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

200 Posts

Post

Replies

Boosts

Views

Activity

Xcode 16 / Reality Composer Pro 2 segmentation fault issue
After installing MacOS Sequoia, Xcode 16 & RealityComposer Pro 2 my Apple Vision Pro projects (worked perfectly with Xcode 15) started to give me Tool terminated by signal 'Segmentation fault: 11' error while compiling RealityKitContent assets. This happens only when I try to build project with .usdz models exported from Blender, but when I try with sample models from apple website it works nice with no errors. Is there any solution?
2
0
700
Dec ’24
RealityKit texture sampling behaviour
Hey there, I am working on an app that displays environmental data using PNG color channels to represent data ranges, which gets overlayed on a map. The sampled values aren't what I'm expecting though... for example an RGB value of 0x7f0000 (R = 0.5, G = 0, B = 0) would be seen as 0.21, 0, 0 in the shader. This basically makes it unusable if I'm trying to show scientific data... I'm half wondering if I am completely misunderstanding how sampling works in RealityKit / RealityComposerPro. Anybody have any idea why it works like this? Actual result (chart labels added in photoshop): Expected: Red > 0.1 Shader Graph
4
0
798
Dec ’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
614
Dec ’24
Collision Shape not work in Reality Composer
I’m having issues getting Collision Shapes working in Reality Composer on iPadOS, or with Reality Composer Pro via Xcode on macOS? I’ve posted a video recorded through my Vision Pro showing the issue. The project i’m working on is a Dice Rolling application. The dice don’t appear to be working set as Collision Shape=Automatic, which I assume takes into account the actual silhouette of the shape. https://youtu.be/upPtQY4QOAk?si=yyx6rbSSmVkLxBLg They also don’t rest on their face when they land. Anyone experience this type of behavior and found a solution? I’m currently doing this with Reality Composer, but most likely will also be wanting to get it to work properly in Reality Composer Pro as well. Thx!
6
1
913
Dec ’24
Recursively searching the realityKitContentBundle
Hi Hopefully someone can share some ideas on how to accomplish this. I know we can load models from realityKitContentBundle like let model = try? await Entity(named: “testModel”, in: realityKitContentBundle) But this is in the root of RealityKitContent.rkassets , if I have the models in some subfolder then I have to add the complete path like let model = try? await Entity(named: “/superModels/testModel”, in: realityKitContentBundle) What I want is to be able to search recursively in all folders for that file as I have several subfolders with different models. Any suggestion ? Thanks in advance. Guillermo
3
0
747
Dec ’24
Reality Composer Pro: Transform scale in cube material cannot accept decimal value
Hi guys, I have set size of cube is 20 cm. Then i want to transform scale with values x: 0.048, y: 1, z: 0.0.48, But strangely it reset all value to x: 1, y: 1, and z:1. Then i want to try with another decimal such as x: 1.2, y: 2, z: 1.2 the panel will automatically reset it into x: 1, y: 1, z: 1. My question is how to set transform scale that can accept decimal number ?
1
0
505
Dec ’24
Issues importing Tiled Image Material X shader node into Reality Composer Pro
Hey, I am having issues getting my Material X shaders to work properly in Reality Composer Pro that I've authored in Houdini. The shader is very simple. It starts with a tiled image node that is written to the diffuse color of the preview surface node. This node is called mtxltileimage2. When I create a tiled image node in RCP and configure it to have the same parameter values I get the texture to show up correctly. This node is called TiledImage. One difference I can identify is that the second node has a grey icon whereas the first node has a blue icon. Could this be related to this issue? Here is the USD viewer output for the two variants of the tiled image node. Any pointers, misconceptions and help would be greatly appreciated. My goal is to be able and author these shaders in Houdini and import them into RCP. Trying to figure out the right pipeline for this workflow.
1
0
732
Dec ’24
VisionOS DockingRegion getting ignored
Hi, I added DockingRegion to my scene from Reality Composer Pro, and I am able to load up the scene, but DockingRegion is getting ignored and the scene is getting rendered with no change in AVPlayerViewController window. As it can be seen in Reality Composer Pro screenshot below, I set the width of the player to 666, and moved it to the back by 300cm, but the actual result does not reflect the position I set on Reality Composer Pro. Is there anything else I should do other than loading up the Entity and adding to RealityView? Specifically, do I have to get the DockingRegion within the usda file and somehow enable it?
3
0
573
Dec ’24
Blend shape animation in USDZ not importing into Reality Composer Pro
Hello, I have a usdz model created in Maya. It's supposed to have a splashing animation associated with it, and this can be viewed in Maya and Blender, but for some reason when I export it to usdz and then import it into my Reality Composer Pro project, the animation is missing. I expect an animation library to be created on the entity when I drag it in like any other usdz with animation data, but that is not the case. Any help would be appreciated on this issue.
1
0
625
Dec ’24
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
843
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
571
Dec ’24
Issue with Vertex Animation Scaling Not Working in Reality Composer Pro
Hi everyone, I’m working on a project in Reality Composer Pro, and I’ve encountered an issue with vertex animations. Here’s what I’ve done: I created a model in Blender, which includes two animations: One that scales the vertices of the model. Another that moves the model's position. I imported both animations into Reality Composer Pro, and the position animation works fine, but the vertex scaling animation does not seem to work. What I’m Trying to Achieve: I want the vertex scaling animation to play correctly in Reality Composer Pro alongside the movement animation. Problem: The position animation works as expected, but the vertex scaling animation does not work when applied in Reality Composer Pro. I have checked the vertex scaling animation in other software, and it works fine there. The issue seems to be specific to Reality Composer Pro. Is vertex animation scaling supported in Reality Composer Pro? If so, what might be causing this issue? Any advice or solutions would be greatly appreciated!
0
0
509
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
467
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
737
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
712
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
680
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
622
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
869
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
723
Nov ’24
Xcode 16 / Reality Composer Pro 2 segmentation fault issue
After installing MacOS Sequoia, Xcode 16 & RealityComposer Pro 2 my Apple Vision Pro projects (worked perfectly with Xcode 15) started to give me Tool terminated by signal 'Segmentation fault: 11' error while compiling RealityKitContent assets. This happens only when I try to build project with .usdz models exported from Blender, but when I try with sample models from apple website it works nice with no errors. Is there any solution?
Replies
2
Boosts
0
Views
700
Activity
Dec ’24
RealityKit texture sampling behaviour
Hey there, I am working on an app that displays environmental data using PNG color channels to represent data ranges, which gets overlayed on a map. The sampled values aren't what I'm expecting though... for example an RGB value of 0x7f0000 (R = 0.5, G = 0, B = 0) would be seen as 0.21, 0, 0 in the shader. This basically makes it unusable if I'm trying to show scientific data... I'm half wondering if I am completely misunderstanding how sampling works in RealityKit / RealityComposerPro. Anybody have any idea why it works like this? Actual result (chart labels added in photoshop): Expected: Red > 0.1 Shader Graph
Replies
4
Boosts
0
Views
798
Activity
Dec ’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.
Replies
2
Boosts
1
Views
614
Activity
Dec ’24
Collision Shape not work in Reality Composer
I’m having issues getting Collision Shapes working in Reality Composer on iPadOS, or with Reality Composer Pro via Xcode on macOS? I’ve posted a video recorded through my Vision Pro showing the issue. The project i’m working on is a Dice Rolling application. The dice don’t appear to be working set as Collision Shape=Automatic, which I assume takes into account the actual silhouette of the shape. https://youtu.be/upPtQY4QOAk?si=yyx6rbSSmVkLxBLg They also don’t rest on their face when they land. Anyone experience this type of behavior and found a solution? I’m currently doing this with Reality Composer, but most likely will also be wanting to get it to work properly in Reality Composer Pro as well. Thx!
Replies
6
Boosts
1
Views
913
Activity
Dec ’24
Recursively searching the realityKitContentBundle
Hi Hopefully someone can share some ideas on how to accomplish this. I know we can load models from realityKitContentBundle like let model = try? await Entity(named: “testModel”, in: realityKitContentBundle) But this is in the root of RealityKitContent.rkassets , if I have the models in some subfolder then I have to add the complete path like let model = try? await Entity(named: “/superModels/testModel”, in: realityKitContentBundle) What I want is to be able to search recursively in all folders for that file as I have several subfolders with different models. Any suggestion ? Thanks in advance. Guillermo
Replies
3
Boosts
0
Views
747
Activity
Dec ’24
Reality Composer Pro: Transform scale in cube material cannot accept decimal value
Hi guys, I have set size of cube is 20 cm. Then i want to transform scale with values x: 0.048, y: 1, z: 0.0.48, But strangely it reset all value to x: 1, y: 1, and z:1. Then i want to try with another decimal such as x: 1.2, y: 2, z: 1.2 the panel will automatically reset it into x: 1, y: 1, z: 1. My question is how to set transform scale that can accept decimal number ?
Replies
1
Boosts
0
Views
505
Activity
Dec ’24
Issues importing Tiled Image Material X shader node into Reality Composer Pro
Hey, I am having issues getting my Material X shaders to work properly in Reality Composer Pro that I've authored in Houdini. The shader is very simple. It starts with a tiled image node that is written to the diffuse color of the preview surface node. This node is called mtxltileimage2. When I create a tiled image node in RCP and configure it to have the same parameter values I get the texture to show up correctly. This node is called TiledImage. One difference I can identify is that the second node has a grey icon whereas the first node has a blue icon. Could this be related to this issue? Here is the USD viewer output for the two variants of the tiled image node. Any pointers, misconceptions and help would be greatly appreciated. My goal is to be able and author these shaders in Houdini and import them into RCP. Trying to figure out the right pipeline for this workflow.
Replies
1
Boosts
0
Views
732
Activity
Dec ’24
VisionOS DockingRegion getting ignored
Hi, I added DockingRegion to my scene from Reality Composer Pro, and I am able to load up the scene, but DockingRegion is getting ignored and the scene is getting rendered with no change in AVPlayerViewController window. As it can be seen in Reality Composer Pro screenshot below, I set the width of the player to 666, and moved it to the back by 300cm, but the actual result does not reflect the position I set on Reality Composer Pro. Is there anything else I should do other than loading up the Entity and adding to RealityView? Specifically, do I have to get the DockingRegion within the usda file and somehow enable it?
Replies
3
Boosts
0
Views
573
Activity
Dec ’24
Blend shape animation in USDZ not importing into Reality Composer Pro
Hello, I have a usdz model created in Maya. It's supposed to have a splashing animation associated with it, and this can be viewed in Maya and Blender, but for some reason when I export it to usdz and then import it into my Reality Composer Pro project, the animation is missing. I expect an animation library to be created on the entity when I drag it in like any other usdz with animation data, but that is not the case. Any help would be appreciated on this issue.
Replies
1
Boosts
0
Views
625
Activity
Dec ’24
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
Replies
2
Boosts
0
Views
843
Activity
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.
Replies
1
Boosts
0
Views
571
Activity
Dec ’24
Issue with Vertex Animation Scaling Not Working in Reality Composer Pro
Hi everyone, I’m working on a project in Reality Composer Pro, and I’ve encountered an issue with vertex animations. Here’s what I’ve done: I created a model in Blender, which includes two animations: One that scales the vertices of the model. Another that moves the model's position. I imported both animations into Reality Composer Pro, and the position animation works fine, but the vertex scaling animation does not seem to work. What I’m Trying to Achieve: I want the vertex scaling animation to play correctly in Reality Composer Pro alongside the movement animation. Problem: The position animation works as expected, but the vertex scaling animation does not work when applied in Reality Composer Pro. I have checked the vertex scaling animation in other software, and it works fine there. The issue seems to be specific to Reality Composer Pro. Is vertex animation scaling supported in Reality Composer Pro? If so, what might be causing this issue? Any advice or solutions would be greatly appreciated!
Replies
0
Boosts
0
Views
509
Activity
Dec ’24
[Reality Composer Pro] Is it possible to make mirror material with Shader Graph?
Hi! I wanna ask that if it's possible to make mirror material with Shader Graph in Reality Composer Pro. The mirror should reflect entities in Reality Composer Pro scene. I found that it works with SceneKit, but I'm using RealityKitContent in my project. Are there ways to solve this?
Replies
1
Boosts
0
Views
790
Activity
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!
Replies
0
Boosts
0
Views
467
Activity
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.
Replies
1
Boosts
0
Views
737
Activity
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
Replies
4
Boosts
0
Views
712
Activity
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?
Replies
0
Boosts
0
Views
680
Activity
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).
Replies
3
Boosts
0
Views
622
Activity
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.
Replies
1
Boosts
0
Views
869
Activity
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; } }
Replies
1
Boosts
0
Views
723
Activity
Nov ’24