ARKit node frame incorrect size Announcing the arrival of Valued Associate #679: Cesar Manara Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern) Data science time! April 2019 and salary with experience The Ask Question Wizard is Live!UIScrollView Scrollable Content Size AmbiguityHow cast a node from other file than GameScene?How to detect vertical planes in ARKit?Adding a texture to a node programmatically ARKitHow to pin multiple SKNodes on one ARAnchor?Access node name in ARKitARKit after rotate node change position dynamicallyAdd plane nodes to ARKit scene vertically and horizontallyHow to animate from node in ARKit to actual viewEnter in a node and it disappears Arkit

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ARKit node frame incorrect size



Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 17/18, 2019 at 00:00UTC (8:00pm US/Eastern)
Data science time! April 2019 and salary with experience
The Ask Question Wizard is Live!UIScrollView Scrollable Content Size AmbiguityHow cast a node from other file than GameScene?How to detect vertical planes in ARKit?Adding a texture to a node programmatically ARKitHow to pin multiple SKNodes on one ARAnchor?Access node name in ARKitARKit after rotate node change position dynamicallyAdd plane nodes to ARKit scene vertically and horizontallyHow to animate from node in ARKit to actual viewEnter in a node and it disappears Arkit



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0















I'm using ARKit with Spritekit. Basically, I have this old non-ARKit Spritekit game and I want to put the entire user interface in AR so it looks like a screen floating in the air. Currently what I did was putting all the nodes I had under the scene in a container node. In the view controller, I just have



func view(_ view: ARSKView, nodeFor anchor: ARAnchor) -> SKNode? 
let bgNode = sceneView.scene?.childNode(withName: "bg")
bgNode?.removeFromParent()
return bgNode



But, when it shows up, it gets compressed into a square with a size about 800x800. Also, if I try to add nodes to the container node programmatically, it's not showing up properly. I also tried scaling it up to the correct size after it is added but it doesn't seemed to have automatically went back to wrong size. What is the issue here? Code for adding a node to container node in didMove (circle was initialised at top as instance variable):



 circle.strokeColor = UIColor(red: 87/255, green: 87/255, blue: 87/255, alpha: 1)
circle.lineWidth = 5.0
circle.name = "sling"
circle.position = CGPoint(x: bgNode.frame.width/2, y: bgNode.frame.height/2)
bgNode.addChild(circle)









share|improve this question






























    0















    I'm using ARKit with Spritekit. Basically, I have this old non-ARKit Spritekit game and I want to put the entire user interface in AR so it looks like a screen floating in the air. Currently what I did was putting all the nodes I had under the scene in a container node. In the view controller, I just have



    func view(_ view: ARSKView, nodeFor anchor: ARAnchor) -> SKNode? 
    let bgNode = sceneView.scene?.childNode(withName: "bg")
    bgNode?.removeFromParent()
    return bgNode



    But, when it shows up, it gets compressed into a square with a size about 800x800. Also, if I try to add nodes to the container node programmatically, it's not showing up properly. I also tried scaling it up to the correct size after it is added but it doesn't seemed to have automatically went back to wrong size. What is the issue here? Code for adding a node to container node in didMove (circle was initialised at top as instance variable):



     circle.strokeColor = UIColor(red: 87/255, green: 87/255, blue: 87/255, alpha: 1)
    circle.lineWidth = 5.0
    circle.name = "sling"
    circle.position = CGPoint(x: bgNode.frame.width/2, y: bgNode.frame.height/2)
    bgNode.addChild(circle)









    share|improve this question


























      0












      0








      0








      I'm using ARKit with Spritekit. Basically, I have this old non-ARKit Spritekit game and I want to put the entire user interface in AR so it looks like a screen floating in the air. Currently what I did was putting all the nodes I had under the scene in a container node. In the view controller, I just have



      func view(_ view: ARSKView, nodeFor anchor: ARAnchor) -> SKNode? 
      let bgNode = sceneView.scene?.childNode(withName: "bg")
      bgNode?.removeFromParent()
      return bgNode



      But, when it shows up, it gets compressed into a square with a size about 800x800. Also, if I try to add nodes to the container node programmatically, it's not showing up properly. I also tried scaling it up to the correct size after it is added but it doesn't seemed to have automatically went back to wrong size. What is the issue here? Code for adding a node to container node in didMove (circle was initialised at top as instance variable):



       circle.strokeColor = UIColor(red: 87/255, green: 87/255, blue: 87/255, alpha: 1)
      circle.lineWidth = 5.0
      circle.name = "sling"
      circle.position = CGPoint(x: bgNode.frame.width/2, y: bgNode.frame.height/2)
      bgNode.addChild(circle)









      share|improve this question
















      I'm using ARKit with Spritekit. Basically, I have this old non-ARKit Spritekit game and I want to put the entire user interface in AR so it looks like a screen floating in the air. Currently what I did was putting all the nodes I had under the scene in a container node. In the view controller, I just have



      func view(_ view: ARSKView, nodeFor anchor: ARAnchor) -> SKNode? 
      let bgNode = sceneView.scene?.childNode(withName: "bg")
      bgNode?.removeFromParent()
      return bgNode



      But, when it shows up, it gets compressed into a square with a size about 800x800. Also, if I try to add nodes to the container node programmatically, it's not showing up properly. I also tried scaling it up to the correct size after it is added but it doesn't seemed to have automatically went back to wrong size. What is the issue here? Code for adding a node to container node in didMove (circle was initialised at top as instance variable):



       circle.strokeColor = UIColor(red: 87/255, green: 87/255, blue: 87/255, alpha: 1)
      circle.lineWidth = 5.0
      circle.name = "sling"
      circle.position = CGPoint(x: bgNode.frame.width/2, y: bgNode.frame.height/2)
      bgNode.addChild(circle)






      ios swift arkit






      share|improve this question















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      share|improve this question




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      edited Mar 22 at 9:47









      Kaushik Makwana

      977723




      977723










      asked Mar 22 at 9:37









      Pirlo LochisomoPirlo Lochisomo

      7510




      7510






















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