Reality Composer Pro

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Prototype and produce content for AR experiences using Reality Composer Pro.

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custom usda question
hello i wanna play mp4 file in VideoMaterial avPlayer. so first i make to use reality composer pro. I created matterial using the sphere provided by default in Reality Composer Pro and exported it to usdz. and when i play mp4 file in sphere matterial, it's good play But i wanna custom created matterial (ex. shaper3d create 3d modeling) not good play. i make custom created matterial - it's curved matterial curved matterial in shaper3d and exported it to usdz. curved matterial in Reality Composer Pro Scene and exported it to usdz. when i play mp4 file in curved matterial, it's not good play -> not adjust screen play How can I adjust and display the video in a custom usda file?
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quick look configuration how to write a usdz with?
this week i was watching https://developer.apple.com/videos/play/wwdc2024/10105/ with the amazing "configuration" feature to change the color or mesh straight in quick look, but i tried a lot with goarounds but nothing bring me to success how do i write in the usda files? anytiome i overwrite the usda even with just a "{}" inside... Reality composer pro rejects the file to be open again where is the developer man in the tutorial writing the usda? how is the usda compressed in usdz? (none of the compressors i tried accepeted the modified usda file) this is the code it's suggested in the video #usda 1.0 ( defaultPrim = "iPhone" ) def Xform "iPhone" ( variants = { string Color = "Black_Titanium" } prepend variantSets = ["Color"] ) { variantSet "Color" = { "Black_Titanium" { } "Blue_Titanium" { } "Natural_Titanium" { } "White_Titanium" { } } } but i dont understand how to do it with my own files,
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Object anchor not working with ARKit in iOS
With WWDC 24, I was excited to see that apple is bringing their APIs from Vision OS to iOS. I tried using the Object Anchoring component in Reality Composer Pro. Which this works with a Vision Pro, it looks like the entity will spawn at origin if we run the same on iOS and the object anchoring doesn't seem to work. Is this intended? Below is how I'm doing this. I added an Anchoring component and added the .referenceObject file I trained using CreateML. This is the code I'm using to load this scene in. // GrootView.swift // ARTest-New // // Created by Sravan Karuturi on 6/10/24. // import SwiftUI import RealityKit import Box struct GrootView: View { @StateObject private var grootVM = GrootViewModel() @State private var ent: Entity? = nil @State var anchor: Entity? = nil @State var wallAnchor: Entity? = nil @State var floorAnchor: Entity? = nil var body: some View { RealityView{ content in #if os(iOS) await content.setupWorldTracking() content.camera = .worldTracking #endif ent = try? await Entity(named: "Box", in: boxBundle) print(ent?.children) anchor = ent?.findEntity(named: "ObjectAnchor") wallAnchor = ent?.findEntity(named: "WallAnchor") floorAnchor = ent?.findEntity(named: "FloorAnchor") let updateSum = content.subscribe(to: SceneEvents.Update.self){ event in if let anc = anchor, anc.isAnchored { print("Found Item") } if let anc = floorAnchor, anc.isAnchored { print("Found Floor") } if let anc = wallAnchor, anc.isAnchored { print("Wall Anchor") } } content.add(ent!) } } } #Preview { GrootView() } While, something similar seems to work on visionOS, the same doesn't seem to work with iOS. When I run this app, we see all the children and the Found Item is printed constantly even when we don't have the item in the scene. Not really sure if this is just not supported yet on iOS ( I really hope that's not the case ) or if I messed up something somehow
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How to ship SDK RealityKit entity components that can be using and applied within a customer's application?
We deliver an SDK that enables rich spatial computing experiences. We want to enable our customers to develop apps using Swift or RealityComposer Pro. Composer allows the creation of custom components from the add components button in the inspector panel. These source files are dropped into the RealityComposer package and directory. We would like to be able to have our customers import our SDK components into their applications RealityComposer package and have our components be visible to be applied by our customer into their scene compositions. How can we achieve this? We believe this will lead to a risk ecosystem components extensions for RealityComposer Pro.
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live updates of spatial image metadata changes
Session 10166 goes into wonderful detail about the construction of spatial photos, and the various parameters that define the relationship between left and right images. The session provides everything I need to know to combine a left and right frame, and create a spatial image output. But I'd like to do a live preview on the Vision Pro. Change the baseline and see what it looks like. See the horizontal disparity/convergence adjustment and move the image back and forth. Cropping, and vertical alignment, would be easy to implement live. Horizontal disparity, and baseline length? I'm baffled. How would I create a Shader Graph to let me make these adjustments using sliders or similar affordances, and pipe the results to a Camera Index Switch? I already have a working stereography app, but the stereo parameters are not interactive at all. I could regenerate the spatial image after each change and refresh the display, but that is awfully clunky. What's a better way?
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Multi-platform app for visionOS and iOS: How to include 3D models for both?
I created an app for visionOS, using Reality Composer Pro. Now I want to turn this app into a multi-platform app for iOS as well. RCP files are not supported on iOS, however. So I tried to use the "old" Reality Composer instead, but that doesn't seem to work either. Xcode 15 does not include it anymore, and I read online that files created with Xcode 14's Reality Composer cannot be included in Xcode 15 files. Also, Xcode 14 does not run on my M3 Mac with Sonoma. That's a bummer. What is the recommended way to include 3D content in apps that support visionOS AND iOS?! (I also read that a solution might be using USDZ for both. But how would that workflow look like? Are there samples out there that support both platforms? Please note that I want to setup the anchors myself, using code. I just need the composing tool to the create 3D content that will be placed on these anchors.)
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Build errors for iOS for my visionOS app
I'm taking my iOS/iPadOS app and converting it so it runs on visionOS. I’m trying to compile my app, build it, for both visionOS and iOS. When I try to build for an iPhone and iPad simulator, I get the following error:  Building for 'iphonesimulator', but realitytool only supports [xros, xrsimulator] I’m thinking I might need to do a # if conditional compilation statement for visionOS so iOS doesn’t try to build lines of code but I can’t for this particular error find out for which file or code I need to do the conditional compilation. Anyone know how to get rid of this error? 
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May ’24
Using the node RealityKitTexture2DLOD
I'm trying to control the LOD of textures for an app for vision pro, With the default image node in composer pro the UV's are correct but the LOD is not what I want, I would like to have control over it. I see there is a node called "RealityKitTexture2DLOD" but as soon as I try to use that one the UV's are all messed up. Am I missing something ? Do we need to do something specific to use this node ? I tried to use the nodes "Place 2D" and "UsdTransform2d" but could not get the texture to align Any help appreciated
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May ’24
How to set the scale unit of an Entity in Reality Composer Pro
How to set the scale unit of an Entity in Reality Composer Pro, for example, if the scale value is 1 meter, then when this Entity is placed in RealityView, the displayed size will be 1 meter If the unit of scale cannot be set in Reality Composer Pro, is there a way to specify the unit of scale in the code so that the Entity can be displayed in meters when added to RealityView Thank you
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May ’24