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Has the problem of the black background when taking a picture with the AR Quick look function in iOS 15 been resolved? I think it's a rather serious bug.
On an iOS 15 device, go to the Quick Look page below and display any of the multiple 3D models in AR Quick Look; the background will be black when you take a picture with the AR Quick Look shooting function.
https://developer.apple.com/augmented-reality/quick-look/
There are similar events below, but they do not seem to be addressed at all.
https://developer.apple.com/forums/thread/691784
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We've been running a system that serves .usdz files to customers for a couple months now, and throughout testing and production, we've had no issues with Quick Look on iOS. Recently, though, we've had instances where the animation is not played. A model has additionally come in at an angle. I believe all of these instances were with users on iOS 15. Are there known issues with Quick Look on iOS 15, considering the updates to ARKit?
I can provide the .usdz files if necessary.
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I am thinking of a web application to scan an object using a LiDAR sensor from iPhone. It'll be built using some Javascript-based language preferably using ReactJS.
We want to use this website on the Safari browser only for handling performance. Is there any way to do that?
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Is the "new lighting" introduced in WWDC22 "Explore USD tools and rendering" implemented only in AR Quick Look or has it become an integral part of the SceneKit and RealityKit rendering engines?
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If you use SceneKit with ARKit, the AR scene uses the SceneKit renderer.
Should you use SCNScene.write() to create a USDZ file and then open the USDZ file with AR Quick Look, AR Quick Look renders the AR scene with the RealityKit renderer.
The ARKit-in-app -> USDZ -> AR Quick Look renderers are not the same and could produce different appearances.
Have you seen similar problems with SceneKit -> AR Quick Look rendering?
I am using such a pipeline with PBR lighting and have observed that the resulting differences in material properties are large. (The geometries are fine.) I have had to compensate by recreating the SCNScene materials with modified properties. The agreement between the app scene and the AR Quick Look scene is greatly improved but unfortunately still not acceptable for critical evaluation of commercial products in interior design.
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Hi,
I created a simple scene in Reality composer : just an animated 3D model plus a behaviour with trigger = scene start and action is both animate model and play ambiance sound.
It plays nicely in the editor.
I exported and it plays nicely on my ipad pro.
But on my iphone (ios 15.4.1), it's just muted.
I tested both with stereo and mono mp3.
What should I do please ?
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Hi, I have a strange problem with my exported reality composer scene. So i have composed a reality scene that is around 19mb with an animated character, two iphones, text prompts, and quite a few behaviors. When I export the project and share and use it on any of my devices(Iphone 12, X and older iPad) it works perfect. Whenever I share this same file with anyone else(tried friends and many models at apple store) the same bugs persist. Shadows are weird, but worst of all certain buttons(made from text prompts) that have a behavior attached to them are of incorrect size and don't behave correctly. I have tried exporting several times, from different devices, same result. Can anyone help?
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Hello, I am new to reality composer and AR, so i would like some advice.
I've added a hide, show, and wait trigger to my image planes via the Reality Composer tool on the Mac. Through this, I've created a fake 'frame by frame' animation. The animation plays smoothly in reality composer. However, when exported as a usdz file, the file only plays the animation in Mac's quick look but not when it is imported in Xcode. In Xcode, it just displays all my images and does not hide them. Does anyone have any idea how to fix this? Thanks!
tl;dr hide and show triggers created in reality composer does not play in xcode, why?
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Dear community,
I downloaded the USDPython 0.64 Package for my macOS Big Sur 11 on my new Mac book pro with M1 (13inc).
After installing it the .pkg ( that is a modelio) I open the folder in my Applications folder and I double click on the usd.command.
I am on .zsh and I did .zshrc and inserted my filepath
in my case are
export PATH=$PATH:/Users/<myusername>/Applications/usdpython/USD
export PYTHONPATH=$PYTHONPATH:/Users/<myusername>/Applications/usdpython/USD/lib/python
export PATH=$PATH:/Users/<myusername>/Applications/usdpython/usdzconvert
are these correct?
I am not sure if that Machintosh HD should be /Users/<myusername>
I keep getting the
Error: failed to import pxr module. Please add path to USD Python bindings to your PYTHONPATH
Any help would be much appreciated
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When will Quick Look have image targeting?
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I want to make a web-based augmented reality app on iOS devices, but can I place multiple 3D models in different locations in a single link, and how do I place them
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Hello, My problem is that I would like to have the first screen (the screen right before entering AR) removed from the AR Quick look. I want it to where when I open the USDZ, it goes straight into AR, and not show the screen before it, similar to how Apple does it when you want to view their iPhone 13 pro in AR.
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It seems that on iOS 13 & 14 environment probes are notably too dark, and never reach an acceptable brightness that matches the surrounding environment.
Is there any way to get "reasonable" IBL lighting in QuickLook that is not like 50% gray all the time, without resorting to hacks such as using emissive colors/textures? Clearly there must be something wrong with the IBL estimation, as the same scene in Google SceneViewer is very bright and nice under the same circumstances.
The issue reproduces for example with the QuickLook gallery; the ceramics piece there is nearly 100% white as per the USD file but renders dull and gray next to a physical ceramics piece.
Video of the issue:
drive.google.com/file/d/14mVQFTNe6pO_4tYNIvpZa9eAS2YzoVPO/view?usp=sharing
More pictures:
drive.google.com/drive/folders/1ej6g-gpBAu53z2Zn08eQFNZAkTmDA_XJ?usp=sharing
Note that in those pictures, all spheres in that grid are purely white, with varying degrees of metallic and roughness being the only difference. My expectation would be that the diffuse ones would appear "white" and not dark grey; seems impossible to get a "realistic" picture.
Happens here as well:
https://developer.apple.com/augmented-reality/quick-look/models/cupandsaucer/cup_saucer_set.usdz
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I found that to disable scalling of model in AR it's enough to add "#allowsContentScaling=0" to url.
I use threejs library and convert my model using their internal USDZExporter and store it as blob. And after adding it to the end of url it doesn't show model at all.
What is the way of disabling scalling of model when url is a path to blob object already stored in a browser?
Example:
a id="safariARbuttonLink" rel="ar" href="blob:http://localhost:50000/2bd52a27-2ed8-4b46-87d5-2faa889ad5cd#allowContentScalling=0" download="asset.usdz" style="display: none"
img id="safariARbutton" width="100" src="../../images/arkit.png"
/a
Url was created using "URL.createObjectURL( blob )".
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Hello, I struggling to integrate this code below in my Content View can someone give me help?
import UIKit
import QuickLook
import ARKit
class ViewController: UIViewController, QLPreviewControllerDataSource {
override func viewDidAppear(_ animated: Bool) {
let previewController = QLPreviewController()
previewController.dataSource = self
present(previewController, animated: true, completion: nil)
}
func numberOfPreviewItems(in controller: QLPreviewController) -> Int { return 1 }
func previewController(_ controller: QLPreviewController, previewItemAt index: Int) -> QLPreviewItem {
guard let path = Bundle.main.path(forResource: "myScene", ofType: "reality") else { fatalError("Couldn't find the supported input file.") }
let url = URL(fileURLWithPath: path)
return url as QLPreviewItem
}
}
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when we are trying to open the USDZ file hosted on the AWS server using iPhone 12 and 13 os version 15.4, we are not able to see the model in AR mode. It is giving us output as shown in the above image. We tried opening the same file from the iPad, iPhone 11 with os version 15.3, it is working properly. Can you please help us to fix this issue on the latest os version?
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Hello, I want to implement AR quick look to my app. I' don't want to use UIKit but SwiftUI. In one of my views, I want to press a button named "preview" and then it should open the AR quick look. Have someone an idea how I can do that?
Sorry for that badly formatted code below.
import UIKit
import QuickLook
import ARKit
class ViewController: UIViewController, QLPreviewControllerDataSource {
override func viewDidAppear(_ animated: Bool) {
let previewController = QLPreviewController()
previewController.dataSource = self
present(previewController, animated: true, completion: nil)
}
func numberOfPreviewItems(in controller: QLPreviewController) -> Int { return 1 }
func previewController(_ controller: QLPreviewController, previewItemAt index: Int) -> QLPreviewItem {
guard let path = Bundle.main.path(forResource: "myScene", ofType: "reality") else { fatalError("Couldn't find the supported input file.") }
let url = URL(fileURLWithPath: path)
return url as QLPreviewItem
}
}
[https://developer.apple.com/documentation/arkit/previewing_a_model_with_ar_quick_look)
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Hello there!
After update of iOS15 quick-look does not work properly with SafariServices that we use on our native web.
For example; if you open this link on twitter https://developer.apple.com/augmented-reality/quick-look/
just click model to use quick-look, you will see AR part is not working..
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I'm creating some AR trees for a research project and we're finally able to deploy the experience on Iphone after some updates made to reality converter.
The only issue is that since it is a tree, it is made up of mostly cross-sectional planes that serve as the leaf cards for the model. When placed in AR, QuickLook is culling the faces on the tree, even though it is set as a double sided material in XCode.
I can only select between cull front and cull back in XCode so I'm wondering if there is a way to change those options and export the USDZ so that when it is placed in AR it doesn't cull any of the faces.
The screenshot attached is of the settings panel under the leaf material for the tree.
Thanks!
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Hello, I have a gltf file, which I am converting to usdz using threejs online editor.
The file is a sofa model, with all its maps baked to complete UV except diffuse fabric map which is tileable to emulate a fabric cloth.
So the fabric map has to use an increased scale of 17 so it tiles properly, but the other maps dont need tiling and work on the 1scale value.
The problem I am facing is that the Quicklook uses scale of diffuse fabric map and applies on all others as well, distorting the look.
how can I control this?
i am a windows user.
thanks