In the first part of this series, we looked at the surface detection that is provided by the ARKit. We looked at how it worked and covered some of the tools that could help us determine what is not working; when it doesn’t. Now let’s take this to the next step.

Before we can delve deep into the actual code itself, which we will do in the next part of this series, we need to learn a bit about some of the terms and data structures that the ARKit is using. Otherwise, it will be tough to decipher what we are looking at in code.

SceneKit — This is a high-level development system designed to… more


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