RealityKit

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

RealityKit Documentation

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USDZ files with camera can't be opened on IOS 18.2/iPadOS 18.2 correctly.
Hi experts, When I open a USDZ file which contains perspective cameras by "Files" app in IOS 18.2/iPadOS 18.2, I can't see anything. And when I open the USDZ file in IOS 18.1/iPadOS 18.1, it works well. On the other hand, when I open a USDZ file which contains orthographic cameras in IOS 18.1 or IOS 18.2, the scene is stuck. Could you help to solve these issues please? Thanks.
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Disable IBL in IOS QUICKLOOK
https://developer.apple.com/documentation/arkit/arkit_in_ios/specifying_a_lighting_environment_in_ar_quick_look How can I disable it? or at least use a custom texture that's just black? I don't see the purpose of having the real-time environment probe that captures IBL, but always add this fake studio IBL that you can't remove...
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BillboardComponent causing Model Entity tap recognition issues on iOS 18
Hi, When I attach BillboardComponent to anchor entities, I am no longer able to retrieve the tapped entity anymore because the collision shapes of the entity are messed up due to always orienting it towards the camera. And it does not updated the collision shapes because if I try pressing everywhere that is not my model entity, I get a hit out of nowhere. I tried updating the collision shapes of the entity every frame: for child in existingPassport.mainEntity!.children { child.generateCollisionShapes(recursive: true) } However, nothing comes of it, and it is not a smart solution in the first places because it is too heavy to recreate the shapes every frame. I am using the usual AR View Controller that works when I comment out the BillboardComponent line just fine: private func setupTapRecognizer() { let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap)) arView.addGestureRecognizer(tapRecognizer) } @objc func handleTap(_ recognizer: UITapGestureRecognizer) { print("handle tap URL 1") let location = recognizer.location(in: arView) if let entity = arView.entity(at: location) { print("handle tap URL 2") // Assuming each entity has a URL stored in a component if let urlComponent = entity.components[URLComponent.self] { webViewPresenter?.presentFullScreenWebView(url: urlComponent.url) print("handle tap URL: \(urlComponent.url)") } } } How should we tackle this issue on iOS 18? Thanks!
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RealityKit fails with EXC_BAD_ACCESS at CMClockGetAnchorTime in the simulator
Starting with iOS 18.0 beta 1, I've noticed that RealityKit frequently crashes in the simulator when an app launches and presents an ARView. I was able to create a small sample app with repro steps that demonstrates the issue, and I've submitted feedback: FB16144085 I've included a crash log with the feedback. If possible, I'd appreciate it if an Apple engineer could investigate and suggest a workaround. It's awkward to be restricted to the iOS 17 simulator, which does not exhibit this behavior. Please let me know if there's anything I can do to help. Thank you.
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How to clip ModelEntity
I am trying to model something similar to an odometer in RealityKit, where 3D numbers scroll up or down, as they increase or decrease, within a container entity. Is there a way for an Entity to clip its children so that anything that extends beyond its dimensions is not rendered?
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RealityView session not terminating when leaving view on iOS
Everything works fine, except when tapping the navigation Back link and returning to the previous view, the AR session inside RealityView does not terminate. The green dot camera indicator stays on, it is still scanning the environment, and if the package has audio in it, the audio will still play, albeit extremely panned on the right channel. I have no issues terminating QuickLook or ARSCNView. I have a simple NavigationLink opening the RealityView... NavigationLink(destination: MyRealityView()) { Text("Open AR") } struct MyRealityView : View { var body: some View { RealityView { content in // Create horizontal plane anchor for the content let anchor = AnchorEntity(.plane(.horizontal, classification: .floor, minimumBounds: [0.5,0.5])) let scene = await loadEntity(named: "Scene") // Add model to anchor anchor.addChild(scene!) content.add(anchor) // View Settings content.camera = .spatialTracking } placeholder: { ProgressView() } .onDisappear { //print("RealityView is disappearing. Cleanup actions here.") } .edgesIgnoringSafeArea(.all) // Activate onTap from Reality Composer Pro .gesture(TapGesture().targetedToAnyEntity().onEnded { value in _ = value.entity.applyTapForBehaviors() }) }} I have experimented with several ways of trying to close it, and I can't figure it out. I have tried State variables and custom Back buttons. I was also trying to working with pause(), but I can't seem to get that to function either. Anyone else have this issue or know of a solution? What am I missing?
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Entity cross multiple portals at once?
If I have one portal on the ceiling and one on the floor, can a tall Entity cross multiple portals at once? Will the opposing portal directions cause it to fail? No matter what I try for the crossingMode and clippingMode of the PortalComponent I can only get it to fully work for one portal at a time. I have tried flipping the normals for the crossingMode and clippingMode planes. I have also tried creating a ceiling portal plane with inverted normals. It seems like whatever Entity is passing through a portal has one portal it wants to deal with at a time and that's it. My other option is to create portals using occlusion but I prefer the simplest way.
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Comparing colors of two ModelEntities
I want to compare the colors of two model entities (spheres). How can i do it? The method i'm currently trying to apply is as follows case let .color(controlColor) = controlMaterial.baseColor, controlColor == .green { // Flip target sphere colour if let targetMaterial = targetsphere.model?.materials.first as? SimpleMaterial, case let .color(targetColor) = targetMaterial.baseColor, targetColor == .blue { targetsphere.model?.materials = [SimpleMaterial(color: .green, isMetallic: false)] // Change to |1⟩ } else { targetsphere.model?.materials = [SimpleMaterial(color: .blue, isMetallic: false)] // Change to |0⟩ } } This method (baseColor) was deprecated in swift 15.0 changes to 'color' but i cannot compare the value color to each other.👾
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