The version of Reality Composer Pro is 1.0 from Xcode 15 beta 2. Every time I click 'Particle Emitter' button, it will crash. I can't open the Diorama, the demo from document, neither.
Reality Composer Pro
RSS for tagLeverage the all new Reality Composer Pro, designed to make it easy to preview and prepare 3D content for your visionOS apps
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Hi,
I would like to learn how to create custom materials using Shader Graph in Reality Composer Pro. I would like to know more about Shader Graph in general, including node descriptions and how the material's display changes when nodes are connected. However, I cannot find a manual for Shader Graph in Reality Composer Pro. This leaves me totally clueless on how to create custom materials.
Thanks.
Sadao Tokuyama
https://1planet.co.jp/
https://twitter.com/tokufxug
When I create an USDZ file from the original Reality Composer (non pro) and view it in the Vision OS simulator, the transforms and rotations don't look similar.
For example a simple Tap and Flip behaviour does not rotate similar in Vision OS.
Should we regard RC as discontinued sw and only work with RC-pro?
Hopefully Apple will combine the features from the original RC into the new RC pro !
If you have a scene with a simple custom .usda material applied to a primitive like a cube, the exported (.usdz) material definition is unknown for tools like Reality Converter Version 1.0 (53) or Blender Version 3.6.1.
Reality Converter shows up some warnings "Missing references in USD file", "Invalid USD shader node in USD file".
Even Reality Composer Pro is unable to recreate the material correct with it's own exported .usdz files.
Feedback: FB12699421
I'm trying to load a model of 200mb which has tris more than .2 million. Could anyone tell the tris makes an issue loading the model in the reality composer pro?
Hello,
I am writing to you today to inquire about my application for the Apple Vision Pro Developer Kit. I submitted my application three times, but each time the application page displayed the text "%%USE_I18N_STRING_ERROR%%". After I submitted my application, the page I was redirected to said "We'll be back soon". I am not sure if my application was successful. I have not received any email confirmation.
Would you be able to check the status of my application and let me know if there is anything else I need to do?
Thank you for your time and consideration.
Sincerely,
Sadao Tokuyama
https://twitter.com/tokufxug
https://www.linkedin.com/in/sadao-tokuyama/
Hello community, I'm trying to open a window with larger than the original initial dimensions. Because the native Freeform app doing it just fine with wider-than-usual window dimensions.
But I found on the documentation saying that "In visionOS, all windows open with the same initial dimensions." I tried to set a greater width on the window frame but there indeed seems to be a hard fixed max length on it since I can make the window to be smaller but not bigger programmatically.
Am I doing something wrong or missing anything?
What are your thoughts on how the larger window of Freeform even gets implemented? Or it could even not be a window for example might be a layered on a large reality view?
Any input would be appreciated!
When using Xcode 15 Beta 5, a project created with Xcode 15 Beta 3 seemingly fails to open any scene within the RealityKitContentBundle anymore while a newly created one works flawlessly.
How can I reregister my bundle?
Was going through the video "Meet Reality Composer Pro" video (thanks Eric!) and while working through the Particle Emitter section, found that the preset sections was missing.
When clicking the presets entry point (icon with 6 squares), a strange UI thing shoots up near the position x axis box (near the mouse cursor in the screenshot)
Am using Version 1.0 (372.2.11) of Reality Composer Pro. Thanks so much!
Hello,
I have created a material in RCP and applied it via "Material Binding" to 3D geometry within my scene... however, when I export it out as a USDz file and open in Xcode... the material changes have not persisted.
Any suggestions on why this is so?
Hello, how does one add the capability for a user to rotate an object inside the Vision OS?
I have tried to add a DragGesture to this to no avail, it will not register.
There must be something native we utilize to allow a user to manipulate a 3D Model.
This is how I am putting the model into the scene:
let loadedEntity = try await Entity.load(named: itemName in: RealityKitContent.realityKitContentBundle)
loadedEntity.generateCollisionShapes(recursive: true)
content.add(loadedEntity)
I have a .stl in “Standard Tesselated Geometry File Format” - how do I get this into a format which VisionOS can use?
Notes:
double-clicking on the .stl launches Xcode and shows the Scene graph
I’ve added it to a template VisionOS app. It comes in with a gray icon that is otherwise identical to the blue icon that the template creates (named “Scene”) - but I cannot figure out how to get the model contained in the .stl to be recognized.
Reality Composer Pro will not open the .stl file
Many thanks!
Is there support for Blend Shapes in RealityKit? I don't see controls for it in the API and the Blend Shapes that should be on my model aren't appearing in Reality Composer Pro
Hi, in this video: at approx 11:24, a checkbox called "Collisions" is found on the selected ParticleEmitter (right at the bottom).
I can't seem to find it in my build of Reality Composer Pro and can't seem to find another way to allow for collisions on the particles of the ParticleEmitter.
I'm on Version 1.0 (385.2) on RCP.
Any help on this would be great.
Thanks.
Hi. Given an RC entity
var physicsBody = tappedObject.entity.components[PhysicsBodyComponent.self]! as PhysicsBodyComponent
how does one call
func applyImpulse(_ impulse: SIMD3, at position: SIMD3, relativeTo referenceEntity: Entity?)
to impose an impulse on the object?
Thanks!
Disclaimer: I am new to all things 3D. There could be a variety of things wrong with what I'm doing that are not unique to RealityKit. Any domain info would be appreciated.
So, I'm following, what I think are, the recommended steps to import a shader-node material from reality composer pro and apply it to another modelEntity.
I do the following:
guard let entity = try? Entity.load(named: "Materials", in: RealityKitContent.realityKitContentBundle) else { return model }
let materialEntity = entity.findEntity(named: "materialModel") as? ModelEntity
guard let materialEntity else { return model }
I then configure a property on it like so:
guard var material = materialEntity.model?.materials[0] as? ShaderGraphMaterial else { return model }
try coreMaterial.setParameter(name: "BaseColor", value: .color(matModel.matCoreUIColor))
I then apply it.
This is what my texture looks like in RealityComposer:
I notice that my rendered object has distortions in the actual RealityView. Note the diagonal lines that appear "Stretched".
What could be doing this? I thought Node Shaders were supposed to be more resilient to distortions like this? I'm not sure if I've got a bug or if I'm using it wrong.
FWIW, this is a shader based on apple's felt material shader. My graph looks like this:
Thanks
Hi. Given an RC entity
var physicsBody = tappedObject.entity.components[PhysicsBodyComponent.self]! as PhysicsBodyComponent
how does one call
func applyImpulse(_ impulse: SIMD3, at position: SIMD3, relativeTo referenceEntity: Entity?)
to impose an impulse on the object? Or the real question is how does one obtain a physiceBody on the Model.Entity?
Thanks!
In Reality Composer Pro shader graph I don't see a way to select which uv or specify custom uvs to use to sample textures. Is there a method to do this?
Reality Composer had some rudimentary animation. I have not been able to find an equivalent in the Pro version. Are there any planned? I'd rather avoid the steep learning curve of the available high end tools for some basic transform animations.
hi
I have made a simple textured planet 3D in Reality Composer Pro, and the question is how can I visualize it in the Vision Pro simulator.
I already have everything installed, even the simulator works fine, but I don't know how to run what I do in RealityComposerPro, export it to vision Simulator.
Any comment will be very appreciated.
thank you.