Hi, in this video: at approx 11:24, a checkbox called "Collisions" is found on the selected ParticleEmitter (right at the bottom).
I can't seem to find it in my build of Reality Composer Pro and can't seem to find another way to allow for collisions on the particles of the ParticleEmitter.
I'm on Version 1.0 (385.2) on RCP.
Any help on this would be great.
Thanks.
Reality Composer Pro
RSS for tagLeverage the all new Reality Composer Pro, designed to make it easy to preview and prepare 3D content for your visionOS apps
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Hi. Given an RC entity
var physicsBody = tappedObject.entity.components[PhysicsBodyComponent.self]! as PhysicsBodyComponent
how does one call
func applyImpulse(_ impulse: SIMD3, at position: SIMD3, relativeTo referenceEntity: Entity?)
to impose an impulse on the object?
Thanks!
Disclaimer: I am new to all things 3D. There could be a variety of things wrong with what I'm doing that are not unique to RealityKit. Any domain info would be appreciated.
So, I'm following, what I think are, the recommended steps to import a shader-node material from reality composer pro and apply it to another modelEntity.
I do the following:
guard let entity = try? Entity.load(named: "Materials", in: RealityKitContent.realityKitContentBundle) else { return model }
let materialEntity = entity.findEntity(named: "materialModel") as? ModelEntity
guard let materialEntity else { return model }
I then configure a property on it like so:
guard var material = materialEntity.model?.materials[0] as? ShaderGraphMaterial else { return model }
try coreMaterial.setParameter(name: "BaseColor", value: .color(matModel.matCoreUIColor))
I then apply it.
This is what my texture looks like in RealityComposer:
I notice that my rendered object has distortions in the actual RealityView. Note the diagonal lines that appear "Stretched".
What could be doing this? I thought Node Shaders were supposed to be more resilient to distortions like this? I'm not sure if I've got a bug or if I'm using it wrong.
FWIW, this is a shader based on apple's felt material shader. My graph looks like this:
Thanks
Hi. Given an RC entity
var physicsBody = tappedObject.entity.components[PhysicsBodyComponent.self]! as PhysicsBodyComponent
how does one call
func applyImpulse(_ impulse: SIMD3, at position: SIMD3, relativeTo referenceEntity: Entity?)
to impose an impulse on the object? Or the real question is how does one obtain a physiceBody on the Model.Entity?
Thanks!
In Reality Composer Pro shader graph I don't see a way to select which uv or specify custom uvs to use to sample textures. Is there a method to do this?
Reality Composer had some rudimentary animation. I have not been able to find an equivalent in the Pro version. Are there any planned? I'd rather avoid the steep learning curve of the available high end tools for some basic transform animations.
hi
I have made a simple textured planet 3D in Reality Composer Pro, and the question is how can I visualize it in the Vision Pro simulator.
I already have everything installed, even the simulator works fine, but I don't know how to run what I do in RealityComposerPro, export it to vision Simulator.
Any comment will be very appreciated.
thank you.
Hello, I am trying to do automation on Apple Vision Pro, I use these capabilities
{
“platformName”: “iOS”,
“appium:platformVersion”: “17.0”,
“appium:deviceName”: “Apple Vision Pro”,
“appium:automationName”: “XCUITest”,
“appium:udid”: “EB2BB922-DCAF-44BF-8C15-2EDE677C08DA”
}
but appium inspector is showing just black screen and doesnt work properly. There is an issue with WebDriverAgent, so could you help me to fix these black screen issue on Appium Inspector or refactor code in WebDriverAgent project?
Hello,
I am looking for something to allow me to Anchor a webview component to the user, as in it follows their line of vision as they move.
I tried using RealityView with an Anchor Entity, but it raises an error of "Presentations are not permitted within volumetric window scene". Can I anchor the Window instead?
I'm loading a model of a room's interior from Reality Composer Pro in a RealityView in my full Immersion scene. The model loads fine, but the problem is that if I pan the simulator camera around, the model follows the camera, rather than remaining stationary and allowing the camera to move around it. How can I keep the model stationary?
I need to create some spheres that have colors, transparency and text. Color and transparency are very easy but adding text seems non-trivial. I am looking for advice on the best approach.
Also aside from WWDC video, and a few short YouTube videos, is there anywhere to find more in depth training on ShaderGraph?
Thanks
I am trying to implement a feature to play video in full immersive space but unable to achieve desired results. When I run app in full immersive space, it shows video in center of screen/window. See screenshot below.
Can you please guide/refer me how to implement a behaviour to play video in full immersive space, just like below image
Regards,
Yasir Khan
I've updated my project from Beta7 to Beta8. Now, the models outside the screen view are being cut off, invisible when out of the 2D screen's width/height. Depth seems ok.
Is there any property like CSS's overflow:hidden etc, that I can give to the RealityView so I can see the outsides?
Code is something like this.
struct AnimationTest: View {
var body: some View {
RealityView { content in
if let scene = try? await Entity(named: "Card", in: realityKitContentBundle) {
content.add(scene)
}
let transform = Transform(translation: [0.25, 0.0, 0.0])
ent.transform = transform
...
I am no longer able to drag images into the scene for Version 1.0 (393.3) of Reality Composer Pro. This used to work in the older versions.
Is it no longer possible to do it? It was really nice for prototyping, I guess I can write a feedback unless I'm doing something wrong. It was a bit of a PITA to drop images as materials on 3D objects in the past... hope that's not ht only way
I got this version with Xcode Version 15.0 beta 8 (15A5229m)
So there's a "grounding shadow" component we can add to any entity in Reality Composer Pro.
In case my use case is Apple Vision Pro + Reality Kit:
I'm wondering, by default I think I'd want to add this to any entity that's a ModelEntity in my scene... right?
Should we just add this component once to the root transform?
Or should we add it to any entity individually if it's a model entity?
Or should we not add this at all? Will RealityKit do it for us?
Or does it also depend if we use a volume or a full space?
I have an iOS ARKit app I'm trying to convert to visionOS, but not having luck detecting gestures on my Reality Composer model entities the way I could with ARView. All the documentation I could find on gestures in visionOS seems focused on RealityViews.
Hello!
My app supports iOS and visionOS in a single target. But when I preview the app on iOS device/simulator, an error occurred:
The RealityKitContent.rkassets is located in my RealityKitContent package that is linked on visionOS.
It seems that Xcode Preview is ignoring the link settings and attempt to build RealityKitContent.rkassets on iOS.
Reproduce Steps:
Clone my demo project at https://github.com/gongzhang/rkassets-preview-issue-demo
Build the app for iOS (success)
Preview ContentView.swift (failed due to RealityKitContent.rkassets issue)
Light Intro IOS Swift Vision Pro - ZIPZY GAMES
I've been using the MacOS XCode Reality Composer to export interactive .reality files that can be hosted on the web and linked to, triggering QuickLook to open the interactive AR experience.
That works really well.
I've just downloaded XCode 15 Beta which ships with the new Reality Composer Pro and I can't see a way to export to .reality files anymore. It seems that this is only for building apps that ship as native iOS etc apps, rather than that can be viewed in QuickLook.
Am I missing something, or is it no longer possible to export .reality files?
Thanks.
I'm trying to run this demo, which opened a month ago, but now returns 2 issues in xCode: https://developer.apple.com/documentation/visionos/diorama
My goal is to better understand how to use Reality Composer Pro to develop visionOS apps for the Vision Pro.
BillboardSystem.swift:39:58 Value of type 'WorldTrackingProvider' has no member 'queryDeviceAnchor'
Cannot find 'Attachment' in scope. Preview paused shows.
Any thoughts on where I'm off? Thanks!