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SceneKit VR setup with optional 6dof ARKit tracking

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6dof-vr

Inspired by https://github.com/FusedVR/GearVR-Positional-Tracking which uses ARCore to bring positional tracking to GearVR.

  • Dual SCNView as viewports
  • Optional ARKit based position tracking
  • CoreMotion quaternion-based orientation tracking
  • Barrel distortion implemented using GLSL and MLSL fragment shader

ARKit tracking is disabled as of now, it can be uncommented in MotionService. It's unstable - Once there aren't enough feature points detected e.g. when you're pointing your camera at a clear white wall, the view just drifts away breaking the illusion. On top of that, there are no headsets available that won't obstruct your iPhone's cameras, like the GearVR for Samsung phones. I used a soldering gun to make a hole for the cameras in a cheap generic headset.

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SceneKit VR setup with optional 6dof ARKit tracking

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