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

ARKit Documentation

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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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Dec ’25
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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Dec ’25
How to cast shadow on OcclusionMaterial in visionOS
I have a ModelEntity with GroundingShadowComponent entity.enumerateHierarchy { child, stop in child.components.set(GroundingShadowComponent(castsShadow: true)) } When I set it on the table, I can see the shadow on the table, even if I disable plane detection. However, when I enable plane detection, and the plane's material is OcclusionMaterial. I can not see the shadow on the table. As far as I know, receivesDynamicLighting is not usable in VisionOS. So how can I cast shadow on OcclusionMaterial in VisionOS? Or rather, is it possible to have the shadow properly displayed on the tabletop while ensuring that I cannot see objects beneath the table through it?
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504
Jan ’26
ARKit Face Tracking works in total darkness?
I’ve seen, mainly in discussions with AIs, that ARFaceTrackingConfiguration uses the same technology as Face ID and therefore should work in complete darkness. However, I haven’t been able to achieve this. Does anyone know if this is actually true? I'm using an iPhone 16 to test, and the Face ID works well in darkness.
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VisionOS 2.0 Main Camera Access Enterprise Entitlement Not Recognized in XCode
I am working on a project that requires access to the main camera on the Vision Pro. My main account holder applied for the necessary enterprise entitlement and we were approved and received the Enterprise.license file by email. I have added the Enterprise.license file to my project, and manually added the com.apple.developer.arkit.main-camera-access.allow entitlement to the entitlement file and set it to true since it was not available in the list when I tried to use the + Capability button in the Signing & Capabilites tab. I am getting an error: Provisioning profile "iOS Team Provisioning Profile: " doesn't include the com.apple.developer.arkit.main-camera-access.allow entitlement. I have checked the provisioning profile settings online, and there is no manual option for adding the main camera access entitlement, and it does not seem to be getting the approval from the license.
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1.6k
Sep ’25
Create Anchor on Objects from 2D Data
We're developing a VisionOS application, where we would like to do product recognition (like food items). We have enterprise entitlements and therefore also main camera access for VisionOS. We send this live camera frames to a trained CoreML model where we will receive 2D coordinates from the model detection prediction. Now, we would like to create a 3D anchor on the detected items so it can be visible for user. The 3D anchor is going to be the class name of the detected item. How do we transform this 2D coordinate from the model prediction to a 3D anchor?
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Feb ’25
VisionOS hands replacement inside an Immersive Space
Still don't understand why no one is clarifying about this Apple Video https://developer.apple.com/videos/play/wwdc2023/10111 At the end of this video, there's an incomplete tutorial about connecting a USDZ with mesh and Skeleton structure to the hand tracking system. No example project is linked, and no one is giving the community any clarification. Please can you help us to understand how to proceed?
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Mar ’25
When to use an AnchorEntity or HandTrackingProvider in VisionOS
As I understand it there are two ways I can track a hand, or a joint, in RealityKit: either, create an AnchorEntity, for example AnchorEntity(.hand(.left, location: .palm)) or, set up an ARSession with a HandTrackingProvider ( a lot more code which I haven't repeated here). Assuming this is correct, when would I want to use one over the other?
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Mar ’25
ARKit hand tracking
Hello, I am developing a visionOS application and am interested in obtaining detailed data of users’ hands through ARKit, including but not limited to Transform and rotation angle. I have reviewed Happy Beem, but it appears to only introduce the method of identifying the user’s specific gestures. Could you please advise on how to obtain the Transform and rotation angle of the user’s hand? Thank you.
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Mar ’25
A question about adding grounding shadow in visionPro
I want adding grounding shadow on my Entity in RealityView on visionPro. However it seems that the shadow can only appear on another Entity. So I using plane detection in ARKit and add a transparent plane on it to render shadow. let planeEntity = ModelEntity(mesh: .generatePlane(width: anchor.geometry.extent.width, height: anchor.geometry.extent.height), materials: [material]) planeEntity.components.set(OpacityComponent(opacity: 0.0)) But sometimes there will be a border around my Entityon the plane. I do not know why it will happen, and I want remove the border.
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Mar ’25
Merge MeshAnchor from Scene Reconstruction for Vision Pro
Hi there, I'm trying to merge the mesh anchor into a single mesh, but couldn't find any resources on this. Here is the code where I make the mesh from each mesh anchor, and assigned it to a model component with a shader graph material. func run(_ sceneRec: SceneReconstructionProvider) async { for await update in sceneRec.anchorUpdates { switch update.event { case .added, .updated: // Get or create entity for this anchor let anchorEntity = anchors[update.anchor.id] ?? { let entity = ModelEntity() root?.addChild(entity) anchors[update.anchor.id] = entity return entity }() // Remove any existing children for child in anchorEntity.children { child.removeFromParent() } // Generate the mesh from the anchor guard let mesh = try? await MeshResource(from: update.anchor) else { return } guard let shape = try? await ShapeResource.generateStaticMesh(from: update.anchor) else { continue } print("Mesh added, vertices: \(update.anchor.geometry.vertices.count), bounds: \(mesh.bounds)") // Get the material to use var material: RealityKit.Material if isMaterialLoaded, let loadedMaterial = self.shaderMaterial { material = loadedMaterial } else { // Use a temporary material until the shader loads var tempMaterial = UnlitMaterial() tempMaterial.color = .init(tint: .purple.withAlphaComponent(0.5)) material = tempMaterial } await MainActor.run { anchorEntity.components.set(ModelComponent(mesh: mesh, materials: [material])) anchorEntity.setTransformMatrix(update.anchor.originFromAnchorTransform, relativeTo: nil) // Add collision component with static flag - required for spatial interactions anchorEntity.components.set(CollisionComponent( shapes: [shape], isStatic: true, filter: .default )) // Make entity interactive - enables spatial taps, drags, etc. anchorEntity.components.set(InputTargetComponent()) let shadowComponent = GroundingShadowComponent( castsShadow: true, receivesShadow: true ) anchorEntity.components.set(shadowComponent) } I then use a spatial tap gesture to set the position parameter in the shader graph material that creates a nice gradient from the tap position on the mesh to the rest of the mesh. SpatialTapGesture() .targetedToAnyEntity() .onEnded { value in let tappedEntity = value.entity // Check if the tapped entity is a child of tracking.meshAnchors if isChildOfMeshAnchors(entity: tappedEntity) { // Get local position (in the entity's coordinate space) let localPosition = value.location3D // Convert to world position (scene coordinate space) let worldPosition = value.convert(localPosition, from: .local, to: .scene) print("Tapped mesh anchor at local position: \(localPosition)") print("Tapped mesh anchor at world position: \(worldPosition)") // Update the material parameter with the tap position updateMaterialTapPosition(entity: tappedEntity, position: worldPosition) } else { print("Tapped entity is not a mesh anchor") } } } My issue is that because there are several mesh anchors, the gradient often gets cut off by the edge of the mesh generated from the mesh anchor as suppose to a nice continuous gradient across the entire scene reconstructed mesh I couldn't find any documentations on how to merge mesh from mesh anchors, any tips would be helpful! Thank you!
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370
Mar ’25
Human Body joint tracking in VisionOS
The goal is to achieve precise joint tracking for clinical assessment. The Doctor is wearing the AVP and observing the Patients movement. Do you have any recommended best practices for integrating real-time joint tracking and displaying them on the patient within visionOS? We attempted to use VNHumanBodyPose3DObservation, which theoretically should work, but we are unable to display the detected joints in an Immersive Space for real-time validation. This makes it difficult for the doctor to ensure accurate tracking and if possible a photo or video of the Range of Motion assessment would be needed for the patient record. Are there alternative methods to achieve precise real-time joint tracking without requiring main camera access (com.apple.developer.arkit.main-camera-access.allow)?
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Mar ’25