Reality Composer

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Prototype and produce content for AR experiences using Reality Composer.

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iOS 17 Safari will not successfully open .reality (Reality Composer) files from a weblink. For example, this code works fine on iOS 16: The same code generates this message on iOS 17 after clicking on the link: "Object requires a newer version of iOS." QuickLook fails to render anything. I validated that the .reality file works fine when opened from iOS 17 Files app, so it's not a damaged file.
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I have various .reality files published on a website as part of a learning product, which I deployed Feb. 2023 using the latest Reality Composer at the time. Users informed me that none of the .reality files will open on iOS 17, which I have confirmed. They still open fine on iOS 16. On iOS 17 the QuickLook viewer says "Object requires a newer version of iOS." What gives? Did Apple deprecated .reality, or are these designed only to work on one version of iOS only?
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Hello I am very new here in the forum (in iOS dev as well). I am trying to build an app that uses 3d face filters and I want to use Reality Composer. I knew Xcode 15 did not have it so I downloaded the beta 8 version (as suggested in another post). This one actually has Reality Composure Pro (XCode -> Developer tools -> Reality Composure Pro) but the Experience.rcproject still does not appear. Is there a way to create one? When I use Reality Composure it seems only able to create standalone projects and it does not seem to be bundled in a any way to xCode. Thanks for your time people!
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I'm having trouble figuring out how to open Reality Composer in Xcode. I've tried opening Xcode, selecting "Xcode" from the toolbar, then choosing "Open Developer Tool" and "More Developer Tools" to access the download page, but Reality Composer is not listed there. Additionally, when I try to check the details of Reality Composer through this link: https://developer.apple.com/augmented-reality/tools/, it redirects me to the iOS app page, and I can't find the download method for Mac. I would appreciate it if someone could provide guidance!
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How do we author a Reality File like the ones under Examples with animations at https://developer.apple.com/augmented-reality/quick-look/ ?? For example, "The Hab" : https://developer.apple.com/augmented-reality/quick-look/models/hab/hab_en.reality Tapping on various buttons in this experience triggers various complex animations. I don't see any way to accomplish this in Reality Composer. And I don't see any way to export/compile to a "reality file" from within Xcode. How can I use multiple animations within a single GLTF file? How can I set up multiple "tap target" on a single object, where each one triggers a different action? How do we author something similar? What tools do we use? Thanks
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Hi there: From iOS 17 devices, the access to .reality files hosted in my server show the infamous "Object requires a newer version of iOS." message. Same page works flawless accessing the asset form iOS16 and below. Please, check it out a repro accessing to this URL: https://qlar.vortice3d.com/ Any help with this? Thanks for your time.
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I'm using DrawableQueue to create textures that I apply to my ShaderGraphMaterial texture. My metal render is using a range of alpha values as a test. My objects displayed with the DrawableQueue texture are working as expected, but the alpha component is not working. Is this an issue with my DrawableQueue descriptor? My ShaderGraphMaterial? A missing setting on my scene objects? or some limitation in visionOS? DrawableQueue descriptor let descriptor = await TextureResource.DrawableQueue.Descriptor( pixelFormat: .rgba8Unorm, width: textureResource!.width, height: textureResource!.height, usage: [.renderTarget, .shaderRead, .shaderWrite], // Usage should match the requirements for how the texture will be used //usage: [.renderTarget], // Usage should match the requirements for how the texture will be used mipmapsMode: .none // Assuming no mipmaps are needed for the text texture ) let queue = try await TextureResource.DrawableQueue(descriptor) queue.allowsNextDrawableTimeout = true await textureResource!.replace(withDrawables: queue) Draw frame: guard let drawable = try? drawableQueue!.nextDrawable(), let commandBuffer = commandQueue?.makeCommandBuffer()//, //let renderPipelineState = renderPipelineState else { return } let renderPassDescriptor = MTLRenderPassDescriptor() renderPassDescriptor.colorAttachments[0].texture = drawable.texture renderPassDescriptor.colorAttachments[0].loadAction = .clear renderPassDescriptor.colorAttachments[0].storeAction = .store renderPassDescriptor.colorAttachments[0].clearColor = clearColor /*renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor( red: clearColor.red, green: clearColor.green, blue: clearColor.blue, alpha: 0.5 )*/ renderPassDescriptor.renderTargetHeight = drawable.texture.height renderPassDescriptor.renderTargetWidth = drawable.texture.width guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else { return } renderEncoder.pushDebugGroup("DrawNextFrameWithColor") //renderEncoder.setRenderPipelineState(renderPipelineState) // No need to create a render command encoder with shaders, as we are only clearing the drawable. // Since we are just clearing the drawable to a solid color, no need to draw primitives renderEncoder.endEncoding() commandBuffer.commit() commandBuffer.waitUntilCompleted() drawable.present() }
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Hi there Hosting in my server a no-doubt-well-formed AR file, as is the "CosmonautSuit_en.reality" from Apple's examples (https://developer.apple.com/augmented-reality/quick-look/) the infamous and annoying "Object requires a newer version of iOS." message appears, even when I'm running iOS 17.1 in my iPad. That is, the very last available version. All works flawless in uOS16 and below. Of course, my markup is following the required format, namely: <a rel="ar" href="https://artest.myhost.com/CosmonautSuit_en.reality"> <img class="image-model" src="https://artest.myhost.com/cosmonaut.png"> </a> Accessing this same .reality file from the aforementioned Apple's site page works fine. Why is not working in my hosting server? For you rinformation, when I use in my server a USDZ instead, also from the Apple's web page of examples, as is the toy_drummer_idle.usdz file, all works flawless. Again, I'm using the same markup schema: <a rel="ar" href="https://artest.myhost.com/toy_drummer_idle.usdz"> <img class="image-model" src="https://artest.myhost.com/toy_drummerpng"> </a> Also, when I delete the rel="ar" option, AR experience is launched, but by means of an extra step, that implied go thought an ugly poster (generated by QLAR on-the-fly), that ruins all the UX/UI of my webapp. This bahavior is, by the way, the same that you can experience when accessing directly the .realiity file by typing its URL in the Safari browser box. Any tip on this? Thanks for your time.
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Reality Composer is no longer available in XCode 15 Release. Is this intended or will be available in later releases? Do I need to revert to Xcode15 Beta8 to get Reality Composer?
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When changing the 'Up axis' setting in the Layer Data tab to 'Z', the gizmo does not reflect the change. It continues to display as if the Up axis is 'Y'. This results in the gizmo becoming disconnected from the object itself, making it challenging to perform accurate transformations using the gizmo. Steps to Reproduce: Open Reality Composer Pro in the latest XCode Beta. Click on empty space inside of your scene. Navigate to the Layer Data tab. Change the "Up axis" setting to 'Z'. Observe the gizmo's orientation.
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Using the face anchor feature in Reality Composer, I'm exploring the potential for generating content movement based on facial expressions and head movement. In my current project, I've positioned a horizontal wood plane on the user's face, and I've added some dynamic physics-enabled balls on the wood surface. While I've successfully anchored the wood plane to the user's head movements, I'm facing a challenge with the balls. I'm aiming to have these balls respond to the user's head tilts, effectively rolling in the direction of the head movement. For instance, a tilt to the right should trigger the balls to roll right, and likewise for leftward tilts. However, my attempts thus far have not yielded the expected results, as the balls seem to be unresponsive to the user's head movements. The wood plane, on the other hand, follows the head's motion seamlessly. I'd greatly appreciate any insights, guidance, or possible solutions you may have regarding this matter. Are there specific settings or techniques I should be implementing to enable the balls to respond to the user's head movement as desired? Thank you in advance for your assistance.
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Hi, I'm working on an AR App. With Reality Composer and Xcode 14 I was triggering custom behaviours from with just: myScene.notifications.myBox.post() called from let myScene = try! Experience.loadBox() Now in Xcode 15 I don't have an Experience instead with the .reality file I have to use Entities so : let objectAR = try! Entity.load(named: "myProject.reality") How can I trigger my previously Reality Composer exported custom behaviour from that ?
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Hello, Currently working on a project that was finished in Reality Composer but then we noticed the pink material after changing scenes on iOS 17 devices. So did some updating to Mac OS 14 and X Code 15 beta to use Reality Composer Pro and currently stuck on how to setup the animations and onClick triggers to be able play animation from the USDZ model in the scene. Once the animation is finished, it will trigger the next scene. This was done through behaviors in Reality Composer and it was simple drag and drop. But now it seem we need to do it by components which i don't mind just don't see much resources on how to set this up properly. Is there are way to do behaviors like in Reality Composer? Extra: If there is a way to use alpha pngs or be able to drag PNG's into the scene like in Reality Composer?
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With Xcode 11 through 14, Reality Composer for Mac has been included with Xcode. Apples's own documentation states: "You automatically get Reality Composer for macOS when you install Xcode 11 or later. The app is one of the developer tools bundled with Xcode. From the menu, choose Xcode > Open Developer Tool, and select Reality Composer." This simply not the case with Xcode 15. In fact, we cannot even open existing RCPROJECTS such as the classic Experience.rcproject found in Apple's own sample code Creating a Game with Reality Composer. As an AR developer this makes my currently project virtual unworkable. It's my understanding that when Reality Composer Pro is finally released -- it will only be compatible with visionOS apps, as opposed to iOS apps that are built with RealityKit; this was certainly the case with early iterations. Apple's Creation tools for spatial apps still mention Reality Composer, but it is only available for iOS and iPadOS. Taking away such a critical tool without notice is crippling, to say the least. Any official announcements on the future state RealityKit development would be welcome.
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Hi guys, I've just installed the newest Xcode Version 15.0 (15A240d) and I can see that the Reality Composer is missing. It is not appearing in Xcode -> Open Developer Tool menu. Where/how I can find it? My old reality compose project now opens like a text file, and I have no option to open it in Reality Composer like it was in old Xcode. I'm kinda stuck with my project, so any help could be useful. Thanks, J
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