Only  $9.9! Get 50,000 minutes with our Starter Plan, perfect for your MVP project.
Only $9.9! Get 50,000 minutes with our Starter Plan, perfect for your MVP project.
Grab It Now 
Beauty AR
Overview
  • Web
    • Quick Start
    • Integration
      • Overview
      • Built-in Camera
      • Custom Stream
      • Loading Optimization
      • Configuring Effects
      • Configuring Segmentation
      • Configuring Animojis and Virtual Avatars
    • API Document
    • Release Notes
    • Best Practices
      • Publishing over WebRTC
      • Publishing over WebRTC (Preinitialization)
      • Publishing Using TRTC
    • FAQs
  • Android
    • Integration
      • Integrating SDK
      • Integrating TEBeautyKit
    • API Document
    • Release Notes
    • Best Practices
      • Reducing SDK Size
      • Effect Parameters
    • Advanced Capabilities
      • Gesture Recognition
      • Face Recognition
      • Virtual Background
    • Material Production
      • Beauty AR Studio Introduction
    • FAQs
  • IOS
    • Integration
      • Integrating SDK
      • Integrating TEBeautyKit
    • API Document
    • Release Notes
    • Best Practices
      • Reducing SDK Size
      • Effect Parameters
    • Advanced Capabilities
      • Gesture Recognition
      • Face Recognition
      • Virtual Background
    • Material Production
      • Beauty AR Studio Introduction
    • FAQs
  • Flutter
    • Integration
    • API Document
    • Material Production
      • Beauty AR Studio Introduction
  • Overview
    • Overview
  • Activate the Service
  • Pricing
  • Free Trial
    • Web
    • Mobile
Beauty AR

Integrating SDK

Prerequisites

Environment requirements

Xcode 11 or later (download from App Store or here)
Recommended runtime environment:
Device requirements: iPhone 5 or later. iPhone 6 and older models support up to 720p for the front camera.
System requirements: iOS 10.0 or later.

Importing the SDK

You can use CocoaPods or download and import the SDK manually into your project.
CocoaPods
Manual import
Dynamic download and integration
1. Install CocoaPods.
Enter the following command in a terminal (you need to install Ruby on your Mac first):
sudo gem install cocoapods
2. Create a Podfile.
Go to the directory of your project and enter the following command to create a Podfile in the directory.
pod init
3. Edit the Podfile.
#Please install the corresponding library with 'pod install' based on your SDK features.
#For example:
pod 'TencentEffect_S1-07'
4. Update the local repository and install the SDK.
Enter the following command in a terminal window to update the local repository and install the SDK:
pod install
An XCWORKSPACE project file integrated with the SDK will be generated. Double-click to open the file.
5. Add effect resources to your project.
Download the SDK and effect resources, decompress the file, and add all the bundle files except LightCore.bundle, Light3DPlugin.bundle, LightBodyPlugin.bundle, LightHandPlugin.bundle, LightSegmentPlugin.bundle, and audio2exp.bundle in the resources folder to your project.
Under the Build Settings tab, add -ObjC to Other Linker Flags.
6. Change the bundle ID to the bundle ID bound to your license.
1. Download the SDK and effect resources and decompress the file. The SDK is in the frameworks folder, and the bundle resources are in resources.
2. If your SDK version is earlier than 2.5.1:
Open your Xcode project and add the frameworks in the frameworks folder to your project: Choose the target to run, select the General tab, expand Frameworks, Libraries, and Embedded Content, and click + to add the frameworks downloaded, including XMagic.framework, YTCommonXMagic.framework, and libpag.framework, as well as MetalPerformanceShaders.framework, CoreTelephony.framework, JavaScriptCore.framework, VideoToolbox.framework, and libc++.tbd. You can also add Masonry.framework (control layout) and SSZipArchive (file decompression) if necessary.

If your SDK version is 2.5.1 or later:
Open your Xcode project and add the frameworks in the frameworks folder to your project: Choose the target to run, select the General tab,
expand Frameworks, Libraries, and Embedded Content, and click + to add the frameworks downloaded, including XMagic.framework,
YTCommonXMagic.framework, libpag.framework, Audio2Exp.framework, and TEFFmpeg.framework(Renamed to TECodec.framework after version 3.0.0.), as well as
MetalPerformanceShaders.framework, CoreTelephony.framework, JavaScriptCore.framework,
VideoToolbox.framework, and libc++.tbd. If necessary, you can also add Masonry.framework (control layout) and
SSZipArchive (file decompression).

3. Add the effect resources in the resources folder to your project.
4. Under the Build Settings tab, add -ObjC to Other Linker Flags.
5. Change the bundle ID to the bundle ID bound to your license.
To reduce the SDK package size, you can dynamically download the necessary module resources and animated effect resources (MotionRes, not available in some basic editions of the SDK) from a URL and, after download, pass the path of the resources to the SDK.
You can use your existing download service, but we recommend you use the download logic of the demo. For detailed directions on implementing dynamic download, see Reducing SDK Size.

Configuring permissions

Add permission descriptions in the Info.plist file. If you don’t do so, the application will crash on iOS 10. Grant the application camera access in Privacy - Camera Usage Description.

Directions

Step 1. Authenticate

1. Apply for a license and get the LicenseURL and LicenseKEY.
Note:
Under normal circumstances, the authentication process can be completed by connecting your application to the internet one time, so you don't need to put the license file in the project directory. However, if your application needs to use the SDK features without ever connecting to the internet, you can download the license file and put it in the project directory. In this case, the license file must be named v_cube.license.
2. Set the URL and key in the initialization code of your business module to download the license. Avoid downloading it just before use. You can also trigger the download in the didFinishLaunchingWithOptions method of AppDelegate (the values of LicenseURL and LicenseKey are generated when you bound the license in the console).
If your SDK version is earlier than 2.5.1, you can find TELicenseCheck.h in XMagic.framework; if your SDK version is 2.5.1 or later, TELicenseCheck.h is in
YTCommonXMagic.framework.
[TELicenseCheck setTELicense:LicenseURL key:LicenseKey completion:^(NSInteger authresult, NSString * _Nonnull errorMsg) {
if (authresult == TELicenseCheckOk) {
NSLog(@"Authentication successful");
} else {
NSLog(@"Authentication failed");
}
}];
Authentication error codes:
Error Codes
Description
0
Successful.
-1
The input parameter is invalid; for example, the URL or KEY is empty.
-3
Download failed. Check the network settings.
-4
Unable to obtain any authentication information from the local system, which may be caused by an I/O failure.
-5
The VCUBE TEMP license file is empty, which may be caused by an I/O failure.
-6
The JSON field in the v_cube.license file is incorrect. Please contact Tencent Cloud team for help.
-7
Signature verification failed. Please contact Tencent Cloud team for help.
-8
Decryption failed. Please contact Tencent Cloud team for help.
-9
The JSON field in TELicense is incorrect. Please contact Tencent Cloud team for help.
-10
The authentication information parsed online is empty. Please contact Tencent Cloud team for help.
-11
Failed to write SDK authentication information to the local file, which may be caused by an I/O failure.
-12
Download failed, and failed to parse local assets.
-13
Authentication failed.
Others
Please contact Tencent Cloud team for help.

Step 2. Load the SDK (XMagic.framework)

The following is the process of using the Beauty AR SDK:
1. Load effect resources.
NSDictionary *assetsDict = @{@"core_name":@"LightCore.bundle",
@"root_path":[[NSBundle mainBundle] bundlePath]
};
2. Initialize the Beauty AR SDK.
initWithRenderSize:assetsDict: (XMagic)
self.beautyKit = [[XMagic alloc] initWithRenderSize:previewSize assetsDict:assetsDict];
3. The SDK processes each frame of data and returns the results.
process: (XMagic)
// Pass in frame data via the camera callback
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection;

// Get the raw data and process the rendering information for each frame
- (void)mycaptureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)inputSampleBuffer fromConnection:(AVCaptureConnection *)connection originImageProcess:(BOOL)originImageProcess;

// Use the CPU to process the data
- (YTProcessOutput*)processDataWithCpuFuc:(CMSampleBufferRef)inputSampleBuffer;

// Use the GPU to process the data
- (YTProcessOutput*)processDataWithGpuFuc:(CMSampleBufferRef)inputSampleBuffer;

// The data processing API of the SDK
/// @param input: Input the data to be processed
/// @return: Output the processed data
- (YTProcessOutput* _Nonnull)process:(YTProcessInput * _Nonnull)input;
4. Release the Beauty AR SDK.
deinit (XMagic)
// Call this API when you need to release the resources of the SDK
[self.beautyKit deinit]
Note:
After completing the above steps, you can control the display timing and other device environment parameters as needed.

FAQs

Question 1. What should I do in case of the compilation error "unexpected service error: build aborted due to an internal error: unable to write manifest to-xxxx-manifest.xcbuild': mkdir(/data, S_IRWXU | S_IRWXG | S_IRWXO): Read-only file system (30):"?

1. Go to File > Project settings > Build System and select Legacy Build System.
2. For Xcode 13.0++, you need to select File > Workspace Settings > Do not show a diagnostic issue about build system deprecation.

Question 2. What should I do if the error "Xcode 12.X compilation: Building for iOS Simulator, but the linked and embedded framework '.framework'..." occurs when I compile my iOS project after importing the resources?

Go to Build Settings > Build Options, change Validate Workspace to Yes, and click Run.
Note:
If you change Validate Workspace back to No after compilation, you can still run your project successfully.

Question 3. What should I do if the filter settings don't take effect?

Check the value you set (value range: 0-100). The effect may not be obvious if the value is too small.

Question 4. What should I do if a dSYM generation error occurs when I compile the iOS demo project?

PhaseScriptExecution CMake\ PostBuild\ Rules build/XMagicDemo.build/Debug-iphoneos/XMagicDemo.build/Script-81731F743E244CF2B089C1BF.sh
cd /Users/zhenli/Downloads/xmagic_s106
/bin/sh -c /Users/zhenli/Downloads/xmagic_s106/build/XMagicDemo.build/Debug-iphoneos/XMagicDemo.build/Script-81731F743E244CF2B089C1BF.sh

Command /bin/sh failed with exit code 1
Cause: Failed to sign libpag.framework and Masonary.framework again.
Solution:
1.1 Open demo/copy_framework.sh.
1.2 Use the following command to check the absolute path of the local cmake. Replace $(which cmake) with the absolute path of cmake.
which cmake
1.3 Replace all Apple Development: ...... with your own signature.