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ARWorld map enables persistent AR (i.e. if you close the app and reopen in the same location it should still work, as well as multi-user AR. To my eyes it looks like the world map is essentially a copy of the AR session state.
My feeling is that the first step in this would be capturing and saving the world map to device for persistence. This method looks like it can grab the map if the world map status is adequate.
After a map is saved you can set a session's initialWorldMap property to load it up when a session begins.
As for the multipeer AR, it looks like you can send the map in the completion handler of getCurrentWorldMapWithCompletion, and upon receiving the map you can reinitialize your AR session with the new map. Apple recommends only sending the world map once since it is a resource heavy operation. You'd then need some additional methods for sharing and updating the anchors / objects placed in the world between users (i.e sendAnchor(ofVec3f anchor) ).
The text was updated successfully, but these errors were encountered:
ARWorld map enables persistent AR (i.e. if you close the app and reopen in the same location it should still work, as well as multi-user AR. To my eyes it looks like the world map is essentially a copy of the AR session state.
It looks like in Apple's example they are using the multipeer connectivity framework to send the world map between devices. I found some work done on getting multi-peer going with oF but it has been inactive for a few years now.
My feeling is that the first step in this would be capturing and saving the world map to device for persistence. This method looks like it can grab the map if the world map status is adequate.
After a map is saved you can set a session's initialWorldMap property to load it up when a session begins.
As for the multipeer AR, it looks like you can send the map in the completion handler of getCurrentWorldMapWithCompletion, and upon receiving the map you can reinitialize your AR session with the new map. Apple recommends only sending the world map once since it is a resource heavy operation. You'd then need some additional methods for sharing and updating the anchors / objects placed in the world between users (i.e sendAnchor(ofVec3f anchor) ).
The text was updated successfully, but these errors were encountered: