ARKit-Example-by-Apple | Placing objects This example can be downloaded from applecom | Augmented Reality library
kandi X-RAY | ARKit-Example-by-Apple Summary
kandi X-RAY | ARKit-Example-by-Apple Summary
Augmented reality offers new ways for users to interact with real and virtual 3D content in your app. However, many of the fundamental principles of human interface design are still valid. Convincing AR illusions also require careful attention to 3D asset design and rendering. By following this article's guidelines for AR human interface principles and experimenting with this example code, you can create immersive, intuitive augmented reality experiences.
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QUESTION
Ok, like everyone else I am having trouble dragging/translating an SCNNode in ARKit/world space. Ive looked at Dragging SCNNode in ARKit Using SceneKit and all the popular questions, as well as the code from Apple https://github.com/gao0122/ARKit-Example-by-Apple/blob/master/ARKitExample/VirtualObject.swift
Ive tried to simplify as much as possible and just did what I would in a normal scene kit game - http://dayoftheindie.com/tutorials/3d-games-graphics/t-scenekit-3d-picking-dragging/
I can get the tapped object and store the current finger pos no problem with:
...ANSWER
Answered 2018-Mar-23 at 07:00I agree with @Rickster that the Apple Code
provides a much more robust example, however, I have this and it seems to work smoothly (much more so when you are using PlaneDetection (since feature points are much more sporadic):
I don't make use of touchesBegan
but simply do the work in touchesMoved
instead:
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