Sample Code: Creating a Game with SceneUnderstanding Explore app clips Watch “Introducing RealityKit and Reality Composer” for a primer. To get the most out of this session, you should understand the building blocks of developing RealityKit-based apps and games. Discover features like video textures, scene understanding using the LiDAR scanner on iPad Pro, location anchors, face tracking, and improved rendering debugging tools. Learn how to effectively implement each of the latest improvements to RealityKit in your app. RealityKit is Apple’s rendering, animation, physics, and audio engine built from the ground up for augmented reality: It reimagines the traditional 3D renderer to make it easy for developers to prototype and produce high-quality AR experiences. This session is also part of the collection Augment reality. Sample Code: Visualizing a Point Cloud Using Scene Depth What’s new in RealityKit Sample Code: Tracking Geographic Locations in AR Sample Code: Creating a Fog Effect Using Scene Depth Watch “Advanced Scene Understanding in AR” for more information. To get the most out of this session, you should be familiar with how your apps can take advantage of LiDAR Scanner on iPad Pro. Finally, learn how to track faces in AR on more devices, including the iPad Air (3rd generation), iPad mini (5th generation), and all devices with the A12 Bionic chip or later that have a front-facing camera. Discover how to harness the LiDAR Scanner on iPad Pro and obtain a depth map of your environment and place objects in the scene. This session will walk you through the latest improvements to Apple’s augmented reality platform, including how to use Location Anchors to connect virtual objects with a real-world longitude, latitude, and altitude. This session is part of the collection Augment reality.ĪRKit 4 enables you to build the next generation of augmented reality apps to transform how people connect with the world around them. IPad and iPhone apps on Apple Silicon Macs session video Explore ARKit 4 Learn how to test your app for the Mac, and hear about your options for distribution of your apps. Discover how iPad and iPhone apps run on Apple Silicon Macs, and the factors that make your apps come across better. This session is also part of the collection Apple Silicon and the Mac.Īpple Silicon Macs can run many iPad and iPhone apps as-is, and these apps will be made available to users on the Mac through the Mac App Store. Port your Mac app to Apple Silicon session videoĪpple Silicon Documentation iPad and iPhone apps on Apple Silicon Macs Build for both Apple Silicon and 64-bit Intel architectures. Starting this year Mac Apps should be build and distributed as Universal Apps. This session is designed for experienced macOS developers who want to get their existing apps running natively on Apple Silicon Macs. We learn what changes to low-level code we might need to make, find out how to handle in-process and out-of-process plug-ins, and discover some useful tips for working with universal apps. We’ll see how Xcode makes it simple to build a universal macOS binary and go through running, debugging, and testing your app. We learn how to recompile your macOS app for Apple Silicon Macs and build universal apps that launch faster, have better performance, and support the future of the platform. This session is part of the collection Apple Silicon and the Mac and it’s a journey to transition our apps to Apple Silicon. The sessions I have chosen to pay attention to on this day of conference fall under the categories of Apple Silicon, Augment Reality, App Clips, WidgetKit or Swift Playgrounds “Swan’s Quest”. There are so many that it’s hard to choose one. The number of sessions in a day is overwhelming.
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