I'm a novice in RealityKit and ARKit. I'm using ARKit in SwiftUI to show a cube with a number as shown below.
import SwiftUI
import RealityKit
import ARKit
struct ContentView : View {
var body: some View {
return ARViewContainer()
}
}
#Preview {
ContentView()
}
struct ARViewContainer: UIViewRepresentable {
typealias UIViewType = ARView
func makeUIView(context: UIViewRepresentableContext<ARViewContainer>) -> ARView {
let arView = ARView(frame: .zero, cameraMode: .ar, automaticallyConfigureSession: true)
arView.enableTapGesture()
return arView
}
func updateUIView(_ uiView: ARView, context: UIViewRepresentableContext<ARViewContainer>) {
}
}
extension ARView {
func enableTapGesture() {
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap(recognizer:)))
self.addGestureRecognizer(tapGestureRecognizer)
}
@objc func handleTap(recognizer: UITapGestureRecognizer) {
let tapLocation = recognizer.location(in: self) // print("Tap location: \(tapLocation)")
guard let rayResult = self.ray(through: tapLocation) else { return }
let results = self.raycast(from: tapLocation, allowing: .estimatedPlane, alignment: .any)
if let firstResult = results.first {
let position = simd_make_float3(firstResult.worldTransform.columns.3)
placeObject(at: position)
}
}
func placeObject(at position: SIMD3<Float>) {
let mesh = MeshResource.generateBox(size: 0.3)
let material = SimpleMaterial(color: UIColor.systemRed, roughness: 0.3, isMetallic: true)
let modelEntity = ModelEntity(mesh: mesh, materials: [material])
var unlitMaterial = UnlitMaterial()
if let textureResource = generateTextResource(text: "1", textColor: UIColor.white) {
unlitMaterial.color = .init(tint: .white, texture: .init(textureResource))
modelEntity.model?.materials = [unlitMaterial]
let id = UUID().uuidString
modelEntity.name = id
modelEntity.transform.scale = [0.3, 0.1, 0.3]
modelEntity.generateCollisionShapes(recursive: true)
let anchorEntity = AnchorEntity(world: position)
anchorEntity.addChild(modelEntity)
self.scene.addAnchor(anchorEntity)
}
}
func generateTextResource(text: String, textColor: UIColor) -> TextureResource? {
if let image = text.image(withAttributes: [NSAttributedString.Key.foregroundColor: textColor], size: CGSize(width: 18, height: 18)), let cgImage = image.cgImage {
let textureResource = try? TextureResource(image: cgImage, options: TextureResource.CreateOptions.init(semantic: nil))
return textureResource
}
return nil
}
}
I tap the floor and get a cube with '1' as shown below.
The background color of the cube is black, I guess. Where does this color come from and how can I change it into, say, red? Thanks.
ARKit
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I downloaded the official sample project “Accessing the Main Camera”, but I found that it’s not able to retrieve the camera feed on visionOS 26.1. After checking the debug logs, it seems the issue is caused by the system being unable to find the expected format.
I tested on a device running visionOS 2, and the camera feed worked correctly — but only when using the sample code from the visionOS 2 version, not the current one. I also noticed that some of the APIs have changed between versions.
Has anyone managed to successfully access the camera feed on visionOS 26.1?
After upgrading to Xcode 16 my app, which utilizes imported project files from my iPad's Reality Composer app, now has two issues that I have found so far. I am using an ARView as a UIViewRepresentable with SwiftUI. (Prior to upgading to Xcode 16 everything worked well.)
First, there are now several duplicate rcp_export.usdz resources in the "Copy Bundle Resources" build phase section. Even though each file is in a separate folder with a unique UUID, it was causing a compile error saying there are duplicate files. I was able to open the RC project folder and delete the older rcp_project versions which now allows the app to compile. I mention it as it may or may not be related to the second issue.
Second, Xcode isn't generating the project code for rcproject, so when I call the RCProject.loadSceneAsync function I am getting an error that says "Cannot find 'RCProject' in scope"
Hey Everyone, Happy New Year!
I wanted to see if you have seen this before. I have added an attachment to the RealityView as a child on an entity that has a Billboard component set on it. I wanted to create the effect that the attachment is offset by .5 meters from center and follows the device as you move around it. IT works great until you try click a button.
The attachment moves with the billboard, but the collision box around the attachment is not following it. If I position myself perfectly it works.
Video Example: https://youtu.be/4d9Vx7K8MmU
//
// ImmersiveView.swift
// Billboard Attachment
//
// Created by Justin Leger on 1/3/25.
//
import SwiftUI
import RealityKit
import RealityKitContent
struct ImmersiveView: View {
var rootEntity = Entity()
var body: some View {
RealityView { content, attachments in
// Add the initial RealityKit content
let sphereEntity = ModelEntity(mesh: .generateSphere(radius: 0.1), materials: [SimpleMaterial(color: .red, roughness: 1, isMetallic: false)])
sphereEntity.position = [0.0, 1.0, -2.0]
let controlsPivotEntity = Entity()
controlsPivotEntity.components[BillboardComponent.self] = .init()
// Extract the attachemnt entity and disable it before its used.
if let controlsViewAttachmentEntity = attachments.entity(for: PlacedThingControls.attachmentId) {
controlsViewAttachmentEntity.position.z = 0.5
controlsPivotEntity.addChild(controlsViewAttachmentEntity)
sphereEntity.addChild(controlsPivotEntity)
}
content.add(sphereEntity)
}
attachments: {
Attachment(id: PlacedThingControls.attachmentId) {
PlacedThingControls()
}
}
}
}
#Preview(immersionStyle: .mixed) {
ImmersiveView()
.environment(AppModel())
}
struct PlacedThingControls: View {
static let attachmentId = "placed-thing-3D-controls"
var body: some View {
VStack {
HStack(spacing: 0) {
Button {
print("🗺️🗺️🗺️ Map selected pieces")
} label: {
Text("\(Image(systemName: "plus.square.dashed")) Manage Mesh Maps")
.fontWeight(.semibold)
.frame(maxWidth: .infinity)
}
.padding(.leading, 20)
Spacer()
Button(role: .destructive) {
print("🗑️🗑️🗑️ Delete selected pieces")
} label: {
Label {
Text("Delete")
} icon: {
Image(systemName: "trash")
}
.labelStyle(.iconOnly)
}
.padding(.trailing, 20)
}
.padding(.vertical)
.frame(minWidth: 320, maxWidth: 480)
}
.glassBackgroundEffect()
}
}
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 use ARKit for motion tracking. I get the skeleton joint coordinates and use them for animation. I didn't make any changes to the code, but I updated the iOS version from 18 to 26, and modelTransform now always returns nil.
https://developer.apple.com/documentation/arkit/arskeleton3d/modeltransform(for:)
For example
bodyAnchor.skeleton.modelTransform(for: .init(rawValue: "head_joint"))
bodyAnchor is ARBodyAnchor.
I see the default skeleton on the screen, but now I can't get the coordinates out of it.
I'm using an example from Apple's WWDC presentation.
https://developer.apple.com/documentation/arkit/capturing-body-motion-in-3d
Are there any changes in the API? Or just bug?
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)?
How do we author a Reality File like the ones under Examples with animations at https://developer.apple.com/augmented-reality/quick-look/
??
For example, "The Hab" : https://developer.apple.com/augmented-reality/quick-look/models/hab/hab_en.reality
Tapping on various buttons in this experience triggers various complex animations. I don't see any way to accomplish this in Reality Composer.
And I don't see any way to export/compile to a "reality file" from within Xcode.
How can I use multiple animations within a single GLTF file?
How can I set up multiple "tap target" on a single object, where each one triggers a different action?
How do we author something similar? What tools do we use?
Thanks
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.
https://developer.apple.com/documentation/arkit/arpointcloud
https://developer.apple.com/documentation/arkit/arframe/rawfeaturepoints
The point cloud (collection of points/features) main intention is a debug visualization to what the underlying tracking algorithm processes and is not designed for additional algorithms on top of that. But, we are utilizing information contained in the points/features collected by ARKit.
Currently, the range of rawfeaturepoints is limited to about 10 meter from the device.
We see a great chance if the range is unlock. The global localization will be more robust and accurate.
ARPointCloud - Apple ARKit - FindSurface
YouTube SIdQRiLj2jY
I can add a WorldAnchor to a WorldTrackingProvider. The next time I start my app, the WorldAnchor is added back, and then is immediately removed:
dataProviderStateChanged(dataProviders: [WorldTrackingProvider(0x0000000300bc8370, state: running)], newState: running, error: nil)
AnchorUpdate(event: added, timestamp: 43025.248134708, anchor: WorldAnchor(id: C0A1AE95-F156-45F5-9030-895CAABF16E9, isTracked: true, originFromAnchorTransform: <translation=(0.048458 0.000108 -0.317565) rotation=(0.00° 15.44° -0.00°)>))
AnchorUpdate(event: removed, timestamp: 43025.348131208, anchor: WorldAnchor(id: C0A1AE95-F156-45F5-9030-895CAABF16E9, isTracked: false, originFromAnchorTransform: <translation=(0.000000 0.000000 0.000000) rotation=(-0.00° 0.00° 0.00°)>))
It always leaves me with zero anchors in .allAnchors...the ARKitSession is still active at this point
Topic:
Spatial Computing
SubTopic:
ARKit
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
Topic:
Spatial Computing
SubTopic:
ARKit
I am attempting to use the Barcode Detection enterprise API. I have the necessary entitlements and license file. I'm following the sample code online, and whenever I attempt to run the barcode detection using arKitSession.run I get the following error message:
ar_barcode_detection_provider_t <0x300d82130>: Failed to run provider with transient error code: 1
It obviously isn't running the barcode detection, even though it's running in an immersive space in mixed mode. Any idea what might be going on?
Topic:
Spatial Computing
SubTopic:
ARKit