Reality Composer

RSS for tag

Prototype and produce content for AR experiences using Reality Composer.

Posts under Reality Composer tag

65 Posts
Sort by:

Post

Replies

Boosts

Views

Activity

Reloading a scene from reality composer.
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
1
0
743
Oct ’23
Workflow Suggestions from Blender to Reality Composer
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.
4
0
1.7k
Oct ’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
3
1
1.7k
Sep ’23
RealityComposer asset not showing up on test app OR Apple's own basic AR file project
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
3
0
1.5k
Mar ’24
Reality Composer Exporting USDZ files - slow animation
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?
2
1
1.6k
Oct ’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
743
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
911
Aug ’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
817
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
550
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
534
Aug ’23
Exporting .reality files from Reality Composer Pro
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.
2
1
1.1k
Oct ’23
Xcode Version 15.0 (15A240d) Reality Composer is missing
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
9
2
2.6k
Apr ’24
Creating 3D Content with Reality Composer no longer possible in Xcode 15
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.
2
0
1.1k
Sep ’23