntity so that I can apply the environment texture on it.
It will be better if you can provide a code demo about how to use the new api.
Thank you!
I am a newby of spatial computing and I am using ARKit and RealityKit to develop a visionPro app.
I want to accomplish such a goal: If the user's hand touchs an object(an entity in RealityView) on the table, it will post a Window. But I do not know how to handle the event "the user's hand touchs the object". Should I use hand tracking feature to do some computing by myself? Or is there some api to use directly?
Thank you!