RealityKit

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Simulate and render 3D content for use in your augmented reality apps using RealityKit.

Posts under RealityKit tag

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RealityKit's ARView raycast returns nothing
Hello, I have rendered an usdz File using sceneKit's .write() method on the displayed scene. Once I load it on another RealityKit's ARView using the .nonAR mode of the camera, I am trying to use the view's raycast(from:,allowing:,alignment:) method, to get the coordinates on the model. I have applied the collisionComponents when loading the model using the .generateCollisionShapes() function to be able to interact with the modelEntity. However, the raycast result returns nothing. Is there something I am missing for it to work? Thanks!
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Jun ’24
Object Tracking with RealtyView
When I wanted to call the Reality Composer Pro scene containing Object Tracking, I tried the following code: RealityView { content in if let model = try? await Entity(named: "Scene", in: realityKitContentBundle) { content.add(model) } } Obviously, this is wrong. We need to add some configurations that can enable Object Tracking to Reality View. What do we need to add? Note:I have seen https://developer.apple.com/videos/play/wwdc2024/10101/, but I don't know much about it.
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Jun ’24
Elapsed scene time used in custom shader uniform
If you create a custom shader you get access to a collection of uniform values, one is the uniforms::time() parameter which is defined as "the number of seconds that have elapsed since RealityKit began rendering the current scene" in this doc: https://developer.apple.com/metal/Metal-RealityKit-APIs.pdf Is there some way to get this value from Swift code? I want to animate a value in my shader based on the time so I need to get the starting time value so I can interpolate the animation offset from that point. If I create a System in the update() function I get a SceneUpdateContext instance and that has a deltaTime property but not an elapsedTime property which I would assume would map to the shader time() value.
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Jun ’24
Capturing Perspective Camera View in RealityKit and Integrating SceneKit with RealityKit
Hello, I am currently developing an application using RealityKit and I've encountered a couple of challenges that I need assistance with: Capturing Perspective Camera View: I am trying to render or capture the view from a PerspectiveCamera in RealityKit/RealityView. My goal is to save this view of a 3D model as an image or video using a virtual camera. However, I'm unsure how to access or redirect the rendered output from a PerspectiveCamera within RealityKit. Is there an existing API or a recommended approach to achieve this? Integrating SceneKit with RealityKit: I've also experimented with using SCNNode and SCNCamera to capture the camera's view, but I'm wondering if SceneKit is directly compatible within a RealityKit scene, specifically within a RealityView. I would like to leverage the advanced features of RealityKit for managing 3D models. Is saving the virtual view of a camera supported, and if so, what are the best practices? Any guidance, sample code, or references to documentation would be greatly appreciated. Thank you in advance for your help!
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Jun ’24
Error Loading USDZ File in Vision Pro Application
Hi everyone, I'm working on a Vision Pro application and encountering an issue while trying to load a USDZ file. Here are the details: File Path: /Users/siddharthpatel/Library/Developer/CoreSimulator/Devices/31F10013-50B6-4CEF-9388-9094087FAEBF/data/Containers/Data/Application/EB260F0A-A84F-4E95-876D-08199D2A4998/Documents/hive1.usdz Code: do { try await modelEntityForCollider = ModelEntity(contentsOf: fileURL!) } catch { print("Error loading model: (error)") } Error: Thread 1: Fatal error: Failed to import entity from "/Users/siddharthpatel/Library/Developer/CoreSimulator/Devices/31F10013-50B6-4CEF-9388-9094087FAEBF/data/Containers/Data/ ... ve1.usdz" I've verified that the file path is correct and the USDZ file exists at the specified location. What could be causing this error and how can I resolve it? Thanks in advance for your help! Siddharth
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How to reduce draw call count in RealityKit
I'm trying to render a large number of entities, it looks like each ModelEntity causes a draw call, even if you share the ModelComponent so each Entity shares the mesh and materials. I tried to use the MeshInstanceCollection inside MeshResource to generate a large number of objects in the scene, the code works and draws many objects but the draw count is still one call per instance, this seems strange I would assume it should only be one draw call for the single entity since I have specified to use instancing in the resource. Has anybody else successfully used instancing in RealityKit to draw a large number go Entities (maybe around 10,000) or drawn this amount of items successfully with 60fps any other way? Here is some sample code that draws 100 cubes using instancing but still causes 100 draw calls. func instanceTest(scene: RealityKit.Scene) { var resource = MeshResource.generateBox(size: 0.2) var contents = MeshResource.Contents() contents.models = resource.contents.models var arr: [MeshResource.Instance] = [] var matrix = matrix_identity_float4x4 matrix[3, 0] = 0.5 for i in 0..<100 { let inst = MeshResource.Instance(id: "\(i)", model: "MeshModel", at: matrix) arr.append(inst) } contents.instances = MeshInstanceCollection(arr) let updatedResource = try? MeshResource.generate(from: contents) let unlitMaterial = UnlitMaterial(color: .red) let modelEntity = ModelEntity( mesh: updatedResource!, materials: [unlitMaterial] ) let anchor = AnchorEntity() anchor.addChild(modelEntity) scene.addAnchor(anchor) }
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RealityKit for macOS example
I would like to code some RealityViews to run on my Mac first (and then incorporate them in a visionOS project) so that my code/test loop is faster, but I have not been able to find a simple example that supports Mac. Is it possible to have volumes on a Mac? Is there support for using a game controller to move around the RealityView, like in the visionOS simulator?
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269
Jun ’24
SceneKit or RealityKit for Non-AR Game Development
Hi everyone, I'm choosing a framework for developing a game that doesn't involve augmented reality (AR) and I'm unsure whether to use SceneKit or RealityKit. I would like to hear from Apple engineers on this matter. Which of these frameworks is better suited for creating non-AR games? Additionally, I'd like to know if it's possible to disable AR in RealityKit using the updated RealityView? Thanks in advance for your insights and recommendations!
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Jun ’24
SharePlay Button
I followed the WWDC video to learn Sharplay. I understood the first creation of seats, but I couldn't learn some of the following content very well, so I hope you can give me a list code. The contents are as follows: I have already taken a seat. struct TeamSelectionTemplate: SpatialTemplate { let elements: [any SpatialTemplateElement] = [ .seat(position: .app.offsetBy(x: 0, z: 4)), .seat(position: .app.offsetBy(x: 1, z: 4)), .seat(position: .app.offsetBy(x: -1, z: 4)), .seat(position: .app.offsetBy(x: 2, z: 4)), .seat(position: .app.offsetBy(x: -2, z: 4)), ] } I hope you can give me a SharePlay Button. After pressing it, it will assign all users in Facetime to a seat with elements quantified in TeamSelectionTemplate. Thank you very much.
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Jun ’24
How to Detect Gaze & Gesture on Entity
It's a common system interaction to look at an item in SwiftUI and tap to select it. I'm confused how to do the same with ModelEntities. How do I use gaze to select a ModelEntity for context based actions? e.g. look at the green sphere and tap to pull up a menu. Or look in a direction and clap to **** away virtual objects etc. etc. If this is not possible is there a workaround?
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Jun ’24
Unable to create PhysicsJoint using Entity's Geometric Pin
Hello, I'm trying to attach one entity to another entity via the new PhysicsFixedJoint. I have a usdz that contains a skeletal pose which expose the joints as pins as desired. However the when I access the pin, it is returning a GeometricPin, instead of an EntityGeometricPin as you would expect. I can't use the returned GeometricPin to create the joint. Am I missing something? Shouldn't access the Entity's pins object return EntityGeometricPins instead of GeometricPin? Here is the code sample: var body: some View { RealityView { content in if let scene = try? await Entity(named: "Scene", in: untitledBundle) { content.add(scene) let attack = try! Entity.load(named: "Attack01_SingleSword") let anchor = scene.findEntity(named: "Root") anchor?.addChild(attack) let sword = try! Entity.load(named: "OHS08_Sword") anchor?.addChild(sword) if let swordEntity = findModelComponentEntity(entity: sword) { let swordPin = swordEntity.pins.set( named: "test", position: SIMD3<Float>.zero ) if let attackEntity = findModelComponentEntity(entity: attack) { let attackPin = attackEntity.pins["root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/weapon_r"]! // This is returning GeomtricPin instead of the EntityGeometricPin that the "pins" object contains let joint = PhysicsFixedJoint( pin0: swordPin, pin1: attackPin // This is a compile error since it is not an EntityGeometricPin type ) try! joint.addToSimulation() } } } } }
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Drag Gesture in Immersive Spaces with Reality Kit
I've been trying to get the drag gesture up and running so I can move my 3D model around in my immersive space, but for some reason I am not able to move it around. The model shows up in my visionOS 1.0 Simulator, but I can't seem to get it to move around. Would love some help with this and some resources too that would be helpful. Here's a snippet of my Reality View code import SwiftUI import RealityKit import RealityKitContent struct GearRealityView: View { static var modelEntity = Entity() var body: some View { RealityView { content in if let model = try? await Entity(named: "LandingGear", in: realityKitContentBundle) { GearRealityView.modelEntity = model content.add(model) } }.gesture( DragGesture() .targetedToEntity(GearRealityView.modelEntity) .onChanged({ value in GearRealityView.modelEntity.position = value.convert(value.location3D, from: .local, to: GearRealityView.modelEntity.parent!) }) ) } }
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Jun ’24
Turn on ARView.ARSession.ARConfiguration.providesAudioData = true and add a ModelEntity to ARView (its Material is VideoMaterial (avPlayer: player) this video contains audio), and the video does not play properly?
import SwiftUI import RealityKit import ARKit import AVFoundation struct ContentView : View { var body: some View { ARViewContainer().edgesIgnoringSafeArea(.all) } } struct ARViewContainer: UIViewRepresentable { func makeUIView(context: Context) -> ARView { let arView = ARView(frame: .zero) arView.session.delegate = context.coordinator let worldConfig = ARWorldTrackingConfiguration() worldConfig.planeDetection = .horizontal // worldConfig.providesAudioData = true // open here -----> Error: arView.session.run(worldConfig) addTestEntity(arView: arView) return arView } func updateUIView(_ uiView: ARView, context: Context) {} func makeCoordinator() -> Coordinator { Coordinator() } class Coordinator: NSObject, ARSessionDelegate, ARSessionObserver { func session(_ session: ARSession, didOutputAudioSampleBuffer audioSampleBuffer: CMSampleBuffer) { } } } func addTestEntity(arView: ARView) { let mesh = MeshResource.generatePlane(width: 0.5, depth: 0.35) guard let url = Bundle.main.url(forResource: "videoplayback", withExtension: "mp4") else { return } let player = AVPlayer(url: url) let videoMaterial = VideoMaterial(avPlayer: player) let model = ModelEntity(mesh: mesh, materials: [videoMaterial]) model.transform.translation.y = 0.05 let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: SIMD2<Float>(0.2, 0.2))) anchor.children.append(model) player.play() arView.scene.anchors.append(anchor) } Error: failed to update STS state: Error Domain=com.apple.STS-N Code=1396929899 "Error: failed to signal change" UserInfo={NSLocalizedDescription=Error: failed to signal change} failed to update STS state: Error Domain=com.apple.STS-N Code=1396929899 "Error: failed to signal change" UserInfo={NSLocalizedDescription=Error: failed to signal change} ...... ARSession <0x125d88040>: did fail with error: Error Domain=com.apple.arkit.error Code=102 "Required sensor failed." UserInfo={NSLocalizedFailureReason=A sensor failed to deliver the required input., NSUnderlyingError=0x302922dc0 {Error Domain=AVFoundationErrorDomain Code=-11819 "Cannot Complete Action" UserInfo={NSLocalizedDescription=Cannot Complete Action, NSLocalizedRecoverySuggestion=Try again later.}}, NSLocalizedRecoverySuggestion=Make sure that the application has the required privacy settings., NSLocalizedDescription=Required sensor failed.} iOS 17.5.1 Xcode 15.4
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Jun ’24
TextureResource.DrawableQueue broken in VisionOS 2?
I have an input texture in a ShaderGraphMaterial. I use .replace(withDrawables:) to replace the texture with a drawable queue. When I present drawables to this queue, nothing happens in VisionOS 2. The drawables are not presented, I can't get any more via nextDrawable() because the unpresented ones are holding things up. This is with both bgra8Unorm_srgb and rgba16float formats. I have confirmed the material applied to my object has the modified texture resources on them. It was working in VisionOS 1.2. What changed in VisionOS 2 to cause this?
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Jun ’24