Reality Composer Pro

RSS for tag

Leverage the all new Reality Composer Pro, designed to make it easy to preview and prepare 3D content for your visionOS apps

Posts under Reality Composer Pro tag

140 Posts
Sort by:

Post

Replies

Boosts

Views

Activity

Image Anchoring Not Working Outside Reality Composer/Reality Composer Pro
Hi everyone, I’m having trouble with image anchoring when working on a project in Reality Composer and Reality Composer Pro. Here’s the issue: 1. What I’m Trying to Achieve: I want to create an AR scene where an object anchors to an image I provide. I don't want to create an app for this but just use the USDZ File the Scene creates. The USDZ File then should be viewable via the various integrations of AR Quick Look across the Apple Ecosystem. The image anchoring works perfectly when I preview the scene inside Reality Composer using AR mode. 2. The Problem: When I export the project (tried both USDZ and Reality formats) and open it on my iPhone using the Files app (which uses AR Quick Look), the image anchoring no longer works. The object doesn’t anchor to the provided image as expected. It just anchors to the first plane it recognizes and not the image. 3. What I’ve Tried: Exporting the scene in USDZ format. Exporting the scene in Reality format. Both formats result in the same issue: no image anchoring outside of the Reality Composer environment. Trying different images but all resulting in same manor that the image anchoring is not working Tried different iOS Version but resulting in the same issue 4. Current Setup: Reality Composer Pro version: 2.0 iPhone model: iPhone 13 Pro iOS version: 18.1. 5. What I Need Help With: Is there a way to ensure image anchoring works in exported files when opened via AR Quick Look? Do I need to configure something specific during the export process? Are there limitations in AR Quick Look that prevent image anchoring from functioning correctly? Do i need to create an app to make this work? I’d appreciate any advice or insights from the community. If anyone has experience with similar issues or knows of a workaround, please let me know! Thanks in advance, Mav
2
0
651
Dec ’24
[Reality Composer Pro] Detecting Collision in RealityComposerPro scene
Hello! https://forums.developer.apple.com/forums/thread/762763 I read this thread, and this is similar to what I'm trying to do. I have two entities in the scene, "HandTrackingEntity", "HandScanner". "HandTrackingEntity": I put Anchoring Component, Collision Component (Trigger) here. "HandScanner": I put Behaviors Component(OnCollision), and Collision Component here. Here is the pictures how I set the components. and I set physicsSimulation property to .none. I was expecting that Timeline will be played when I put my hand(with HandTrackingEntity) on "HandScanner" entity. But it didn't work. Am I missing some steps? And I need sample codes to understand how to apply 'physicsSimulation' property. I'd appreciate it if you could let me know about it.
1
0
494
Dec ’24
Timeline, behaviors in RCP and xcode
Hi, every one! I'm trying to bind timeline(animation + audio) and behaviors on an entity in reality composer pro. In xcode, I need to clone this entity and use the behavior, but I found that the behaviors are not clone(send notification but not received by reality composer pro and not execute the timeline). How can I solve this problem? Thanks!
0
0
397
Nov ’24
[App synchronization] I have a question about synchronizing Vision Pro app contents.
Hi! I'm creating an app like this: Using Image Tracking to set world anchor in real world first. The timeline in Reality Composer Pro scene needs to be played in same time(for the people in same place using the app). People using the app will see the same contents in same position in same time in same place. I already made Image Tracking feature worked. But the big problem is "Synchronization". I found Group Activities and TabletopKit to solve the problem. But I don't know if this are the right modules for this project. How do I solve this problem technically? If you have ideas, please let me know. I really need help for this.
1
0
605
Nov ’24
Custom component question
I created a custom component for composer pro in which I have several variables I need an entity to have. The idea is to add this component to some 3d models and save them as usdz’s then I load these usdz’s in code and do specific things depending on these variables. The component shows up in composer fine and I can set variables there. The problem is that the values I set in composer are different that what is shown in code. lets say in composer I set canMove = true. then when I read in code is set to false. I don’t know if I’m missing something public struct MyObjectComponent: Component, Codable { public var affectAll: Bool = false public var affectFloor: Bool = false public var canMove: Bool = false public var moveX: Bool = false public var moveY: Bool = false public var moveZ: Bool = false public var canRotate: Bool = false public var rotateX: Bool = false public var rotateY: Bool = false public var rotateZ: Bool = false public init() { } } Any help appreciated. Guillermo
4
0
662
Nov ’24
How to roll a ball by physic in RealityKit
I decided to use a club to kick a ball and let it roll on the turf in RealityKit, but now I can only let it slide but can not roll. I add collision on the turf(static), club (kinematic) and the ball(dynamic), and set some parameters: radius, mass. Using these parameters calculate linear damping, inertia, besides, use time between frames and the club position to calculate speed. Code like these: let radius: Float = 0.025 let mass: Float = 0.04593 // 质量,单位:kg var inertia = 2/5 * mass * pow(radius, 2) let currentPosition = entity.position(relativeTo: nil) let distance = distance(currentPosition, rgfc.lastPosition) let deltaTime = Float(context.deltaTime) let speed = distance / deltaTime let C_d: Float = 0.47 //阻力系数 let linearDamping = 0.5 * 1.2 * pow(speed, 2) * .pi * pow(radius, 2) * C_d //线性阻尼(1.2表示空气密度) entity.components[PhysicsBodyComponent.self]?.massProperties.inertia = SIMD3<Float>(inertia, inertia, inertia) entity.components[PhysicsBodyComponent.self]?.linearDamping = linearDamping // force let acceleration = speed / deltaTime let forceDirection = normalize(currentPosition - rgfc.lastPosition) let forceMultiplier: Float = 1.0 let appliedForce = forceDirection * mass * acceleration * forceMultiplier entityCollidedWith.addForce(appliedForce, at: rgfc.hitPosition, relativeTo: nil) Also I try to applyImpulse but not addForce, like: let linearImpulse = forceDirection * speed * forceMultiplier * mass No matter how I adjust the friction(static, dynamic) and restitution, using addForce or applyImpulse, the ball can only slide. How can I solve this problem?
0
0
556
Nov ’24
Rendering bug when layering transparent textures front and back
If I put an alpha image texture on a model created in Blender and run it on RCP or visionOS, the rendering between the front and back due to alpha will result in an unintended rendering. Details are below. I expor ted a USDC file of a Blender-created cylindrical object wit h a PNG (wit h alpha) texture applied to t he inside, and t hen impor ted it into Reality Composer Pro. When multiple objects t hat make extensive use of transparent textures are placed in front of and behind each ot her, t he following behaviors were obser ved in t he transparent areas ・The transparent areas do not become transparent ・The transparent areas become transparent toget her wit h t he image behind t hem the order of t he images becomes incorrect Best regards.
1
0
696
Nov ’24
Reality Composer Pro Timeline does not seem to work on iphone 12 and 11
I created a project using Reality Composer Pro. When I export to a .usdz file, it works well on iPhone 13, 14, 15, and 16 but not on iPhone 12 and 11. In the timeline, I use a behaviour that is on added to scene to active intro animation and loop background audio. But it does not work on old device like iPhone 12 and 11. Also, all interactive taps/touch points/audio don't seem to work too. Iphone 13,14,15,16 is on ios 18.1. iPhone 11, 12 is on ios 17.6.1. Here is sample usdz file exported from REality Composer Pro 2.0 that has problem above: https://drive.google.com/file/d/1sHZn9JABTswLq2flYjToTbWDuE5T7eNw/view?usp=sharing
0
1
516
Nov ’24
distance calculation:I want to implement the same code functionality for distance calculation in Unity using SwiftUI. visionos
I use this piece of code in Unity to get the distance length of my model entering another model. I have set collision markers at the tip and end of the model and performed raycasting, but Unity currently does not support object tracking in VisionOS. Therefore, I plan to use SwiftUI for native development. In Reality Composer Pro, I haven't seen a collision editing feature like in Unity; I can only set the size of the collision body but cannot manually adjust or visualize the shape and size of my collision body. I want to achieve similar functionality using SwiftUI, to be able to calculate and display the distance that my model A, like a needle or ruler, penetrates into another model or a physical object's interior. Is there a similar functionality available, or other coding methods to achieve this? void CalculateLengthInsideOrgan() { // Direction from the base of the probe to the tip Vector3 direction = probeTip.position - probeBase.position; float probeLength = direction.magnitude; // Raycasting RaycastHit[] hits = Physics.RaycastAll(probeBase.position, direction, probeLength, organLayerMask); if (hits.Length > 0) { // Calculate the length entering the organ float distanceToFirstHit = hits[0].distance; lengthInsideOrgan = probeLength - distanceToFirstHit; } else { lengthInsideOrgan = 0f; } }
1
0
637
Nov ’24
Custom 3D Window Using RealityView
I have a RealityView displaying a Reality Composer Pro scene in window. Things are generally working fine, but the content seems to be appearing in front of and blocking the VisionOS window, rather than being contained inside it. Do I need to switch to a volumetric view for this to work? My scene simply contains a flat display which renders 3D content (it has a material that sends different imagery to each eye).
3
0
539
Nov ’24
[Reality Composer Pro] How to Enable Entities Mid-Timeline Without Early Appearance?
Hi! I'm using timeline in Reality Composer Pro. I tried to enable entities that were disabled at the beginning of the scene to be enabled in the middle of the Timeline playback using the 'Enable Entities'. But it didn't work well as I imagined. (It was keep appearing before starting Timeline) How do I solve this problem? Are there good solutions about it?
1
0
595
Nov ’24
[ARKit, Reality Composer Pro] Is it possible loading Immersive Scene after recognizing preregistered images?
Hi! I wanna know that if it's possible that loading Immersive Scene after scanning(recognizing) preregistered images or objects? I tried to load the Immersive scene after scanning image and objects, it didn't work well. Please let me know about the solution if it's possible. Here the ImmersiveView.swift code i tried. // ImmersiveView.swift import SwiftUI import RealityKit import RealityKitContent // Using the RealityKitContent module struct ImmersiveView: View { @ObservedObject var viewModel: TrackingViewModel @State private var immersiveScene: Entity? @State private var isToggleOn: Bool = false // Variable for toggle state var body: some View { ZStack { // Overlay RealityView and UI elements RealityView { content in if let scene = immersiveScene { content.add(scene) print("Immersive scene successfully added.") if let moneyGunsEntity = scene.findEntity(named: "MoneyGuns") { NotificationCenter.default.post( name: Notification.Name("RealityKit.NotificationTrigger"), object: nil, userInfo: [ "RealityKit.NotificationTrigger.Scene": scene, "RealityKit.NotificationTrigger.Identifier": "PlayTimeline" ] ) print("PlayTimeline notification sent.") } else { print("MoneyGuns entity not found.") } } } .onAppear { Task { if let scene = try? await Entity(named: "Immersive", in: realityKitContentBundle) { immersiveScene = scene } else { print("Failed to load immersive scene.") } } } VStack { Spacer() Toggle(isOn: $isToggleOn) { // Add toggle button Text("Toggle Option") .foregroundColor(.white) } .padding() .background(Color.black.opacity(0.7)) .cornerRadius(8) .padding() } } } }
1
0
624
Nov ’24
[ARKit] Is it possible remembering certain room using Room Tracking?
Hi! I'm making content using Room Tracking for vision pro these days. So I searched information about it. Here the links I visited. But I could not found the info I wanted to know Apple ARKit Create enhanced spatial computing experiences with ARKit RoomTrackingProvider I wanna know that if it's possible remembering room structure that recognized before and adding contents in certain world anchor in the room space when user entered the room again? For example, a developer can save the room structure, room info (with room ID) and world anchor of the room with Room Tracking feature. After this, the developer can add entities via Xcode and Reality Composer Pro in certain position of the room to show contents to users when users enter the room. So users can see the contents whenever they visit the room. Is this possible? If there are example codes or projects about it, please let me know.
1
0
697
Nov ’24
ktx compression method
I've been working on generating a KTX format cubemap using the xcrun realitytool image --generate-cube-map command, but I'm encountering an issue with the file size. The cubemap file ends up being around 128 MB(2k), which is too large for my needs. I'm hoping to get some advice on a few points: Is there any way to reduce the file size of the KTX cubemap generated with this command? I’d appreciate any tips on compression settings or alternative approaches that could help shrink the file size while retaining good quality. Is there any documentation available for this command? I've been exploring on my own, but a comprehensive guide would be helpful. Are there alternative methods for converting textures to the KTX format? If anyone has experience with other tools or workflows that work well for this, please share!
0
0
259
Oct ’24
[Reality Composer Pro] Is it able playing timeline via Xcode without adding Behaviors component to entities?
Hi! Im making project with Xcode and Reality Composer Pro. I'm trying to play timeline in Reality Composer Pro using codes without setting Behaviors on entities. And I also tried to send notification from Xcode to entities in Reality Composer Pro to play timeline(I already set "OnNotification" with Behaviors component). But it's not working well, and I couldn't figure out any problems. Are there solutions about it?
1
1
895
Oct ’24
Attaching VideoMaterial to DockingRegion
I have a VideoMaterial inside a RealityView and want to attach this to a DockingRegion inside an immersive environment. It appears that adding the VideoMaterial entity as a child of the docking region somewhat works, but there are no lighting effects (specular, diffuse) from the playing video. So essentially, how can you add a VideoMaterial to a DockingRegion and achieve the same reflections/behavior as using AVPlayerViewController. The latter is not an option as I need custom controls.
2
1
548
Dec ’24
[Unity & Xcode(ARKit, RealityKit) & visionOS] Is it possible to combine a project made with Unity and a project made with Xcode into one app?
Hi, I’m working on a portfolio project for Vision Pro these days. I have two projects and each of projects are made with Unity and made with Xcode(using ARKit and RealityKit tracking feature). Is it able to combine these two projects in an app? For example, using the buttons made with SwiftUI in a Reality Composer Pro, jumping to a scene in Unity, and back from a scene in Unity to a scene in Reality Composer Pro in an app.
1
0
848
Oct ’24