In several visionOS apps, we readjust our scenes to the user's eye level (their heads). But, we have encountered issues whereby the WorldTrackingProvider returns bad/incorrect positions for the first x number of frames.
See below code which you can copy paste in any Immersive Space. Relaunch the space and observe the numberOfBadWorldInfos value is inconsistent.
a. what is the most reliable way to get the devices's position?
b. is this indeed a bug?
c. are we using worldInfo improperly?
d. as a workaround, in our apps we set to 10 the number of frames to let pass before using worldInfo, should we set our threshold differently?
import ARKit
import Combine
import OSLog
import SwiftUI
import RealityKit
import RealityKitContent
let SUBSYSTEM = Bundle.main.bundleIdentifier!
struct ImmersiveView: View {
let logger = Logger(subsystem: SUBSYSTEM, category: "ImmersiveView")
let session = ARKitSession()
let worldInfo = WorldTrackingProvider()
@State var sceneUpdateSubscription: EventSubscription? = nil
@State var deviceTransform: simd_float4x4? = nil
@State var numberOfBadWorldInfos = 0
@State var isBadWorldInfoLoged = false
var body: some View {
RealityView { content in
try? await session.run([worldInfo])
sceneUpdateSubscription = content.subscribe(to: SceneEvents.Update.self) { event in
guard let pose = worldInfo.queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) else {
return
}
// `worldInfo` does not return correct values for the first few frames (exact number of frames is unknown)
// - known SO: https://stackoverflow.com/questions/78396187/how-to-determine-the-first-reliable-position-of-the-apple-vision-pro-device
deviceTransform = pose.originFromAnchorTransform
if deviceTransform!.columns.3.y < 1.6 {
numberOfBadWorldInfos += 1
logger.warning("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)")
} else {
if !isBadWorldInfoLoged {
logger.info("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)")
}
isBadWorldInfoLoged = true // stop logging.
}
}
}
}
}
ARKit
RSS for tagIntegrate iOS device camera and motion features to produce augmented reality experiences in your app or game using ARKit.
Posts under ARKit tag
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Hi everyone,
We're developing an AR app using Unity with Vuforia for object detection. Our app works well in full-screen mode, including detection and post-detection phases. However, we're facing a specific issue in iPad Split View multitasking mode.
Problem:
The AR camera (Vuforia-based) freezes during object detection if another app is opened in Split View.
Post-detection, everything works fine in Split View. The problem only occurs during detection.
Testing Environment:
iPadOS 16+
Unity with Vuforia plugin
Using EnableMultitaskingCameraAccess() method with AVFoundation to support camera multitasking
AR scene is set up properly with detection capabilities in full-screen
When I try to post a LocationAnnotations of a subclass respect to the one defining variable sceneLocationView, by way of:
sceneLocationView.addLocationNodeWithConfirmedLocation(locationNode: bannerAnnotationLocation)
When I enter in:
public func addLocationNodeWithConfirmedLocation(locationNode: LocationNode) {
if locationNode.location == nil || locationNode.locationConfirmed == false {
return
}
updatePositionAndScaleOfLocationNode(locationNode: locationNode, initialSetup: true, animated: true)
locationNodes.append(locationNode)
print(sceneNode?.description ?? "nil")
self.sceneNode?.addChildNode(locationNode)
}
I find sceneNode to nil, like if the effect of the renderer is lost when subclassing. I also tried to create a new variable in the subclass also assigning SceneLocationView(), but sceneNode remains nil.
What to do to force it to assume a value?
Hi everyone,
My app crashed when using the merge room feature.
I suspect the issue might be caused by a wall having more than 4 edges.
Has anyone experienced a similar problem and found a solution?
I’d really appreciate any advice or suggestions.
Thank you all, and have a great day!
let capturedStructure = try await structure.capturedStructure(from: self.rooms)
I am currently developing an AR experience using ARKit with SceneKit and am looking to implement functionality that enables:
Zooming into the AR camera feed, ideally leveraging the ultra-wide or telephoto lenses available on supported devices.
Macro-style focus capabilities, allowing users to view and interact with virtual content closely aligned with small or nearby real-world objects (within a few centimeters).
My objective is to ensure that ARKit continues to render the scene accurately while enabling a zoomed-in view or macro-level focus for better detail visibility and alignment.
Could you please advise on:
Whether ARKit currently supports camera zoom or allows access to macro or ultra-wide cameras within an ARSession.
Limitations or considerations when using multi-camera setups in conjunction with ARKit.
Any guidance or references to documentation or sample code would be greatly appreciated.
I am currently developing an AR experience using ARKit with SceneKit and am looking to implement functionality that enables:
Zooming into the AR camera feed, ideally leveraging the ultra-wide or telephoto lenses available on supported devices.
Macro-style focus capabilities, allowing users to view and interact with virtual content closely aligned with small or nearby real-world objects (within a few centimeters).
My objective is to ensure that ARKit continues to render the scene accurately while enabling a zoomed-in view or macro-level focus for better detail visibility and alignment.
Could you please advise on:
Whether ARKit currently supports camera zoom or allows access to macro or ultra-wide cameras within an ARSession.
Limitations or considerations when using multi-camera setups in conjunction with ARKit.
Any guidance or references to documentation or sample code would be greatly appreciated.
Best regards,
Ayush
I have an app that uses RealityKit and ARKit, which includes some capturing features (to capture and image with added Entities). I have a navigationLink that allows the user to see the gallery of the images he has taken.
When launching the App, the rotation animation of the ARView happens smoothly, the navigationBar transitions from one orientation to another with the ARView keeping it's orientation.
However, when I go to the galeryView to see the images and go back to the root view where the ARView is, the rotation animation of the ARView changed:
When transitioning from one orientation to another, the ARView is flipped by 90° before transitioning to the new orientation.
The issue is shown in this gif (https://i.stack.imgur.com/IOvCx.gif)
Any idea why this happens and how I could resolve it without locking the App's orientation changes?
Thanks!
Hi All I have some problem when I using the IOS 18.4.1
I have iphone16 pro and ipad Air, both are updated to IOS 18.4.1
I tried to following sample code.
However, when I run the app around 30 seconds to 1 minutes, the application would be crashed
When I using another Ipad with IOS 17, it would not have the same problem.
https://developer.apple.com/documentation/createml/creating-an-action-classifier-model
https://developer.apple.com/documentation/createml/detecting_human_actions_in_a_live_video_feed#overview%29,
Hi everyone,
I'm developing an ARKit app using RealityKit and encountering an issue where a video displayed on a 3D plane shows up as a pink screen instead of the actual video content.
Here's a simplified version of my setup:
func createVideoScreen(video: AVPlayerItem, canvasWidth: Float, canvasHeight: Float, aspectRatio: Float, fitsWidth: Bool = true) -> ModelEntity {
let width = (fitsWidth) ? canvasWidth : canvasHeight * aspectRatio
let height = (fitsWidth) ? canvasWidth * (1/aspectRatio) : canvasHeight
let screenPlane = MeshResource.generatePlane(width: width, depth: height)
let videoMaterial: Material = createVideoMaterial(videoItem: video)
let videoScreenModel = ModelEntity(mesh: screenPlane, materials: [videoMaterial])
return videoScreenModel
}
func createVideoMaterial(videoItem: AVPlayerItem) -> VideoMaterial {
let player = AVPlayer(playerItem: videoItem)
let videoMaterial = VideoMaterial(avPlayer: player)
player.play()
return videoMaterial
}
Despite following the standard process, the video plane renders pink. Has anyone encountered this before, or does anyone know what might be causing it?
Thanks in advance!
ar quicklook suddenly is grayed out on iphone 15 pro, I bought the phone new recently ot was working great, 2 days ago updated to ios 18.1.4, ar mode kept opening but i started getting a move iphone over surface message and the object wouldn’t detect surfaces correctly, updated to ios 18.5, now when i open quicklook modesl ar is completely greyed out,
can someone help me fix or detect the issue
thank you
I am trying to create an object in immersive space that is partially transparent (~50% opacity). I have implemented this in a few different ways including creating a model entity and setting its opacity component to 0.5, and creating a custom material with blending set to a transparent opacity of 0.5. These both work partially, as they behaved as intended for many cases, but seemingly randomly would act like occlusion material and block any other immersive content behind them, showing the real world instead.
Some notes: I am using RealityKit to render the semi-transparent object and an opaque object that is behind the semi-transparent object. I am using VisionOS 2.1, and am updating the location of the semi-transparent object often. Both objects are ModelEntities.
I would appreciate any guidance on how to implement this. Please let me know if there are any other questions.
Here is the sample project from apple of Object Tracking.
https://developer.apple.com/documentation/visionOS/exploring_object_tracking_with_arkit
can we improve it tracking accuracy and tracking when object is moving little faster, so the 3d object that draw still follow it and make it more accurate.
I'm working on an iOS app using ARKit and RealityKit where I scan QR codes and want to place 3D models at the exact position of the QR code in the real world.
Is it possible to accurately place a 3D model at the exact position of a QR code in AR using ARKit and RealityKit? Specifically, I want the model to appear at the precise location where the QR code is detected, rather than just somewhere in the AR space.
If this is possible, could you point me in the right direction or recommend the best approach to achieve this?
Thank you for your help!
I encountered some issues while developing a Vision Pro program using Unity. After binding an ARAnchor to a game object, I overlapped the virtual game object with a real-world cup. However, when I moved around with the Vision Pro on, the virtual game object shifted, causing the real-world cup and the virtual object to no longer coincide. Is there a way to solve this?
Hello,
I'm developing a LiDAR-based scanning app using Swift, where I can successfully perform scans and export the results as .obj files. My goal is to have the scan's colors and textures closely resemble real-world visuals as captured by the camera, similar to the results shown in this repository.
In the referenced repository, the result is demonstrated with a single screenshot, but I want to display the textures and colors throughout the entire scanning process, not just at the final result. To clarify, I'm not focused on scanning individual objects but rather larger environments like rooms, houses, or outdoor spaces such as streets.
Here’s what I’m aiming for:
Realistic colors and textures that match what the camera sees during the scan.
Continuous texture rendering during the scanning process, not just in the final exported model.
Could anyone share guidance, sample code, or point me to relevant documentation to achieve this? Any help would be greatly appreciated!
Thank you!
I’ve been having some issues removing anchors. I can add anchors with no issue. They will be there the next time I run the scene. I can also get updates when ARKit sends them. I can remove anchors, but not all the time. The method I’m using is to call removeAnchor() on the data provider.
worldTracking.removeAnchor(forID: uuid)
// Yes, I have also tried `removeAnchor(_ worldAnchor: WorldAnchor)`
This works if there are more than one anchor in a scene. When I’m down to one remaining anchor, I can remove it. It seems to succeed (does not raise an error) but the next time I run the scene the removed anchor is back. This only happens when there is only one remaining anchor.
do {
// This always run, but it doesn't seem to "save" the removal when there is only one anchor left.
try await worldTracking.removeAnchor(forID: uuid)
} catch {
// I have never seen this block fire!
print("Failed to remove world anchor \(uuid) with error: \(error).")
}
I posted a video on my website if you want to see it happening.
https://stepinto.vision/labs/lab-051-issues-with-world-tracking/
Here is the full code. Can you see if I’m doing something wrong? Is this a bug?
struct Lab051: View {
@State var session = ARKitSession()
@State var worldTracking = WorldTrackingProvider()
@State var worldAnchorEntities: [UUID: Entity] = [:]
@State var placement = Entity()
@State var subject : ModelEntity = {
let subject = ModelEntity(
mesh: .generateSphere(radius: 0.06),
materials: [SimpleMaterial(color: .stepRed, isMetallic: false)])
subject.setPosition([0, 0, 0], relativeTo: nil)
let collision = CollisionComponent(shapes: [.generateSphere(radius: 0.06)])
let input = InputTargetComponent()
subject.components.set([collision, input])
return subject
}()
var body: some View {
RealityView { content in
guard let scene = try? await Entity(named: "WorldTracking", in: realityKitContentBundle) else { return }
content.add(scene)
if let placementEntity = scene.findEntity(named: "PlacementPreview") {
placement = placementEntity
}
} update: { content in
for (_, entity) in worldAnchorEntities {
if !content.entities.contains(entity) {
content.add(entity)
}
}
}
.modifier(DragGestureImproved())
.gesture(tapGesture)
.task {
try! await setupAndRunWorldTracking()
}
}
var tapGesture: some Gesture {
TapGesture()
.targetedToAnyEntity()
.onEnded { value in
if value.entity.name == "PlacementPreview" {
// If we tapped the placement preview cube, create an anchor
Task {
let anchor = WorldAnchor(originFromAnchorTransform: value.entity.transformMatrix(relativeTo: nil))
try await worldTracking.addAnchor(anchor)
}
} else {
Task {
// Get the UUID we stored on the entity
let uuid = UUID(uuidString: value.entity.name) ?? UUID()
do {
try await worldTracking.removeAnchor(forID: uuid)
} catch {
print("Failed to remove world anchor \(uuid) with error: \(error).")
}
}
}
}
}
func setupAndRunWorldTracking() async throws {
if WorldTrackingProvider.isSupported {
do {
try await session.run([worldTracking])
for await update in worldTracking.anchorUpdates {
switch update.event {
case .added:
let subjectClone = subject.clone(recursive: true)
subjectClone.isEnabled = true
subjectClone.name = update.anchor.id.uuidString
subjectClone.transform = Transform(matrix: update.anchor.originFromAnchorTransform)
worldAnchorEntities[update.anchor.id] = subjectClone
print("🟢 Anchor added \(update.anchor.id)")
case .updated:
guard let entity = worldAnchorEntities[update.anchor.id] else {
print("No entity found to update for anchor \(update.anchor.id)")
return
}
entity.transform = Transform(matrix: update.anchor.originFromAnchorTransform)
print("🔵 Anchor updated \(update.anchor.id)")
case .removed:
worldAnchorEntities[update.anchor.id]?.removeFromParent()
worldAnchorEntities.removeValue(forKey: update.anchor.id)
print("🔴 Anchor removed \(update.anchor.id)")
if let remainingAnchors = await worldTracking.allAnchors {
print("Remaining Anchors: \(remainingAnchors.count)")
}
}
}
} catch {
print("ARKit session error \(error)")
}
}
}
}
Hi, I'm playing now with hand tracking. I want to get position of hand inside a system update function. I was not sure if transform I'm getting from hand attached AnchorEntity (with trackingMode: .predicted) would give same results as handAnchors(at:) from hand tracking provider, so I started to read them both and compare. For handAnchors i tried using context.scene.timebase.sourceTimebase!.sourceClock!.time.seconds and CACurrentMediaTime() as timestamp source. They seem to use exactly same clock, so that doesn't matter, but:
for some reason update handler is always called twice with same context.deltaTime, but first time the query finds 0 entities, second time it finds them all. The query is the standard EntityQuery(where: .has(MyComponent.self)) and in update (matching: Self.query, updatingSystemWhen: .rendering). Here's part of logs:
System update called, entity count: 0, dt: 0.01000458374619484, absTime: 4654.222593541
System update called, entity count: 11, dt: 0.01000458374619484, absTime: 4654.22262525
System update called, entity count: 0, dt: 0.009999999776482582, absTime: 4654.249390875
System update called, entity count: 11, dt: 0.009999999776482582, absTime: 4654.249425
accounting for the double update calling I started to calculate time delta of absolute time between calls and they're most of the time much bigger, or much smaller than advertised by system's context.deltaTime, only sometimes they kind of match, for example:
system: (dt: 0.01000458374619484)
scene : (dt: 0.021419291667371) (absTime: 4654.222628125001)
and the very next call
system: (dt: 0.010009 166784584522)
scene : (dt: 0.0013097083328830195) (absTime: 4654.223937833334)
but sometimes
system: (dt: 0.009999999776482582)
scene : (dt: 0.009 112249999816413) (absTime: 4654.351299 166668)
Shouldn't those be more or less equal, or am I missing something?
In the end it seems that getting hand position from AnchorEntity and with handAnchors(at:) gives kind of same results, but at different time points, so I'd love to understand what's the correct way to use them and why time flows differently :).
--Edit--
P.S. Had to put spaces everywhere in logs between "9" and "1", otherwise post was blocked due to "sensitive content" :D
Hi,
I'm encountering an issue in our app that uses RoomPlan and ARsession for scanning.
After prolonged use—especially under heavy load from both the scanning process and other unrelated app operations—the iPhone becomes very hot, and the following warning begins to appear more frequently:
"ARSession <0x107559680>: The delegate of ARSession is retaining 11 ARFrames. The camera will stop delivering camera images if the delegate keeps holding on to too many ARFrames. This could be a threading or memory management issue in the delegate and should be fixed."
I was able to reproduce this behavior using Apple’s RoomPlanExampleApp, with only one change: I introduced a CPU-intensive workload at the end of the startSession() function:
DispatchQueue.global().asyncAfter(deadline: .now() + 5) {
for i in 0..<4 {
var value = 10_000
DispatchQueue.global().async {
while true {
value *= 10_000
value /= 10_000
value ^= 10_000
value = 10_000
}
}
}
}
I suspect this is some RoomPlan API problem that's why a filed an feedback: 17441091
Environment
Xcode: 16.2
VisionOS SDK 2.4
Swift 6.1
Targets: Apple Vision Pro (immersive space)
Frameworks: ARKit, RealityKit, SwiftUI
What I’m Trying to Do
I have a view-model class PlacementManager that holds two AR providers:
private var worldTracking: WorldTrackingProvider
private var planeDetection: PlaneDetectionProvider
I want to dynamically replace these providers in a setEnvironment(_:) method (so I can save/clear a JSON scene and restart ARKit).
What’s Happening
If I declare them as :
private let worldTracking = WorldTrackingProvider()
private let planeDetection = PlaneDetectionProvider()
I get compile-errors when I later do:
self.worldTracking = newWorldTracking // Cannot assign to property: 'worldTracking' is a 'let' constant
If I change them to un-initialized vars:
private var worldTracking: WorldTrackingProvider
private var planeDetection: PlaneDetectionProvider
then in my init() I get:
self used in property access 'worldTracking' before all stored properties are initialized
Code snipet
@Observable
final class PlacementManager : ObservableObject {
private var worldTracking: WorldTrackingProvider
private var planeDetection: PlaneDetectionProvider
// … other props …
@MainActor
init() {
// error: self.worldTracking used before init…
planeAnchorHandler = PlaneAnchorHandler(rootEntity: root)
persistenceManager = PersistenceManager(
worldTracking: worldTracking,
rootEntity: root
)
// …
}
@MainActor
func setEnvironment(env: Environnement) async {
let newWorldTracking = WorldTrackingProvider()
let newPlaneDetection = PlaneDetectionProvider()
try await appState!.arkitSession.run(
[ newWorldTracking, newPlaneDetection ]
)
self.worldTracking = newWorldTracking
self.planeDetection = newPlaneDetection
// …
}
}
What I’ve Tried
Giving them default values at declaration (= WorldTrackingProvider())
Initializing them at the top of init() before any use
Passing the new providers into arkitSession.run(...)
My Question
What is the recommended Swift-style pattern to declare and reassign these ARKit provider properties so that:
They’re fully initialized before use in init(), and
I can swap them out later in setEnvironment(...) without compiler errors?
Any pointers (or links to forum threads / docs) would be greatly appreciated!
Hi there
I'm using Reality Composer Pro to anchor virtual content to a .referenceobject. However moving the referenceobject quickly causes tracking to stop. (I know this is a limitation and I am trying to embrace it as a feature)
Is there a way to play a USDZ animation at the last known location, after detecting that the reference object is no longer tracked? is it possible to set this up in Reality Composer pro?
I'm trying to get the USDZ to play before the Virtual Content disappears (due to reference object not being located). So that it smooths out the vanishing of the content.
Nearly everything is set up in Reality Composer pro with my immersive.scene just adding virtual content to the reference object which anchors it in the RCP Scene, so my immersive view just does this -
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
& this
.onAppear {
appModel.immersiveSpaceState = .open
}
.onDisappear {
appModel.immersiveSpaceState = .closed
}
I have tried Using SpatialTracking & WorldTrackingProvider, but I'm still quite new to Swift and coding in general so im unsure how to implement in conjunction with my RCP scene and/or if this is the right way to go about it.
Also I have implemented this at the beginning of object tracking.
All I had to do was add a onAppear behavior to the object to play a USDZ and that works.
Doing it for disappearing (due to loss of reference object) seems to be a lot harder.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
ARKit
AR / VR
RealityKit
Reality Composer Pro