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mind-ar-js | Web Augmented Reality | Augmented Reality library

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kandi X-RAY | mind-ar-js Summary

mind-ar-js is a JavaScript library typically used in Virtual Reality, Augmented Reality, Tensorflow applications. mind-ar-js has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.
Web Augmented Reality. Image Tracking, Face Tracking. Tensorflow.js

kandi-support Support

  • mind-ar-js has a low active ecosystem.
  • It has 621 star(s) with 101 fork(s). There are 31 watchers for this library.
  • There were 4 major release(s) in the last 6 months.
  • There are 17 open issues and 75 have been closed. On average issues are closed in 59 days. There are 4 open pull requests and 0 closed requests.
  • It has a neutral sentiment in the developer community.
  • The latest version of mind-ar-js is v1.1.4

quality kandi Quality

  • mind-ar-js has 0 bugs and 0 code smells.

securitySecurity

  • mind-ar-js has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
  • mind-ar-js code analysis shows 0 unresolved vulnerabilities.
  • There are 0 security hotspots that need review.

license License

  • mind-ar-js is licensed under the MIT License. This license is Permissive.
  • Permissive licenses have the least restrictions, and you can use them in most projects.

buildReuse

  • mind-ar-js releases are available to install and integrate.
  • Installation instructions, examples and code snippets are available.
  • mind-ar-js saves you 312 person hours of effort in developing the same functionality from scratch.
  • It has 750 lines of code, 0 functions and 48 files.
  • It has low code complexity. Code complexity directly impacts maintainability of the code.
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mind-ar-js Key Features

Web Augmented Reality. Image Tracking, Face Tracking. Tensorflow.js

mind-ar-js Examples and Code Snippets

  • Quick Start

Quick Start

<html>
  <head>
    <meta name="viewport" content="width=device-width, initial-scale=1" />
    <script src="https://cdn.jsdelivr.net/gh/hiukim/mind-ar-js@1.0.0/dist/mindar-image.prod.js"></script>
    <script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
    <script src="https://cdn.jsdelivr.net/gh/donmccurdy/aframe-extras@v6.1.1/dist/aframe-extras.min.js"></script>
    <script src="https://cdn.jsdelivr.net/gh/hiukim/mind-ar-js@1.0.0/dist/mindar-image.aframe.js"></script>
  </head>
  <body>
    <a-scene mindar-image="imageTargetSrc: https://cdn.jsdelivr.net/gh/hiukim/mind-ar-js@1.0.0/examples/image-tracking/assets/card-example/card.mind;" color-space="sRGB" renderer="colorManagement: true, physicallyCorrectLights" vr-mode-ui="enabled: false" device-orientation-permission-ui="enabled: false">
      <a-assets>
        <img id="card" src="https://cdn.jsdelivr.net/gh/hiukim/mind-ar-js@1.0.0/examples/image-tracking/assets/card-example/card.png" />
        <a-asset-item id="avatarModel" src="https://cdn.jsdelivr.net/gh/hiukim/mind-ar-js@1.0.0/examples/image-tracking/assets/card-example/softmind/scene.gltf"></a-asset-item>
      </a-assets>

      <a-camera position="0 0 0" look-controls="enabled: false"></a-camera>

      <a-entity mindar-image-target="targetIndex: 0">
        <a-plane src="#card" position="0 0 0" height="0.552" width="1" rotation="0 0 0"></a-plane>
        <a-gltf-model rotation="0 0 0 " position="0 0 0.1" scale="0.005 0.005 0.005" src="#avatarModel" animation="property: position; to: 0 0.1 0.1; dur: 1000; easing: easeInOutQuad; loop: true; dir: alternate">
      </a-entity>
    </a-scene>
  </body>
</html>

Community Discussions

Trending Discussions on Augmented Reality
  • RealityKit app and lower iOS deployment target
  • How to use RealityKit's image AnchorEntity in SwiftUI?
  • Augmented Reality – Lighting Real-World objects with Virtual light
  • How to show image from gallery in realitykit?
  • How to fix AR connected issue in my device?
  • SCNKit: Hit test doesn't hit node's dynamically modified geometry
  • Error in displaying reality file from network
  • Camera Intrinsics Resolution vs Real Screen Resolution
  • Adding multiple SCNNode(s) at the same time
  • ARMeshAnchor – SceneKit SCNView Renderer EXC_BAD_ACCESS
Trending Discussions on Augmented Reality

QUESTION

RealityKit app and lower iOS deployment target

Asked 2022-Mar-10 at 15:04

I have an iOS app with deployment target iOS 10+, I need to add some features that depend only on RealityKit to appear with users whom their iOS version is 13+, the app compiles and runs successfully on real device but the problem is when archiving for upload to AppStore it generates a Swift file and says:

// "No such module RealityKit"

Sure the reason is related to iOS versions <13.0 but I can't edit that file (to add canImport to RealityKit) it's read-only.

My question is how to cross this problem and make it archive successfully with lower versions support?

Here is a demo that shows the problem when archiving Demo.

enter image description here

ANSWER

Answered 2022-Mar-10 at 15:04

Firstly :

Do not include Reality Composer's .rcproject files in your archive for distribution. .rcproject bundles contain the code with iOS 13.0+ classes, structs and enums. Instead, supply your project with USDZ files.

Secondly :

To allow iOS 13+ users to use RealityKit features, but still allow non-AR users to run this app starting from iOS 10.0, use the following code:

import UIKit

#if canImport(RealityKit)
import RealityKit
import Combine

@available(iOS 13.0, *)
class ViewController: UIViewController {
    
    var arView = ARView(frame: .zero)
    
    override func viewDidLoad() {
        super.viewDidLoad()
        
        arView.frame = self.view.frame
        self.view.addSubview(arView)
                
        let entity = ModelEntity(mesh: .generateBox(size: 0.1))
        let anchor = AnchorEntity(world: [0,0,-2])
        anchor.addChild(entity)
        arView.scene.anchors.append(anchor)
    }
}

#else
import SceneKit

#endif

Deployment target is iOS 10.0:

enter image description here

Thirdly :

When publishing to the AppStore (in case we have a deployment target lower than iOS 13.0), we must make the import of this framework weakly linked in the build settings (that's because RealityKit is deeply integrated in iOS and Xcode).

So, go to Build Settings –> Linking -> Other linker Flags.

Double-click it, press +, and paste the following command:

-weak_framework RealityKit -weak_framework Combine

enter image description here

P.S. In Xcode 13.3, there's a project setting that also could help

OTHER_LDFLAGS = -weak_framework RealityFoundation

Fourthly :

So, go to Build Settings –> Framework Search Paths.

Then type there the following command:

$(SRCROOT)

it must be recursive.

enter image description here

Fifthly

The archives window:

enter image description here

Source https://stackoverflow.com/questions/71000365

Community Discussions, Code Snippets contain sources that include Stack Exchange Network

Vulnerabilities

No vulnerabilities reported

Install mind-ar-js

Learn how to build the Basic example above in 5 minutes with a plain text editor!. Quick Start Guide: https://hiukim.github.io/mind-ar-js-doc/quick-start/overview.

Support

For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .

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