Discuss augmented reality and virtual reality app capabilities.

Posts under AR / VR tag

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HandTrackingProvider duplicate updates in 2.0
Anybody try hand tracking provider in 2.0? I'm getting them in 11ms interval, as advertised, but they are duplicate. Here's a print of the timestamps. Problematic for me because I am tracking the last 5 position for a calculation and expect them to be unique. Can't find docs on this anywhere. I understand it's not truly 90 updates a second but predicted pose, however I expected the updates to include predicted poses.
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State-of-the-Art 3D (no AR) on macOS using RealityKit?
What is the current recommendation for creating high-quality 3D content? The context is a hobbyist, specialised CAD app for macOS (with an iPadOS companion) that is mostly 2D but also offers a 3D visualization option (currently OpenGL). Somewhere down the line there might be an AR view but at the moment - certainly for macOS - it's purely generated 3D visualization, all rendered content. So starting with a rewrite of the 3D visualization in 2024 targeting macOS Sequoia/iPadOS 18 is RealityKit the suggested way forward? Cheers, Jay
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USD/Z schemas and Declarations
How is it possible to add a schema for ar to a usd file using the python tools (or any other way). Following the instructions in: https://developer.apple.com/documentation/arkit/arkit_in_ios/usdz_schemas_for_ar/actions_and_triggers/preliminary_behavior The steps are to have the following declaration: class Preliminary_Behavior "Preliminary_Behavior" ( inherits = </Typed> ) and a usd file #usda 1.0 def Preliminary_Behavior "TapAndFlip" { rel triggers = [ <Tap> ] rel actions = [ <Entry> ] def Preliminary_Trigger "Tap" ( inherits = </TapGestureTrigger> ) { rel affectedObjects = [ </Cube> ] } def Preliminary_Action "Entry" ( inherits = </GroupAction> ) { uniform token type = "parallel" rel actions = [ <Flip> ] } def Preliminary_Action "Flip" ( inherits = </EmphasizeAction> ) { rel affectedObjects = [ </Cube> ] uniform token motionType = "flip" } } def Cube "Cube" { } How do these parts fit together? I saved the usda file, but it didn't have any interactions. Obviously, I have to add that declaration, but how do I do this? is this all in an AR Xcode project? Or can I do this with python tools (I would prefer something very lightweight).
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302
May ’24
Deferred Rendering Supported?
Using Unreal Engine 5.4 for Apple Vision Pro. Creating a fully immersive VR Experience. When deploying a VR Application, can you use deferred rendering for the Apple Vision Pro? Or do you need to use forward shading, like for mobile devices? My goal would be to use deferred rendering, because of the much better shader options and quality. And I hope that the Apple Vision Pro with the integrated CPU and GPU could handle deferred rendering, that like a MacBook or a powerful Gaming PC, Workstation. I couldn't find any information on that. Have been mainly developing VR Applications for Quest, but would love to create apps for the Apple Vision Pro. But I would need to know if defered rendering will work when deploying VR Apps from the Unreal Engine to the Apple Vision Pro system. Thanks a lot for any more information on that topic, appreciate it! all the best, Bernhard
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270
May ’24
Quicklook AugmentedReality Button Greyed-out
Hi, We are having problems with IOs Quick Look not working. Specifically, the AR button being greyed out after having opened the Scene / AR model previously. This is all running off our Web-App. What we have figured out is clearing the device's cache solves the issue and the greyed out button turns blue and clickable again. We are receiving this issue very inconsistently though - on iPad as well as iPhone and on both newer and older IOs versions. Very happy for any responses and advice to solve this issue as its behaviour makes the quick look function - even if it's great (when it works) unviable for Production (because it doesn't work consistently). Best Regards
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May ’24
Generating accurate CollisionComponent
Currently in an app I am working on, we are adding collision shapes/components to objects by using the ShapeResource.generateConvex method to generate the shape from the mesh of our ModelEntity. Unfortunately, this does not result in a totally accurate collision shape. The following example is how the collision component looks currently. Is there anyway to generate a collision shape that fits the exact bounds of the ModelEntity?
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VisonOS Image tracking help
Hi all, I need some help debugging some code I wrote. Just as a preface, I'm an extremely new VR/AR developer and also very new to using ARKit + RealityKit. So please bear with me :) I'm just trying to make a simple program that will track an image and place an entity on it. The image is tracked correctly, but the moment the program recognizes the image and tries to place an entity on it, the program crashes. Here’s my code: VIEWMODEL CODE: Observable class ImageTrackingModel { var session = ARKitSession() // ARSession used to manage AR content var imageAnchors = [UUID: Bool]() // Tracks whether specific anchors have been processed var entityMap = [UUID: ModelEntity]() // Maps anchors to their corresponding ModelEntity var rootEntity = Entity() // Root entity to which all other entities are added let imageInfo = ImageTrackingProvider( referenceImages: ReferenceImage.loadReferenceImages(inGroupNamed: "referancePaper") ) init() { setupImageTracking() } func setupImageTracking() { if ImageTrackingProvider.isSupported { Task { try await session.run([imageInfo]) for await update in imageInfo.anchorUpdates { updateImage(update.anchor) } } } } func updateImage(_ anchor: ImageAnchor) { let entity = ModelEntity(mesh: .generateSphere(radius: 0.05)) // THIS IS WHERE THE CODE CRASHES if imageAnchors[anchor.id] == nil { rootEntity.addChild(entity) imageAnchors[anchor.id] = true print("Added new entity for anchor \(anchor.id)") } if anchor.isTracked { entity.transform = Transform(matrix: anchor.originFromAnchorTransform) print("Updated transform for anchor \(anchor.id)") } } } APP: @main struct MyApp: App { @State var session = ARKitSession() @State var immersionState: ImmersionStyle = .mixed private var viewModel = ImageTrackingModel() var body: some Scene { WindowGroup { ModeSelectView() } ImmersiveSpace(id: "appSpace") { ModeSelectView() } .immersionStyle(selection: $immersionState, in: .mixed) } } Content View: RealityView { content in Task { viewModel.setupImageTracking() } } //Im serioulsy so clueless on how to use this view
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May ’24
How does Encounter Dinosaurs blend between portal lighting and real-world lighting?
When the dinosaur protrudes from the portal in the Encounter Dinosaurs app, it appears to be lit by the real room lighting, just like any other RealityKit content is by default. When the dinosaur is inside of the portal, it appears to be lit by the virtual environment, and the two light sources seem to be smoothly blended between at the plane of the portal. How is this done? ImageBasedLightReceiverComponent allows the IBL to be changed on a per-entity basis, but the actual lightning calculation shader code seems to be a black box, and I have not seen a way to specify which IBL texture is used on a per-fragment basis.
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383
May ’24
visionOS VR mode / eye tracking / dynamic foveated rendering
I think it's kind of essential to have eye tracking data available to apps in VR mode (with the user's permission). The biggest problem I've observed is that Unity isn't able to implement dynamic foveated rendering without eye tracking data. Without the eye tracking it's only possible to have fixed foveated rendering. That gives a performance boost to rendering, but it also makes it so it gets blurry for the user if they look to the side without turning their head. I understand why it's a privacy issue to have apps tracking where the user is looking in the real world, but video passthrough is disabled in VR -- so it should be ok to enable eye tracking in VR (with the user's permission). Unity already supports dynamic foveated rendering (with eye tracking) for other VR headsets, and Vision Pro has the best eye tracking -- so Vision Pro should definitely have the best dynamic foveated rendering in VR.
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ARKit ARWorldTrackingConfiguration doesn't recognize faces
Hi all, I am trying to use ARWorldTrackingConfiguration to find any faces in my scene. However when I query the scene, using the same type of query one would use in ARFaceTrackingConfiguration, I don't get an Entity back. Here's my code: var entityCollection : Set<Entity> = [] let faceEntity = scene.performQuery(query1).first { $0.components[SceneUnderstandingComponent.self]?.entityType == .face } Every single time faceEntity returns as empty. Any help/pointers would be appreciated!
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Apr ’24