Reality Composer

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Prototype and produce content for AR experiences using Reality Composer.

Posts under Reality Composer tag

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Reality Converter, problem converting usdz file with multiple animation
Hello, I created in Blender a simple cube with 2 animations, one animation move up and down the cube and second one rotating cube on his position. I exported this file in glb format and I tried to converted using Reality Converter, unfortunately I can only see 1 animation. Is there any limitation of Reality Converter? Can I include more than 1 animation? The original file glb has the 2 animation inside, as you can see from the screenshot I checked the file using a online viewer for glb and there are no problem, both animations are in. The converter unfortunately see only the last one created. Any reason or explanation? I believe is a limitation on Reality Converter Regards
3
1
2.4k
Sep ’23
Bounce a virtual object off real world wall?
Hi! While waiting for scene understanding to work in the visionOS simulator, I am trying to bounce a virtual object off a real world wall or other real world object on iOS ;). I load my virtual objects from a Reality Composer file where I set them to participate in physics with dynamic motion type. With this I am able to have them collide with each other nicely, occlusion also works, but they go right through walls and other real world objects rather than bouncing off... I've tried a couple of variations of the following code: func makeUIView(context: Context) -> ARGameView { arView.environment.sceneUnderstanding.options.insert(.occlusion) arView.environment.sceneUnderstanding.options.insert(.physics) arView.debugOptions.insert(.showSceneUnderstanding) arView.automaticallyConfigureSession = false let config = ARWorldTrackingConfiguration() config.planeDetection = [.horizontal, .vertical] config.sceneReconstruction = .meshWithClassification arView.session.run(config) if let myScene = try? Experience.loadMyScene() { ... arView.scene.anchors.append(myScene) } return arView } I have found several references that his should "just work", e.g. in https://developer.apple.com/videos/play/tech-talks/609 What am I missing? Testing on iPhone 13 Pro Max with iOS 16.5.1 🤔
1
0
1.2k
Aug ’23
Construct a Voronoi diagram with the Shader Graph Editor?
I'm trying to make a material that has flecks of glitter in it. The main technique I've found to achieve this effect is to use a Voronoi diagram as a normal map, with various amounts of embellishment on top. The shader graph editor has a Worley noise node which is related but produces the "spider web" version of a Voronoi diagram, instead of flat polygons of a consistent color. Is there a trick for converting this Worley texture into a vanilla voronoi diagram, or am I missing something else obvious? Or is what I want not currently possible?
0
0
747
Aug ’23
Image Input for ShaderGraphMaterial
In RealityComposerPro, I've set up a Custom Material that receives an Image File as an input. When I manually select an image and upload it to RealityComposerPro as the input value, I'm able to easily drive the surface of my object/scene with this image. However, I am unable to drive the value of this "cover" parameter via shaderGraphMaterial.setParameter(name: , value: ) in Swift since there is no way to supply an Image as a value of type MaterialParameters.Value. When I print out shaderGraphMaterials.parameterNames I see both "color" and "cover", so I know this parameter is exposed. Is this a feature that will be supported soon / is there a workaround? I assume that if something can be created as an input to Custom Material (in this case an Image File), there should be an equivalent way to drive it via Swift. Thanks!
1
0
1.4k
Aug ’23
Original Reality Composer (non pro) in Vision OS
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 !
1
1
1k
Aug ’23
What's the recommended work flow to recognize and track a 3D object and then anchor 3D models to it? Is there a tutorial for it?
What would be the best way to go about recognizing a 3D physical object, then anchoring digital 3D assets to it? I would also like to use occlusion shaders and masks on the assets too. There's a lot of info out there, but the most current practices keep changing and I'd like to start in the right direction! If there is a tutorial or demo file that someone can point me to that would be great!
0
0
785
Aug ’23
Issues with RealityComposer / RealityKit
Hi Everyone, I'm having difficult detecting custom components from RealityComposer in my xrOS app using QueryPredicate(where: ). I've got it working with a PhysicsBodyComponent so I know it's my custom component that's not being recognized somehow. I'd also like to note all the issues that my intel-based iMac is having with RealityComposer, like crashing on particle emitter add and visionOS crashing when I download textures to use. So I'm constantly paranoid that it's a system-level problem. Anyways, thanks in advance for any help. Cheers, Noah
1
0
1k
Jul ’23
Can we use RealityComposerPro for iPhone RealityKit apps?
Attempting to load an entity via Entity.loadAsync(contentsOf: url) throws an error when passing a .realitycomposerpro file: "Cannot determine file format for ...Package.realitycomposerpro" AdditionalErrors=( "Error Domain=USDKitErrorDomain Code=3 "Failed to open layer } I have a VisionOs app with the same Reality Composer pro file referenced. The project automatically builds a .reality file out of the project. The project contains the realityComposerPro package as a library in the Link Binary build phase. I duplicated this setup with my iPhone app using RealityKit. Attempting to include a realityconvertpro package into my existing app. causes a build error: RealityAssetsCompile: Error: for --platform, value must be one of [xros, xrsimulator], not 'iphoneos' Usage: realitytool compile --output-reality [--schema-file ] [--derived-data ] --platform --deployment-target [--use-metal ] See 'realitytool compile --help' for more information. Lastly, I extracted the .reality file generated by a separate, working, visionOs app using reality converter pro. Attempting to actually load an entity from this file results in an error: Reality File version 9 is not supported. (Latest supported version is 7.)
2
0
1.4k
Jun ’23
How to target SwiftUI code to only the visionOS platform (Compiler Directive)
I am trying to do the following code: func withBackground() -> some View { #if os(visionOS) background { Material.thin } #else background { Color.offWhite.ignoresSafeArea() } #endif } But Xcode 15 Beta 2 says the following: Unknown operating system for build configuration os How can I change the background ONLY for visionOS, while keeping it as is on the other platforms I support? Thanks!
2
2
1.4k
Jun ’23
Banners embedded in USDZ files?
Just getting familiar with XCode. Using Reality Composer a lot now. Ready to try coding along with with Reality Composer. Saw this demo (see link below), but I don't want to use a web server to retrieve banner information, I would prefer to embed this information directly into the USDZ file to be read with AR Quick Look. **Two questions: ** How can you get a banner like this when you open an USDZ file and edit the banner information directly (within the file itself) without using a URL? In place of the call to action button (for Apple Pay) in the demo below, I'd like to use that button to either call a phone number, send a text, or go to a web URL. Link to Apple's example with Apple Pay (see custom examples section, like for the kids' slide example on that page). https://developer.apple.com/augmented-reality/quick-look/ Scraps are welcome, hungry to learn.
0
0
1.1k
Jun ’23
Reality Composer - compound objects
Hello, I'm trying to build a compound object using 2 cubes. I adjusted the z value for one object to make them appear merged together. However, when I run the simulation the two objects separate. Is there something I need to set to make sure the z value doesn't change when it's running? Thanks, BVSdev composed objects, grouped together running:
1
0
721
Jun ’23
ARKit RealityKit user environment lighting.
I have been reading through the documentation and can not find a way to alter the users environment lighting. Is this not possible? Basically I would like to add a darkening to a room. Or change the HUE of the environment in the scene they are seeing. I can think of a few "hacks" to do this but figured there would be a fancy reality kit way to do so. If it is possible to "dim" or darken the environment I could then light up my models with lights but still have the real environment all around.
1
0
1.2k
Jun ’23
Reality Converter, problem converting usdz file with multiple animation
Hello, I created in Blender a simple cube with 2 animations, one animation move up and down the cube and second one rotating cube on his position. I exported this file in glb format and I tried to converted using Reality Converter, unfortunately I can only see 1 animation. Is there any limitation of Reality Converter? Can I include more than 1 animation? The original file glb has the 2 animation inside, as you can see from the screenshot I checked the file using a online viewer for glb and there are no problem, both animations are in. The converter unfortunately see only the last one created. Any reason or explanation? I believe is a limitation on Reality Converter Regards
Replies
3
Boosts
1
Views
2.4k
Activity
Sep ’23
Bounce a virtual object off real world wall?
Hi! While waiting for scene understanding to work in the visionOS simulator, I am trying to bounce a virtual object off a real world wall or other real world object on iOS ;). I load my virtual objects from a Reality Composer file where I set them to participate in physics with dynamic motion type. With this I am able to have them collide with each other nicely, occlusion also works, but they go right through walls and other real world objects rather than bouncing off... I've tried a couple of variations of the following code: func makeUIView(context: Context) -> ARGameView { arView.environment.sceneUnderstanding.options.insert(.occlusion) arView.environment.sceneUnderstanding.options.insert(.physics) arView.debugOptions.insert(.showSceneUnderstanding) arView.automaticallyConfigureSession = false let config = ARWorldTrackingConfiguration() config.planeDetection = [.horizontal, .vertical] config.sceneReconstruction = .meshWithClassification arView.session.run(config) if let myScene = try? Experience.loadMyScene() { ... arView.scene.anchors.append(myScene) } return arView } I have found several references that his should "just work", e.g. in https://developer.apple.com/videos/play/tech-talks/609 What am I missing? Testing on iPhone 13 Pro Max with iOS 16.5.1 🤔
Replies
1
Boosts
0
Views
1.2k
Activity
Aug ’23
Construct a Voronoi diagram with the Shader Graph Editor?
I'm trying to make a material that has flecks of glitter in it. The main technique I've found to achieve this effect is to use a Voronoi diagram as a normal map, with various amounts of embellishment on top. The shader graph editor has a Worley noise node which is related but produces the "spider web" version of a Voronoi diagram, instead of flat polygons of a consistent color. Is there a trick for converting this Worley texture into a vanilla voronoi diagram, or am I missing something else obvious? Or is what I want not currently possible?
Replies
0
Boosts
0
Views
747
Activity
Aug ’23
Image Input for ShaderGraphMaterial
In RealityComposerPro, I've set up a Custom Material that receives an Image File as an input. When I manually select an image and upload it to RealityComposerPro as the input value, I'm able to easily drive the surface of my object/scene with this image. However, I am unable to drive the value of this "cover" parameter via shaderGraphMaterial.setParameter(name: , value: ) in Swift since there is no way to supply an Image as a value of type MaterialParameters.Value. When I print out shaderGraphMaterials.parameterNames I see both "color" and "cover", so I know this parameter is exposed. Is this a feature that will be supported soon / is there a workaround? I assume that if something can be created as an input to Custom Material (in this case an Image File), there should be an equivalent way to drive it via Swift. Thanks!
Replies
1
Boosts
0
Views
1.4k
Activity
Aug ’23
can I download Reality Composer code separately from Xcode?
I've lost the camera controller in my version that came with Xcode.
Replies
0
Boosts
0
Views
526
Activity
Aug ’23
Unable to display animations in Reality Composer.
When previewing the USDZ file, there is animation, but the animation disappears when imported into Reality Composer. Why is this happening? Is there an issue that has arisen?
Replies
0
Boosts
1
Views
557
Activity
Aug ’23
Augmented Reality
I'm just starting to think about diving into augmented reality. Any suggestions on where I should start? For example, any good tutorials or white papers out there to get the get started with the basics and get some MVPs cranked out?
Replies
3
Boosts
0
Views
1.8k
Activity
Aug ’23
Original Reality Composer (non pro) in Vision OS
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 !
Replies
1
Boosts
1
Views
1k
Activity
Aug ’23
What's the recommended work flow to recognize and track a 3D object and then anchor 3D models to it? Is there a tutorial for it?
What would be the best way to go about recognizing a 3D physical object, then anchoring digital 3D assets to it? I would also like to use occlusion shaders and masks on the assets too. There's a lot of info out there, but the most current practices keep changing and I'd like to start in the right direction! If there is a tutorial or demo file that someone can point me to that would be great!
Replies
0
Boosts
0
Views
785
Activity
Aug ’23
How can I add occlusion materials into Reality Composer? Can I add them in Reality Converter? How would I make a portal etc?
Just trying to figure out how to make an occlusion mask in Reality Composer or Reality Converter. I use Blender to make my assets and want to be able to make something similar to a portal which would require an occlusion mask.
Replies
0
Boosts
0
Views
831
Activity
Aug ’23
Missing Stylized Clouds.usdz
I am learning the visionOS and in the tutorial the presenter uses the Stylized Clouds.usds. Where can I find this file to import to my Reality Composer Pro?
Replies
3
Boosts
2
Views
1.5k
Activity
Jul ’23
How can I access Reality Composer Pro?
I wish to create an AR project with an interactive interface with help of Xcode and Reality Composer pro, how could I start?
Replies
2
Boosts
0
Views
1.4k
Activity
Jul ’23
Issues with RealityComposer / RealityKit
Hi Everyone, I'm having difficult detecting custom components from RealityComposer in my xrOS app using QueryPredicate(where: ). I've got it working with a PhysicsBodyComponent so I know it's my custom component that's not being recognized somehow. I'd also like to note all the issues that my intel-based iMac is having with RealityComposer, like crashing on particle emitter add and visionOS crashing when I download textures to use. So I'm constantly paranoid that it's a system-level problem. Anyways, thanks in advance for any help. Cheers, Noah
Replies
1
Boosts
0
Views
1k
Activity
Jul ’23
Can we use RealityComposerPro for iPhone RealityKit apps?
Attempting to load an entity via Entity.loadAsync(contentsOf: url) throws an error when passing a .realitycomposerpro file: "Cannot determine file format for ...Package.realitycomposerpro" AdditionalErrors=( "Error Domain=USDKitErrorDomain Code=3 "Failed to open layer } I have a VisionOs app with the same Reality Composer pro file referenced. The project automatically builds a .reality file out of the project. The project contains the realityComposerPro package as a library in the Link Binary build phase. I duplicated this setup with my iPhone app using RealityKit. Attempting to include a realityconvertpro package into my existing app. causes a build error: RealityAssetsCompile: Error: for --platform, value must be one of [xros, xrsimulator], not 'iphoneos' Usage: realitytool compile --output-reality [--schema-file ] [--derived-data ] --platform --deployment-target [--use-metal ] See 'realitytool compile --help' for more information. Lastly, I extracted the .reality file generated by a separate, working, visionOs app using reality converter pro. Attempting to actually load an entity from this file results in an error: Reality File version 9 is not supported. (Latest supported version is 7.)
Replies
2
Boosts
0
Views
1.4k
Activity
Jun ’23
How to target SwiftUI code to only the visionOS platform (Compiler Directive)
I am trying to do the following code: func withBackground() -> some View { #if os(visionOS) background { Material.thin } #else background { Color.offWhite.ignoresSafeArea() } #endif } But Xcode 15 Beta 2 says the following: Unknown operating system for build configuration os How can I change the background ONLY for visionOS, while keeping it as is on the other platforms I support? Thanks!
Replies
2
Boosts
2
Views
1.4k
Activity
Jun ’23
Banners embedded in USDZ files?
Just getting familiar with XCode. Using Reality Composer a lot now. Ready to try coding along with with Reality Composer. Saw this demo (see link below), but I don't want to use a web server to retrieve banner information, I would prefer to embed this information directly into the USDZ file to be read with AR Quick Look. **Two questions: ** How can you get a banner like this when you open an USDZ file and edit the banner information directly (within the file itself) without using a URL? In place of the call to action button (for Apple Pay) in the demo below, I'd like to use that button to either call a phone number, send a text, or go to a web URL. Link to Apple's example with Apple Pay (see custom examples section, like for the kids' slide example on that page). https://developer.apple.com/augmented-reality/quick-look/ Scraps are welcome, hungry to learn.
Replies
0
Boosts
0
Views
1.1k
Activity
Jun ’23
Reality Composer - compound objects
Hello, I'm trying to build a compound object using 2 cubes. I adjusted the z value for one object to make them appear merged together. However, when I run the simulation the two objects separate. Is there something I need to set to make sure the z value doesn't change when it's running? Thanks, BVSdev composed objects, grouped together running:
Replies
1
Boosts
0
Views
721
Activity
Jun ’23
how to access xros, reality composer pro, etc
Interested to start playing with this stuff, but yesterday's Xcode 15 beta doesn't seem to include it. Is it available to devs now?
Replies
4
Boosts
0
Views
3.7k
Activity
Jun ’23
ARKit RealityKit user environment lighting.
I have been reading through the documentation and can not find a way to alter the users environment lighting. Is this not possible? Basically I would like to add a darkening to a room. Or change the HUE of the environment in the scene they are seeing. I can think of a few "hacks" to do this but figured there would be a fancy reality kit way to do so. If it is possible to "dim" or darken the environment I could then light up my models with lights but still have the real environment all around.
Replies
1
Boosts
0
Views
1.2k
Activity
Jun ’23
How do we start developing for Reality Pro?
Hi Apple! I want to develop apps for Reality Pro - how do I get started? Do I need a reality pro to run the app, or is emulation possible? What APIs will we have access to? When can I get started?
Replies
1
Boosts
2
Views
1.1k
Activity
Jun ’23