Build spatial experiences with RealityKit

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Discuss the WWDC23 Session Build spatial experiences with RealityKit

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Posts under wwdc2023-10080 tag

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has anyone gotten their 3d Models to render in seperate windows, i tried following the code in the video for creating a seperate window group, but i get a ton of obsecure errors, i was able to get it to render in my 2d windows, but when i try making a seperate window group i get errors
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by kaiberg.
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Hi, I implemented it as shown in the link below, but it does not animate. https://developer.apple.com/videos/play/wwdc2023/10080/?time=1220 The following message was displayed No bind target found for played animation. import SwiftUI import RealityKit struct ImmersiveView: View { var body: some View { RealityView { content in if let entity = try? await ModelEntity(named: "toy_biplane_idle") { let bounds = entity.model!.mesh.bounds.extents entity.components.set(CollisionComponent(shapes: [.generateBox(size: bounds)])) entity.components.set(HoverEffectComponent()) entity.components.set(InputTargetComponent()) if let toy = try? await ModelEntity(named: "toy_drummer_idle") { let orbit = OrbitAnimation( name:"orbit", duration: 30, axis:[0, 1, 0], startTransform: toy.transform, bindTarget: .transform, repeatMode: .repeat) if let animation = try? AnimationResource.generate(with: orbit) { toy.playAnimation(animation) } content.add(toy) } content.add(entity) } } } }
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Is this a know bug or is there a funamental misunderstanding on my part? In the screenshot I've attached below I would expect the blue box to be perpendicular to the floor. It is the yAxisEntity in my code which I instatniate with a mesh of height 3. Instead it runs parallel to the floor what I'd expect to the z axis. Here is my code struct ImmerisveContentDebugView: View { @Environment(ViewModel.self) private var model @State var wallAnchor: AnchorEntity = { return AnchorEntity(.plane(.vertical, classification: .wall, minimumBounds: SIMD2<Float>(0.1, 0.1))) }() @State var originEntity: Entity = { let originMesh = MeshResource.generateSphere(radius: 0.2) return ModelEntity(mesh: originMesh, materials: [SimpleMaterial(color: .orange, isMetallic: false)]) }() @State var xAxisEntity: Entity = { let line = MeshResource.generateBox(width: 3, height: 0.1, depth: 0.1) return ModelEntity(mesh: line, materials: [SimpleMaterial(color: .red, isMetallic: false)]) }() @State var yAxisEntity: Entity = { let line = MeshResource.generateBox(width: 0.1, height: 3, depth: 0.1) return ModelEntity(mesh: line, materials: [SimpleMaterial(color: .blue, isMetallic: false)]) }() @State var zAxisEntity: Entity = { let line = MeshResource.generateBox(width: 0.1, height: 0.1, depth: 3) return ModelEntity(mesh: line, materials: [SimpleMaterial(color: .green, isMetallic: false)]) }() var body: some View { RealityView { content in content.add(wallAnchor) wallAnchor.addChild(originEntity) wallAnchor.addChild(xAxisEntity) wallAnchor.addChild(yAxisEntity) wallAnchor.addChild(zAxisEntity) } } } And here is what the simualtor renders
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by tvg_123.
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One thing that was not very clear for me on the WWDC videos regarding VisionOS app development was: If I want to trigger an action (let's say change the scene) using the user's relative position to do so, am I going to be able to do it? Example: If the user comes too close to an object, it starts to play some animation. Reference video: wwdc2023-10080
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by gsena.
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