Is there any limitation in Vision Pro when loading scenes with large-scale models?
Test Case:
Asset: Composite USDA file containing 10 individual models (total triangles count: ~4.2M)
Simulator: Loads and renders correctly
Real Device:
Loads asset successfully but failure during rendering phase:
Environment abruptly dims
System spontaneously reboots
How can we resolve this issue?
Below are excerpted logs preceding the crash:
<<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606
Attempted to add ornament: <MRUIPlatterOrnament: 0x10a658f00; _isInternal: YES; _displaceWindowChrome: NO; _canCaptureUI: NO; _isBeingRemoved: NO; contentAnchorPoint3D: "{0.5, 0.5, 0}"; position: <MRUIPlatterOrnamentRelativePosition: 0x105b68e70; anchorPoint: {0.5, 0.5, 1}>; rotation: "{{0, 0, 0}, 0}"; opacity: 1.000000; canFollowUser: YES; effectiveOffset: "{0, 0, 0}"; presentingViewController: 0x0; billboardingBehavior: 0x0; scalingBehavior: 0x0; relativeToParent: NO; nonHeritableDepthDisplacement: 0.000000; order: 0.000000; _window._determinedSize: {0, 0}; _window: (null)> to nil or non-supporting UIScene: <UIWindowScene: 0x10a8a0000; role: UISceneSessionRoleImmersiveSpaceApplication; persistentIdentifier: test.test:SFBSystemService-BA3A21A3-D1AB-42E2-8AF0-AE0AB83BE528; activationState: UISceneActivationStateUnattached>. No action taken.
Failed to set dependencies on asset 2823930584475958382 because NetworkAssetManager does not have an asset entity for that id.
apply fence tx failed (client=0x98490e18) [0x10000003 (ipc/send) invalid destination port]
Failed to commit transaction (client=0xa86516e2) [0x10000003 (ipc/send) invalid destination port]
3D Graphics
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Use case: When SharePlay -ing a fully immersive 3D scene (e.g. a virtual stage), I would like to shine lights on specific Personas, so they show up brighter when someone in the scene is recording the feed (think a camera person in the scene wearing Vision Pro).
Note: This spotlight effect only needs to render in the camera person's headset and does NOT need to be journaled or shared.
Before I dive into this, my technical question: Can environmental and/or scene lighting affect Persona brightness in a SharePlay? If not, is there a way to programmatically make Personas "brighter" when recording?
My screen recordings always seem to turn out darker than what's rendered in environment, and manually adjusting the contrast tends to **** out the details in a Persona's face (especially in visionOS 26).
I didn't find a suggestion box on Swift's website so I'll post it here.
SwiftCharts are great but limited. I need more data on a single chart. Candlestick and OHLC type charts would be an excellent addition. Hopefully, influencers from Apple can make that happen.
Thanks.
I am new here and would appreciate help in coding or an explanation what to use in swift for an app which will be able to capture LiDAR scanning and RGB data from taken pictures, generate a 3D mesh, and create .OBJ, .MTL, and .JPEG file set for further manipulation of 3D model. I am able to create from LiDAR scanning 3D mesh and .OBJ file but can not generate .MTL and .JPEG for a texture of 3D model.
I would appreciate help in coding or an explanation what to use in swift for an app which will be able to capture LiDAR scanning and RGB data from taken pictures, generate a 3D mesh, and create .OBJ, .MTL, and .JPEG file set for further manipulation of 3D model.
Topic:
Media Technologies
SubTopic:
Photos & Camera
Tags:
3D Graphics
Swift Playground
Object Capture
Hi
Looking at the documentation for screenSpaceAmbientOcclusionIntensity, I noticed that it says this is supported on visionOS 1.0+: https://developer.apple.com/documentation/scenekit/scncamera/screenspaceambientocclusionintensity
Could someone enlighten me as to how that would work? As far as I know, we don't use an SCNCamera on visionOS. So, what's the idea here? Can we activate SSAO on visionOS?
Hello friends,
We are about to launch new app where we want to implement 3d animations that we designed in Cinema 4d and rendered it in Redshift render engine.
We worked with sRGB color profile and ACEScg colors profile which both works fine and display correct on Windows machines, but we got to the point where nothing is correct on Apple devices – simply we lost our colors, apple devices displays our 3d animation in a wrong way, since windows works fine.
Does anyone know the best workflow from Cinema 4d + Redshift + After Effects to match same colors on both systems and everywhere? We already tried youtube, adobe support, exporting it in EXR, PNG, JPG, LINEAR, TIFF, MP4 etc. – Importing it to After effects with sRGB workflow and ACEScg – it doesnt't work on Macbook, ipad, iphone etc.
Please help
CHRIS
Hi,
since RealityKit 4 now supports Blend Shapes I was wondering if there are any workflow or tooling recommendations to bake/export them into a USDZ.
Are Blender or Cinema4D capable to do that out of the box? Should we look into NVIDIA omniverse (https://docs.omniverse.nvidia.com/connect/latest/blender/manual.htm)
So far this topic seems very sparsely documented and I would appreciate any hints. Thank you!
We have a native iOS app that supports the upload and display of USDZ files. It has been working great since beta (late 2022) and live launch (late 2023) until now. But recently we had reports from some users on Max model phones (14 + 15 Pro Max) at least. When they launch tap and launch a 3D file the Quick Look player is triggered. So far so good. But for affected users the controls along the top of the player - X (close) AR | Object (toggle) and share button - are moving too high up the phone screen and getting stuck (untappable) behind the phone's top status bar (time, camera bug, connection, battery).
This means that when they open a USDZ file in AR or 3D view they have to hard-close the app to get out of it again. This doesn't happen when they open a USDZ file from Files, Dropbox etc on their phone (which also uses the Quick Look player). The controls only move up and get stuck when launching a USDZ from within our app.
I'm at a loss to figure out what might be causing this on some phones and not all others. And why only when opening a USDZ file from our app! So far we have replicated this issue on a single iphone 14 Pro Max and a 15Pro Max, both running iOS18+
We have tested on other 15Pro Max's on same OS, and Pros, normal iPhones, Minis and are not experiencing the issue. You would think that a USDZ file is a USDZ file and that your iPhone knows what to do with it and open it in the Quick Look player regardless of where you open the file from. Why would the navigation items be moving if you open the USDZ file from within our app, and why only for some select users?
We will continue to troubleshoot and test but I wanted to throw this out to the community in case anyone had experienced this or if anyone had any theories that would expedite our testing. Your thoughts are most appeciated!
Here is a video showing the expected (correct) behaviour: https://www.dropbox.com/scl/fi/0sp8s4opaf2m4gukkcbrk/How-opening-a-USDZ-should-behave_correct-behaviour.MP4?rlkey=tzzau9x91mwox66gsgguryhep&st=qiykmne9&dl=0 and a screenSHOT attached below of what is happening on one of the affected user's iPhone 15Pro Max.
I'm using the Apple RoomPlan sdk to generate a .usdz file, which works fine, and gives me a 3D scan of my room.
But when I try to use Model I/O's MDLAsset to convert that output into an .obj file, it comes out as a completely flat model shaped like a rectangle. Here is my Swift code:
let destinationURL = destinationFolderURL.appending(path: "Room.usdz")
do {
try FileManager.default.createDirectory(at: destinationFolderURL, withIntermediateDirectories: true)
try finalResults?.export(to: destinationURL, exportOptions: .model)
let newUsdz = destinationURL;
let asset = MDLAsset(url: newUsdz);
let obj = destinationFolderURL.appending(path: "Room.obj")
try asset.export(to: obj)
}
Not sure what's wrong here. According to MDLAsset documentation, .obj is a supported format and exporting from .usdz to the other formats like .stl and .ply works fine and retains the original 3D shape.
Some things I've tried:
changing "exportOptions" to parametric, mesh, or model.
simply changing the file extension of "destinationURL" (throws error)
I am creating a 3D model from multiple images using the photogrammetry session. Now, when the session generates an OBJ file and I measure the distance between two points, the distance is displayed sporadically in different units. Sometimes it's meters, then centimeters, or another unit altogether. How can I tell the photogrammetry session to always create the model in millimeters?
Hello Dev team,
3 weeks I'm looking for how I can export a static Cinema 4D objects WITH TEXTURES to Reality Composer Pro !
I can export it directly on USDA format and it works well for the 3D model in Reality Composer Pro, BUT, I can't have the textures on my model. My model is simple not colored !
Of course I expect to have textures applied on the good place and same appearance I've in Cinema 4D.
Could you give me a process to do that please ?
I'm using Cinema 4D R25 and Last XCode and Reality Composer Pro beta versions.
Big big thanks to the one could help me on this. It will unblock many things to me!!!!
Cheers
Mathis
Hello,
I've been tinkering with PortalComponent on visionOS a bit but noticed that the content of the WorldComponent is always clipped to the mesh geometry of whatever entities have the PortalComponent applied. Now I'm wondering if there is any way or trick to allow contents of the portal to peek out – similar to the Encounter Dinosaurs experience on Vision Pro (I assume it also uses PortalComponent?).
I saw that PortalComponent has a clippingPlane property (https://developer.apple.com/documentation/realitykit/portalcomponent/clippingplane-swift.property). But so far I haven't been able to achieve a perceptible visual difference with it.
If possible I would like to avoid hacky tricks using duplicate meshes or similar to achieve this.
Thanks for any hints!
Hi, I trying to use Metal cpp, but I have compile error:
ISO C++ requires the name after '::' to be found in the same scope as the name before '::'
metal-cpp/Foundation/NSSharedPtr.hpp(162):
template <class _Class>
_NS_INLINE NS::SharedPtr<_Class>::~SharedPtr()
{
if (m_pObject)
{
m_pObject->release();
}
}
Use of old-style cast
metal-cpp/Foundation/NSObject.hpp(149):
template <class _Dst>
_NS_INLINE _Dst NS::Object::bridgingCast(const void* pObj)
{
#ifdef __OBJC__
return (__bridge _Dst)pObj;
#else
return (_Dst)pObj;
#endif // __OBJC__
}
XCode Project was generated using CMake:
target_compile_features(${MODULE_NAME} PRIVATE cxx_std_20)
target_compile_options(${MODULE_NAME}
PRIVATE
"-Wgnu-anonymous-struct"
"-Wold-style-cast"
"-Wdtor-name"
"-Wpedantic"
"-Wno-gnu"
)
May be need to set some CMake flags for C++ compiler ?