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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Importing USDZ into Reality Composer Pro doesn't include textures
I'm trying to import the USDZ file of a model with multiple textures attached to each part of the model. When I preview the file by double-clicking on the USDZ, it views fine. However, when I import it into Reality Composer Pro, it only shows the pink striped model. I also get the message - "Multiple root level objects exist for HU_EVO_SPY-8.usdc". There are so many components of the model that binding each texture to each component will be very difficult to do manually. How can I fix the file such that when I import to Reality Composer Pro, textures are attached to the model?
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921
Feb ’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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456
Feb ’24
Show ImmersiveSpace Not Working in Default Code
When starting a new visionOS project in Xcode, there used to be a button to show the default immersive space in the default ContentView. Now as of some time recently, it is no longer a button but a toggle. When toggled, nothing happens. The two balls from the immersive space do not appear. Is this intentional? There is also no templates for visionOS when adding a new file to Xcode project. The visionOS option used to be there when adding a new file. This is along with various bugs I have encountered when trying to follow extremely simple starter app tutorials posted by community, albeit these tutorials were posted 3-6 months ago. What has changed so drastically that now it seems like nothing works? I actually factory reset my Mac mini M2 because I could not find answers/solutions. This actually fixed some of the bugs I was having, but not most, including the big ones mentioned above. So what's going on? This is 2 fresh installs of latest Sonoma and Xcode beta where I'm having issues. Is something not being downloaded or installed correctly? Any suggestions appreciated
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357
Feb ’24
When I enter immersive view, the window keeps getting pushed back.
I'm using RealityKit to give an immersive view of 360 pictures. However, I'm seeing a problem where the window disappears when I enter immersive mode and returns when I rotate my head. Interestingly, putting ".glassBackground()" to the back of the window cures the issue, however I prefer not to use it in the UI's backdrop. How can I deal with this? here is link of Gif:- https://firebasestorage.googleapis.com/v0/b/affirmation-604e2.appspot.com/o/Simulator%20Screen%20Recording%20-%20Apple%20Vision%20Pro%20-%202024-01-30%20at%2011.33.39.gif?alt=media&token=3fab9019-4902-4564-9312-30d49b15ea48
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545
Jan ’24
Show USDZ file in RealityView
I captured my office using 3D Scanner and get a USDZ file. The file contains a 3-D Model and a Physically based material. I can view the file correctly with texture on Xcode and Reality Composer Pro. But when using RealityView to present the model in immersive space. I got the model in whole black. My guess is my Material doesn't have a shader graph? Does anyone caught into similar issue? How to solve it?
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559
Jan ’24
RealityKit and Reality Composer Pro: Custom Shader Material
Hello! I have a few questions about using RealityKit on iPadOS and Mac Catalyst. I currently have a model in Cinema 4D that has no materials added to it. I need to add a couple of simple materials to everything. My goal is to move my model from Cinema 4D to my RealityKit app. The model can load fine in the app. However, I'm having issues with the materials. First, when I export from Cinema 4D as a USD, the materials don't seem to come with it. I thought materials came with the model. I just get a pink striped model (no materials), which is not ideal. So, that crossed out making materials in Cinema 4D for me. Here's a test model with materials added: Here's what it looks like when exported as a USDA in Reality Composer Pro. It looks the same when exported as a USDZ: I checked materials when exporting from Cinema 4D, so I don't know what I am doing wrong. So, I thought of another idea instead of making materials in Cinema 4D. What if I used Apple's new Reality Composer Pro app to add materials to my model? You can add physically based materials or even custom shader materials with nodes. I thought that would work, and it does. When I export the model as a USDZ with physically based materials, they appear fine and work in my app. However, what about custom shader materials? Whenever I play with a custom shader material and apply it to my model, I am left with problems. Look at this image. This is my model in Reality Composer Pro with two types of materials added from the app. The water and sand on the beach are created with physically based materials in the app. No nodes. The gold/metal ball is created with a custom shader material with nodes. Looks fine, right? When I drag an exported USDZ of this into my Xcode project, it even looks good in the Xcode preview of the file under Resources. (Note I am not adding the USDZ as an . rkassets as Apple suggests as .rkassets folders are only available for visionOS. This is an iPadOS + Catalyst app.) However, when I run the actual app, only the physically based materials actually display correctly: Besides the lighting in the scene, the physically based materials look good. However, the metal ball that used a custom shader material? It looks gray. Why? How can I fix this? I guarantee this is not a problem with my app or its lighting setup etc. I tried loading a custom shader material in a visionOS simulator and it worked! But, not for this. I know Reality Composer Pro seems to be very focused on visionOS right now, but this is still just a USDZ file. Why aren't these custom shaders working? I've been working on this problem for at least 24+ hours, so I've tried as much as I could imagine. I thought Reality Composer Pro would be good to do textures in as it would be less error prone when moving the model over to Xcode, compared to moving materials from Cinema 4D to Xcode, and I kind of proved that with my second photo. For RealityKit on iPadOS + Catalyst, how should I be applying materials? What am I doing wrong? P.S. Yes, this is a nonAR project with a virtual camera, which is possible for RealityKit. Thanks for the help! :)
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846
Jan ’24
Reality Composer Pro - high cpu usage (even when hidden)
Activity monitor reports that Reality Composer Pro uses 150% CPU and always is the number one energy user on my M3 mac. Unfortunately the high cpu usage continues when the app is hidden or minimized. I can understand the high usage when a scene is visible and when interacting with the scene, but this appears to be a bug. Can anyone else confirm this or have a workaround? Can the scene processing at least be paused when app is hidden? Or better yet, find out why the cpu usage is so high when the scene is not changing. Reality Composer Pro Version 1.0 (409.60.6) on Sonoma 14.3 Thanks
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418
Jan ’24
[VisionOS] Entity spawning during the runtime won't respond to my gesture
I'm creating an immersive experience with RealityView (just consider it Fruit Ninja like experience). Saying I have some random generated fruits that were generated by certain criteria in System.update function. And I want to interact these generated fruits with whatever hand gesture. Well it simply doesn't work, the gesture.onChange function isn't fire as I expected. I put both InputTargetComponent and CollisionComponent to make it detectable in an immersive view. It works fine if I already set up these fruits in the scene with Reality Composer Pro before the app running. Here is what I did Firstly I load the fruitTemplate by: let tempScene = try await Entity(named: fruitPrefab.usda, in: realityKitContentBundle) fruitTemplate = tempScene.findEntity(named: "fruitPrefab") Then I clone it during the System.update(context) function. parent is an invisible object being placed in .zero in my loaded immersive scene let fruitClone = fruitTemplate!.clone(recursive: true) fruitClone.position = pos fruitClone.scale = scale parent.addChild(fruitClone) I attached my gesture to RealityView by .gesture(DragGesture(minimumDistance: 0.0) .targetedToAnyEntity() .onChanged { value in print("dragging") } .onEnded { tapEnd in print("dragging ends") } ) I was considering if the runtime-generated entity is not tracked by RealityView, but since I have added it as a child to a placeholder entity in the scene, it should be fine...right? Or I just needs to put a new AnchorEntity there? Thanks for any advice in advance. I've been tried it out for the whole day.
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722
Jan ’24
Strange issues with VisionOS template
Hello, I'm getting some strange behavior as I keep working with AVP on Xcode. First the basic template used to be normal, and when I previewed contentView it would display the basic sphere (using volume preset) right in the center of the screen. Now, when I create any basic template, the preview window is way elevated upwards to where its basically going thru the ceiling in the room. For the life of me I cannot get Xcode to correct this behavior. Also, while I can create a scene with assets in RealityKit, and try to view it in my content bundle following this Apple tutorial https://developer.apple.com/videos/play/wwdc2023/10203/ I cannot get my new scene to show in an immersive view file. I made sure to use the swiftUI template for the immersive view and I had the correct setup for it. My naming conventions are correct and there are no typos or errors (that I know of). I CAN get the basic template scene to show up, but not my custom scene with a pancake model in it. I've gone thru the video several times, but that still doesn't solve the above issue of the initial template previewing way to high. Does anyone have any advice on fixes for this subject? Edit : I may have located the issue to importing assets and using them in a new scene in realityComposerPro. Still not sure why it breaks after creating a scene in RCP. I haven't even used them in y project yet. (Started a new one) --> If I reset the project it removes the errors. But I still can't see my pancake, even if I just replace the template scene with a basic scene with just the asset in it. Much like the sphere but pancake instead. Also the initial scene may be high because using the volume template the view starts at the users feet. That might be why
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340
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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498
Jan ’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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393
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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798
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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421
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
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
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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566
Jan ’24