I'm seeking detailed information about the rotation matrix of the iPhone's front-facing (selfie) camera when using ARKit.
Specifically, I need to understand:
The exact rotation matrix applied to the front-facing camera's output in ARKit.
Whether this matrix is consistent across all iPhone models or if there are variations.
If there are any transformations applied to align the camera's coordinate system with the device's orientation, particularly in portrait mode.
How this rotation matrix relates to the transform property of `ARFrame.camera
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, I’m working on a portfolio project for Vision Pro these days.
I have two projects and each of projects are made with Unity and made with Xcode(using ARKit and RealityKit tracking feature). Is it able to combine these two projects in an app?
For example, using the buttons made with SwiftUI in a Reality Composer Pro, jumping to a scene in Unity, and back from a scene in Unity to a scene in Reality Composer Pro in an app.
if you check the code here,
https://developer.apple.com/documentation/compositorservices/interacting-with-virtual-content-blended-with-passthrough
var body: some Scene {
ImmersiveSpace(id: Self.id) {
CompositorLayer(configuration: ContentStageConfiguration()) { layerRenderer in
let pathCollection: PathCollection
do {
pathCollection = try PathCollection(layerRenderer: layerRenderer)
} catch {
fatalError("Failed to create path collection \(error)")
}
let tintRenderer: TintRenderer
do {
tintRenderer = try TintRenderer(layerRenderer: layerRenderer)
} catch {
fatalError("Failed to create tint renderer \(error)")
}
Task(priority: .high) { @RendererActor in
Task { @MainActor in
appModel.pathCollection = pathCollection
appModel.tintRenderer = tintRenderer
}
let renderer = try await Renderer(layerRenderer,
appModel,
pathCollection,
tintRenderer)
try await renderer.renderLoop()
Task { @MainActor in
appModel.pathCollection = nil
appModel.tintRenderer = nil
}
}
layerRenderer.onSpatialEvent = {
pathCollection.addEvents(eventCollection: $0)
}
}
}
.immersionStyle(selection: .constant(appModel.immersionStyle), in: .mixed, .full)
.upperLimbVisibility(appModel.upperLimbVisibility)
the only way it's dealing with the error is fatalError.
And don't think I can throw anything or return anything else?
Is there a way I can gracefully handle this and show a message box in UI?
I was hoping I could somehow trigger a failure and have https://developer.apple.com/documentation/swiftui/openimmersivespaceaction return fail.
but couldn't find a nice way to do so.
Let me know if you have ideas.
Hi everyone,
I'm looking for some guidance on how to create an .arobject file. Is there a way to generate it from a 3D model (like a .objcap or .usdz or .fbx/.obj file)? Or can it only be generated by scanning a real-world object using the ARKitScanner project? Any advice or resources on this would be greatly appreciated!
I've only found this project for scanning real-world objects.
Thanks in advance!
Hello Apple Team,
Is it possible to change the zoom factor, exposure, white balance and other settings, of an iOS ARKit session?
I know how to do it using an AVCaptureSession,
however, I can't figure out how to access the AVCaptureDeviceInput of the current AR session.
Thanks
PS: I'm using ARkit and RealityKit on iOS 17
I have created two scenes, one immersive and one volumetric using Reality Composer Pro. In my test app I can view both and they render correctly.
However, I would like to add entities programmatically. I am trying this;
var body: some View {
RealityView { content in
if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle) {
viewModel.rootEntity = scene
content.add(scene)
var anchorEntity = AnchorEntity(world: [0, 0, -0.5])
let sphere = MeshResource.generateSphere(radius: 2.0)
let material = SimpleMaterial(color: .red, roughness: 0.5, isMetallic: true)
let modelEntity = ModelEntity(mesh: sphere, materials: [material])
anchorEntity.addChild(modelEntity)
content.add(anchorEntity)
}
}
}
However, the sphere does not appear in the volume. I also tried it in the immersive space and it does not appear there either.
What am I missing?
Hi everyone,
I’m working on an app for VisionOS that needs to recognize individual rooms in a hallway based on the person the room belongs to (using the name displayed on each office door). Is there any sample code or resource that can guide me in implementing this feature?
Thanks in advance for your help!
I have created a portal and attached it to a wall using the AnchorEntity. However, I am seeking guidance on how to determine the size of the wall so that the portal can fully occupy it. Initially, I attempted to locate relevant information within the demo code, but I encountered difficulties in comprehending certain sections. I would appreciate it if someone could provide a step-by-step explanation or a reference to the appropriate code. Thank you for your assistance.
In the visionOS App, I want to detect whether the user is in the room. My idea is as follows:
Check whether there are walls around the user
May I ask how to do it? Thanks!
With Xcode16 and VIsionOS SDK 2.0, result of consecutive ar_anchor_get_timestamp may differ many seconds.
Is there any way to detect the timestamp jumping?
We are currently using Apple's Object capture module and wonder if it would be possible to collect the following data :
Device information
Current translation / rotation
Focal length embedded to the image headers
GPS localisation information.
Information about the exposure time
White balances and the color correction matrices
We also have 2 additional questions :
Is there an option to block close up accomodation of the camera ?
Is there a way for the object capture module to take a video instead of a series of picture ?
I’m currently working on a project where I need to display a transparent GIF at a specific 3D point within an AR environment. I’ve tried various methods, including using RealityKit with UnlitMaterial and TextureResource, but the GIF still appears with a black background instead of being transparent.
Does anyone have experience with displaying animated transparent GIFs on an AR plane or point? Any guidance on how to achieve true transparency for GIFs in ARKit or RealityKit would be appreciated.
Hi guys I'm currently developing a game for the Vision Pro and i'm trying to figure out how the hand tracking works so I can make a superpower appear when the user looks at their hand and widens it. But im really struggling to wrap my head around the whole concept and how to implement it in my code.
Is there anything out there (other than apple doc) or anyone who could help me shed some light on the whole idea and how I could actually usefully implement it?
would be much appreciated
Thanks
When I first install and run the app, it requests authorization for hand tracking data. But then if I go to the settings and disable hand tracking from the app, it no longer requests. The output of requestAuthorization(for:) method just says [handTracking : denied]
Any idea why the push request only shows up once then never again?
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 are currently working with the Enterprise APIs for visionOS 2 and have successfully obtained the necessary entitlements for passthrough camera access. Our goal is to capture images of external real-world objects using the passthrough camera of the Vision Pro, not just take screenshots or screen captures.
Our specific use case involves:
1. Accessing the raw passthrough camera feed.
2. Capturing high-resolution images of objects in the real world through the camera.
3. Processing and saving these images for further analysis within our custom enterprise app.
We would greatly appreciate any guidance, tutorials, or sample code that could help us achieve this functionality. If there are specific APIs or best practices for handling real-world image capture via passthrough cameras with the Enterprise APIs, please let us know.
I am new to learning about concurrency and I am working on an app that uses the HandTrackingProvider class.
In the Happy Beam sample code, there is a HearGestureModel which has a reference to the HandTrackingProvider() and this seems to write to a struct called HandUpdates inside the HeartGestureModel class through the publishHandTrackingUpdates() function. On another thread, there is a function called computeTransformofUserPerformedHeartGesture() which reads the values of the HandUpdates to determine whether the user is making the appropriate gesture.
My question is, how is the code handling the constant read and write to the HandUpdates struct?
In visionOS, the virtual content is covered by the hand by default, so I want to know that in the hybrid space, if the distance of an entity is behind a real object, how can the object in the room be covered like the virtual content is covered by the hand?
I'm porting over some code that uses ARKit to Swift 6 (with Complete Strict Concurrency Checking enabled).
Some methods on ARSCNViewDelegate, namely Coordinator.renderer(_:didAdd:for:) among at least one other is causing a consistent crash. On Swift 5 this code works absolutely fine.
The above method consistently crashes with _dispatch_assert_queue_fail. My assumption is that in Swift 6 a trap has been inserted by the compiler to validate that my downstream code is running on the main thread.
In Implementing a Main Actor Protocol That’s Not @MainActor, Quinn “The Eskimo!” seems to address scenarios of this nature with 3 proposed workarounds yet none of them seem feasible here.
For #1, marking ContentView.addPlane(renderer:node:anchor:) nonisolated and using @preconcurrency import ARKit compiles but still crashes :(
For #2, applying @preconcurrency to the ARSCNViewDelegate conformance declaration site just yields this warning: @preconcurrency attribute on conformance to 'ARSCNViewDelegate' has no effect
For #3, as Quinn recognizes, this is a non-starter as ARSCNViewDelegate is out of our control.
The minimal reproducible set of code is below. Simply run the app, scan your camera back and forth across a well lit environment and the app should crash within a few seconds. Switch over to Swift Language Version 5 in build settings, retry and you'll see the current code works fine.
import ARKit
import SwiftUI
struct ContentView: View {
@State private var arViewProxy = ARSceneProxy()
private let configuration: ARWorldTrackingConfiguration
@State private var planeFound = false
init() {
configuration = ARWorldTrackingConfiguration()
configuration.worldAlignment = .gravityAndHeading
configuration.planeDetection = [.horizontal]
}
var body: some View {
ARScene(proxy: arViewProxy)
.onAddNode { renderer, node, anchor in
addPlane(renderer: renderer, node: node, anchor: anchor)
}
.onAppear {
arViewProxy.session.run(configuration)
}
.onDisappear {
arViewProxy.session.pause()
}
.overlay(alignment: .top) {
if !planeFound {
Text("Slowly move device horizontally side to side to calibrate")
} else {
Text("Plane found!")
.bold()
.foregroundStyle(.green)
}
}
}
private func addPlane(renderer: SCNSceneRenderer, node: SCNNode, anchor: ARAnchor) {
guard let planeAnchor = anchor as? ARPlaneAnchor,
let device = renderer.device,
let planeGeometry = ARSCNPlaneGeometry(device: device)
else { return }
planeFound = true
planeGeometry.update(from: planeAnchor.geometry)
let material = SCNMaterial()
material.isDoubleSided = true
material.diffuse.contents = UIColor.white.withAlphaComponent(0.65)
planeGeometry.materials = [material]
let planeNode = SCNNode(geometry: planeGeometry)
node.addChildNode(planeNode)
}
}
struct ARScene {
private(set) var onAddNodeAction: ((SCNSceneRenderer, SCNNode, ARAnchor) -> Void)?
private let proxy: ARSceneProxy
init(proxy: ARSceneProxy) {
self.proxy = proxy
}
func onAddNode(
perform action: @escaping (SCNSceneRenderer, SCNNode, ARAnchor) -> Void
) -> Self {
var view = self
view.onAddNodeAction = action
return view
}
}
extension ARScene: UIViewRepresentable {
func makeUIView(context: Context) -> ARSCNView {
let arView = ARSCNView()
arView.delegate = context.coordinator
arView.session.delegate = context.coordinator
proxy.arView = arView
return arView
}
func updateUIView(_ uiView: ARSCNView, context: Context) {
context.coordinator.onAddNodeAction = onAddNodeAction
}
func makeCoordinator() -> Coordinator {
Coordinator()
}
}
extension ARScene {
class Coordinator: NSObject, ARSCNViewDelegate, ARSessionDelegate {
var onAddNodeAction: ((SCNSceneRenderer, SCNNode, ARAnchor) -> Void)?
func renderer(_ renderer: SCNSceneRenderer, didAdd node: SCNNode, for anchor: ARAnchor) {
onAddNodeAction?(renderer, node, anchor)
}
}
}
@MainActor
class ARSceneProxy: NSObject, @preconcurrency ARSessionProviding {
fileprivate var arView: ARSCNView!
@objc dynamic var session: ARSession {
arView.session
}
}
Any help is greatly appreciated!
When using the plane PlaneDetectionProvider in visionOS I seem to have hit a limitation which is that regardless of where the headset is in the space, planes will only be detected that are (as far as I can tell) less that 5m from the world origin. Mapping a room becomes very tricky as a result because you often find some walls are outside the radius, even if you're standing two feet away from a ten foot wall. It just won't see it. I've picked my way through the documentation but I cannot see any way to extend this distance. Am I missing something?