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

Send messages to the scene
I saw onnoffitacation in the Behavior configuration of Reality Composer pro, which asked me to enter the Nofficatition name, that is to say, this requires swift in Xcode to send a message. There is a message name in the message, so I hope you can write a list for me how to use Swift in Xcode to send a message containing the message name.(There is an answer in https://developer.apple.com/forums/thread/756978, but it doesn't work.) and in the time line in Reality Composer Pro, there is a Notification action, which is used to send messages to swift. How can I ask swift to detect whether the Notification action has sent a message?(There is an answer in https://developer.apple.com/videos/play/wwdc2024/10102/, but it doesn't work.) I have asked this question before (https://developer.apple.com/forums/thread/756978). Those answers were available before, but now they are all invalid in the latest system. I hope you can help me. Thank you.
1
1
916
Oct ’24
Is visionpro support facial recognition app?
Hello everyone, I'm a Computer Science student. My supervisor has given me some topics for my final year project, and one of them involves using Vision Pro for facial recognition—specifically, identifying a designated face to display specific information. As a developer, my understanding of Vision Pro is quite limited. I've done some research online and found that Unity and Xcode are used as development tools. Traditionally, facial recognition is done using OpenCV. However, I've come across articles stating that Apple, due to security reasons, cannot implement facial recognition. I’d like to ask if that’s true. Also, with VisionOS 2 featuring object tracking and image tracking, could these methods potentially replace facial recognition?
1
1
723
Sep ’24
Collisions are not detected if the entity is a child of a hand AnchorEntity
I have a created an AnchorEntity for my index finger tip and then created a model entity (A sphere) as a child of it. This model entity has a collision component and a physics body component. I tried using dynamic and kinematic modes for the physics body component. I have created a plane from a cube that has collision component and a static physics body. I have subscribed to the CollisionEvents.Began on this plane. I have also stored it in a EventSubscription state variable. @State private var collisionSubscription: EventSubscription? The I subscribed as follows collisionSubscription = content.subscribe(to: CollisionEvents.Began.self, on: self.boxTopCollision, { collisionEvent in print("something collided with the box top") }) The collision event fires when I directly put the sphere above the plane and let gravity do the collision, but when the the sphere is the child of the anchor entity, the collision events don't happen. I tried adding collision and physics body component directly to the anchor entity and that doesn't work too. I created another sphere with a physics body and a collision component and input target component and manipulate it with a drag gesture. When the manipulation is happening and collide the plane and the sphere the events don't happen when my sphere is touching the plane, but when the gesture end and the sphere is in contact with the plane, the event gets fired. I am confused as to why this is happening. All I want to do is have a collider on my finger tip and want to detect the collision with this plane. How can I make this work? Is there some unstated rule somewhere as where a physics body is manipulated manually it cannot trigger collision events? For more context. I am using SpatialTrackingSession with the tracking configuration of .hand. I am successfully able to track the finger tip.
3
0
764
Sep ’24
Physics
Given my limited knowledge of physics, I would appreciate it if individuals with a solid understanding of the subject could provide insights into this matter. I have added a physical component to a entity in Reality Composer Pro, but I am seeking guidance on how to achieve the following: Make an object float in the air (with a slight downward motion reminiscent of the moon’s surface) Enable the object to move at a slow pace Implement a strong rebound force I would be grateful if you could provide appropriate values for these parameters. Thank you for your assistance.
1
0
689
Sep ’24
Vision Pro app crashes when scene loads in ImmersiveSpace
Hello, I am getting following error on console and my app crashes. It goes to dark and then Apple logo appears and app crashes apply fence tx failed (client=0x61dbbfd7) [0xfffffecc (ipc/mig) server died] [C:3] Error received: Connection interrupted. Failed to commit transaction (client=0x94097449) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xe9684b50) [0x10000003 (ipc/send) invalid destination port] [C:3-1] Error received: Connection interrupted. Failed to commit transaction (client=0xbcac17e9) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0x52392119) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xff841d17) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xdef5c915) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xefdc8bf3) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xd50c1eff) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0x15690a46) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xf296f56b) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0x61dbbfd7) [0x10000003 (ipc/send) invalid destination port] apply fence tx failed (client=0x61dbbfd7) [0x10000003 (ipc/send) invalid destination port] nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_protocol_socket_reset_linger [C1:2] setsockopt SO_LINGER failed [22: Invalid argument] apply fence tx failed (client=0x61dbbfd7) [0x10000003 (ipc/send) invalid destination port] Failed to set override status for bind point component member. Failed to set override status for bind point component member. Failed to set override status for bind point component member. Message from debugger: Terminated due to signal 9 Could you please tell me what's the reason and how can I resolve this. When I loads 2,3 times then app works fine from that point onwards. But this happens time to time when debug.
0
0
646
Sep ’24
Failed to find and load USDZ from RealityKitContentBundle
I'm developing a VisionOS app and I'm trying to load a ModelEntity from a USDZ file which is inside my custom RealityKit package called R2UVisionOficial. But it keeps giving me an resourceNotFound error. import RealityKit import R2UVisionOficial import ARKit /* more code */ do { let newEntity: Entity //... // Loads entity from USDZ inside package newEntity = try await ModelEntity(named: "Salas", in: r2UVisionOficialBundle) //... return newEntity } catch { print("wtManager >>> **** FAILED to load entity:", error.localizedDescription) throw error } I'm sure I have the Salas.usdz file in the root folder of my package and that I'm using the correct paths. However I keep getting the error: Failed to find resource with name "Salas" in bundle It's funny because when I try to load a USDA (scenes) from the same packages, it works fine. So I guess there's something to do with ModelEntity or USDZ files. Can you please help me? P.S. This issue is similar to https://developer.apple.com/forums/thread/746842?answerId=780415022#780415022
1
0
945
Sep ’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!
1
0
936
Sep ’24
Build Errors for Reality Composer Pro Packages in Xcode 16 Beta 6 for iOS 18
Using Xcode 15.4, I have successfully built and run my app using Reality Composer Pro Version 1.0 package. I then successfully submitted that app version for release. Now, using Xcode 16 Beta 6, I've created a new branch repository for updating my app for iOS/iPadOS 18 and visionOS 2. However, once I created and switched to the new branch and did a build, I get build errors. It seems to be regarding the package manifest that relates to my Reality Composer Pro package that is part of my app. When I go to the package file in my project navigator and click the Open in Reality Composer Pro button, my package opens in Reality Composer Pro 2.0, which makes sense since it it the version for Xcode 16. However, I don't know how to address/get rid of the build errors. I've added and image of my build errors.
5
0
1.3k
Sep ’24
Object Tracking with RealtyView
When I wanted to call the Reality Composer Pro scene containing Object Tracking, I tried the following code: RealityView { content in if let model = try? await Entity(named: "Scene", in: realityKitContentBundle) { content.add(model) } } Obviously, this is wrong. We need to add some configurations that can enable Object Tracking to Reality View. What do we need to add? Note:I have seen https://developer.apple.com/videos/play/wwdc2024/10101/, but I don't know much about it.
3
1
1.2k
Sep ’24
Getting vector3 or vector4 per-vertex data into Shader Graph Editor
Hi, I'm trying to understand how I can get 3- or 4-channel per-vertex data into the Graph Editor. From my tests, it seems that: the "Geometric Property" node does not give access to 4-channel data, "Geometric Property (vector3)" does not give me access to custom properties besides the ones defined in MaterialX core the "Texture Coordinates" node has a vector4f mode (yay!), but according to MaterialX spec, texcoords must have 2 or 3 channels, and I can't get 4-channel data to show up there either. My assumption so far is that I must be missing some "magic" – for example, do the primvars in a file have to be in a specific order, independent of their names? Or do their names matter? (E.g. convention would be primars:st and primvars:st1 and so on) Unfortunately the forum doesn't allow me to attach any USDZ or ZIP files or GDrive links; if there's a way to share a test file I'm happy to do so!
0
0
682
Sep ’24
Weird Reality Composer Pro Loop Timeline bug
TLDR: Timeline does not play animation when Repeat Forever is checked. Hi! I have created a timeline for my model that does a built-in emphasize animation. Then I added a behavior to my model and has set OnAddedToScene with action to run that timeline. It works perfect well on my device. But I want the timeline to be looped. I realized that there's no loop option in the timeline, but I noticed that I can loop it if I insert it into another timeline(The loop checkbox shows up). So I did that and had my model's behavior to run that timeline. But then the model doesn't play the animation as intended. Note: I am not making a VisionPro app, but an iOS app leveraging ARKit and RealityKit Environment: iPhone 13 Pro Max with iOS18.0 Code: struct ARViewContainer: UIViewRepresentable { func makeUIView(context: Context) -> ARView { let arView = ARView(frame: .zero) arView.session.run() Task { do { let anchor = AnchorEntity(plane: .horizontal) let emojiScene = try await Entity(named: "SunglassesScene", in: bubbleAR anchor.addChild(emojiScene) arView.scene.addAnchor(anchor) } catch { print("Failed to load models: \(error)") } } return arView } } Thank you!
0
0
664
Sep ’24
How to display spatial images or videos on swiftUI view
Hi! Now I am making a visionOS program. I have an idea that I want to embed spatial videos or pictures into my UI, but now I have encountered problems and have no way to implement my idea. I have tried the following work: Use AVPlayerViewController to play a spatial video, but it is only display spatial video when modalPresentationStyle =.fullscreen. Once embedded in swiftUI's view, it shows it as a normal 2D image. The method of https://developer.apple.com/forums/thread/733813 I also tried, using a shadergraph to realize the function of the spatial images displaying, but the material can only be attached on the entity, I don't know how to make it show up in view. I also tried to use CAMetalLayer to implement this function and write a custom shader to display spatial images, but I couldn't find a function like unity_StereoEyeIndex in unity to render binocular switching. Does anyone have a good solution to my problem? Thank you!
0
0
643
Sep ’24
Casting shadows on the ground
In visionOS 2 beta, I have a character loaded from a Reality Composer Pro scene standing on the floor, but he isn't casting a shadow on the floor. I added a GroundingShadowComponent in RealityView, and he does cast shadows on himself (e.g., his hands cast shadows on his shoes), but I don't see any shadow on the floor. Do I need to enable something to have my character cast a show on the real-world floor?
1
0
741
Sep ’24
App Environment SkyDome's UV values
I started a visionOS app using Apple's new "App Environment" template, and when I looked at the UV mapping for the half SkyDome, the bottom edge had a UV 'Y' value of 0.318. Naively, I had assumed the bottom edge of a half dome would have a UV 'Y' value of 0.5 (half way up the texture map). Is this the standard UV mapping for half a SkyDome? It has caused some issues when I've applied some HDRIs.
1
0
738
Sep ’24
Particle Systems flicker when partly behind transparent objects
I am having a difficult time to create particle systems in Reality Composer Pro (visionOS beta 3). They tend to start to flicker and all particles disappear and reappear in semi-random intervals. I can clearly see that happening with one effect that I put inside a small box consisting of 4 transparent walls that has a solid floor. When I change the view angle the particle system starts to flicker when viewed from below its emission height. I tried all combinations of particle rendering: billboard->free, additive etc and it does not change anything. I am using the default particle image. Any help appreciated
2
0
901
Sep ’24
Post Notification to RCP but Timeline won't fire
I am trying to use onNofitication in BehaviorComponent to fire up my composed timeline actions. Which is formed up by one TransformTo action, one Hide action and followed by a Notification action indicating the other two actions are finished. With this post, I successfully send a notification to RCP to fire up my timeline with identification: NotificationCenter.default.post( name: NSNotification.Name("RealityKit.NotificationTrigger"), object: nil, userInfo: [ "RealityKit.NotificationTrigger.Scene": scene, "RealityKit.NotificationTrigger.Identifier": "onSomethingStart" ] ) On the other hand, to subscribe that Notification Action, I append a onReceive function below my RealityView, and succesfully received my notification private let notificationTrigger = NotificationCenter.default.publisher( for: Notification.Name("RealityKit.NotificationTrigger")) guard let entity = out.userInfo?["RealityKit.NotificationTrigger.SourceEntity"] as? Entity, let notificationName = out.userInfo?["RealityKit.NotificationTrigger.Identifier"] as? String else { return } debugPrint("Received notification: \(notificationName), entity name: \(entity.name)") Which means that my Timeline is fired up because I can received my notification in my Timeline. But the rest two actions just don't appear to be working. I played the timeline in RCP it works fine. Anything I missed to make it tick? XCode beta 16.1 VisionOS beta 9
2
0
950
Sep ’24
Send messages to the scene
I saw onnoffitacation in the Behavior configuration of Reality Composer pro, which asked me to enter the Nofficatition name, that is to say, this requires swift in Xcode to send a message. There is a message name in the message, so I hope you can write a list for me how to use Swift in Xcode to send a message containing the message name.(There is an answer in https://developer.apple.com/forums/thread/756978, but it doesn't work.) and in the time line in Reality Composer Pro, there is a Notification action, which is used to send messages to swift. How can I ask swift to detect whether the Notification action has sent a message?(There is an answer in https://developer.apple.com/videos/play/wwdc2024/10102/, but it doesn't work.) I have asked this question before (https://developer.apple.com/forums/thread/756978). Those answers were available before, but now they are all invalid in the latest system. I hope you can help me. Thank you.
Replies
1
Boosts
1
Views
916
Activity
Oct ’24
Collision detection
How to detect whether two entities collide in RealityView and execute some instructions after the collision. It is assumed that both entities have collision components, and one of them also has an anchor component (such as a binding hand).
Replies
1
Boosts
0
Views
669
Activity
Oct ’24
How to repeat timeline animation?
Hi I have setup animation using timeline in Reality Composer Pro like below This get triggered by a notification posts from the code.Once this time line triggered, I want to repeat this 2 animations in the timeline unitll user takes the next action. How can I make these repeat forever?
Replies
3
Boosts
1
Views
831
Activity
Oct ’24
Is visionpro support facial recognition app?
Hello everyone, I'm a Computer Science student. My supervisor has given me some topics for my final year project, and one of them involves using Vision Pro for facial recognition—specifically, identifying a designated face to display specific information. As a developer, my understanding of Vision Pro is quite limited. I've done some research online and found that Unity and Xcode are used as development tools. Traditionally, facial recognition is done using OpenCV. However, I've come across articles stating that Apple, due to security reasons, cannot implement facial recognition. I’d like to ask if that’s true. Also, with VisionOS 2 featuring object tracking and image tracking, could these methods potentially replace facial recognition?
Replies
1
Boosts
1
Views
723
Activity
Sep ’24
Collisions are not detected if the entity is a child of a hand AnchorEntity
I have a created an AnchorEntity for my index finger tip and then created a model entity (A sphere) as a child of it. This model entity has a collision component and a physics body component. I tried using dynamic and kinematic modes for the physics body component. I have created a plane from a cube that has collision component and a static physics body. I have subscribed to the CollisionEvents.Began on this plane. I have also stored it in a EventSubscription state variable. @State private var collisionSubscription: EventSubscription? The I subscribed as follows collisionSubscription = content.subscribe(to: CollisionEvents.Began.self, on: self.boxTopCollision, { collisionEvent in print("something collided with the box top") }) The collision event fires when I directly put the sphere above the plane and let gravity do the collision, but when the the sphere is the child of the anchor entity, the collision events don't happen. I tried adding collision and physics body component directly to the anchor entity and that doesn't work too. I created another sphere with a physics body and a collision component and input target component and manipulate it with a drag gesture. When the manipulation is happening and collide the plane and the sphere the events don't happen when my sphere is touching the plane, but when the gesture end and the sphere is in contact with the plane, the event gets fired. I am confused as to why this is happening. All I want to do is have a collider on my finger tip and want to detect the collision with this plane. How can I make this work? Is there some unstated rule somewhere as where a physics body is manipulated manually it cannot trigger collision events? For more context. I am using SpatialTrackingSession with the tracking configuration of .hand. I am successfully able to track the finger tip.
Replies
3
Boosts
0
Views
764
Activity
Sep ’24
Physics
Given my limited knowledge of physics, I would appreciate it if individuals with a solid understanding of the subject could provide insights into this matter. I have added a physical component to a entity in Reality Composer Pro, but I am seeking guidance on how to achieve the following: Make an object float in the air (with a slight downward motion reminiscent of the moon’s surface) Enable the object to move at a slow pace Implement a strong rebound force I would be grateful if you could provide appropriate values for these parameters. Thank you for your assistance.
Replies
1
Boosts
0
Views
689
Activity
Sep ’24
Vision Pro app crashes when scene loads in ImmersiveSpace
Hello, I am getting following error on console and my app crashes. It goes to dark and then Apple logo appears and app crashes apply fence tx failed (client=0x61dbbfd7) [0xfffffecc (ipc/mig) server died] [C:3] Error received: Connection interrupted. Failed to commit transaction (client=0x94097449) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xe9684b50) [0x10000003 (ipc/send) invalid destination port] [C:3-1] Error received: Connection interrupted. Failed to commit transaction (client=0xbcac17e9) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0x52392119) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xff841d17) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xdef5c915) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xefdc8bf3) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xd50c1eff) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0x15690a46) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xf296f56b) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0x61dbbfd7) [0x10000003 (ipc/send) invalid destination port] apply fence tx failed (client=0x61dbbfd7) [0x10000003 (ipc/send) invalid destination port] nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_protocol_socket_reset_linger [C1:2] setsockopt SO_LINGER failed [22: Invalid argument] apply fence tx failed (client=0x61dbbfd7) [0x10000003 (ipc/send) invalid destination port] Failed to set override status for bind point component member. Failed to set override status for bind point component member. Failed to set override status for bind point component member. Message from debugger: Terminated due to signal 9 Could you please tell me what's the reason and how can I resolve this. When I loads 2,3 times then app works fine from that point onwards. But this happens time to time when debug.
Replies
0
Boosts
0
Views
646
Activity
Sep ’24
Failed to find and load USDZ from RealityKitContentBundle
I'm developing a VisionOS app and I'm trying to load a ModelEntity from a USDZ file which is inside my custom RealityKit package called R2UVisionOficial. But it keeps giving me an resourceNotFound error. import RealityKit import R2UVisionOficial import ARKit /* more code */ do { let newEntity: Entity //... // Loads entity from USDZ inside package newEntity = try await ModelEntity(named: "Salas", in: r2UVisionOficialBundle) //... return newEntity } catch { print("wtManager >>> **** FAILED to load entity:", error.localizedDescription) throw error } I'm sure I have the Salas.usdz file in the root folder of my package and that I'm using the correct paths. However I keep getting the error: Failed to find resource with name "Salas" in bundle It's funny because when I try to load a USDA (scenes) from the same packages, it works fine. So I guess there's something to do with ModelEntity or USDZ files. Can you please help me? P.S. This issue is similar to https://developer.apple.com/forums/thread/746842?answerId=780415022#780415022
Replies
1
Boosts
0
Views
945
Activity
Sep ’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!
Replies
1
Boosts
0
Views
936
Activity
Sep ’24
Build Errors for Reality Composer Pro Packages in Xcode 16 Beta 6 for iOS 18
Using Xcode 15.4, I have successfully built and run my app using Reality Composer Pro Version 1.0 package. I then successfully submitted that app version for release. Now, using Xcode 16 Beta 6, I've created a new branch repository for updating my app for iOS/iPadOS 18 and visionOS 2. However, once I created and switched to the new branch and did a build, I get build errors. It seems to be regarding the package manifest that relates to my Reality Composer Pro package that is part of my app. When I go to the package file in my project navigator and click the Open in Reality Composer Pro button, my package opens in Reality Composer Pro 2.0, which makes sense since it it the version for Xcode 16. However, I don't know how to address/get rid of the build errors. I've added and image of my build errors.
Replies
5
Boosts
0
Views
1.3k
Activity
Sep ’24
RealityView on macOS or tvOS
In iOS, to display a RealityView, you can assign a value to the content.camera property: content.camera = .virtual However, how can this be implemented in macOS and tvOS?
Replies
1
Boosts
0
Views
685
Activity
Sep ’24
Object Tracking with RealtyView
When I wanted to call the Reality Composer Pro scene containing Object Tracking, I tried the following code: RealityView { content in if let model = try? await Entity(named: "Scene", in: realityKitContentBundle) { content.add(model) } } Obviously, this is wrong. We need to add some configurations that can enable Object Tracking to Reality View. What do we need to add? Note:I have seen https://developer.apple.com/videos/play/wwdc2024/10101/, but I don't know much about it.
Replies
3
Boosts
1
Views
1.2k
Activity
Sep ’24
Getting vector3 or vector4 per-vertex data into Shader Graph Editor
Hi, I'm trying to understand how I can get 3- or 4-channel per-vertex data into the Graph Editor. From my tests, it seems that: the "Geometric Property" node does not give access to 4-channel data, "Geometric Property (vector3)" does not give me access to custom properties besides the ones defined in MaterialX core the "Texture Coordinates" node has a vector4f mode (yay!), but according to MaterialX spec, texcoords must have 2 or 3 channels, and I can't get 4-channel data to show up there either. My assumption so far is that I must be missing some "magic" – for example, do the primvars in a file have to be in a specific order, independent of their names? Or do their names matter? (E.g. convention would be primars:st and primvars:st1 and so on) Unfortunately the forum doesn't allow me to attach any USDZ or ZIP files or GDrive links; if there's a way to share a test file I'm happy to do so!
Replies
0
Boosts
0
Views
682
Activity
Sep ’24
Weird Reality Composer Pro Loop Timeline bug
TLDR: Timeline does not play animation when Repeat Forever is checked. Hi! I have created a timeline for my model that does a built-in emphasize animation. Then I added a behavior to my model and has set OnAddedToScene with action to run that timeline. It works perfect well on my device. But I want the timeline to be looped. I realized that there's no loop option in the timeline, but I noticed that I can loop it if I insert it into another timeline(The loop checkbox shows up). So I did that and had my model's behavior to run that timeline. But then the model doesn't play the animation as intended. Note: I am not making a VisionPro app, but an iOS app leveraging ARKit and RealityKit Environment: iPhone 13 Pro Max with iOS18.0 Code: struct ARViewContainer: UIViewRepresentable { func makeUIView(context: Context) -> ARView { let arView = ARView(frame: .zero) arView.session.run() Task { do { let anchor = AnchorEntity(plane: .horizontal) let emojiScene = try await Entity(named: "SunglassesScene", in: bubbleAR anchor.addChild(emojiScene) arView.scene.addAnchor(anchor) } catch { print("Failed to load models: \(error)") } } return arView } } Thank you!
Replies
0
Boosts
0
Views
664
Activity
Sep ’24
How to display spatial images or videos on swiftUI view
Hi! Now I am making a visionOS program. I have an idea that I want to embed spatial videos or pictures into my UI, but now I have encountered problems and have no way to implement my idea. I have tried the following work: Use AVPlayerViewController to play a spatial video, but it is only display spatial video when modalPresentationStyle =.fullscreen. Once embedded in swiftUI's view, it shows it as a normal 2D image. The method of https://developer.apple.com/forums/thread/733813 I also tried, using a shadergraph to realize the function of the spatial images displaying, but the material can only be attached on the entity, I don't know how to make it show up in view. I also tried to use CAMetalLayer to implement this function and write a custom shader to display spatial images, but I couldn't find a function like unity_StereoEyeIndex in unity to render binocular switching. Does anyone have a good solution to my problem? Thank you!
Replies
0
Boosts
0
Views
643
Activity
Sep ’24
Casting shadows on the ground
In visionOS 2 beta, I have a character loaded from a Reality Composer Pro scene standing on the floor, but he isn't casting a shadow on the floor. I added a GroundingShadowComponent in RealityView, and he does cast shadows on himself (e.g., his hands cast shadows on his shoes), but I don't see any shadow on the floor. Do I need to enable something to have my character cast a show on the real-world floor?
Replies
1
Boosts
0
Views
741
Activity
Sep ’24
App Environment SkyDome's UV values
I started a visionOS app using Apple's new "App Environment" template, and when I looked at the UV mapping for the half SkyDome, the bottom edge had a UV 'Y' value of 0.318. Naively, I had assumed the bottom edge of a half dome would have a UV 'Y' value of 0.5 (half way up the texture map). Is this the standard UV mapping for half a SkyDome? It has caused some issues when I've applied some HDRIs.
Replies
1
Boosts
0
Views
738
Activity
Sep ’24
Particle Systems flicker when partly behind transparent objects
I am having a difficult time to create particle systems in Reality Composer Pro (visionOS beta 3). They tend to start to flicker and all particles disappear and reappear in semi-random intervals. I can clearly see that happening with one effect that I put inside a small box consisting of 4 transparent walls that has a solid floor. When I change the view angle the particle system starts to flicker when viewed from below its emission height. I tried all combinations of particle rendering: billboard->free, additive etc and it does not change anything. I am using the default particle image. Any help appreciated
Replies
2
Boosts
0
Views
901
Activity
Sep ’24
Post Notification to RCP but Timeline won't fire
I am trying to use onNofitication in BehaviorComponent to fire up my composed timeline actions. Which is formed up by one TransformTo action, one Hide action and followed by a Notification action indicating the other two actions are finished. With this post, I successfully send a notification to RCP to fire up my timeline with identification: NotificationCenter.default.post( name: NSNotification.Name("RealityKit.NotificationTrigger"), object: nil, userInfo: [ "RealityKit.NotificationTrigger.Scene": scene, "RealityKit.NotificationTrigger.Identifier": "onSomethingStart" ] ) On the other hand, to subscribe that Notification Action, I append a onReceive function below my RealityView, and succesfully received my notification private let notificationTrigger = NotificationCenter.default.publisher( for: Notification.Name("RealityKit.NotificationTrigger")) guard let entity = out.userInfo?["RealityKit.NotificationTrigger.SourceEntity"] as? Entity, let notificationName = out.userInfo?["RealityKit.NotificationTrigger.Identifier"] as? String else { return } debugPrint("Received notification: \(notificationName), entity name: \(entity.name)") Which means that my Timeline is fired up because I can received my notification in my Timeline. But the rest two actions just don't appear to be working. I played the timeline in RCP it works fine. Anything I missed to make it tick? XCode beta 16.1 VisionOS beta 9
Replies
2
Boosts
0
Views
950
Activity
Sep ’24
Send messages to the scene
I saw onnoffitacation in the Behavior configuration of Reality Composer pro, which asked me to enter the Nofficatition name, that is to say, this requires swift in Xcode to send a message. There is a message name in the message, so I hope you can write an list for me how to use Swift in Xcode to send a message containing the message name.
Replies
2
Boosts
0
Views
2k
Activity
Sep ’24