I am a newby of spatial computing and I am using ARKit and RealityKit to develop a visionPro app.
I want to accomplish such a goal: If the user's hand touchs an object(an entity in RealityView) on the table, it will post a Window. But I do not know how to handle the event "the user's hand touchs the object". Should I use hand tracking feature to do some computing by myself? Or is there some api to use directly?
Thank you!
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
197 Posts
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
I am a newby of spatial computing. Here I am learning how to use ARKit to capture the environment texture and apply it on a ModelEntity of RealityKit on Vision Pro. But I do not find a demo of how to use EnvironmentLightEstimationProvider.
After checking the documentation, I also have some questions:
EnvironmentProbeAnchor.environmentTexture is a MTLTexture, but EnvironmentResource needs a CGImage. How do I translate MTLTexture to CGImage(Forgive me that I do not know much about Metal or other framework, so It will be better if there is a code that I can copy and paste directly)
It seems that the EnvironmentProbeAnchor can only get the light information around the device. But what should I do if I want get the light information around the ModelEntity so that I can apply the environment texture on it.
It will be better if you can provide a code demo about how to use the new api.
Thank you!
When you click the button in the background of three horizontal lines, when the view is about to appear, add buried event statistics, but click the button to close it, it will repeat the view will appear method API, equivalent to the view method repeated execution twice, resulting in incorrect buried event statistics
Hi,
I have used the template code for Plane Detection and placing models on them from here https://developer.apple.com/documentation/visionos/placing-content-on-detected-planes
This source code did not copy the animations in the preview model to the PlacedModel and hence I modified it to do a manual copy of animations and textures. There is a function called materialize() that does this and I was able to modify it to get it working where the placed models are now animating. The issue is when I apply gestures on them like drag or rotate. For those models that go through this logic I'm unable to add gestures even though I'm making sure that Collision and Input Target is set on the Placed Models. Has anyone been able to get this working or is it even a possibility?
My materialize function
func materialize() -> PlacedObject {
let shapes = previewEntity.components[CollisionComponent.self]!.shapes
// Clone render content first as we need its materials
let clonedRenderContent = renderContent.clone(recursive: true)
print("To be finding main model: \(descriptor.displayName)")
// Find the main model in preview hierarchy
func findMainModel(_ entity: Entity) -> Entity? {
if entity.name == descriptor.displayName.replacingOccurrences(of: " ", with: "_") {
print("Found main model: \(entity.name)")
return entity
}
for child in entity.children {
if child.name == descriptor.displayName.replacingOccurrences(of: " ", with: "_") {
print("Found main model in children: \(child.name)")
return child
}
}
return nil
}
// Clone hierarchy preserving structure, names, and materials
func cloneHierarchy(_ entity: Entity) -> Entity {
print("Cloning: \(entity.name)")
let cloned: Entity
if let model = entity as? ModelEntity {
// Clone with recursive false to handle children manually
cloned = model.clone(recursive: false)
if let clonedModel = cloned as? ModelEntity,
let originalMaterials = model.model?.materials {
// Preserve the original model's materials
clonedModel.model?.materials = originalMaterials
}
} else {
cloned = Entity()
}
// Preserve name and transform
cloned.name = entity.name
cloned.transform = entity.transform
// Clone children
for child in entity.children {
let clonedChild = cloneHierarchy(child)
cloned.addChild(clonedChild)
}
return cloned
}
print("=== Cloning Preview Structure ===")
// Clone the preview hierarchy with proper structure
let clonedStructure = cloneHierarchy(previewEntity)
// Find and use the main model
if let mainModel = findMainModel(clonedStructure) {
print("Using main model for PlacedObject")
let modelEntity: ModelEntity
if let asModel = mainModel as? ModelEntity {
print("Using asModel ")
modelEntity = asModel
} else {
modelEntity = ModelEntity()
modelEntity.name = mainModel.name
// Copy children and transforms
for child in mainModel.children {
modelEntity.addChild(child)
}
modelEntity.transform = mainModel.transform
}
// Add collision component here
let collisionComponent = CollisionComponent(shapes: shapes, isStatic: false,
filter: CollisionFilter(group: PlacedObject.collisionGroup, mask: .all))
modelEntity.components.set(collisionComponent)
// Create the placed object
let placedObject = PlacedObject(descriptor: descriptor, renderContentToClone: modelEntity, shapes: shapes)
// Set input target on the placed object itself
placedObject.components.set(InputTargetComponent(allowedInputTypes: [.direct, .indirect]))
return placedObject
} else {
print("Fallback to original render content")
let placedObject = PlacedObject(descriptor: descriptor, renderContentToClone: clonedRenderContent, shapes: shapes)
placedObject.components.set(InputTargetComponent(allowedInputTypes: [.direct, .indirect]))
return placedObject
}
}
My PlacedObject class where the init has the recursive cloning removed because it is handled in materialize
class PlacedObject: Entity {
let fileName: String
// The 3D model displayed for this object.
private let renderContent: ModelEntity
static let collisionGroup = CollisionGroup(rawValue: 1 << 29)
// The origin of the UI attached to this object.
// The UI is gravity aligned and oriented towards the user.
let uiOrigin = Entity()
var affectedByPhysics = false {
didSet {
guard affectedByPhysics != oldValue else { return }
if affectedByPhysics {
components[PhysicsBodyComponent.self]!.mode = .static
} else {
components[PhysicsBodyComponent.self]!.mode = .static
}
}
}
var isBeingDragged = false {
didSet {
affectedByPhysics = !isBeingDragged
}
}
var positionAtLastReanchoringCheck: SIMD3<Float>?
var atRest = false
init(descriptor: ModelDescriptor, renderContentToClone: ModelEntity, shapes: [ShapeResource]) {
fileName = descriptor.fileName
// renderContent = renderContentToClone.clone(recursive: true)
renderContent = renderContentToClone
super.init()
name = renderContent.name
// Apply the rendered content’s scale to this parent entity to ensure
// that the scale of the collision shape and physics body are correct.
scale = renderContent.scale
renderContent.scale = .one
// Make the object respond to gravity.
let physicsMaterial = PhysicsMaterialResource.generate(restitution: 0.0)
let physicsBodyComponent = PhysicsBodyComponent(shapes: shapes, mass: 1.0, material: physicsMaterial, mode: .static)
components.set(physicsBodyComponent)
components.set(CollisionComponent(shapes: shapes, isStatic: false,
filter: CollisionFilter(group: PlacedObject.collisionGroup, mask: .all)))
addChild(renderContent)
addChild(uiOrigin)
uiOrigin.position.y = extents.y / 2 // Position the UI origin in the object’s center.
// Allow direct and indirect manipulation of placed objects.
components.set(InputTargetComponent(allowedInputTypes: [.direct, .indirect]))
// Add a grounding shadow to placed objects.
renderContent.components.set(GroundingShadowComponent(castsShadow: true))
}
required init() {
fatalError("`init` is unimplemented.")
}
}
Thanks
Hello,
I am currently working on a Unity project for the Apple Vision Pro. I would like to have people passing in front of the virtual objects occlude the virtual objects that are behind. Something similar to this: https://developer.apple.com/documentation/arkit/occluding-virtual-content-with-people
I could unfortunately not find any documentation about this. Is it possible to implement body segmentation or occlusion on the Apple Vision Pro? If it's not currently supported, are there plans to add it? Any ideas on how to achieve this with existing tools?
Thanks!
Mehdi
I have a warning on my AR app Virtual Tags that since July does not show its camera information telling:
"ARCL.SceneLocationView implements focusItemsInRect: - caching for linear focus movement is limited as long as this view is on screen."
I tried inserting the function, but documentation does not explain what it should return and how to generate it. Is someone able to help me?
Thanks,
I am using ARKit with RealityKit to scan objects using LiDAR on iOS. I can generate an OBJ file from ARMeshAnchors, but I am missing the texture export (JPG + MTL).
What I Have So Far:
Successfully capturing mesh using ARMeshAnchor.
Converting mesh into MDLAsset and exporting .obj.
I need help generating the .jpg texture and linking it to the .mtl file.
private func exportScannedObject() {
guard
let camera = arView.session.currentFrame?.camera
else { return }
func convertToAsset(meshAnchors: [ARMeshAnchor]) -> MDLAsset? {
guard let device = MTLCreateSystemDefaultDevice() else {return nil}
let asset = MDLAsset()
for anchor in meshAnchors {
let mdlMesh = anchor.geometry.toMDLMesh(device: device, camera: camera, modelMatrix: anchor.transform)
// Apply a gray material to the mesh
let material = MDLMaterial(name: "GrayMaterial", scatteringFunction: MDLScatteringFunction())
material.setProperty(MDLMaterialProperty(name: "baseColor", semantic: .baseColor, float3: SIMD3(0.5, 0.5, 0.5))) // Gray color
if let submeshes = mdlMesh.submeshes as? [MDLSubmesh] {
for submesh in submeshes {
submesh.material = material
}
}
asset.add(mdlMesh)
}
return asset
}
func export(asset: MDLAsset) throws -> URL {
let directory = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first!
let url = directory.appendingPathComponent("scaned.obj")
if MDLAsset.canExportFileExtension("obj") {
do {
try asset.export(to: url)
return url
} catch let error {
fatalError(error.localizedDescription)
}
} else {
fatalError("Can't export USD")
}
}
if let meshAnchors = arView.session.currentFrame?.anchors.compactMap({ $0 as? ARMeshAnchor }),
let asset = convertToAsset(meshAnchors: meshAnchors) {
do {
let url = try export(asset: asset)
showScanPreview(url)
} catch {
print("export error")
}
}
}
extension ARMeshGeometry {
func vertex(at index: UInt32) -> SIMD3<Float> {
assert(vertices.format == MTLVertexFormat.float3, "Expected three floats (twelve bytes) per vertex.")
let vertexPointer = vertices.buffer.contents().advanced(by: vertices.offset + (vertices.stride * Int(index)))
let vertex = vertexPointer.assumingMemoryBound(to: SIMD3<Float>.self).pointee
return vertex
}
// helps from StackOverflow:
// https://stackoverflow.com/questions/61063571/arkit-3-5-how-to-export-obj-from-new-ipad-pro-with-lidar
func toMDLMesh(device: MTLDevice, camera: ARCamera, modelMatrix: simd_float4x4) -> MDLMesh {
func convertVertexLocalToWorld() {
let verticesPointer = vertices.buffer.contents()
for vertexIndex in 0..<vertices.count {
let vertex = self.vertex(at: UInt32(vertexIndex))
var vertexLocalTransform = matrix_identity_float4x4
vertexLocalTransform.columns.3 = SIMD4<Float>(x: vertex.x, y: vertex.y, z: vertex.z, w: 1)
let vertexWorldPosition = (modelMatrix * vertexLocalTransform).columns.3
let vertexOffset = vertices.offset + vertices.stride * vertexIndex
let componentStride = vertices.stride / 3
verticesPointer.storeBytes(of: vertexWorldPosition.x, toByteOffset: vertexOffset, as: Float.self)
verticesPointer.storeBytes(of: vertexWorldPosition.y, toByteOffset: vertexOffset + componentStride, as: Float.self)
verticesPointer.storeBytes(of: vertexWorldPosition.z, toByteOffset: vertexOffset + (2 * componentStride), as: Float.self)
}
}
convertVertexLocalToWorld()
let allocator = MTKMeshBufferAllocator(device: device);
let data = Data.init(bytes: vertices.buffer.contents(), count: vertices.stride * vertices.count);
let vertexBuffer = allocator.newBuffer(with: data, type: .vertex);
let indexData = Data.init(bytes: faces.buffer.contents(), count: faces.bytesPerIndex * faces.count * faces.indexCountPerPrimitive);
let indexBuffer = allocator.newBuffer(with: indexData, type: .index);
let submesh = MDLSubmesh(indexBuffer: indexBuffer,
indexCount: faces.count * faces.indexCountPerPrimitive,
indexType: .uInt32,
geometryType: .triangles,
material: nil);
let vertexDescriptor = MDLVertexDescriptor();
vertexDescriptor.attributes[0] = MDLVertexAttribute(name: MDLVertexAttributePosition,
format: .float3,
offset: 0,
bufferIndex: 0);
vertexDescriptor.layouts[0] = MDLVertexBufferLayout(stride: vertices.stride);
let mesh = MDLMesh(vertexBuffer: vertexBuffer,
vertexCount: vertices.count,
descriptor: vertexDescriptor,
submeshes: [submesh])
return mesh
}
}
What I Need Help With:
How do I generate the JPG texture from the AR scene?
How do I save an MTL file linking the OBJ model to the texture?
How can I correctly apply the texture when viewing the OBJ in an external 3D viewer?
I appreciate any guidance, including sample code or resources! If you have a complete working solution, I’d love to discuss further via private channels.
Hi folks, I’m new to Vision Pro stack, still trying to learn all the nuances. Here is a problem I can’t seem to find an answer.
I placed entity A( a small .02 radius sphere) inside entity B( size:.1 box). Both entities have HoverEffectComponent, and both inputcomponent is set to .direct. Entity A is NOT a child of Entity B. When I direct touch Entity B, I noticed that Entity A’s hover effect is fired as well. This only happens if Entity A‘s position is inside Entity B. The gesture that is only targeted at Entity A doesn’t work either. I double checked Entity A collider which sits inside entity B collider, my direct touch shouldn’t have trigger its hove effect. Having one collider inside another seems to produce unpredictable behavior? Thanks in advance 🙏🙏🙏
Context: I’m trying to create an invisible bound around Entity A, so when my hand approaches the bound to grab Entity A, a nice spotlight hover effect would fire first on the bound before hand reaching entity A.
Hello,
I was looking back into downloading the Tracking geographic locations in AR sample app from https://developer.apple.com/documentation/arkit/tracking-geographic-locations-in-ar
Unfortunately the Download links to the .zip of the DisplayingAPointCloudUsingSceneDepth sample project.
The exact same issue occurs when trying to download the sample code from https://developer.apple.com/documentation/ARKit/creating-a-fog-effect-using-scene-depth
Wondering if those links are deliberately broken because of possible deprecations.
Thanks to any Apple Engineer willing to look into that.
my coworkers and i are guessing at what data defines an anchor. i tried searching but struggled to find anything helpful.
our best guess was a combination Triangular Irregular Networks (TIN), gps, magnetic compass direction and maybe elevation sensors.
is this documented anywhere? if not, can a definition or description be provided?
We're developing an iOS application that integrates RoomCaptureSession with ARSCNView for room scanning. Our implementation differs from the standard RoomCaptureView because we need custom UI guidance with 3D dots placed in the scanning environment to guide users through the capture process.
Bug Description:
The application crashes when users attempt to scan multiple rooms or apartments in sequence. The crash specifically occurs with the following pattern:
User successfully scans first room with multiple hotspots (working correctly)
User stops scanning, moves to a new room
In the new room, first 1-2 hotspots work correctly
Application crashes when attempting to scan additional hotspots
Technical Details:
Error: SLAM Anchor assertion failure in SlamAnchor.cpp:37 : HasValidPose()
Crash occurs in Thread 27 with CAPIDetectionOutputFwdNode
Error suggests invalid positioning when placing AR anchors
Steps to Reproduce:
Start room scan
Complete multiple hotspot captures in first room
Stop scanning
Start new room scan
Capture 1-2 hotspots successfully
Attempt additional hotspot captures -> crashes
Attempted Solutions:
Implemented anchor cleanup between sessions
Added position validation before anchor placement
Implemented ARSession error handling
Added proper thread management for AR operations
Environment:
Device: iPhone 14 Pro (LiDAR equipped)
iOS Version: 18.1.1 (22B91)
Testing through TestFlight
Crash Log Details:
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Triggered by Thread: 27
Thread 27 Crashed:
0 libsystem_kernel.dylib 0x00000001f0cc91d4 __pthread_kill + 8
1 libsystem_pthread.dylib 0x0000000228e12ef8 pthread_kill + 268
2 libsystem_c.dylib 0x00000001a86bbad8 abort + 128
3 AppleCV3D 0x0000000234d71a28 cv3d::vio::capi::SlamAnchor::SlamAnchor
Question:
Is there a recommended approach for handling multiple room captures with custom ARSCNView integration? The standard RoomCaptureView implementation doesn't show this behavior, but we need the custom guidance functionality that ARSCNView provides.
Crash Log
Code and full crash logs can be provided if needed.
Hi,
I wanted to do something quite simple: Put a box on a wall or on the floor.
My box:
let myBox = ModelEntity(
mesh: .generateBox(size: SIMD3<Float>(0.1, 0.1, 0.01)),
materials: [SimpleMaterial(color: .systemRed, isMetallic: false)],
collisionShape: .generateBox(size: SIMD3<Float>(0.1, 0.1, 0.01)),
mass: 0.0)
For that I used Plane Detection to identify the walls and floor in the room. Then with SpatialTapGesture I was able to retrieve the position where the user is looking and tap.
let position = value.convert(value.location3D, from: .local, to: .scene)
And then positioned my box
myBox.setPosition(position, relativeTo: nil)
When I then tested it I realized that the box was not parallel to the wall but had a slightly inclined angle.
I also realized if I tried to put my box on the wall to my left the box was placed perpendicular to this wall and not placed on it.
After various searches and several attempts I ended up playing with transform.matrix to identify if the plane is wall or a floor, if it was in front of me or on the side and set up a rotation on the box to "place" it on the wall or a floor.
let surfaceTransform = surface.transform.matrix
let surfaceNormal = normalize(surfaceTransform.columns.2.xyz)
let baseRotation = simd_quatf(angle: .pi, axis: SIMD3<Float>(0, 1, 0))
var finalRotation: simd_quatf
if acos(abs(dot(surfaceNormal, SIMD3<Float>(0, 1, 0)))) < 0.3 {
logger.info("Surface: ceiling/floor")
finalRotation = simd_quatf(angle: surfaceNormal.y > 0 ? 0 : .pi, axis: SIMD3<Float>(1, 0, 0))
} else if abs(surfaceNormal.x) > abs(surfaceNormal.z) {
logger.info("Surface: left/right")
finalRotation = simd_quatf(angle: surfaceNormal.x > 0 ? .pi/2 : -.pi/2, axis: SIMD3<Float>(0, 1, 0))
} else {
logger.info("Surface: front/back")
finalRotation = baseRotation
}
Playing with matrices is not really my thing so I don't know if I'm doing it right.
Could you tell me if my tests for the orientation of the walls are correct? During my tests I don't always correctly identify whether the wall is in front or on the side.
Is this generally the right way to do it?
Is there an easier way to do this?
Regards
Tof
I use ARKit to build an app, scan rooms to collect the spatial data of objects and re-construct the 3D scene.
the problem is I found the depth map values captured in ARFrame significantly deviate from the real distances, even nonlinearly, for the distances below 1.5m, values are basically correct, but beyond 1.5m, they are smaller than real values. for example read 1.9m from the generated depthmap.tiff, but real distance is 3 meters.
below is my code of generating tiff file to record depth map data:
Generated TIFF file (captured from ARKit):
as shown above, the maximum distance is around 1.9m, but real distance to that wall is more than 3 meters, and also you can see, the depth map picture captured in ARKit is quite blurry, particularly at far distance (> 2.0m), almost smeared out.
Generated TIFF file (captured from AVFoundation):
In comparison, the depth map captured from traditional AVFoundation and with the same hardware device is much clear, the values seem not in meter unit though.
Hi,
since iOS 15 I've repeatedly noticed the console warning »ARSessionDelegate is retaining X ARFrames. This can lead to future camera frames being dropped« even for rather simple projects using RealityKit and ARKit. Could someone from the ARKit team please elaborate what causes this warning and what can be done to avoid it?
If I remember correctly I didn't even assign an ARSessionDelegate.
Thank you!
Description:
I'm developing an AR effect using SceneKit and applying a transparent material to a face mesh. However, I'm facing an issue where the front faces of the mesh overlap each other, causing incorrect rendering.
Problem:
The front faces of the mesh overlap with each other when transparency is applied.
This causes areas like the cheeks to be visible through the nose, even though they should be occluded.
Expected Behavior: The material should behave as if it were opaque to itself—that is, overlapping front faces should be occluded properly, while still allowing transparency for background elements.
Actual Behavior: The mesh renders its own front faces incorrectly, making parts of the face visible through others when they should be blocked.
What I Have Tried:
testMaterial.writesToDepthBuffer = true
testMaterial.readsFromDepthBuffer = true
Question:
👉 How can I prevent SceneKit's transparent material from rendering overlapping front faces?
👉 Is there a way to force SceneKit to treat its own mesh as opaque for itself while still being transparent to the background?
👉 Does SceneKit support a proper depth pre-pass or an equivalent to Unity’s ZWrite shaders to solve this issue?
Attached screenshots demonstrate the problem visually. Any help would be greatly appreciated! 🚀
We are working on one of the projects for Hackathon for which we need to access the 3D Models of Apple Watch, it will help in making our project more realistic and effective, I wanted to know if we can get access for the same.
I’m working on an iOS app that needs to measure the area of planes or surfaces, like the length and width of objects, just like the Apple Measure app does. I’ve been exploring ARKit, but I’m curious if there are any APIs or techniques that can help automate the process of detecting and measuring planes.
Specifically, I’m looking for a way to automatically detect and measure planes (e.g., from a top-down view). For example: Measuring a box width and length. I have attached a screenshot and a video of the Apple Measure App doing it.
Does Apple provide any tools or APIs for this, or are there any best practices I should know about? I’d love to hear from anyone who’s tackled something similar.
Video: https://drive.google.com/file/d/1BxM7fIbFxsCsYwY7w8ZxIeq_4WTGkkwA/view?usp=drive_link
Subject: Combining ARKit Face Tracking with High-Resolution AVCapture and Perspective Rendering on Front Camera
Message:
Hello Apple Developer Community,
We’re developing an application using the front camera that requires both real-time ARKit face tracking/guidance and the capture of high-resolution still images via AVCaptureSession. Our goal is to leverage ARKit’s depth and face data to render a captured image from another perspective post-capture, maintaining high image quality.
Our Approach:
Real-Time ARKit Guidance:
Utilize ARKit (e.g., ARFaceTrackingConfiguration) for continuous face tracking, depth, and scene understanding to guide the user in real time.
High-Resolution Capture Transition:
At the moment of capture, we plan to pause the ARKit session and switch to an AVCaptureSession to take a high-resolution image.
We assume that for a front-facing image, the subject’s face is directly front-on, and the relative pose between the face and camera remains the same during the transition. The only variation we expect is a change in distance.
Our intention is to minimize the delay between the last ARKit frame and the high-res capture to maintain temporal consistency, assuming that aside from distance, the face-camera relative pose remains unchanged.
Post-Processing Perspective Rendering:
Using the last ARKit face data (depth, pose, and landmarks) along with the high-resolution 2D image, we aim to render the scene from another perspective.
We want to correct the perspective of the 2D image using SceneKit or RealityKit, leveraging the collected ARKit scene information to achieve a natural, high-quality rendering from a different viewpoint.
The rendering should match the quality of a normally captured high-resolution image, adjusting for the difference in distance while using the stored ARKit data to correct perspective.
Our Questions:
Session Transition Best Practices:
What are the recommended best practices to seamlessly pause ARKit and switch to a high-resolution AVCapture session on the front camera
How can we minimize user movement or other issues during this brief transition, given our assumption that the face-camera pose remains largely consistent except for distance changes?
Data Integration for Perspective Rendering:
How can we effectively integrate stored ARKit face, depth, and pose data with the high-res image to perform accurate perspective correction or rendering from another viewpoint?
Given that we assume the relative pose is constant except for distance, are there strategies or APIs to leverage this assumption for simplifying the perspective transformation?
Perspective Correction with SceneKit/RealityKit:
What techniques or workflows using SceneKit or RealityKit are recommended for correcting the perspective of a captured 2D image based on ARKit scene data?
How can we use these frameworks to render the high-resolution image from an alternative perspective, while maintaining image quality and fidelity?
4. Pitfalls and Guidelines:
What common pitfalls should we be aware of when combining ARKit tracking data with high-res capture and post-processing for perspective rendering?
Are there performance considerations, recommended thresholds for acceptable temporal consistency, or validation techniques to ensure the ARKit data remains applicable at the moment of high-res capture?
We appreciate any advice, sample code references, or documentation pointers that could assist us in implementing this workflow effectively.
Thank you!
I have recently started testing ARKit on an iPhone 16 Pro and I have noticed that the AutoFocus reaction on this device is much slower than other devices. For example, if I point the camera to a close object AutoFocus takes 4-5 seconds to stabilize, the focal length is adjusted very very slowly. In some cases (although this is rare) AutoFocus seems almost stuck and requires a bit of device movement to trigger.
This is quite problematic when using some ARKit features like Image and Object detection as the detection algorithms struggle with out-of-focus images.
This problem is limited to ARKit. AutoFocus is significantly more responsive when the standard AVFoundation Camera API is used.
This behavior is easy to reproduce with any of the ARKit samples like https://developer.apple.com/documentation/arkit/arkit_in_ios/content_anchors/tracking_and_visualizing_planes
Is anybody else experiencing this problem?
Hello,
I'm building a camera app around ARKit. I've created a Lockscreen Capture Extension and added a control to initiate my camera app, but when I launch the extension I see just a black screen with no hints at any errors. Also attaching the debugger to the running process shows no logs.
Im wondering: Is LockedCameraCapture supported with ARView and ARSession?
ARKit was featured in a WWDC video with a camera app use-case, also the introduction of captureHighResolutionFrame(completion:) made me pick it up as an interesting camera app backbone - but if lockscreen capture is not possible with it I have to refactor my codebase.