First, I scan first room using the roomplan api. Because I need scan second room, I stop it by “captureSession.stop(pauseARSession: false)”, I think the Arsession is continue work at that time.
Second, before the another room will scan, I want to run another ARView. (in order to detect some objects which are not detected by Roomplan in first room)
But, at this time, the second ARView(there is an ARView in roomplan, I think) will always black screen, can’t normally work. This is the question I want to resolve. Please help me let the second ARView go well.
ARKit
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We enabled ARKit replay data and chose a .mov file from reality composer. However, the app does not launch after build and run in Xcode. It stays stuck saying "Attaching to app on iPad".
Does anyone have this problem?
System Information:
macOS Version 14.6.1 (Build 23G93)
I am currently creating an app where two people share an instance of an immersive space so that they are able to point to certain things in the immersive space. Right now, other people are hidden behind the immersive space, and even with people awareness enabled for everything, people are still too difficult to see. I've found this documentation (https://developer.apple.com/documentation/arkit/occluding-virtual-content-with-people) which describes what I want to do, but it is only listed as working on iOS an iPadOS. Is there anything similar to this that will work on VisionOS?
I'm trying to evaluate if we can support AR navigation with MapKit. The feature is supposed to be available for users in US.
I tried to run the sample on my iPhone: https://developer.apple.com/documentation/arkit/tracking-geographic-locations-in-ar?language=objc
But I'm in a location that ARGeoTrackingConfiguration.checkAvailabilityWithCompletionHandler: always return false. I think ARGeoAnchor isn't supported in my location.
I tried to use simulated locations by
Adding a gpx file when launching the app.
Enabling Xcode -> Debug -> Simulate Location -> New York, NY, US
But the availability for ARGeoAnchor is still false.
Is that possible for me to develop the ARGeoAnchor feature outside of the covered areas?
Hello everyone can you help me, i have requested main camera access API Enterprise and have got the license to, and i have setting up the project main camera access demo from apple with my new license and have create app bundle and identifier for it but when i tried to deploy it test flight i got some error say "Profile doesn't support Main Camera Access" and "Profile doesn't include the com.apple.developer.arkit.main-camera-access.alow entitlement, even have do it it app Certificates, Identifiers & Profiles and add the additional capability Main Camera Access. can you help me fixing this so that i can use Main Camera Access Entitlement
I have been using ARKit to get hand tracking data on a continuous loop by implementing the AnchorUpdateSequence.
I want to try out the .predicted hand tracking, but it seems as though using ARKit session and HandTrackingProvider do not allow me to enable this feature?
The goal is to achieve precise joint tracking for clinical assessment. The Doctor is wearing the AVP and observing the Patients movement.
Do you have any recommended best practices for integrating real-time joint tracking and displaying them on the patient within visionOS?
We attempted to use VNHumanBodyPose3DObservation, which theoretically should work, but we are unable to display the detected joints in an Immersive Space for real-time validation. This makes it difficult for the doctor to ensure accurate tracking and if possible a photo or video of the Range of Motion assessment would be needed for the patient record.
Are there alternative methods to achieve precise real-time joint tracking without requiring main camera access (com.apple.developer.arkit.main-camera-access.allow)?
I am trying the image tracking of ARKit on VisionPro, but there seems to be some problem when adding reference image.
Here is my code:
let images = ReferenceImage.loadReferenceImages(inGroupNamed: "photos")
print("Images: \(images)")
try await appState!.arkitSession.run([imageTracking])
It can successfully print those images, however sometimes it will print the error message like this:
ARImageTrackingRemoteService: Adding reference image <ARReferenceImage: 0x3032399e0 name="chair" physicalSize=(0.070, 0.093)> failed.
When this error message is printed, the corresponding image can not be tracked.
I do not understand why this will happen, because sometimes the image can be successfully added, but other time not, even for the same image. It makes my app not stable.
Besides, there are some other error messages, and I do not know whether it is related:
ARPredictorRemoteService <0x1042154a0>: Query queue is not running.
Execution of the command buffer was aborted due to an error during execution. Insufficient Permission (to submit GPU work from background) (00000006:kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted)
In ARKit for visionOS, I can track the user's head with a HeadAnchor, but it will not give the location. However, I can get the device's transform by calling queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) on a WorldTrackingProvider.
Why the difference? - if I know the device's transform, I effectively know the head's transform.
I need help to wrap my head around this...
If I import the Reality Composer Pro package and load it into an ARView, I will see 1.3gb of memory usage and about 180-220% cpu usage. The frames will start at around 60fps, and then eventually drop to around 30fps.
If I export the usdz from Reality Composer Pro and load that into the same ARView, I will see about 1gb of memory usage and around 150% cpu usage; fps holds longer at 60 but eventually drops.
If I load that same usdz into a QuickLook view, I will see about 55mb of memory usage, 9-11% cpu, and the frames stay locked at 116fps. The only thing I notice is the button I have is slightly less responsive, but it all still works fine.
I don't understand. How can I make the ARView work as efficiently as QuickLook?
When I've made an animated UDSZ, at what framerate will the animation be rendered in QuickLook? Is it the same across all devices? (iPhone, Apple Vision Pro, etc.) and viewing environments? (QuickLook, inside an ARView, etc.)
Suppose I export my file at 30fps and the device draws at 60fps, does the device interpolate between frames automatically, animate at a lower frame rate, or play it at twice the speed? What if it were 24fps?
My primary concern with understanding frame rates is a bit of trouble I've had making perfectly looping animations. There always seems to be the slightest stutter between iterations.
Thanks in advance for any insights you're able to provide!
Hello, I'm trying to use Xcode's ARKit Session replay functionality. I have a capture I made using Reality Composer and when trying to use it with Xcode's replay functionality the installation and debugging process seems stalled forever. I've gotten it to work once so I know the capture file is functional but I have never gotten it to work a second time, even though I didn't change any settings.
No amount of restarting Xcode, the Mac, or the iPhone seem to work. I have also tried cleaning build folders, reinstalling the app, and clearing DerivedData.
I can confirm from the Xcode logs that the app installs correctly but the app never launches. If I unselect the checkbox for "ARKit Replay Data", the app launches and debugs nearly instantly.
I have tried letting it "attach" for up to 10 minutes to no avail.
I want adding grounding shadow on my Entity in RealityView on visionPro. However it seems that the shadow can only appear on another Entity. So I using plane detection in ARKit and add a transparent plane on it to render shadow.
let planeEntity = ModelEntity(mesh: .generatePlane(width: anchor.geometry.extent.width, height: anchor.geometry.extent.height), materials: [material])
planeEntity.components.set(OpacityComponent(opacity: 0.0))
But sometimes there will be a border around my Entityon the plane.
I do not know why it will happen, and I want remove the border.
I am using ARKit to detect image in visionPro. However I met some question about adding the reference image.
Some of my images can not be added correctly sometimes. (As you can see in the picture above, the 'orange' can not be added correctly, but the 'cup' can). However, sometimes they will be added without any problem. I do not know why it will happen. And I want they all be added steadily.
Hello.
I am currently building an app using AR Kit.
As for the UI, I am using SwiftUI and NavigationStack + NavigationLink for navigation and screen transitions!
Here I need to go back and forth between the AR screen and other screens.
If the number of screen transitions is small, this is not a problem.
However, if the number of screen transitions increases to 10 or 20, it crashes somewhere.
We are struggling with this problem. (The nature of the application requires multiple screen transitions.)
The crash log showed the following.
error: read memory from 0x1e387f2d4 failed
AR_Crash_Sample-2025-03-07-115914.txt
Incident Identifier: B23D806E-D578-4A95-8828-2A1E8D6BB7F8
Beta Identifier: 924A85AB-441C-41A7-9BC2-063940BDAF32
Hardware Model: iPhone16,1
Process: AR_Crash_Sample [2375]
Path: /private/var/containers/Bundle/Application/FAC3D662-DB10-434E-A006-79B9515D8B7A/AR_Crash_Sample.app/AR_Crash_Sample
Identifier: ar.crash.sample.AR.Crash.Sample
Version: 1.0 (1)
AppStoreTools: 16C7015
AppVariant: 1:iPhone16,1:18
Beta: YES
Code Type: ARM-64 (Native)
Role: Foreground
Parent Process: launchd [1]
Coalition: ar.crash.sample.AR.Crash.Sample [1464]
Date/Time: 2025-03-07 11:59:14.3691 +0900
Launch Time: 2025-03-07 11:57:47.3955 +0900
OS Version: iPhone OS 18.3.1 (22D72)
Release Type: User
Baseband Version: 2.40.05
Report Version: 104
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: SIGNAL 6 Abort trap: 6
Terminating Process: AR_Crash_Sample [2375]
Triggered by Thread: 7
Application Specific Information:
abort() called
Thread 7 name: Dispatch queue: com.apple.arkit.depthtechnique
Thread 7 Crashed:
0 libsystem_kernel.dylib 0x1e387f2d4 __pthread_kill + 8
1 libsystem_pthread.dylib 0x21cedd59c pthread_kill + 268
2 libsystem_c.dylib 0x199f98b08 abort + 128
3 libc++abi.dylib 0x21ce035b8 abort_message + 132
4 libc++abi.dylib 0x21cdf1b90 demangling_terminate_handler() + 320
5 libobjc.A.dylib 0x18f6c72d4 _objc_terminate() + 172
6 libc++abi.dylib 0x21ce0287c std::__terminate(void (*)()) + 16
7 libc++abi.dylib 0x21ce02820 std::terminate() + 108
8 libdispatch.dylib 0x199edefbc _dispatch_client_callout + 40
9 libdispatch.dylib 0x199ee65cc _dispatch_lane_serial_drain + 768
10 libdispatch.dylib 0x199ee7158 _dispatch_lane_invoke + 432
11 libdispatch.dylib 0x199ee85c0 _dispatch_workloop_invoke + 1744
12 libdispatch.dylib 0x199ef238c _dispatch_root_queue_drain_deferred_wlh + 288
13 libdispatch.dylib 0x199ef1bd8 _dispatch_workloop_worker_thread + 540
14 libsystem_pthread.dylib 0x21ced8680 _pthread_wqthread + 288
15 libsystem_pthread.dylib 0x21ced6474 start_wqthread + 8
Perhaps I am using too much memory!
How can I address this phenomenon?
For the AR functionality, we are using UIViewRepresentable, which is written in UIKit and can be called from SwiftUI
import ARKit
import AsyncAlgorithms
import AVFoundation
import SCNLine
import SwiftUI
internal struct MeasureARViewContainer: UIViewRepresentable {
@Binding var tapCount: Int
@Binding var distance: Double?
@Binding var currentIndex: Int
var focusSquare: FocusSquare = FocusSquare()
let coachingOverlay: ARCoachingOverlayView = ARCoachingOverlayView()
func makeUIView(context: Context) -> ARSCNView {
let arView: ARSCNView = ARSCNView()
arView.delegate = context.coordinator
let configuration: ARWorldTrackingConfiguration = ARWorldTrackingConfiguration()
configuration.planeDetection = [.horizontal, .vertical]
if ARWorldTrackingConfiguration.supportsFrameSemantics(.sceneDepth) {
configuration.frameSemantics = [.sceneDepth, .smoothedSceneDepth]
}
arView.session.run(configuration, options: [.resetTracking, .removeExistingAnchors])
context.coordinator.sceneView = arView
context.coordinator.scanTarget()
coachingOverlay.session = arView.session
coachingOverlay.delegate = context.coordinator
coachingOverlay.goal = .horizontalPlane
coachingOverlay.activatesAutomatically = true
coachingOverlay.autoresizingMask = [.flexibleWidth, .flexibleHeight]
coachingOverlay.translatesAutoresizingMaskIntoConstraints = false
arView.addSubview(coachingOverlay)
return arView
}
func updateUIView(_ _: ARSCNView, context: Context) {
context.coordinator.mode = MeasurementMode(rawValue: currentIndex) ?? .width
if tapCount == 0 {
context.coordinator.resetMeasurement()
return
}
if distance != nil {
return
}
DispatchQueue.main.async {
if context.coordinator.distance == nil {
context.coordinator.handleTap()
}
}
}
static func dismantleUIView(_ uiView: ARSCNView, coordinator: Coordinator) {
uiView.session.pause()
coordinator.stopScanTarget()
coordinator.stopSpeech()
DispatchQueue.main.async {
uiView.removeFromSuperview()
}
}
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
class Coordinator: NSObject, ARSCNViewDelegate, ARSessionDelegate, ARCoachingOverlayViewDelegate {
var parent: MeasureARViewContainer
var sceneView: ARSCNView?
var startPosition: SCNVector3?
var pointedCount: Int = 0
var distance: Float?
var mode: MeasurementMode = .width
let synthesizer: AVSpeechSynthesizer = AVSpeechSynthesizer()
var scanTargetTask: Task<Void, Never>?
var currentResult: ARRaycastResult?
init(_ parent: MeasureARViewContainer) {
self.parent = parent
}
// ... etc
}
}
Hello,
I am developing a visionOS application and am interested in obtaining detailed data of users’ hands through ARKit, including but not limited to Transform and rotation angle. I have reviewed Happy Beem, but it appears to only introduce the method of identifying the user’s specific gestures.
Could you please advise on how to obtain the Transform and rotation angle of the user’s hand?
Thank you.
Hi,
We’ve been successfully using the RoomPlan API in our application for over two years. Recently, however, users have reported encountering persistent capture errors during their sessions. Specifically, the errors observed are:
CaptureError.worldTrackingFailure
CaptureError.exceedSceneSizeLimit
What we have observed:
Persistent Errors: The errors continue to occur even after initiating new capture sessions.
Normal Usage: Our implementation adheres to typical usage patterns of the RoomPlan API without exceeding any documented room size limits.
Limited Feature Usage: We are not utilizing the WorldTracking feature for the StructureBuilder functionality to stitch rooms together.
Potential State Caching: Given that these errors persist across sessions, we suspect that there might be memory or state cached between sessions that is not being cleared, particularly since we are not taking advantage of StructureBuilder.
Request:
Could you please advise if there is any internal caching or memory retention between capture sessions that might lead to these errors? Additionally, we would appreciate guidance on how to clear or manage this state when the StructureBuilder feature is not in use.
Here is a generalised version of our capture session initialization code to help diagnose the issue.
struct RoomARCaptureView: UIViewRepresentable {
typealias Handler = (CapturedRoom, Error?) -> Void
@Binding var stop: Bool
@Binding var done: Bool
let completion: Handler?
func makeUIView(context: Self.Context) -> RoomCaptureView {
let view = RoomCaptureView(frame: .zero)
view.delegate = context.coordinator
view.captureSession.run(configuration: .init())
return view
}
func updateUIView(_ uiView: RoomCaptureView, context: Self.Context) {
if stop {
// Stop the session only once, multiple times causes issues with the final presentation
uiView.captureSession.stop()
stop = false
done = true
}
}
static func dismantleUIView(_ uiView: RoomCaptureView, coordinator: Self.Coordinator) {
uiView.captureSession.stop()
}
func makeCoordinator() -> ARViewCoordinator {
ARViewCoordinator(completion)
}
@objc(ARViewCoordinator)
class ARViewCoordinator: NSObject, RoomCaptureViewDelegate {
var completion: Handler?
public required init?(coder: NSCoder) {}
public func encode(with coder: NSCoder) {}
public init(_ completion: Handler?) {
super.init()
self.completion = completion
}
public func captureView(shouldPresent roomDataForProcessing: CapturedRoomData, error: (Error)?) -> Bool {
return true
}
public func captureView(didPresent processedResult: CapturedRoom, error: (Error)?) {
completion?(processedResult, error)
}
}
}
Thank you for your assistance.
I have been referencing the Object Tracking Tutorial from WWDC 2024 on Vision OS, how Create ML is used to create a reference object, and we can track them in the ARSession.
I am looking forward to building this feature on an AR app for iPhone, I am using iPhone 13 Pro Max. I have created couple of reference objects from the Create ML.
We applied for the visionOS enterprise permission license, which can help us improve object tracking capabilities on Vision Pro. However, we are unsure how to use it in Unity, specifically how to implement object tracking in Unity and increase the tracking speed.
I would like to know if there have been any updates that improved the image tracking speed. I submitted feedback a while ago, mentioning that the image tracking rate was only one frame per second on Vision Pro.
Thank you very much. FB15688516 and FB16745373is feedback we previously submitted, but we have not received any response yet.