Hello, I'm setting up an ar view using scene anchors from reality composer. The scenes load perfectly fine the first time entering the AR View. When I go back to the previous screen and re-enter the AR View the app crashes before any of the scenes appear on the screen. I've tried pausing and resuming the session and am still getting the following error.
validateFunctionArguments:3536: failed assertion `Fragment Function(fsRenderShadowReceiverPlane): incorrect type of texture (MTLTextureTypeCube) bound at texture binding at index 0 (expect MTLTextureType2D) for projectiveShadowMapTexture[0].'
Any help would be very much appreciated.
Thanks
Reality Composer
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Are there any good tutorials or suggestions on creating models in Blender and exporting with the associated materials and nodes? Specifically I'm looking to see if there is an ability to export translucency associated with an object (i.e. glass bottle). I have created a simple cube with a Principled BSDF shader, but the transmission and IOR settings are not porting over. Any tips or suggestions would be helpful.
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?
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
hi I am not sure what is going on...
I have been working on this model for a while on reality composer, and had no problem testing it that way...it always worked out perfectly.
So I imported the file into a brand new Xcode project... I created a new ARApp, and used SwiftUI.
I actually did it twice ...
And tested the version apple has with the box. In Apple's version, the app appears but the whole part where it tries to detect planes didn't show up. So I am confused.
I found a question that mentions the error messages I am getting but I am not sure how to get around it?
https://developer.apple.com/forums/thread/691882
//
// ContentView.swift
// AppToTest-02-14-23
//
// Created by M on 2/14/23.
//
import SwiftUI
import RealityKit
struct ContentView : View {
var body: some View {
return ARViewContainer().edgesIgnoringSafeArea(.all)
}
}
struct ARViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
// Load the "Box" scene from the "Experience" Reality File
//let boxAnchor = try! Experience.loadBox()
let anchor = try! MyAppToTest.loadFirstScene()
// Add the box anchor to the scene
arView.scene.anchors.append(anchor)
return arView
}
func updateUIView(_ uiView: ARView, context: Context) {}
}
#if DEBUG
struct ContentView_Previews : PreviewProvider {
static var previews: some View {
ContentView()
}
}
#endif
This is what I get at the bottom
2023-02-14 17:14:53.630477-0500 AppToTest-02-14-23[21446:1307215] Metal GPU Frame Capture Enabled
2023-02-14 17:14:53.631192-0500 AppToTest-02-14-23[21446:1307215] Metal API Validation Enabled
2023-02-14 17:14:54.531766-0500 AppToTest-02-14-23[21446:1307215] [AssetTypes] Registering library (/System/Library/PrivateFrameworks/CoreRE.framework/default.metallib) that already exists in shader manager. Library will be overwritten.
2023-02-14 17:14:54.716866-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/suFeatheringCreateMergedOcclusionMask.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.743580-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arKitPassthrough.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.744961-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/drPostAndComposition.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.745988-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arSegmentationComposite.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.747245-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute0.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.748750-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute1.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.749140-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute2.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.761189-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute3.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.761611-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute4.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.761983-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute5.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.762604-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute6.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.763575-0500 AppToTest-02-14-23[21446:1307215] [Assets] Resolving material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute7.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
2023-02-14 17:14:54.764859-0500 AppToTest-02-14-23[21446:1307215] [Foundation.Serialization] Json Parse Error line 18: Json Deserialization; unknown member 'EnableARProbes' - skipping.
2023-02-14 17:14:54.764902-0500 AppToTest-02-14-23[21446:1307215] [Foundation.Serialization] Json Parse Error line 20: Json Deserialization; unknown member 'EnableGuidedFilterOcclusion' - skipping.
2023-02-14 17:14:55.531748-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534559-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534633-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534680-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534733-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534777-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534825-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534871-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:55.534955-0500 AppToTest-02-14-23[21446:1307215] throwing -10878
2023-02-14 17:14:56.207438-0500 AppToTest-02-14-23[21446:1307383] [Technique] ARWorldTrackingTechnique <0x1149cd900>: World tracking performance is being affected by resource constraints [2]
2023-02-14 17:17:15.741931-0500 AppToTest-02-14-23[21446:1307414] [Technique] ARWorldTrackingTechnique <0x1149cd900>: World tracking performance is being affected by resource constraints [1]
2023-02-14 17:22:07.075990-0500 AppToTest-02-14-23[21446:1308137] [Technique] ARWorldTrackingTechnique <0x1149cd900>: World tracking performance is being affected by resource constraints [1]
code-block
It seems that something must of changed in the reality composer export feature to USDZ. Importing any animated .usdz file into reality composer and then exporting it is reducing the playback frame rate to about 30%. The same file imported and then exported as a .reality file plays back just fine.
Anyone else experiencing this issue, as its happening for every usdz file imported and also across 2 different apple laptops running the software?
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 !
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?
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!
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 🤔
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.
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!
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?
I've lost the camera controller in my version that came with Xcode.
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.
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?
I’m interested in evaluating the Physics capabilities of RealityKit and VisionOS.
i assume that I could create Entities, add the PhysicBody Component and “simulate” and tweak settings interactively - but that’s not my experience.
Is something like this possible with Beta 8?
I've been using the MacOS XCode Reality Composer to export interactive .reality files that can be hosted on the web and linked to, triggering QuickLook to open the interactive AR experience.
That works really well.
I've just downloaded XCode 15 Beta which ships with the new Reality Composer Pro and I can't see a way to export to .reality files anymore. It seems that this is only for building apps that ship as native iOS etc apps, rather than that can be viewed in QuickLook.
Am I missing something, or is it no longer possible to export .reality files?
Thanks.
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
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.