How to create hand anchors with Anchoring Component
Creating entities with anchoring components attached instead of using AnchorEntity.
Code snippets and examples of using common APIs throughout visionOS development
Creating entities with anchoring components attached instead of using AnchorEntity.
When using Spatial Tracking Session with Hand Anchors, we gain access to the anchors transform data.
We can add a Spatial Tracking Session if we need our hands to interact with physics bodies in the scene.
The default tracking mode “.continuous” is very accurate but it can lag slightly behind. We can also use “.predicted”, which can feel much faster but it has a tendency to overshoot during very fast motions.
We can combine hand anchors and Spatial Tracking Session when we need to track collisions between our hands and other scene entities.
Unpacking all the locations and joints that we can access with AnchorEntity in RealityKit.
We can use AnchorEntity to access a number of locations and joints on our hands.
A simple RealityKit scene that uses HandTrackingProvider to update anchors on our hands.
We can hide the system hand menu in Immersive Spaces using the persistentSystemOverlays modifier.
When using progressive immersion, our apps can respond to changes when the user turns the Digital Crown.
We cover three ways we can use default window placement when opening a new window. We can use the size of the new position to ensure that it doesn’t overlap an existing one.
Just like with Windows and Volumes, we can pass a value when opening an Immersive Space.