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

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ARView environment.lighting IBL from HDR file
I have an iOS app that can display a USDZ model downloaded from the Internet (and cached locally) via an ARView. I would like to light that model with an image based light (IBL) also downloaded from the Internet. However, as far as I can tell, ARView can only create an IBL from a resource that has been compiled into the Xcode project and loaded with EnvironmentResource(named:in:) or EnvironmentResource.load(named:in:). Is there a way to create an EnvironmentResource from an HDRI via a file URL to use in ARView in iOS?
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Access a DepthMap while RoomCaptureSession
I'm capturing a room via RoomPlan API and would like to access the DepthMap(sceneDepth) or SmoothDepthMap(smoothedSceneDepth) from my own provided ARSession for RoomCaptureSession. But both depth maps are empty when handling the delegates. I have not found a solution yet. So is it even possible? Because i have not found any documentation of what RoomCaptureSession overwrites in the ARSession if I provide my own ARSession instance. Here is a example code snippet of what i'm trying to do: private let arSession = ARSession() private lazy var roomPlanCaptureSession = RoomCaptureSession(arSession: arSession) let arConfig = ARWorldTrackingConfiguration() //Create semantics for ARconfig which is used for ARSession var semantics: ARWorldTrackingConfiguration.FrameSemantics = [] if ARWorldTrackingConfiguration.supportsFrameSemantics(.sceneDepth) { semantics.insert(.sceneDepth) } if ARWorldTrackingConfiguration.supportsFrameSemantics(.smoothedSceneDepth) { semantics.insert(.smoothedSceneDepth) } arConfig.frameSemantics = semantics //set delegates roomPlanCaptureSession.delegate = self arSession.delegate = self //Check if device support for depthMap if ARWorldTrackingConfiguration.supportsFrameSemantics(.sceneDepth){ arSession.run(arConfig) } else{ print(".sceneDepth is unsupported.") } //run roomcapture scan config let captureConfig = RoomCaptureSession.Configuration() roomPlanCaptureSession.run(configuration: captureConfig) //trying to get sceneDepth public func session(_ session: ARSession, didUpdate frame: ARFrame) { print("session delegate capture: sceneDepth: \(String(describing: frame.sceneDepth))") //prints: session delegate capture: sceneDepth: nil also in this video from 2023 it is say that i can pass custom ARSession to my RoomPlan. Explore enhancements to RoomPlan - Video Quote 3:00: Here is the init and stop function in previous RoomPlan. And here is how you pass over a custom ARSession to init function. Any custom ARSession with ARWorldTrackingConfiguration will be honored inside RoomCaptureSession. anyway I welcome any input. maybe im doing something wrong. :)
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When running Unity applications in the shared space of visionOS, the Mask/RectMask2D of ScrollView does not function properly
Problem Description: I am developing an application that runs in the Shared Space on Apple Vision Pro using Unity. When using the UI ScrollView (Scroll View) component, I found that the Mask / RectMask2D does not function in the Shared Space. Scrolling content is not masked or cropped; it extends beyond the view boundary and is displayed directly. The same UI works correctly across platforms such as Unity Editor, iOS, and macOS, but the issue only occurs in the shared space of Vision Pro. Reproduction steps: Create a ScrollView in Unity. Add a Mask or RectMask2D to the viewport. Deploy the application to Apple Vision Pro and run it in Shared Space mode. Sliding content will not be clipped by the mask, and the masked area is entirely ineffective. Expected behavior: The content of ScrollView should be properly clipped by Mask / RectMask2D and should not render outside the mask boundary. Actual results: In the shared space of Vision Pro, the mask is ineffective, causing scrolling content to extend beyond the designated area and resulting in severe UI distortion. Environmental Information: Device: Apple Vision Pro Mode: Shared Space Unity Version: 6000.0.40f1 visionOS version: visionOS 26.0 Unity PolySpatial Version: 2.0.4 Impact This issue causes Unity UI to fail to display correctly on Vision Pro, preventing ScrollView from properly clipping content, which impacts the UI experience and interaction effects in practical applications. Expected Result: When running a Unity app in the shared space of visionOS, the Mask / RectMask2D of ScrollView functions correctly
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