![]() ![]() This allows people to easily interact directly with your 3D scene elements. The same gesture API works seamlessly with RealityKit entities. Gestures are integrated well with SwiftUI. The system detects these automatically and generates touch events for your app to respond to. For both these kinds of interactions, there is a variety of gestures that are possible, like taps, long presses, drags, rotations, zooms, and a lot more. People can also reach out and physically touch the same button in 3D space. People can, for example, interact with a button by looking at it and tapping their fingers together to select. On this platform, we can interact with apps by simply using our eyes and hands. Now that we've introduced the foundational elements of spatial computing, let's explore the ways we can interact with windows, volumes, and spaces. Christopher will talk more about this later. They give you a flexible toolset to build apps that can span the continuum of immersion. These are the foundational elements of spatial computing: windows, volumes, and spaces. This allows your app flexibility to deliver on creative intent of your app by customizing the lighting of virtual objects, as well as the ability to choose audio characteristics. ![]() You can also choose to render to a fully-immersive space to fill up the entire field of view. And when you play Spatial Audio and render 3D through RealityKit you will automatically take advantage of the fact that the device will continually update understanding of the room to blend visuals and sound into people's surroundings, making them feel that these virtual objects really belong in their room. You can use passthrough to ground content in the real world and keep people connected with their surroundings. Your app can use a Full Space in different ways. For example, in addition to system-provided gestures, you can get more detailed Skeletal Hand Tracking to really incorporate the structure of people's hands into your experience. In a Full Space, you can also take advantage of ARKit's APIs. You can do this by opening a dedicated Full Space, where your app's windows, volumes, and 3D objects are the only ones appearing across the view. Sometimes you might want to have more control of the level of immersion in your app… maybe to focus while watching a video or to play a game. Volumes are SwiftUI scenes, allowing you to do layout in familiar ways, and they use the power of RealityKit to display your 3D content. People can reposition volumes in space, and they can be viewed from different angles. ![]() Volumes are great for showcasing 3D content, for example, a chess board. Volumes allow an app to display 3D content in defined bounds, sharing the space with other apps. People can reposition a window to their liking in their current space, just as one might expect. They can contain traditional views and controls, as well as 3D content, allowing you to mix and match 2D and 3D. These are SwiftUI scenes that can be resized and reflowed like you would expect of a normal macOS window. People remain connected to their surroundings through passthrough. This is where apps exist side-by-side, much like multiple apps on a Mac desktop. By default, apps launch into the Shared Space. First let's cover what both familiar and new UI concepts mean in spatial computing. Now, let's take a look at some of the fundamentals. Then, my colleague Christopher will walk us through how to build your app, diving deeper into the details of spatial computing. After that, we will go over the different ways to get started with your app. Let's talk a bit about the fundamentals to build up our vocabulary and concepts of spatial computing. It opens up new and exciting possibilities to blend real and virtual content, as well as using natural input to interact with your app - and the whole system has been designed to protect people's privacy, giving you the peace of mind to focus on your app's experience. This platform is built on familiar foundations for people to use and for you to develop apps on. Let's dive in! We are excited about our new platform for spatial computing. Today, my colleague Christopher from the ARKit team will join me in guiding you through how to get started with building apps for spatial computing. ♪ Mellow instrumental hip-hop ♪ ♪ Jim Tilander: Hi, I'm Jim, an engineer on the RealityKit team. ![]()
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