Reality Composer

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Prototype and produce content for AR experiences using Reality Composer.

Posts under Reality Composer tag

200 Posts

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Reality Composer - Objects are see through
Hi there, I am happy to have found Reality Composer. As I continue to create content, I have run into some issues. When exporting my model into .OBJ format to upload to the composer, I notice that the objects are not solid. I have gone through the exporting process to make sure that they are, but when viewed in Reality Composer, the closest surfaces are not showing and the object looks see-through. Any idea of what is going on?
1
1
1.6k
Oct ’22
Add haptic feedback to Reality Composer experience or to a USDZ?
Is it possible to add haptic feedback to a USDZ in Reality Composer? For example, if I want a phone to single-tap after knocking over a 3D model of a block in augmented reality, is that possible to do, and if so, how? If this is not possible to do within Reality Composer, is it possible to add haptic feedback to a USDZ in some other way? For example, if I have a USDZ model of a button in augmented reality view, can I have the phone single-tap when the button model is pushed? If so, how can I accomplish this? Thanks in advance for your help!
0
0
1.3k
Oct ’22
Idea: Reality Composer Digital Trackball
Hi Apple Developer Team, Wanted to reach out to submit an idea for Reality Composer that I think would be a tremendous addition to the product. Adding a digital trackball to the top right corner of the viewport would greatly improve my user experience. If somehow the trackball was able to snap to an XYZ axis within the scene (top, bottom, left, right, front, back), that would be even more magnificent. Is there a place to see what features are coming on the product roadmap? Would love to see that as well. Thanks! All the best, Alec
1
0
979
Oct ’22
Reality Composer bug(?) when target not present
Is anyone else having trouble with image targets in reality composer? The detection itself works fine, properly showing my intended .usdz file when the target is seen in the camera view. However when the target is not seen or when the camera is pushed up close to the target, the AR object is shown at an arbitrary location when it should be hidden. Any help is welcome. Thank you very much.
0
0
1.3k
Oct ’22
Timeline for Reality Composer update?
Is there a timeline for when additional features will be added to Reality Composer? Right now, the tool offers some nice features, but it's missing a lot of things that could be really powerful: adding clickable links within the experience dragging and dropping video like you can do with pictures adding haptics I know some of this is possible with Xcode, but including these features would expand the use of Reality Composer significantly.
1
0
1.3k
Sep ’22
Different Anchors in Different Scenes in Reality Composer
I'm making an app using Reality Composer that has multiple scenes, each with a different anchor type. Several use a horizontal anchor, one uses an image anchor, and one uses a face anchor. Works great when testing within the realitycomposer app on iOS device, but the face and image anchor scenes do not work when publishing from x-code. Anyone know if this is possible or a limitation in Reality composer, or I'm not including something properly in X-Code?
0
0
850
Sep ’22
Scene loaded from .rcproject file doesn't show up in .nonAR mode on real iPhone 8
I tried to display a Scene loaded from a .rcproject file in ARView with .nonAR mode. But could not display it on my iPhone 8 which is actual device. I have confirmed that the simulator display the scene properly. If the camera mode is set to .ar, the scene is displayed in actual device. I am puzzled as to why scene loaded from .rcproject file does not show up with my actual device. If anyone has had the similar experience or has an idea of the cause, I would appreciate it if you could help me. Thank you for taking the time to read this post. struct ARViewContainer: UIViewRepresentable {     func makeUIView(context: Context) -> ARView { // if cameramode is ".ar", work properly         let arview = ARView(frame: .zero, cameraMode: .nonAR)         Sample.loadMySceneAsync { (result) in             do {                 let myScene = try result.get()                 arview.scene.anchors.append(myScene)             } catch {                 print("Failed to load myScene")             }         }                  let camera = PerspectiveCamera()         let cameraAnchor = AnchorEntity(world: [0, 0.2, 0.5])         cameraAnchor.addChild(camera)         arView.scene.addAnchor(cameraAnchor)         return arview     }     func updateUIView(_ uiView: ARView, context: Context) {} }
1
1
1.2k
Sep ’22
Can I use more than 1 Reality Composer project in the same ContentView?
I'm new in Reality Composer world and I'm doing a project where I need to load in the same App more than 1 reality composer project but it doesn't work. For exemple, I have 2 different RCproject, pro1 and pro2, that stand out according to the framed image that acts as an anchor for the scenario. I put them in Xcode and I add them in the contentView in this way // Load the "Box" scene from the Reality File let boxAnchor = try! pro1.loadMenu() let boxAnchor2 = try! pro2.loadScene() // add the boxAnchor to the scene arView.scene.anchors.append(boxAnchor) arView.scene.anchors.append(boxAnchor2) when I start the project on the ipad it installs the app and it works, it recognizes the image I use as an anchor and loads the correct project but after the first interaction it does nothing. If I change the framed image with the one connected to pro2 the app loads the right project but, again, after the first interaction it does nothing. While I use the app from my Ipad pro I have the following error as output in Xcode: "World tracking performance is being affected by resource constraints [1]" However, the app continues to be active and every time I change the framed image, the project I view also changes and, moreover, these keep the state they were in, thus allowing me to interact with the objects always only for a single tap and then freeze. Is there a solution to make the ipad select only the RC project requested when I frame a certain image? As an alternative solution I had thought of creating an initial menu that would make me choose which project to use, thus creating a different ContentView for each of them in order to show the right project through the user's choice and no longer through the framed image. is this a possible solution? Thanks in advance for your attention and any answers.
0
0
795
Sep ’22
Loading scene created from Reality Composer cannot be reused
I created a scene in Reality Composer which includes lots of different models. Then I load scene and try to load model and place them separately, the following is my UITapGestureHandler: guard let loadModel = loadedScene.findEntity(named: selectedPlant.selectedModel) else{ return } loadModel.setPosition(SIMD3(0.0,0.0,0.0), relativeTo: nil) My confusion is, when you use .findentity and place this model to the detected plane, it cannot be retrieved again: I try to call this again to place a second model after placing the first one, and .findentity returns nil. Does anyone know the mechanism behind it? I thought loading the scene will create a template in memory, but in contrary, it seems like only creating a sort of list and pop out entity for every call.
1
0
1k
Sep ’22
xcode 13.4.1 (13F100) and reality composer use unstable
I have several reality composer models in my project. when I open more than one of them at a time, xcode loves to blow up (crash). Workflow: open xcode, open RC project1 , open RC projet2. share objects across scenes. Close RC project2, open RC project3, share and repeat. This causes xcode to beach ball and crash. Poor quality AR support/testing/quality.
1
0
1k
Aug ’22
realitykit and reality composer behaviors entity isEnabled interaction possible bug
To reproduce the issue: After importing a RC .project scene, associate a scene entity (theEnntity) to an anchor entity. Enable theEntity (isEnabled = true). theEntity renders in the scene correctly. Execute a scene reality composer behavior Notification to disable theEntity (Hide > Affected Object > theEntity). theEntity no longer renders in the scene, which is correct behavior. Then the bug occurs where you are now unable to Enable theEntity (isEnabled = true). theEntity no longer renders correctly in the scene.
0
0
979
Aug ’22
Reality Composer - Objects are see through
Hi there, I am happy to have found Reality Composer. As I continue to create content, I have run into some issues. When exporting my model into .OBJ format to upload to the composer, I notice that the objects are not solid. I have gone through the exporting process to make sure that they are, but when viewed in Reality Composer, the closest surfaces are not showing and the object looks see-through. Any idea of what is going on?
Replies
1
Boosts
1
Views
1.6k
Activity
Oct ’22
Add haptic feedback to Reality Composer experience or to a USDZ?
Is it possible to add haptic feedback to a USDZ in Reality Composer? For example, if I want a phone to single-tap after knocking over a 3D model of a block in augmented reality, is that possible to do, and if so, how? If this is not possible to do within Reality Composer, is it possible to add haptic feedback to a USDZ in some other way? For example, if I have a USDZ model of a button in augmented reality view, can I have the phone single-tap when the button model is pushed? If so, how can I accomplish this? Thanks in advance for your help!
Replies
0
Boosts
0
Views
1.3k
Activity
Oct ’22
Idea: Reality Composer Digital Trackball
Hi Apple Developer Team, Wanted to reach out to submit an idea for Reality Composer that I think would be a tremendous addition to the product. Adding a digital trackball to the top right corner of the viewport would greatly improve my user experience. If somehow the trackball was able to snap to an XYZ axis within the scene (top, bottom, left, right, front, back), that would be even more magnificent. Is there a place to see what features are coming on the product roadmap? Would love to see that as well. Thanks! All the best, Alec
Replies
1
Boosts
0
Views
979
Activity
Oct ’22
Reality Composer bug(?) when target not present
Is anyone else having trouble with image targets in reality composer? The detection itself works fine, properly showing my intended .usdz file when the target is seen in the camera view. However when the target is not seen or when the camera is pushed up close to the target, the AR object is shown at an arbitrary location when it should be hidden. Any help is welcome. Thank you very much.
Replies
0
Boosts
0
Views
1.3k
Activity
Oct ’22
Reality Composer Image Target Instability
Is anyone else having trouble with image targets in reality composer? When I move my phone directly over or in very close proximity to an image target, my scene shows correctly. But as soon as I move my camera away the scene seems to jump to some arbitrary location in the room. When I move back to the target it comes back to the correct location shortly.
Replies
1
Boosts
0
Views
1.3k
Activity
Oct ’22
Timeline for Reality Composer update?
Is there a timeline for when additional features will be added to Reality Composer? Right now, the tool offers some nice features, but it's missing a lot of things that could be really powerful: adding clickable links within the experience dragging and dropping video like you can do with pictures adding haptics I know some of this is possible with Xcode, but including these features would expand the use of Reality Composer significantly.
Replies
1
Boosts
0
Views
1.3k
Activity
Sep ’22
Different Anchors in Different Scenes in Reality Composer
I'm making an app using Reality Composer that has multiple scenes, each with a different anchor type. Several use a horizontal anchor, one uses an image anchor, and one uses a face anchor. Works great when testing within the realitycomposer app on iOS device, but the face and image anchor scenes do not work when publishing from x-code. Anyone know if this is possible or a limitation in Reality composer, or I'm not including something properly in X-Code?
Replies
0
Boosts
0
Views
850
Activity
Sep ’22
Scene loaded from .rcproject file doesn't show up in .nonAR mode on real iPhone 8
I tried to display a Scene loaded from a .rcproject file in ARView with .nonAR mode. But could not display it on my iPhone 8 which is actual device. I have confirmed that the simulator display the scene properly. If the camera mode is set to .ar, the scene is displayed in actual device. I am puzzled as to why scene loaded from .rcproject file does not show up with my actual device. If anyone has had the similar experience or has an idea of the cause, I would appreciate it if you could help me. Thank you for taking the time to read this post. struct ARViewContainer: UIViewRepresentable {     func makeUIView(context: Context) -> ARView { // if cameramode is ".ar", work properly         let arview = ARView(frame: .zero, cameraMode: .nonAR)         Sample.loadMySceneAsync { (result) in             do {                 let myScene = try result.get()                 arview.scene.anchors.append(myScene)             } catch {                 print("Failed to load myScene")             }         }                  let camera = PerspectiveCamera()         let cameraAnchor = AnchorEntity(world: [0, 0.2, 0.5])         cameraAnchor.addChild(camera)         arView.scene.addAnchor(cameraAnchor)         return arview     }     func updateUIView(_ uiView: ARView, context: Context) {} }
Replies
1
Boosts
1
Views
1.2k
Activity
Sep ’22
Can I use more than 1 Reality Composer project in the same ContentView?
I'm new in Reality Composer world and I'm doing a project where I need to load in the same App more than 1 reality composer project but it doesn't work. For exemple, I have 2 different RCproject, pro1 and pro2, that stand out according to the framed image that acts as an anchor for the scenario. I put them in Xcode and I add them in the contentView in this way // Load the "Box" scene from the Reality File let boxAnchor = try! pro1.loadMenu() let boxAnchor2 = try! pro2.loadScene() // add the boxAnchor to the scene arView.scene.anchors.append(boxAnchor) arView.scene.anchors.append(boxAnchor2) when I start the project on the ipad it installs the app and it works, it recognizes the image I use as an anchor and loads the correct project but after the first interaction it does nothing. If I change the framed image with the one connected to pro2 the app loads the right project but, again, after the first interaction it does nothing. While I use the app from my Ipad pro I have the following error as output in Xcode: "World tracking performance is being affected by resource constraints [1]" However, the app continues to be active and every time I change the framed image, the project I view also changes and, moreover, these keep the state they were in, thus allowing me to interact with the objects always only for a single tap and then freeze. Is there a solution to make the ipad select only the RC project requested when I frame a certain image? As an alternative solution I had thought of creating an initial menu that would make me choose which project to use, thus creating a different ContentView for each of them in order to show the right project through the user's choice and no longer through the framed image. is this a possible solution? Thanks in advance for your attention and any answers.
Replies
0
Boosts
0
Views
795
Activity
Sep ’22
What does Modal/ toggle exclusive state for this action sequence do?
There is absolutely no documentation I can find about this. on the ios version of Reality composer, when you are editing an action sequence, you can toggle Loop and Modal. in the mac version you can toggle an icon that says toggle exclusive state for this action sequence when you hover over it. What is that?
Replies
0
Boosts
0
Views
1.3k
Activity
Sep ’22
Reality Composer feature request - add ability to change pivot origin of model
Working in the real work sharing and creating new 3d models often results in dissimilar pivot points of each model. This results in difficulty adding and manipulating models within an active AR scene. Having an ability to change the anchor point on the fly would provide a world of difference in user experience.
Replies
0
Boosts
1
Views
1k
Activity
Sep ’22
Loading scene created from Reality Composer cannot be reused
I created a scene in Reality Composer which includes lots of different models. Then I load scene and try to load model and place them separately, the following is my UITapGestureHandler: guard let loadModel = loadedScene.findEntity(named: selectedPlant.selectedModel) else{ return } loadModel.setPosition(SIMD3(0.0,0.0,0.0), relativeTo: nil) My confusion is, when you use .findentity and place this model to the detected plane, it cannot be retrieved again: I try to call this again to place a second model after placing the first one, and .findentity returns nil. Does anyone know the mechanism behind it? I thought loading the scene will create a template in memory, but in contrary, it seems like only creating a sort of list and pop out entity for every call.
Replies
1
Boosts
0
Views
1k
Activity
Sep ’22
xcode 13.4.1 (13F100) and reality composer use unstable
I have several reality composer models in my project. when I open more than one of them at a time, xcode loves to blow up (crash). Workflow: open xcode, open RC project1 , open RC projet2. share objects across scenes. Close RC project2, open RC project3, share and repeat. This causes xcode to beach ball and crash. Poor quality AR support/testing/quality.
Replies
1
Boosts
0
Views
1k
Activity
Aug ’22
realitykit and reality composer behaviors entity isEnabled interaction possible bug
To reproduce the issue: After importing a RC .project scene, associate a scene entity (theEnntity) to an anchor entity. Enable theEntity (isEnabled = true). theEntity renders in the scene correctly. Execute a scene reality composer behavior Notification to disable theEntity (Hide > Affected Object > theEntity). theEntity no longer renders in the scene, which is correct behavior. Then the bug occurs where you are now unable to Enable theEntity (isEnabled = true). theEntity no longer renders correctly in the scene.
Replies
0
Boosts
0
Views
979
Activity
Aug ’22