arkit

How to make mobile applications install and run in CHINA?Any option for the app to work without using VPN?

久未见 提交于 2019-12-11 17:45:40
问题 Recently, I gave an iOS build to my client to test an app. I did it by using Unity and ARKit. From the client's feedback, he downloaded the application but the app is not initializing. In order to let the app to initialize, it requires Internet connection. I used a Plugin in my app when I contacted them, they told me that they are using Google's Firebase in their backend. Is this the reason that the app has been blocked or any other issues? Any suggestion?. Btw, my client cannot use VPN . Is

How to convert a position into starting point for app using unity and ARKit?

北慕城南 提交于 2019-12-11 17:33:40
问题 Trying to develop an AR app.When the app is opened,at that point the device location is (0,0,0) that is if I print or display my coordinates it will be (0,0,0).I want to create a starting point like at the entrance of a door.When other users using my app can open the app anywhere. What I am trying to do is I already kept an AR at the entrance of the door.Users open app at random position which become their starting point, all AR objects will appear.When they pass through the AR object ,I want

Align 3D object parallel to vertical plane detected by estametedVerticalPlane

不问归期 提交于 2019-12-11 16:44:15
问题 I have this book, but I'm currently remixing the furniture app from the video tutorial that was free on AR/VR week. I would like to have a 3D wall canvas aligned with the wall/vertical plane detected. This is proving to be harder than I thought. Positioning isn't an issue. Much like the furniture placement app you can just get the column3 of the hittest.worldtransform and provide the new geometry this vector3 for position. But I do not know what I have to do to get my 3D object rotated to

How to Center the Pivot Point of a Model in SceneKit Editor

岁酱吖の 提交于 2019-12-11 16:28:45
问题 Is there anyway to center the pivot of a model? Currently (by default) it is set to the bottom left. I want to set to the center. How can I do that? Here is the image: UPDATE : I added another node and added the chair as a child. So, now it works better but it does not rotate all the way and it resets the position if I continue to rotate. Here is the code for the panned operation: @objc func panned(recognizer :UIPanGestureRecognizer) { var newAngleY :Float = 0.0 if recognizer.state ==

ARKit ImageDetection - get reference image when tapping 3D object

只谈情不闲聊 提交于 2019-12-11 13:47:49
问题 I want to create an App, that detects reference images, then a 3D (SCNScene) object appears (multiple images / objects in 1 Camera is possible). This is already running. Now, when the user taps on the object, I need to know the file-name of the referenceImage, because the image should be shown. import UIKit import SceneKit import ARKit class ViewController: UIViewController, ARSCNViewDelegate { @IBOutlet var sceneView: ARSCNView! private var planeNode: SCNNode? private var imageNode: SCNNode?

What does UnityARAlignment mean in Unity ARKit Plugins?

﹥>﹥吖頭↗ 提交于 2019-12-11 13:26:48
问题 UnityARAlignment public enum UnityARAlignment { UnityARAlignmentGravity, UnityARAlignmentGravityAndHeading, UnityARAlignmentCamera } As picture show, there are three options in Start Alignment. I want to know that what is the use of each option? What is their performance? I can't find the relevant information online. 回答1: They are not documented yet but are ported based on ARConfiguration.WorldAlignment enum in ARKit. The UnityARAlignmentGravity , UnityARAlignmentGravityAndHeading and

How to export .dae animation from Blender?

て烟熏妆下的殇ゞ 提交于 2019-12-11 10:37:43
问题 I was practicing animation in Blender so I downloaded a .dae file of a car and implemented some animation to it. I wanted to make the car open and close the door and I manage to do that (inserting keyframes to it). The problem is that when I export it to .dae File -> Export -> DAE and import it, to see if the animation was saved: File -> Import -> DAE but it doesn't do anything. Is there any way I can export and see the animation as .dae file?* P.S. I want it to export it as a .dae file

Update SCNPhysicsBody when scaling SCNNode

核能气质少年 提交于 2019-12-11 07:28:09
问题 I know that SCNPhysicsBody dont scale when the node scale, but I haven't found a great solution to fix this. I want to scale the node and then update the SCNPhysicsBody to node after scaling it. let box = SCNBox(width: 0.2, height: 0.3, length: 0.4, chamferRadius: 0.1) box.firstMaterial?.diffuse.contents = UIColor.blue var boxNode = SCNNode(geometry: box) boxNode.scale = SCNVector3(0.5, 0.5, 0.5) boxNode.position.x += 0.5 boxNode.physicsBody = SCNPhysicsBody(type: SCNPhysicsBodyType.static,

ARKit – Rendering a 3D object under an invisible plane

孤人 提交于 2019-12-11 06:55:18
问题 I have an ARKit scene with an invisible SCNPlane : plane.geometry?.firstMaterial?.colorBufferWriteMask = [] This plane is placed on the ground and is used to render deferred shadows from other objects placed in the scene. I want to render another SCNPlane which should be on the same level as the invisible plane (same Z -coordinate). The problem is, that every time the new object is under the invisible plane, it is not rendered at all. Is there any way to render the object when it is under the

Not able to install my ARKit supported app in iPhone 6, but demo app by apple is running successfully on same iphone

天涯浪子 提交于 2019-12-11 06:11:54
问题 When I try to install ARKit supported app in iPhone 6 its saying requires the “arkit” capability which is not supported by your's iPhone but then how the demo app of ARKit provided by apple is running on the same iPhone. 回答1: I had a similar question, although the purpose was different. I hope this answer helps someone: If you have an iPhone that came out before the iPhone 6S it will not work. However, you can have an app that has ARKit if you remove UIRequiredDeviceCapabilities from the