ARKit and SceneKit Tutorial
Introduction
Augmented Reality (AR) is an exciting technology that overlays digital content onto the real world. ARKit is Apple's framework for creating AR experiences on iOS devices, while SceneKit is a 3D graphics framework that helps in creating 3D scenes and animations. This tutorial will guide you through the process of setting up and using ARKit and SceneKit to create an AR experience from start to finish.
Setting Up Your Xcode Project
To get started with ARKit and SceneKit, you'll need to create a new Xcode project.
- Open Xcode and create a new project.
- Select "Augmented Reality App" from the template options.
- Choose "Swift" as the language and "SceneKit" as the content technology.
- Click "Next", name your project, and save it to your desired location.
Understanding the Project Structure
Once you've created your project, you'll notice that Xcode has set up a basic AR application for you. The key files to note are:
ViewController.swift
: This file contains the main logic for your AR experience.Main.storyboard
: The storyboard file where you can design your interface.Info.plist
: The property list file where you can configure app settings and permissions.
Configuring ARKit
To start using ARKit, you'll need to set up an AR session and configure it in your ViewController.swift
.
import UIKit
import SceneKit
import ARKit
class ViewController: UIViewController, ARSCNViewDelegate {
@IBOutlet var sceneView: ARSCNView!
override func viewDidLoad() {
super.viewDidLoad()
// Set the view's delegate
sceneView.delegate = self
// Show statistics such as fps and timing information
sceneView.showsStatistics = true
// Create a new scene
let scene = SCNScene()
// Set the scene to the view
sceneView.scene = scene
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// Create a session configuration
let configuration = ARWorldTrackingConfiguration()
// Run the view's session
sceneView.session.run(configuration)
}
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
// Pause the view's session
sceneView.session.pause()
}
// MARK: - ARSCNViewDelegate
func session(_ session: ARSession, didFailWithError error: Error) {
// Present an error message to the user
}
func sessionWasInterrupted(_ session: ARSession) {
// Inform the user that the session has been interrupted, for example, by presenting an overlay
}
func sessionInterruptionEnded(_ session: ARSession) {
// Reset tracking and/or remove existing anchors if consistent tracking is required
}
}
Adding 3D Objects to Your Scene
To make your AR experience more engaging, you can add 3D objects to your scene using SceneKit. In this example, we'll add a simple 3D box.
override func viewDidLoad() {
super.viewDidLoad()
// Set the view's delegate
sceneView.delegate = self
// Show statistics such as fps and timing information
sceneView.showsStatistics = true
// Create a new scene
let scene = SCNScene()
// Create a box
let box = SCNBox(width: 0.1, height: 0.1, length: 0.1, chamferRadius: 0.01)
// Create a node with the box geometry
let boxNode = SCNNode(geometry: box)
// Position the node in the scene
boxNode.position = SCNVector3(0, 0, -0.5)
// Add the node to the scene
scene.rootNode.addChildNode(boxNode)
// Set the scene to the view
sceneView.scene = scene
}
Handling User Interaction
To make your AR experience interactive, you can handle user touches and gestures. In this example, we'll add a tap gesture recognizer to detect taps on the screen.
override func viewDidLoad() {
super.viewDidLoad()
// Set the view's delegate
sceneView.delegate = self
// Show statistics such as fps and timing information
sceneView.showsStatistics = true
// Create a new scene
let scene = SCNScene()
// Create a box
let box = SCNBox(width: 0.1, height: 0.1, length: 0.1, chamferRadius: 0.01)
// Create a node with the box geometry
let boxNode = SCNNode(geometry: box)
// Position the node in the scene
boxNode.position = SCNVector3(0, 0, -0.5)
// Add the node to the scene
scene.rootNode.addChildNode(boxNode)
// Set the scene to the view
sceneView.scene = scene
// Add a tap gesture recognizer
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
sceneView.addGestureRecognizer(tapGestureRecognizer)
}
@objc func handleTap(_ gestureRecognize: UIGestureRecognizer) {
// Check what nodes are tapped
let p = gestureRecognize.location(in: sceneView)
let hitResults = sceneView.hitTest(p, options: [:])
// Check that we clicked on at least one object
if hitResults.count > 0 {
// Retrieved the first clicked object
let result = hitResults[0]
// Get its material
let material = result.node.geometry!.firstMaterial!
// Highlight it
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
// On completion - unhighlight
SCNTransaction.completionBlock = {
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
material.emission.contents = UIColor.black
SCNTransaction.commit()
}
material.emission.contents = UIColor.red
SCNTransaction.commit()
}
}
Conclusion
Congratulations! You've now created a basic AR application using ARKit and SceneKit. You learned how to set up your Xcode project, configure ARKit, add 3D objects to your scene, and handle user interactions. This is just the beginning—there's so much more you can do with ARKit and SceneKit to create immersive AR experiences.