Integrate iOS device camera and motion features to produce augmented reality experiences in your app or game using ARKit.

ARKit Documentation

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Persisting Anchors in RealityView with ARMode on iOS
Platform: iOS18 Tech: RealityView Hi! I was wondering if RealityView now provides ways for their session to persist Anchor data in a world such that the anchor locations in one session can be saved and loaded in a another session that persists the exact same anchor positions. I know that ARWorldMap in ARKit does that, but I was not able to find a way to use it with RealityView. I think it's because RealityView has ARKit under its hood but does not expose the ARKit session info publicly to the client code. So I was wondering if there's a SwiftUI + RealityView approach that can help me to achieve a similar goal: Come back to the same location and see the object in exactly the same place. Thanks!
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Jan ’25
Slow Auto Focus on iPhone 16 Pro with ARkit camera
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?
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Jan ’25
Human pose detection failing on Vision Pro
Hi! I attempted to run a sample project for detecting human pose in photos, which can be found here: https://developer.apple.com/documentation/vision/detecting-human-body-poses-in-3d-with-vision The project works perfectly when run on my Macbook Pro M1, but it fails on Apple Vision Pro. After selecting the photo an endless loading screen is presented and the following output is produced in the console: Failed to initialize 2D Detection Algorithm. Failed to initialize 2D Pose Estimation Algorithm. Failed to initialize algorithm modules Network path is nil: (null) Failed to initialize 2D Detection Algorithm. Failed to initialize 2D Pose Estimation Algorithm. Failed to initialize algorithm modules Unable to perform the request: Error Domain=com.apple.Vision Code=9 "Async status object reported as failed but without an error" UserInfo={NSLocalizedDescription=Async status object reported as failed but without an error}. de-activating session 70138 after timeout It seems that VNDetectHumanBodyPose3DRequest is failing on Vision Pro for some reason. Are there any additional requirements for running Vision framework on VisionOS, that I might be missing?
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Mar ’25
Partial Occlusion Material
I am looking for a material that functions in the same way that Occlusion Material does, except that it only partially occludes whatever is behind it. One way that I have thought of doing this was to change the opacity of the entity that was covered in Occlusion Material, however this did not change anything. Please let me know if this is possible.
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Apr ’25
Tracking multiple ImageAnchor simultaneously on VisionOS
Using the example code posted here: https://developer.apple.com/documentation/visionOS/tracking-images-in-3d-space I can register multiple ReferenceImage s with a ImageTrackingProvider, but only one updates at a time - to have realtime updating, I can only have one ImageAnchor in my field of view at a time. Is it possible to track multiple imageAnchors at the same time in the same field of view? As in having several ImageAnchor's tracked and entities updated to the transforms of the anchor in the same frame/moment from the Apple Vision Pro?
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3w
Is SceneKit depricated ?
Hi everyone! I am working on AR app and wanted to implement object occlusion because it removes drift pretty much from the object. This working great with RealityKit sample But I am unable to replicate such behaviour it with scenekit. Because scenekit does not offer object occlusion. Can we say scenekit is getting depricated, and we should re-write app in RealityKit (which is obviously a big task)?
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Jul ’25
When using ARKit, why can’t you get the front-facing and back-facing camera feeds at once?
I’d like to use ARKit world tracking and display both the back camera feed and the front camera feeds, using the front feed as as a PIP. This would work great for an internet streaming use case. However, it’s impossible. As soon as ARKit is told to use one mode, the camera for the other side freezes/doesn’t work. This page also says you have to pick one camera to show: https://developer.apple.com/documentation/arkit/arkit_in_ios/choosing_which_camera_feed_to_augment?language=objc A question to the developers: why is this limitation in-place? Are there any work-arounds for the use case of ARKit world tracking + displaying the back camera feed + displaying the front camera feed as an overlay? It’s possible to do this with plain camera initialization without ARKit. (There’s an official example.) With ARKit, it no longer works. It’s strange that I cannot access the front feed via one of the other frameworks, but I guess that ARKit blocks that.
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Dec ’24
Vision Pro - Throw object by hand
Hello All, I'm desperate to found a solution and I need your help please. I've create a simple cube in Vision OS. I can get it by hand (close my hand on it) and move it pretty where I want. But, I would like to throw it (exemple like a basket ball). Not push it, I want to have it in hand and throw it away of me with a velocity and direction = my hand move (and finger opened to release it). Please put me on the wait to do that. Cheers and thanks Mathis
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1.5k
Feb ’25
VisionOS 2.0 Main Camera Access Enterprise Entitlement Not Recognized in XCode
I am working on a project that requires access to the main camera on the Vision Pro. My main account holder applied for the necessary enterprise entitlement and we were approved and received the Enterprise.license file by email. I have added the Enterprise.license file to my project, and manually added the com.apple.developer.arkit.main-camera-access.allow entitlement to the entitlement file and set it to true since it was not available in the list when I tried to use the + Capability button in the Signing & Capabilites tab. I am getting an error: Provisioning profile "iOS Team Provisioning Profile: " doesn't include the com.apple.developer.arkit.main-camera-access.allow entitlement. I have checked the provisioning profile settings online, and there is no manual option for adding the main camera access entitlement, and it does not seem to be getting the approval from the license.
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1.2k
Oct ’24
VisionOS slow image tracking and enterprise API questions
To set the stage: I made a prototype of an app for a company, the app is to be used internally right now. Prototype runs perfectly on iOS, so now I got VP to port the app to its final destination. The first thing I found out is that the image tracking on VP is useless for moving images (and that's the core of my app). Also distance at which image is lost seems to be way shorter on VP. Now I'm trying to figure out if it's possible to fix/work around it in any way and I'm wondering if Enterprise API would change anything. So: Is it possible to request Enterprise API access as a single person with basic Apple Developer subscription? I looked around the forum and only got more confused. Does QR code detection and tracking work any better than image detection, or anchor updates are the same? Does the increased "object detection" frequency affect in any way image/QR tracking, or is it (as name implies) only for object tracking? Would increasing the CPU/GPU headroom make any change to image/QR detection frequency? Is there something to disable to make anchor updates more frequent? I don't need complex models, shadows, physics, etc. Greetings Michal
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Oct ’24
PlaneDetectionProvider on VisionOS seems to limit detection to planes less than5 m from world origin.
When using the plane PlaneDetectionProvider in visionOS I seem to have hit a limitation which is that regardless of where the headset is in the space, planes will only be detected that are (as far as I can tell) less that 5m from the world origin. Mapping a room becomes very tricky as a result because you often find some walls are outside the radius, even if you're standing two feet away from a ten foot wall. It just won't see it. I've picked my way through the documentation but I cannot see any way to extend this distance. Am I missing something?
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Oct ’24
How is the HandTracking in Happy Beam avoiding data racing?
I am new to learning about concurrency and I am working on an app that uses the HandTrackingProvider class. In the Happy Beam sample code, there is a HearGestureModel which has a reference to the HandTrackingProvider() and this seems to write to a struct called HandUpdates inside the HeartGestureModel class through the publishHandTrackingUpdates() function. On another thread, there is a function called computeTransformofUserPerformedHeartGesture() which reads the values of the HandUpdates to determine whether the user is making the appropriate gesture. My question is, how is the code handling the constant read and write to the HandUpdates struct?
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Oct ’24
Anchor Wall
I have created a portal and attached it to a wall using the AnchorEntity. However, I am seeking guidance on how to determine the size of the wall so that the portal can fully occupy it. Initially, I attempted to locate relevant information within the demo code, but I encountered difficulties in comprehending certain sections. I would appreciate it if someone could provide a step-by-step explanation or a reference to the appropriate code. Thank you for your assistance.
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Oct ’24