Hello, I'm setting up an ar view using scene anchors from reality composer. The scenes load perfectly fine the first time entering the AR View. When I go back to the previous screen and re-enter the AR View the app crashes before any of the scenes appear on the screen. I've tried pausing and resuming the session and am still getting the following error.
validateFunctionArguments:3536: failed assertion `Fragment Function(fsRenderShadowReceiverPlane): incorrect type of texture (MTLTextureTypeCube) bound at texture binding at index 0 (expect MTLTextureType2D) for projectiveShadowMapTexture[0].'
Any help would be very much appreciated.
Thanks
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 all,
I have an .obj model which I converted using Reality converter.
When trying to load it in safari quicklook, it pops up an error "Object requires a newer version of iOS"
I'm on an iPhone X with iOS 13.6.
Any thoughts?
Thanks
Are there any good tutorials or suggestions on creating models in Blender and exporting with the associated materials and nodes? Specifically I'm looking to see if there is an ability to export translucency associated with an object (i.e. glass bottle). I have created a simple cube with a Principled BSDF shader, but the transmission and IOR settings are not porting over. Any tips or suggestions would be helpful.
Hello,
I'm working on an application that will try to take measures from parts of a human body (hand, foot..).
Now that Lidar has been integrated on the iPhone Pro and Arkit 4.0 came out, I would like to know if it seems feasible to combine the feature of the library such as model creation and geometry measurement, to get precise measurement of a body part.
Thanks for your help,
Tom
I am developing an app using ARKit4 ARGeoTrackingConfiguration following https://developer.apple.com/documentation/arkit/content_anchors/tracking_geographic_locations_in_ar.
I am outside of the US, so my location is not supported. I simulate a location but the CoachingState always stays at .initializing
Is there a way to test geotracking apps outside of the US?
I want to know are depth map and RGB image are perfectly aligned(do both have the same principle point)? If yes then how the depth- map is created.
The depth map on iphone12 has 256x192 resolution as opposed to an RGB image (1920x1440). I am interested in exact pixel-wise depth. Is it possible to get the raw depth map of 1920x1440 resolution ?
How is the depth-map is created at 256 x 192 resolution? Behind the scenes does the pipeline captures it at 1920 x1440 resolution and then resize it to 256x192?
I have so many questions as there are no intrinsic, extrinsic, and calibration data given regarding the lidar.
I would greatly appreciate it if someone can explain the steps from a computer-vision perspective.
Many Thanks
I'm creating a custom scanning solution for iOS and using RealityKit Object Capture PhotogrammetrySession API to build a 3D model. I'm finding the data I'm sending to it is ignoring the depth and not building the model to scale. The documentation is a little light on how to format the depth so I'm wondering if someone could take a look at some example files I send to the PhotogrammetrySession. Would you be able to tell me what I'm not doing correctly?
https://drive.google.com/file/d/1-GoeR_KMhX_i7-y8M8ElDRrySasOdoHy/view?usp=sharing
Thank you!
I'm making an app that captures data using ARKit and will ultimately send the images+depth+gravity to an Object Capture Photogrammetry agent. I need to use the depth data and produce a model with correct scale, so from what I understand I need to send the depth file + set proper exif data in the image. Since I'm getting the images+depth from ARKit I'll need to set the exif data manually before saving the images. Unfortunately the documentation on this is a bit light, so would you be able to let me know what exif data needs to be set in order for the Photogrammetry to be able to create the model with proper scale?
If I try and set my Photogrammetry agent with manual metadata like this:
var sample = PhotogrammetrySample(id: id, image: image)
var dict:[ String: Any ] = [:]
dict["FocalLength"] = 23.551325
dict["PixelWidth"] = 1920
dict["PixelHeight"] = 1440
sample.metadata = dict
I get the following error in the output and depth is ignored:
[Photogrammetry] Can't use FocalLenIn35mmFilm to produce FocalLengthInPixel! Punting...
Hello!
I am having trouble calculating accurate distances in the real world using the camera's returned intrinsic matrix and pixel coordinates/depths captured from the iPhone's LiDAR. For example, in the image below, I set a mug 0.5m from the phone. The mug is 8.5cm wide. The intrinsic matrix returned from the phone's AVCameraCalibrationData class has focalx = 1464.9269, focaly = 1464.9269, cx = 960.94916, and cy = 686.3547. Selecting the two pixel locations denoted in the image below, I calculated each one's xyz coordinates using the formula:
x = d * (u - cx) / focalx
y = d * (v - cy) / focaly
z = d
Where I get depth from the appropriate pixel in the depth map - I've verified that both depths were 0.5m. I then calculate the distance between the two points to get the mug width. This gives me a calculated width of 0.0357, or 3.5 cm, instead of the 8.5cm I was expecting. What could be accounting for this discrepancy?
Thank you so much for your help!
Hi
Is this possible to have RoomCaptureSession and ARSession together, as we need feature points
I have a arobject files that's already tested and working perfectly in Reality Composer as an anchor. But for whatever reason when I try them both as AR Resource group in my asset or even loading it directly from the url it always fails (returns nil) I've double check all the file/group names and they seems fine and I couldn't find the error, just always nil.
This is my code :
var referenceObject: ARReferenceObject?
if let referenceObjects = ARReferenceObject.referenceObjects(inGroupNamed: "TestAR", bundle: Bundle.main) {
referenceObject = referenceObjects[referenceObjects.startIndex]
}
if let referenceObject = referenceObject{
delegate.didFinishScan(referenceObject, false)
}else {
do {
if let url = Bundle.main.url(forResource: "Dragonball1", withExtension: "arobject") {
referenceObject = try ARReferenceObject(archiveURL: url)
}
} catch let myError{
let error = myError as NSError
print("try \(error.code)")
}
}
Any idea? Thanks
I'd like to capture the room with materials obtained through the camera while scanning with RoomPlan.
Is there any way to capture room surface material and render the object while capturing the room geometry using RoomPlan?
I have a single fbx model with several animations(idle, walk, run, eat......), but after I convert it to usdz format, I can only play 1 animation, where can I find other animations and how can I play them, or USDZ doesn't support it yet?
Thank you.
Cyan
hi I am not sure what is going on...
I have been working on this model for a while on reality composer, and had no problem testing it that way...it always worked out perfectly.
So I imported the file into a brand new Xcode project... I created a new ARApp, and used SwiftUI.
I actually did it twice ...
And tested the version apple has with the box. In Apple's version, the app appears but the whole part where it tries to detect planes didn't show up. So I am confused.
I found a question that mentions the error messages I am getting but I am not sure how to get around it?
https://developer.apple.com/forums/thread/691882
//
// ContentView.swift
// AppToTest-02-14-23
//
// Created by M on 2/14/23.
//
import SwiftUI
import RealityKit
struct ContentView : View {
var body: some View {
return ARViewContainer().edgesIgnoringSafeArea(.all)
}
}
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
// Load the "Box" scene from the "Experience" Reality File
//let boxAnchor = try! Experience.loadBox()
let anchor = try! MyAppToTest.loadFirstScene()
// Add the box anchor to the scene
arView.scene.anchors.append(anchor)
return arView
}
func updateUIView(_ uiView: ARView, context: Context) {}
}
#if DEBUG
struct ContentView_Previews : PreviewProvider {
static var previews: some View {
ContentView()
}
}
#endif
This is what I get at the bottom
2023-02-14 17:14:53.630477-0500 AppToTest-02-14-23[21446:1307215] Metal GPU Frame Capture Enabled
2023-02-14 17:14:53.631192-0500 AppToTest-02-14-23[21446:1307215] Metal API Validation Enabled
2023-02-14 17:14:54.531766-0500 AppToTest-02-14-23[21446:1307215] [AssetTypes] Registering library (/System/Library/PrivateFrameworks/CoreRE.framework/default.metallib) that already exists in shader manager. Library will be overwritten.
2023-02-14 17:14:54.716866-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/suFeatheringCreateMergedOcclusionMask.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.743580-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arKitPassthrough.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.744961-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/drPostAndComposition.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.745988-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arSegmentationComposite.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.747245-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute0.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.748750-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute1.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.749140-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute2.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.761189-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute3.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.761611-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute4.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.761983-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute5.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.762604-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute6.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.763575-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute7.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.764859-0500 AppToTest-02-14-23[21446:1307215] [Foundation.Serialization] Json Parse Error line 18: Json Deserialization; unknown member 'EnableARProbes' - skipping.
2023-02-14 17:14:54.764902-0500 AppToTest-02-14-23[21446:1307215] [Foundation.Serialization] Json Parse Error line 20: Json Deserialization; unknown member 'EnableGuidedFilterOcclusion' - skipping.
2023-02-14 17:14:55.531748-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534559-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534633-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534680-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534733-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534777-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534825-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534871-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534955-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:56.207438-0500 AppToTest-02-14-23[21446:1307383] [Technique] ARWorldTrackingTechnique <0x1149cd900>: World tracking performance is being affected by resource constraints [2]
2023-02-14 17:17:15.741931-0500 AppToTest-02-14-23[21446:1307414] [Technique] ARWorldTrackingTechnique <0x1149cd900>: World tracking performance is being affected by resource constraints [1]
2023-02-14 17:22:07.075990-0500 AppToTest-02-14-23[21446:1308137] [Technique] ARWorldTrackingTechnique <0x1149cd900>: World tracking performance is being affected by resource constraints [1]
code-block
I'm looking for ARKit standard face mesh with blendshapes to download, is this available?
Is there a particle system in RealityKit? if so can some one point me to the correct documentation/articles ?
SceneReconstructionProvider.isSupported and PlaneDetectionProvider.isSupported both return false when running in the simulator (Xcode 15b2).
There is no mention of this in release notes. Seems that this makes any kind of AR apps that depend on scene understanding impossible to run in the sim.
For example, this code described in this article is not possible to run in simulator: https://developer.apple.com/documentation/visionos/incorporating-surroundings-in-an-immersive-experience
Am I missing something or is this really the current state of the sim?
Does this mean if we want to build mixed-immersion apps we need to wait to get access to Vision Pro hardware?
In full immersive (VR) mode on visionOS, if I want to use compositor services and a custom Metal renderer, can I still get the user’s hands texture so my hands appear as they are in reality? If so, how?
If not, is this a valid feature request in the short term? It’s purely for aesthetic reasons. I’d like to see my own hands, even in immersive mode.
I am trying to make a world anchor where a user taps a detected plane.
How am I trying this?
First, I add an entity to a RealityView like so:
let anchor = AnchorEntity(.plane(.vertical, classification: .wall, minimumBounds: [2.0, 2.0]), trackingMode: .continuous)
anchor.transform.rotation *= simd_quatf(angle: -.pi / 2, axis: SIMD3<Float>(1, 0, 0))
let interactionEntity = Entity()
interactionEntity.name = "PLANE"
let collisionComponent = CollisionComponent(shapes: [ShapeResource.generateBox(width: 2.0, height: 2.0, depth: 0.02)])
interactionEntity.components.set(collisionComponent)
interactionEntity.components.set(InputTargetComponent())
anchor.addChild(interactionEntity)
content.add(anchor)
This:
Declares an anchor that requires a wall 2 meters by 2 meters to appear in the scene with continuous tracking
Makes an empty entity and gives it a 2m by 2m by 2cm collision box
Attaches the collision entity to the anchor
Finally then adds the anchor to the scene
It appears in the scene like this:
Great! Appears to sit right on the wall.
I then add a tap gesture recognizer like this:
SpatialTapGesture()
.targetedToAnyEntity()
.onEnded { value in
guard value.entity.name == "PLANE" else { return }
var worldPosition: SIMD3<Float> = value.convert(value.location3D, from: .local, to: .scene)
let pose = Pose3D(position: worldPosition, rotation: value.entity.transform.rotation)
let worldAnchor = WorldAnchor(transform: simd_float4x4(pose))
let model = ModelEntity(mesh: .generateBox(size: 0.1, cornerRadius: 0.03), materials: [SimpleMaterial(color: .blue, isMetallic: true)])
model.transform = Transform(matrix: worldAnchor.transform)
realityViewContent?.add(model)
I ASSUME This:
Makes a world position from the where the tap connects with the collision entity.
Integrates the position and the collision plane's rotation to create a Pose3D.
Makes a world anchor from that pose (So it can be persisted in a world tracking provider)
Then I make a basic cube entity and give it that transform.
Weird Stuff: It doesn't appear on the plane.. it appears behind it...
Why, What have I done wrong?
The X and Y of the tap location appears spot on, but something is "off" about the z position.
Also, is there a recommended way to debug this with the available tools?
I'm guessing I'll have to file a DTS about this because feedback on the forum has been pretty low since labs started.