Reality Composer Pro

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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

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Multiple root level objects Error [USDZ/Reality Composer Pro]
Hey everyone, I'm running into this issue of my USDZ model not showing up in Reality Composer Pro, exported from Blender as a USD and converted in Reality Converter. See Attached image: It's strange, because the USDz model appears fine in Previews. But once it is brought inside RCP, I receive this pop up, and does not appear. Not sure how to resolve this multiple root level issue. If anyone can point me in the right direction or any feedback, all is much appreciated! Thank you!
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842
Dec ’23
Model3D and Reality Composer Pro
I created a RealityKitContent in the Packages folder of the visionOS app project. At first, I tried to add a USDA model directly to its rkassets. I used Model3D(named: "ModelName", bundle: realityKitContentBundle) can The model is displayed normally, but then when I add a folder in rkassets and then put the USDA model in that folder, use Model3D(named: "ModelName", bundle: realityKit ContentBundle) cannot display the model normally. What should I do? If you know how to solve the above problems, please let me know and check if you know how to solve the following problems. If you know, please also tell me the answer. Thank you! The USDA model I mentioned in the question just now contains an animation, but when I used Model3D(named: "ModelName", bundle: realityKitContentBundle) , I found that the animation was not played by default, but needed additional code. Is there any documentation, video or listing code in this regard?
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427
Dec ’23
Can’t find Reality Composer Pro
I just updated xcode 15.2 and I want to try to use Reality Composer Pro, I saw on the Apple developer video that it should be under Xcode -> developer tool -> Reality Composer Pro but when I open that I don't have Composer. On the Apple webpage for Rality Composer is written "Reality Composer for macOS is bundled with Xcode, which is available on the Mac App Store." Where i can find the Composer Pro? Thanks
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571
Dec ’23
Model3D with deep stretching
I used Model3D to display a model: Model3D(named: "Model", bundle: realityKitContentBundle) { phase in switch phase { case .empty: ProgressView() case .failure(let error): Text("Error \(error.localizedDescription)") case .success(let model): model.resizable() } } However, when I ran, I found that the width and length were not stretched, but when I looked at the depth from the side, they were seriously stretched. What should I do? Note: For some reason, I can't use the Frame modifier. Image: width and length error depth
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317
Dec ’23
Play Spatial Audio
I want to play RealityKitContent USDA model's Spatial Audio, I use this code: RealityView{ content in do { let entity = try await Entity(named: "isWateringBasin", in: RealityKitContent.realityKitContentBundle) let audio = entity.spatialAudio entity.playAudio(audio) content.add(entity) } catch { print("Entity encountered an error while loading the model.") return } } entity.playAudio(audio) this code need add a 'AudioResource' back of audio, Excuse me, what should AudioResource be?
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323
Dec ’23
How to add .hoverEffect to a single entity in a realityview with multiple entities.
How can I add .hoverEffect to a single entity in a realityview with multiple entities? I want selectable object to highlight themselves when looked at or hovered over. How can I easily make this happen? There is a working example of this within the Swift Splash demo but I don't know what part of the code is creating that feature. So far I've been able to get .hoverEffect to work on Model3D(), but I want to have multiple entities with a few that are selectable.
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384
Jan ’24
Can't play Audio in RealityComposerPro
I hope to be able to display the USDA model in RealityComposerPro and play the Spatial Audio. I used RealityView to implement these contents: RealityView{ content in do { let entity = try await Entity(named: "isWateringBasin", in: RealityKitContent.realityKitContentBundle) content.add(entity) guard let entity = entity.findEntity(named: "SpatialAudio"), let resource = try? await AudioFileResource(named: "/Root/isWateringBasinAudio_m4a", from: "isWateringBasin.usda", in: RealityKitContent.realityKitContentBundle) else { return } let audioPlaybackController = entity.prepareAudio(resource) audioPlaybackController.play() } catch { print("Entity encountered an error while loading the model.") return } } but when I ran it, I found that although can displayed the model normally, Spatial Audio failed to play normally. I hope to get guidance, thank you!
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387
Jan ’24
Entity not reacting to light and not casting shadow in VIsionOS Simulator
Hi Guys, I've been trying to put my model to react to light in visionOS Simulator by editing the component in Reality Composer Pro and also modifying it by code, but I can only put the shadow if I put it as an usdz file, it's not as reflective as when I see it on reality converter or reality composer pro, does someone have this problem too? RealityView { content in if let bigDonut = try? await ModelEntity(named: "bigdonut", in: realityKitContentBundle) { print("LOADED") // Create anchor for horizontal placement on a table let anchor = AnchorEntity(.plane(.horizontal, classification: .table, minimumBounds: [0,0])) // Configure scale and position bigDonut.setScale([1,1,1], relativeTo: anchor) bigDonut.setPosition([0,0.2,0], relativeTo: anchor) // Add the anchor content.add(anchor) // Enable shadow casting but this does not work bigDonut.components.set(GroundingShadowComponent(castsShadow: true)) } }
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446
Jan ’24
Loading .usdz materials in Reality Composer Pro
Hello All - I'm receiving .usdz files from a client. When previewing the .usdz file in Reality Converter - the materials show up as expected. But when I load the .usdz in Reality Composer Pro, all the materials show up as grey. I've attached an image of the errors I'm get inside Reality Converter, to help trouble shoot. What steps can I take to get these materials working in my Reality Composer Pro project? Thanks!
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564
Jan ’24
displacement map specification
Where can I find a specification document of displacement file "baked_mesh_disp0.exr" obtained from Full Quality result run by Reality Composer Pro? I ran Reality Composer Pro, selected Full Quality and ran Create Model, and obtained *.usdz, which I renamed to *.zip and unzipped. Then I found 5 maps including "baked_mesh_disp0.exr" and I want to know its data specification.
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348
Jan ’24
Animated USD file | Starting position of the USD is not the same as first frame of animation
Hello all, I am building for visionOS with another engineer and using Reality Composer Pro to validate usd files. The starting position of my animated usdz, its position when it's first loaded, is not the same as the first frame of the animation on the usdz file For testing, I am using the AR Quick Look asset 'toy_biplane_idle.usdz' which demonstrates the same 'error' we're currently getting with our own usdz files. When the usdz is loaded, it is on the ground plane - But when the aniamtion is played, the plane 'snaps' to the position of the first frame of the animation - This 'snapping' behavior is giving us problems. We want the user ot see this plane in its static 'load' position with the option to play the animation. But we dont want it to snap when the user presses play Is it possible to load the .usdz in the position specified by the first frame of the animation? What is the best way to fix this issue. Thanks!
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448
Jan ’24
Is it possible to create a compass in VisionOS?
I am attempting to create a simple compass for Apple Vision Pro. The method I am familiar with involves using: locationManager.startUpdatingHeading() locationManager(_ manager: CLLocationManager, didUpdateHeading newHeading: CLHeading) However, this does not function on visionOS as 'CLHeading is unavailable in visionOS'. Is there any way to develop this simple compass on visionOS?
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Jan ’24
How to apply a different texture to the Rear face of the material in Reality Composer Pro?
I would like to apply different textures to the front and back faces of a 3D material. Specifically, when applying a texture that cuts the object in half through opacity, I want to be able to observe the back face of the object and apply a different color to it compared to the front face. In Unity, there is a 'isFrontFace' boolean node that allows for applying different colours to the front and rear faces. However, I am unsure of how to achieve the same effect in Reality Composer Pro! 3D Model is already two-sided.
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789
Jan ’24
Metal Shading Language vs Reality Composer Pro Shader Graph vs Unity Shader Graph vs MaterialX Shader
I have a relatively complex shader in the metal shader language. Now I want to use this shader in visionOS. As I understand the straight forward approach would be to recreate the shader in the Reality Composer Pro (RCP) Shader Graph, however I do not think this is possible in my case. (Because I have an array of input variables and a while loop). Am I correct, that not all shaders from the Metal Shading language can be converted into a RCP Shader Graph? In the WWDC video about "Create immersive Unity apps" I saw that the Shader Graph from Unity is converted into MaterialX and then into a Shader Graph Material. On the Unity documentation I found that not all Unity Shader Nodes are supported, but not if this means the Unity Shader Graph does not provide any more functionality. So is the Unity Shader Graph limited by the functionalities the Shader Graph in RCP provides? If it is not, is it possible to take advantage of that without using Unity and using a MaterialX shader directly in some way (for example with the MaterialX Graph Editor)?
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454
Feb ’24
Is this type of offset even possible with Vision OS?
Hey, I'm working on a UI that a designer created. But he added an object behind the glass, with an offset, pretty much like the cloud in this video: https://dribbble.com/shots/23039991-Weather-Widget-Apple-Vision-Pro-visionOS I tried a couple of methods, but I always ended up clipping my object. So, here's the question: Is there a way to have some object behind the glass panel, but with a slight offset on the x and y?
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392
Jan ’24
VisionOS Destination question
I've been pouring over the code for Apple's visionOS demo: "Destination" trying to figure out something about its skybox. (not really a box, there, Apple). The skybox contains a 360deg panorama, but only one half shows with the other half fades out to nothing. I cannot find anywhere there is an alpha channel being set, a lighting or material effect causing that. But "alpha" doesn't show up and the only gradients are use to make controls standout a little more in its window. I need a full panorama that shows., no fading.
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495
Jan ’24