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  • Explore as melhorias no rastreamento de objetos do visionOS

    Descubra como o visionOS está aprimorando o rastreamento de objetos e a entrada de acessórios espaciais. Conheça novas formas de rastrear objetos móveis e portáteis, possibilitando a integração entre os mundos físico e digital. Confira as novas classes de acessórios espaciais compatíveis e o que é necessário para criar seus próprios acessórios personalizados a fim de viabilizar modelos de interação únicos em seus apps.

    Capítulos

    • 0:00 - Introduction
    • 2:20 - Object tracking
    • 7:20 - Spatial accessories
    • 7:47 - Creating a spatial accessory
    • 11:48 - Plug-and-play accessories
    • 12:22 - Implementing in your app
    • 13:03 - Next steps

    Recursos

    • Working with generic spatial accessories
    • Preparing spatial accessories for tracking in your visionOS app
    • Accessory design guideline for Apple devices
    • Exploring object tracking with ARKit
      • Vídeo HD
      • Vídeo SD

    Vídeos relacionados

    WWDC25

    • Explore a entrada de acessórios espaciais no visionOS

    WWDC24

    • Explore object tracking for visionOS
  • Buscar neste vídeo...
    • 3:50 - Enable high frame rate tracking

      // Enable high frame rate tracking
      
      // Create reference object configuration
      var configuration = ReferenceObject.Configuration()
      configuration.highFrameRateTrackingEnabled = true
      
      // Load the reference object with ARKit API
      let refObjURL = Bundle.main.url(forResource: "flashlight", withExtension: ".referenceobject")
      let refObject = try? await ReferenceObject(from: refObjURL!, configuration: configuration)
    • 4:50 - Extended training mode via command-line

      // Extended training mode on Mac using command-line interface
      
      % xrun createml objecttracker --source flashlight.usdz --output flashlight.referenceobject --training-mode extended --all-angles
    • 5:25 - Object pose coordinate spaces

      // Different object pose spaces
      
      // Obtain anchor transform with display corrections
      
      let renderingPose = myObjectAnchor.coordinateSpace(correction: .rendered)
      
      // Obtain anchor transform in metric space
      
      let metricPose = myObjectAnchor.coordinateSpace(correction: .none)
    • 6:22 - Implement object tracking in iOS

      // Implement object tracking in iOS
      
      import ARKit
      import RealityKit
      
      class ObjectTrackingARSessionDelegate: NSObject, ARSessionDelegate {
              let arView = ARView(frame: .zero)
              var entities: [UUID: AnchorEntity] = [:]
      
              func start() throws {
                      let stationaryObject = try ARReferenceObject(archiveURL:
                              Bundle.main.url(forResource: "stationary", withExtension: "referenceobject")!)
                      let movingObject = try ARReferenceObject(archiveURL:
                              Bundle.main.url(forResource: "moving", withExtension: "referenceobject")!)
      
                      let configuration = ARWorldTrackingConfiguration()
                      configuration.detectionObjects = [stationaryObject]   // Low frame rate
                      configuration.trackingObjects = [movingObject]        // High frame rate
      
                      arView.session.delegate = self
                      arView.session.run(configuration)
              }
      
      				func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
                      for case let anchor as ARObjectAnchor in anchors {
                              let entity = AnchorEntity(anchor: anchor)
                              entities[anchor.identifier] = entity
                              arView.scene.addAnchor(entity)
                      }
              }
      
              func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) {
                      for case let anchor as ARObjectAnchor in anchors {
                              entities[anchor.identifier]?.isEnabled = anchor.isTracked
                      }
              }
      
              func session(_ session: ARSession, didRemove anchors: [ARAnchor]) {
                      for case let anchor as ARObjectAnchor in anchors {
                              if let entity = entities.removeValue(forKey: anchor.identifier) {
                                      arView.scene.removeAnchor(entity)
                              }
                      }
              }
      }
    • 12:26 - Discover and connect a spatial accessory

      import ARKit
      import GameController
      
      // Generic accessory discovery
      
      if let device = GCSpatialAccessory.spatialAccessories.first {
      
              // Resolves the .referenceaccessory bundle automatically
              
              let accessory = try await Accessory(device: device)
              let provider = AccessoryTrackingProvider(accessories: [accessory])
              try await arkitSession.run([provider])
      }
      
      // Update tracked accessories without restarting the session                             
      
      try await provider.updateAccessories([newAccessory])
    • 0:00 - Introduction
    • Overview of the new visionOS object tracking enhancements, including high-frame-rate tracking of handheld objects and the expansion of spatial accessories to third-party developers.

    • 2:20 - Object tracking
    • A recap of the object tracking API introduced in visionOS 2.0 and what's new in visionOS 27: tracking objects in motion, training extended models in Create ML, metric-space poses, and iOS support.

    • 7:20 - Spatial accessories
    • Introduction to spatial accessories — electronic devices with an LED constellation, IMU, and Bluetooth that Vision Pro tracks in real time. Covers the first generation of accessories and the expansion to custom third-party hardware in visionOS 27.

    • 7:47 - Creating a spatial accessory
    • Design considerations, hardware requirements, and the validation workflow for building your own spatial accessory, including how to use the debug tool in Simulator and generate a reference accessory bundle.

    • 11:48 - Plug-and-play accessories
    • Off-the-shelf reference hardware from manufacturers like DFRobot and MikroE that can be used immediately for testing or integrated into your visionOS app without custom hardware development.

    • 12:22 - Implementing in your app
    • How to discover and connect a spatial accessory using the GCSpatialAccessory class and AccessoryTrackingProvider APIs, including how to hot-swap accessories without interrupting your ARKit session.

    • 13:03 - Next steps
    • Key takeaways on choosing the right tracking approach, and links to related sessions including Explore object tracking for visionOS and Explore spatial accessory input on visionOS.

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