Hi,
is there a way in visionOS to anchor an entity to the POV via RealityKit?
I need an entity which is always fixed to the 'camera'.
I'm aware that this is discouraged from a design perspective as it can be visually distracting. In my case though I want to use it to attach a fixed collider entity, so that the camera can collide with objects in the scene.
Edit:
ARView on iOS has a lot of very useful helper properties and functions like cameraTransform (https://developer.apple.com/documentation/realitykit/arview/cameratransform)
How would I get this information on visionOS? RealityViews content does not seem offer anything comparable.
An example use case would be that I would like to add an entity to the scene at my users eye-level, basically depending on their height.
I found https://developer.apple.com/documentation/realitykit/realityrenderer which has an activeCamera property but so far it's unclear to me in which context RealityRenderer is used and how I could access it.
Appreciate any hints, thanks!
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I have a RealityView in my visionOS app. I can't figure out how to access RealityRenderer. According to the documentation (https://developer.apple.com/documentation/realitykit/realityrenderer) it is available on visionOS, but I can't figure out how to access it for my RealityView. It is probably something obvious, but after reading through the documentation for RealityView, Entities, and Components, I can't find it.
Sample project from: https://developer.apple.com/documentation/RealityKit/guided-capture-sample was fine with beta 3.
In beta 4, getting these errors:
Generic struct 'ObservedObject' requires that 'ObjectCaptureSession' conform to 'ObservableObject'
Does anyone have a fix?
Thanks
What is the most efficient way to use a MTLTexture (created procedurally at run-time) as a RealityKit TextureResource? I update the MTLTexture per-frame using regular Metal rendering, so it’s not something I can do offline. Is there a way to wrap it without doing a copy?
A specific example would be great.
Thank you!
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
Hi,
I'm creating a SF Symbols image like this:
var img = UIImage(systemName: "x.circle" ,withConfiguration: symbolConfig)!.withTintColor(.red)
In the debugger the image is really red.
and I'm using this image to create a SKTexture:
let shuffleTexture = SKTexture(image: img)
The texture image is ALWAYS black and I have no idea how to change it's color. Nothing I've tried so far works.
Any ideas how to solve this?
Thank you!
Best Regards,
Frank
I know opengl is marked as deprecated since ios12 but I have an old project using it and I want to update some feature of it then release the update version.
So I'm wondering if I can still release an app using opengl to app store currently?
(I know it's better to shift to MetalKit but for some reason I want to cut the cost if I can. )
I have some strange behavior in my app. When I set the position to .zero you can see the sphere normally. But when I change it to any number it doesn't matter which and how small. The Sphere isn't visible or in the view.
The RealityView
import SwiftUI
import RealityKit
import RealityKitContent
struct TheSphereOfDoomRV: View {
@StateObject var viewModel: SphereViewModel = SphereViewModel()
let sphere = SphereEntity(radius: 0.25, materials: [SimpleMaterial(color: .red, isMetallic: true)], name: "TheSphere")
var body: some View {
RealityView { content, attachments in
content.add(sphere)
} update: { content, attachments in
sphere.scale = SIMD3<Float>(x: viewModel.scale, y: viewModel.scale, z: viewModel.scale)
} attachments: {
VStack {
Text("The Sphere of Doom is one of the most powerful Objects. You can interact with him in every way you can imagine ").multilineTextAlignment(.center)
Button {
} label: {
Text("Play Video!")
}
}.tag("description")
}.modifier(GestureModifier()).environmentObject(viewModel)
}
}
SphereEntity:
import Foundation
import RealityKit
import RealityKitContent
class SphereEntity: Entity {
private let sphere: ModelEntity
@MainActor
required init() {
sphere = ModelEntity()
super.init()
}
init(radius: Float, materials: [Material], name: String) {
sphere = ModelEntity(mesh: .generateSphere(radius: radius), materials: materials)
sphere.generateCollisionShapes(recursive: false)
sphere.components.set(InputTargetComponent())
sphere.components.set(HoverEffectComponent())
sphere.components.set(CollisionComponent(shapes: [.generateSphere(radius: radius)]))
sphere.name = name
super.init()
self.addChild(sphere)
self.position = .zero // .init(x: Float, y: Float, z: Float) and [Float, Float, Float] doesn't work ...
}
}
So if I drag an entity in RealityView I have to disable the PhysicsBodyComponent to make sure nothing fights dragging the entity around. This makes sense.
When I finish a drag, this closure gets executed:
.gesture(
DragGesture()
.targetedToAnyEntity()
.onChanged { e in
// ...
}
.onEnded { e in
let velocity: CGSize = e.gestureValue.velocity
}
If I now re-add PhysicsBodyComponent to the component I just dragged, and I make it mode: .dynamic it will loose all velocity and drop straight down through gravity.
Instead the solution is to apply mode: .kinematic and also apply a PhysicsMotionComponent component to the entity. This should retain velocity after letting go of the object.
However, I need to instatiate it with PhysicsMotionComponent(linearVelocity: SIMD3<Float>, angularVelocity: SIMD3<Float>).
How can I calculate the linearVelocity and angularVelocity when the e.gestureValue.velocity I get is just a CGSize?
Is there another prop of gestureValue I should be looking at?
Hi, I trying to use Metal cpp, but I have compile error:
ISO C++ requires the name after '::' to be found in the same scope as the name before '::'
metal-cpp/Foundation/NSSharedPtr.hpp(162):
template <class _Class>
_NS_INLINE NS::SharedPtr<_Class>::~SharedPtr()
{
if (m_pObject)
{
m_pObject->release();
}
}
Use of old-style cast
metal-cpp/Foundation/NSObject.hpp(149):
template <class _Dst>
_NS_INLINE _Dst NS::Object::bridgingCast(const void* pObj)
{
#ifdef __OBJC__
return (__bridge _Dst)pObj;
#else
return (_Dst)pObj;
#endif // __OBJC__
}
XCode Project was generated using CMake:
target_compile_features(${MODULE_NAME} PRIVATE cxx_std_20)
target_compile_options(${MODULE_NAME}
PRIVATE
"-Wgnu-anonymous-struct"
"-Wold-style-cast"
"-Wdtor-name"
"-Wpedantic"
"-Wno-gnu"
)
May be need to set some CMake flags for C++ compiler ?
Hi all
So I'm quite new into GameDev and am struggling a bit with the Tilemap
All my elements have the size of 64x64. As you can see in my screenshot there is some gap between the street and the water. It might be simple but what's the best way to fix that gap? I could increase the width of the left and right edge png but then I will sooner or later run into other problems as it then is not fitting with the rest.
Thanks for your help
Cheers from Switzerland
I'm using DrawableQueue to create textures that I apply to my ShaderGraphMaterial texture. My metal render is using a range of alpha values as a test.
My objects displayed with the DrawableQueue texture are working as expected, but the alpha component is not working.
Is this an issue with my DrawableQueue descriptor? My ShaderGraphMaterial? A missing setting on my scene objects? or some limitation in visionOS?
DrawableQueue descriptor
let descriptor = await TextureResource.DrawableQueue.Descriptor(
pixelFormat: .rgba8Unorm,
width: textureResource!.width,
height: textureResource!.height,
usage: [.renderTarget, .shaderRead, .shaderWrite], // Usage should match the requirements for how the texture will be used
//usage: [.renderTarget], // Usage should match the requirements for how the texture will be used
mipmapsMode: .none // Assuming no mipmaps are needed for the text texture
)
let queue = try await TextureResource.DrawableQueue(descriptor)
queue.allowsNextDrawableTimeout = true
await textureResource!.replace(withDrawables: queue)
Draw frame:
guard
let drawable = try? drawableQueue!.nextDrawable(),
let commandBuffer = commandQueue?.makeCommandBuffer()//,
//let renderPipelineState = renderPipelineState
else {
return
}
let renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = drawable.texture
renderPassDescriptor.colorAttachments[0].loadAction = .clear
renderPassDescriptor.colorAttachments[0].storeAction = .store
renderPassDescriptor.colorAttachments[0].clearColor = clearColor
/*renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(
red: clearColor.red,
green: clearColor.green,
blue: clearColor.blue,
alpha: 0.5 )*/
renderPassDescriptor.renderTargetHeight = drawable.texture.height
renderPassDescriptor.renderTargetWidth = drawable.texture.width
guard let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else {
return
}
renderEncoder.pushDebugGroup("DrawNextFrameWithColor")
//renderEncoder.setRenderPipelineState(renderPipelineState)
// No need to create a render command encoder with shaders, as we are only clearing the drawable.
// Since we are just clearing the drawable to a solid color, no need to draw primitives
renderEncoder.endEncoding()
commandBuffer.commit()
commandBuffer.waitUntilCompleted()
drawable.present()
}
I'm developing 3D Scanner works on iPad.
I'm using AVCapturePhoto and Photogrammetry Session.
photoCaptureDelegate is like below:
extension PhotoCaptureDelegate: AVCapturePhotoCaptureDelegate {
func photoOutput(_ output: AVCapturePhotoOutput, didFinishProcessingPhoto photo: AVCapturePhoto, error: Error?) {
let fileUrl = CameraViewModel.instance.imageDir!.appendingPathComponent("\(PhotoCaptureDelegate.name)\(id).heic")
let img = CIImage(cvPixelBuffer: photo.pixelBuffer!, options: [ .auxiliaryDepth: true, .properties: photo.metadata ])
let depthData = photo.depthData!.converting(toDepthDataType: kCVPixelFormatType_DepthFloat32)
let colorSpace = CGColorSpace(name: CGColorSpace.sRGB)
let fileData = CIContext().heifRepresentation(of: img, format: .RGBA8, colorSpace: colorSpace!, options: [ .avDepthData: depthData ])
try? fileData!.write(to: fileUrl, options: .atomic)
}
}
But, Photogrammetry session spits warning messages:
Sample 0 missing LiDAR point cloud!
Sample 1 missing LiDAR point cloud!
Sample 2 missing LiDAR point cloud!
Sample 3 missing LiDAR point cloud!
Sample 4 missing LiDAR point cloud!
Sample 5 missing LiDAR point cloud!
Sample 6 missing LiDAR point cloud!
Sample 7 missing LiDAR point cloud!
Sample 8 missing LiDAR point cloud!
Sample 9 missing LiDAR point cloud!
Sample 10 missing LiDAR point cloud!
The session creates a usdz 3d model but scale is not correct.
I think the point cloud can help Photogrammetry session to find right scale, but I don't know how to attach point cloud.
I know that CustomMaterial in RealityKit can update texture by use DrawableQueue, but in new VisionOS, CustomMaterial doesn't work anymore. How i can do the same thing,does ShaderGraphMaterial can do?I can't find example about how to do that. Looking forward your repley, thank you!
Hi,
I have a usdz asset of a torus / hoop shape that I would like to pass another Reality Kit Entity cube-like object through (without touching the torus) in VisionOS. Similar to how a basketball goes through a hoop.
Whenever I pass the cube through, I am getting a collision notification, even if the objects are not actually colliding. I want to be able to detect when the objects are actually colliding, vs when the cube passes cleanly through the opening in the torus.
I am using entity.generateCollisionShapes(recursive: true) to generate the collision shapes. I believe the issue is in the fact that the collision shape of the torus is a rectangular box, and not the actual shape of the torus. I know that the collision shape is a rectangular box because I can see this in the vision os simulator by enabling "Collision Shapes"
Does anyone know how to programmatically create a torus in collision shape in SwiftUI / RealityKit for VisionOS. Followup, can I create a torus in reality kit, so I don't even have to use a .usdz asset?
In my project, i want to use new shadergraphmaterial to do the stereoscopic render, i notice that there is a node called Camera Index Switch Node can do this. But when i tried it , i found that :
It can only output Integer type value, when i change to float value , it change back again, i don't konw if it is a bug.
2. So i test this node with a IF node,i found that it output is weird.
Below is zero should output,it is black
but when i change to IF node,it is grey,it is neither 0 nor 1(My IF node result is TRUE result 1, FALSE result 0)
I wanna ask if this is a bug, and if this is a correct way to do the stereoscopic render.
Hi there -
Where would a dev go these days to get an initial understanding of SceneKit?
The WWDC videos linked in various places seem to be gone?!
For example, the SceneKit page at developer.apple.com lists features a session videos link that comes up without any result, https://developer.apple.com/scenekit/
Any advice..?
Cheers,
Jan
I've been attempting to use the new CAMetalDisplayLink to simplify the code needed to sync my rendering with the display across Apple platforms. One thing I noticed since moving to using CAMetalDisplayLink is that the Metal Performance HUD which I had previously been using to analyze the total memory used by my app (among other things) is suddenly no longer appearing when using CAMetalDisplayLink.
This issue can be reproduced with the Frame Pacing sample from WWDC23
Anyone from Apple know if this is expected behavior or have an idea on how to get this to work properly?
I've filed FB13495684 for official review.
Background:
This is a question asking for a good example of SpriteKit from a very new iOS developer who is investigating for starting an iOS 2D game project.
As I explored in the official apple development doc, to dev a 2D game SpriteKit is the very framework I am looking for.
There have been some clear and succinct words for any API and class documented in the reference spec when I started a project in Xcode. However I haven't been able to finish the project as having no any general idea about what is always needed of a typical game using the framework.
Question:
As an experienced Java Spring programmer I believe that I am needed a brief example to get started with the SpriteKit framework which provides me an idea of necessary steps for a 2D game.
Is it possible to animate some property on a RealityKit component? For example, the OpacityComponent has an opacity property that allows the opacity of the entities it's attached to, to be modified. I would like to animate the property so the entity fades in and out.
I've been looking at the animation API for RealityKit and it either assumes the animation is coming from a USDZ (which this is not), or it allows properties of entities themselves to be animated using a BindTarget. I'm not sure how either can be adapted to modify component properties?
Am I missing something?
Thanks