I've created an app using the RealityKit template file. Inside RealityComposer there are multiple scenes, all the scenes use image recognition that activates some animations.
Inside Xcode I have to load all the scenes as anchors and append those anchors to arView.scene.anchors
array. The issue is an obvious one, as I present the physical 2D image one after the other I get multiple anchors piled on top of each other which is not desirable. I'm aware of arView.scene.anchors.removeAll()
prior to loading the new anchor but my issue is this:
How do I check when a certain image has appeared to therefore remove the existing anchor and load the correct one? I've tried to look for something like there is in ARKit as didUpdate
but I can't see anything similar in RealityKit.
Many thanks
Foreword
RealityKit's AnchorEntity(.image)
coming from RC, matches ARKit's ARImageTrackingConfig. When iOS device recognises a reference image, it creates Image Anchor (that conforms to ARTrackable
protocol) that tethers a corresponding 3D model. And, as you understand, you must show just one reference image at a time (in your particular case AR app can't operate normally when you give it two or more images simultaneously).
Code snippet showing how if condition
logic might look like:
import SwiftUI
import RealityKit
struct ContentView : View {
var body: some View {
return ARViewContainer().edgesIgnoringSafeArea(.all)
}
}
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
let id02Scene = try! Experience.loadID2()
print(id02Scene) // prints scene hierarchy
let anchor = id02Scene.children[0]
print(anchor.components[AnchoringComponent] as Any)
if anchor.components[AnchoringComponent] == AnchoringComponent(
.image(group: "Experience.reality",
name: "assets/MainID_4b51de84.jpeg")) {
arView.scene.anchors.removeAll()
print("LOAD SCENE")
arView.scene.anchors.append(id02Scene)
}
return arView
}
func updateUIView(_ uiView: ARView, context: Context) { }
}
ID2
scene hierarchy printed in console:
P.S.
You should implement SwiftUI Coordinator
class (read about it here), and inside Coordinator use ARSessionDelegate's session(_:didUpdate:) instance method to update anchors properties at 60 fps.
Also you may use the following logic – if anchor of scene 1 is active or anchor of scene 3 is active, just delete all anchors from collection and load scene 2.
var arView = ARView(frame: .zero)
let id01Scene = try! Experience.loadID1()
let id02Scene = try! Experience.loadID2()
let id03Scene = try! Experience.loadID3()
func makeUIView(context: Context) -> ARView {
arView.session.delegate = context.coordinator
arView.scene.anchors.append(id01Scene)
arView.scene.anchors.append(id02Scene)
arView.scene.anchors.append(id03Scene)
return arView
}
...
func session(_ session: ARSession, didUpdate frame: ARFrame) {
if arView.scene.anchors[0].isActive || arView.scene.anchors[2].isActive {
arView.scene.anchors.removeAll()
arView.scene.anchors.append(id02Scene)
print("Load Scene Two")
}
}