Hello,
I'm unable to activate a timeline in my application through an OnTap, OnAddedToScene or OnNotification.
In RCP I can test and play the timelines easily.
When running in the simulator or on device the timelines simply do not run, regardless of the method through which I try to call the API.
I have two questions:
How can I check that my timelines are in my RCP project that's loaded into the scene? I don't see timelines in the entity hierarchy when I debug in RealityKit Debugger
Is Behaviors a component I can manually set at runtime? I can very clearly see the behaviors component attached to my entity in RCP, but when running this code:
.gesture(
TapGesture()
.targetedToAnyEntity()
.onEnded { value in
if value.entity.applyTapForBehaviors() {
print("Success!")
} else {
print("Failure.")
}
}
)
It prints "Failure." every time indicating to me that the entity does not have a Behavior attached to it (whether that's a component or however else the Behavior is associated with the entity)
I also have not had success using the Notification system or even the OnAddedToScene behavior trigger which should theoretically work if a behavior is attached to the entity which the tap experiment indicates it's not.
For context this is my notification trigger code:
private let notificationTrigger = NotificationCenter.default
.publisher(for: Notification.Name("RealityKit.NotificationTrigger"))
@Environment(\.realityKitScene) var scene
Attachment(id: "home") {
Button {
NotificationCenter.default.post(
name: NSNotification.Name("RealityKit.NotificationTrigger"),
object: nil,
userInfo: [
"RealityKit.NotificationTrigger.Scene": scene,
"RealityKit.NotificationTrigger.Identifier": "test"
]
)
} label: {
Text("Test")
}
.padding(20)
.glassBackgroundEffect()
}
.onReceive(notificationTrigger) { _ in
print("test notification received")
I am receiving "test notification received" print statements as well.
I'm using Xcode 16.0 with VisionOS 2.0 on MacOS 15.3.1
Reality Composer Pro
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Dear Developers, I am having some problems with Reality Composer Pro on Mac. Specifically, I don't understand how to manage some timeline functions. I have an object that has a double animation, an opening animation and a closing animation. On a first tap the object should open through animation 1, while on the second tap the object should close through animation 2. Only the two animations conflict. In addition, animation 1 does not stop at the last frame but returns the object to the position of frame 0. Do you have any solutions? Thank you all
Hello,
I am trying to use the subdivision mesh rendering option.
I can see it working in RealityComposerPro:
But not when loading asset and displaying in Simulator:
Using this code:
import SwiftUI
import RealityKit
import RealityKitContent
struct AirspaceView: View {
// MARK: - VIEW BODY
var body: some View {
RealityView { content in
if let a = try? await Entity(named: "Models/Test/Test.usdc", in: realityKitContentBundle) {
content.add(a)
}
}
}
}
Any ideas why?
I am at a loss. I have looked at examples, and I have used chat/cursor. I cannot figure out how to target the transform/position of a Reality Composer Pro project when adding it to an ARView in iOS.
I have a test red sphere working perfectly for raycast positioning. When I pass the same variables (tested with print out) to the Entity or Anchor position/transform nothing changes.
It seems that, no matter what, the content of the Reality Composer Pro project is placed where the camera view initialized.
How do I actually interact with its position? I just want to be able to tap the screen and place the RCP wherever I want.
I am submitting a challenge to the Swift Student Challenge. I have created a RealityContent folder using Reality Composer Pro. How can I import this folder into the Swift Package Manager (.swiftpm) project hosted on Playground to ensure that it becomes a usable package?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Swift Student Challenge
Swift Playground
RealityKit
Reality Composer Pro
I'm trying to build a Shader in "Reality Composer Pro" that updates from a start time. Initially I tried the following:
The idea was that when the startTime was 0, the output would be 0, but then I would set startTime from within code and this would be compared with the current GPU time, and difference used to drive another part of the shader graph:
if
let testEntity = root.findEntity(named: "Test"),
var shaderGraphMaterial = testEntity.components[ModelComponent.self]?.materials.first as? ShaderGraphMaterial
{
let time = CFAbsoluteTimeGetCurrent()
try! shaderGraphMaterial.setParameter(name: "StartTime", value: .float(Float(time)))
testEntity.components[ModelComponent.self]?.materials[0] = shaderGraphMaterial
}
However, I haven't found a reference to the time the shader would be using.
So now I am trying to write an EntityAction to achieve the same effect. Instead of comparing a start time to the GPU's time I'm trying to animate one of the shader's uniform input. However, I'm not sure how to specify the bind target. Here's my attempt so far:
import RealityKit
struct ShaderAction: EntityAction {
let startValue: Float
let targetValue: Float
var animatedValueType: (any AnimatableData.Type)? { Float.self }
static func registerEntityAction() {
ShaderAction.subscribe(to: .updated) { event in
guard let animationState = event.animationState else { return }
let value = simd_mix(event.action.startValue, event.action.targetValue, Float(animationState.normalizedTime))
animationState.storeAnimatedValue(value)
}
}
}
extension Entity {
func updateShader(from startValue: Float, to targetValue: Float, duration: Double) {
let fadeAction = ShaderAction(startValue: startValue, targetValue: targetValue)
if let shaderAnimation = try? AnimationResource.makeActionAnimation(for: fadeAction, duration: duration, bindTarget: .material(0).customValue) {
playAnimation(shaderAnimation)
}
}
}
'''
Currently when I run this I get an assertion failure: 'Index out of range (operator[]:line 797) index = 260, max = 8'
Furthermore, even if it didn't crash I don't understand how to pass a binding to the custom shader value "startValue".
Any clues of how to achieve this effect - even if it's a completely different way.
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
I have a huge sphere where the camera stays inside the sphere and turn on front face culling on my ShaderGraphMaterial applied on that sphere, so that I can place other 3D stuff inside. However when it comes to attachment, the object occlusion never works as I am expecting. Specifically my attachments are occluded by my sphere (some are not so the behavior is not deterministic.
Then I suspect it was the issue of depth testing so I started using ModelSortGroup to reorder the rending sequence. However it doesn't work. As I was searching through the internet, this post's comments shows that ModelSortGroup simply doesn't work on attachments.
So I wonder how should I tackle this issue now? To let my attachments appear inside my sphere.
OS/Sys: VisionOS 2.3/XCode 16.3