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  • Découvrez les améliorations apportées au suivi d’objet dans visionOS

    Découvrez comment visionOS fait progresser le suivi d'objets et l'entrée d'accessoires spatiaux. Apprenez de nouvelles façons de suivre les objets en mouvement et les objets tenus en main, vous permettant de relier les mondes physique et numérique. Exploitez les nouvelles classes d'accessoires spatiaux prises en charge et identifiez les éléments nécessaires pour concevoir vos propres accessoires personnalisés, afin d'offrir des modèles d'interaction uniques dans vos apps.

    Chapitres

    • 0:00 - Introduction
    • 2:20 - Object tracking
    • 7:20 - Spatial accessories
    • 7:47 - Creating a spatial accessory
    • 11:48 - Plug-and-play accessories
    • 12:22 - Implementing in your app
    • 13:03 - Next steps

    Ressources

    • Working with generic spatial accessories
    • Preparing spatial accessories for tracking in your visionOS app
    • Accessory design guideline for Apple devices
    • Exploring object tracking with ARKit
      • Vidéo HD
      • Vidéo SD

    Vidéos connexes

    WWDC25

    • Explorer les entrées d’accessoires spatiaux sur visionOS

    WWDC24

    • Explore object tracking for visionOS
  • Rechercher dans cette vidéo…
    • 3:50 - Enable high frame rate tracking

      // Enable high frame rate tracking
      
      // Create reference object configuration
      var configuration = ReferenceObject.Configuration()
      configuration.highFrameRateTrackingEnabled = true
      
      // Load the reference object with ARKit API
      let refObjURL = Bundle.main.url(forResource: "flashlight", withExtension: ".referenceobject")
      let refObject = try? await ReferenceObject(from: refObjURL!, configuration: configuration)
    • 4:50 - Extended training mode via command-line

      // Extended training mode on Mac using command-line interface
      
      % xrun createml objecttracker --source flashlight.usdz --output flashlight.referenceobject --training-mode extended --all-angles
    • 5:25 - Object pose coordinate spaces

      // Different object pose spaces
      
      // Obtain anchor transform with display corrections
      
      let renderingPose = myObjectAnchor.coordinateSpace(correction: .rendered)
      
      // Obtain anchor transform in metric space
      
      let metricPose = myObjectAnchor.coordinateSpace(correction: .none)
    • 6:22 - Implement object tracking in iOS

      // Implement object tracking in iOS
      
      import ARKit
      import RealityKit
      
      class ObjectTrackingARSessionDelegate: NSObject, ARSessionDelegate {
              let arView = ARView(frame: .zero)
              var entities: [UUID: AnchorEntity] = [:]
      
              func start() throws {
                      let stationaryObject = try ARReferenceObject(archiveURL:
                              Bundle.main.url(forResource: "stationary", withExtension: "referenceobject")!)
                      let movingObject = try ARReferenceObject(archiveURL:
                              Bundle.main.url(forResource: "moving", withExtension: "referenceobject")!)
      
                      let configuration = ARWorldTrackingConfiguration()
                      configuration.detectionObjects = [stationaryObject]   // Low frame rate
                      configuration.trackingObjects = [movingObject]        // High frame rate
      
                      arView.session.delegate = self
                      arView.session.run(configuration)
              }
      
      				func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
                      for case let anchor as ARObjectAnchor in anchors {
                              let entity = AnchorEntity(anchor: anchor)
                              entities[anchor.identifier] = entity
                              arView.scene.addAnchor(entity)
                      }
              }
      
              func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) {
                      for case let anchor as ARObjectAnchor in anchors {
                              entities[anchor.identifier]?.isEnabled = anchor.isTracked
                      }
              }
      
              func session(_ session: ARSession, didRemove anchors: [ARAnchor]) {
                      for case let anchor as ARObjectAnchor in anchors {
                              if let entity = entities.removeValue(forKey: anchor.identifier) {
                                      arView.scene.removeAnchor(entity)
                              }
                      }
              }
      }
    • 12:26 - Discover and connect a spatial accessory

      import ARKit
      import GameController
      
      // Generic accessory discovery
      
      if let device = GCSpatialAccessory.spatialAccessories.first {
      
              // Resolves the .referenceaccessory bundle automatically
              
              let accessory = try await Accessory(device: device)
              let provider = AccessoryTrackingProvider(accessories: [accessory])
              try await arkitSession.run([provider])
      }
      
      // Update tracked accessories without restarting the session                             
      
      try await provider.updateAccessories([newAccessory])
    • 0:00 - Introduction
    • Overview of the new visionOS object tracking enhancements, including high-frame-rate tracking of handheld objects and the expansion of spatial accessories to third-party developers.

    • 2:20 - Object tracking
    • A recap of the object tracking API introduced in visionOS 2.0 and what's new in visionOS 27: tracking objects in motion, training extended models in Create ML, metric-space poses, and iOS support.

    • 7:20 - Spatial accessories
    • Introduction to spatial accessories — electronic devices with an LED constellation, IMU, and Bluetooth that Vision Pro tracks in real time. Covers the first generation of accessories and the expansion to custom third-party hardware in visionOS 27.

    • 7:47 - Creating a spatial accessory
    • Design considerations, hardware requirements, and the validation workflow for building your own spatial accessory, including how to use the debug tool in Simulator and generate a reference accessory bundle.

    • 11:48 - Plug-and-play accessories
    • Off-the-shelf reference hardware from manufacturers like DFRobot and MikroE that can be used immediately for testing or integrated into your visionOS app without custom hardware development.

    • 12:22 - Implementing in your app
    • How to discover and connect a spatial accessory using the GCSpatialAccessory class and AccessoryTrackingProvider APIs, including how to hot-swap accessories without interrupting your ARKit session.

    • 13:03 - Next steps
    • Key takeaways on choosing the right tracking approach, and links to related sessions including Explore object tracking for visionOS and Explore spatial accessory input on visionOS.

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