Goal: An AR app using the ultra wide camera 0.5 on iPhone 13 Pro. Tried: The documentation is very scarce, and shows only how to switch between front or back ca
I'm pretty new to Swift, currently writing an AR game. Seems like my issue is very basic, but I can't figure it out. I added a button to an AR Scene through the
I made a video for generating a floor plan in which I need to capture the wall and floor together at a certain position if a user is too near to the wall or if
Similarly, is it possible to disable mesh update of a reconstructed scene ? I'm new to Arkit and have not started an app yet. I'm searching for as much info as
I've implemented auto flash on-off using ARKit because I'm using ARKit on the same screen. Implementation: func session(_ session: ARSession, didUpdate frame: A
I am trying to run this sample project from Apple that uses ARGeoTrackingConfiguration: https://developer.apple.com/documentation/arkit/content_anchors/tracking
I'm building a simple app that adds a hat on top of the user's face. I've seen examples of 2 different approaches: Adding the object as a scene to Experience.rc
I've been looking for an answer to whether ARKit, specifically ARSCNView, shows the same screen/view/scene size on all devices. I only have an iPhone XS so I am
On my project I simply wrapped a ARView, setup a configuration and run it on my real device, when I start the app Xcode print out the following error debug mess
I'm working currently of getting depth map from an ARFaceTrackingConfiguration but I have some trouble with this, because it's like the depth map drift a bit fr
I have added 3d object to scene view scene which is in dae format. But its moving along with camera. How to fix it to a particular position. Same code works wit
I have an ARSession using a ARWorldTrackingConfiguration as part of its configuration. I've also enabled face tracking via: configuration.userFaceTrackingEnable
I want to make AR Apps with RealityKit Collaborative Session. It seems needed to use multiple device, not simulator for me. I have an actual device only one. Ca
I hope it's not a silly question, but why this iOS Swift code compiles successfully? import UIKit import ARKit class ViewController: UIViewController {
I am attempting to learn object detection in iOS, and then mark the place of the detected object. I have the model trained and installed in the project. My next
I am not able to figure out how to make the "ball" entity a physics entity/body and apply a force to it. // I'm using UIKit for the user interface and RealityK
I have developed an iOS/ARKit app that functions as a content editor for my AR game. It has a fair amount of interface that I don't want to port over to Unity,
In my project I am projecting 3d files using ARKit. I am able to project .dae and .obj format models. Is there anyway I could load .fbx files?
I'm creating multiple nodes automatically and I want to arrange them around me, because at the moment I'm just increasing of 0.1 the current X location. capsu
For some reason I can't get people occlusion to work, even though I looked at someone's question on Stackoverflow. Here is my code: //Load ARView let arView =