I've got two ViewControllers containing an ARView. Code is as follows:
import UIKit
import RealityKit
import ARKit
class fvBoat: UIViewController, ARSessionDelegate {
@IBOutlet var arView: ARView!
let fvBoatAnchor = try! Vard.loadFvBoatScene()
var imageAnchorToEntity: [ARImageAnchor: AnchorEntity] = [:]
override func viewDidLoad() {
super.viewDidLoad()
fvBoatAnchor.generateCollisionShapes(recursive: true)
let fvBoat = fvBoatAnchor.fvBoatObject as? Entity & HasCollision
arView.installGestures(for: fvBoat!)
arView.scene.addAnchor(fvBoatAnchor)
arView.session.delegate = self
}
func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
anchors.compactMap { $0 as? ARImageAnchor }.forEach {
let anchorEntity = AnchorEntity()
let modelEntity = fvBoatAnchor.fvBoatObject!
anchorEntity.addChild(modelEntity)
arView.scene.addAnchor(anchorEntity)
anchorEntity.transform.matrix = $0.transform
imageAnchorToEntity[$0] = anchorEntity
}
}
func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) {
anchors.compactMap { $0 as? ARImageAnchor }.forEach {
let anchorEntity = imageAnchorToEntity[$0]
anchorEntity?.transform.matrix = $0.transform
}
}
func installGestures(on object:ModelEntity){
object.generateCollisionShapes(recursive: true)
arView.installGestures([.rotation,.scale], for: object)
}
}
Both view controller has the same code as above.
Whenever I navigate to the next ARview using a Present Modally segue, my framerate drops significantly. How do I make sure that ARview session is closed down when I segue to the next ARview?
Storyboard view of the ViewController
Also tried adding this function, but not sure why it doesn't work...
func leaveScene() {
arView?.session.pause()
arView?.removeFromSuperview()
arView = nil
}
CodePudding user response:
You turned off not everything that needed to be turned off.
func leaveScene() {
arView?.session.pause()
arView?.session.delegate = nil
arView?.scene.anchors.removeAll()
arView?.removeFromSuperview()
arView?.window?.resignKey()
arView = nil
}
P.S. But arView will not be deallocated from memory.
CodePudding user response:
This solved it for me. Using the code from @Andy I added the leaveScene function and called it as using send event from the UIbutton:
@IBAction func leaveScene(_ sender: Any) {
leaveScene()
}
Which make my code look like this.
import UIKit
import RealityKit
import ARKit
class fvBridge: UIViewController, ARSessionDelegate {
@IBOutlet var arView: ARView!
let fvBridgeAnchor = try! Experience.loadFvBridgeScene()
var imageAnchorToEntity: [ARImageAnchor: AnchorEntity] = [:]
override func viewDidLoad() {
super.viewDidLoad()
fvBridgeAnchor.generateCollisionShapes(recursive: true)
let fvBridge = fvBridgeAnchor.fvBridgeObject as? Entity & HasCollision
arView.installGestures(for: fvBridge!)
arView.scene.addAnchor(fvBridgeAnchor)
arView.session.delegate = self
}
func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
anchors.compactMap { $0 as? ARImageAnchor }.forEach {
let anchorEntity = AnchorEntity()
let modelEntity = fvBridgeAnchor.fvBridgeObject!
anchorEntity.addChild(modelEntity)
arView.scene.addAnchor(anchorEntity)
anchorEntity.transform.matrix = $0.transform
imageAnchorToEntity[$0] = anchorEntity
}
}
func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) {
anchors.compactMap { $0 as? ARImageAnchor }.forEach {
let anchorEntity = imageAnchorToEntity[$0]
anchorEntity?.transform.matrix = $0.transform
}
}
func installGestures(on object:ModelEntity){
object.generateCollisionShapes(recursive: true)
arView.installGestures([.rotation,.scale], for: object)
}
func leaveScene() {
arView?.session.pause()
arView?.session.delegate = nil
arView?.scene.anchors.removeAll()
arView?.removeFromSuperview()
arView?.window?.resignKey()
arView = nil
}
@IBAction func leaveScene(_ sender: Any) {
leaveScene()
}
}