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
Reality Composer Pro
RSS for tagPrototype and produce content for AR experiences using Reality Composer Pro.
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I’d like to convert a Filemaker 18 Runtime to a Mac (Catalina) application package.
I found a youtube video that describes how to convert a shell script into a Mac OSX App.
This is the shell script:
I’ve had no luck adapting it to convert my Filemaker runtime into an app.
Thanks in advance for any advice.
Regards,
Lara
I wanted to create a particle effect using particle images I copied from a Unity project. These images are PNGs with an alpha channel. In Unity, these look georgeous, but on visionOS, they look rather weird, since the alpha channel is not respected. All pixel which are not pitch black are full white. Is there a way to change this behavior?
I setup an entity with a collision component on it. But it was hard to target the object for I tap gesture, until I increased the radius quite a bit. Now I am unsure if it is too large. Is there a way to visualize these components somehow, maybe even in a running scene?
Also, I find it pretty confusing that the size is given in cm. This made me wonder if this cm setting is affected by the entity's size at all? In Unity, it's just (local) "units".
I want to set collection in curve view with fix paging in vision pro, How can i do?
Through testing, I have been able to get 5.1 and 7.1 Dolby Atmos files created in Logic Pro to work in Reality Composer Pro and then in Vision Pro.
However, 5.1.4 and 7.1.4 files crash when added. Can someone confirm that these are not supported?
Hi everyone, is it possible to use a 3D USDZ file to train a model in Create ML, I see there is an image option but it would be good to use these files from Reality Composer from object capture? Or is this in the works for forthcoming Xcode updates? Many Thanks Stuart
It slows down the device, screws with user interaction -- which makes exponentially worse the ridiculous one minute capture time.
I currently have an iOS app that transmits h264 code through wifi, uses videotoolbox to decode and displays it with MTKView, and I want to implement similar functions in visionOS. What should I do? MTKView is not available on visionOS
Hi,
I'm trying to have an entity (and some attachments to it) to rotate.
If I add the entity to content, add the attachment as a child entity, and set the entity as InputTargetComponent, then when I add a gesture ONLY the entity rotates and NOT the attachments (added as child entities).
If I add a parent entity with let parentEntity = ModelEntity(), add my entity to the parentEntity, then add the attachments to an entity (which is now a child of the ModelEntity) and set the ModelEntity as InputTargetComponent then the whole thing rotates (including attachments)
I'm sure there must be a bug, why would it work only with an added ModelEntity?
Anyway, bug or not a bug, the problem I have now is that it rotates around the axes of the ModelEntity, not my primary entity, which is what I want.
Is there a way to set the ModelEntity axes to be the axes of my primary child entity so it rotates like I want?
What call should I use to move the axes where would I find the axes of the first child entity which should be the focus of my app?
Here is my code:
var body: some View {
RealityView { content, attachments in
// Add the initial RealityKit content
if let specimenentity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
let parentEntity = ModelEntity()
parentEntity.addChild(specimenentity)
content.add(parentEntity)
let entityBounds = specimenentity.visualBounds(relativeTo: parentEntity)
parentEntity.collision = CollisionComponent(shapes: [ShapeResource.generateBox(size: entityBounds.extents).offsetBy(translation: entityBounds.center)])
parentEntity.generateCollisionShapes (recursive: true)
parentEntity.components.set(InputTargetComponent())
if let Left_Hemisphere = attachments.entity(for: "Left_Hemisphere") {
//4. Position the Attachment and add it to the RealityViewContent
Left_Hemisphere.position = [-0.5, 1, 0]
specimenentity.addChild(Left_Hemisphere)
}
}
} attachments: {
Attachment(id: "Left_Hemisphere") {
//2. Define the SwiftUI View
Text("Left_Hemisphere")
.font(.extraLargeTitle)
.padding()
.glassBackgroundEffect()
}
}
.gesture(
DragGesture()
.targetedToAnyEntity()
.onChanged { value in
let entity = value.entity
var orientation = Rotation3D(entity.orientation(relativeTo: nil))
var newOrientation: Rotation3D
if (value.location.x >= lastGestureValueX) {
newOrientation = orientation.rotated(by: .init(angle: .degrees(0.5), axis: .y))
} else {
newOrientation = orientation.rotated(by: .init(angle: .degrees(-0.5), axis: .y))
}
entity.setOrientation(.init(newOrientation), relativeTo: nil)
lastGestureValueX = value.location.x
orientation = Rotation3D(entity.orientation(relativeTo: nil))
if (value.location.y >= lastGestureValueY) {
newOrientation = orientation.rotated(by: .init(angle: .degrees(0.5), axis: .x))
} else {
newOrientation = orientation.rotated(by: .init(angle: .degrees(-0.5), axis: .x))
}
entity.setOrientation(.init(newOrientation), relativeTo: nil)
lastGestureValueY = value.location.y
}
)
}
}
I'm following the Meet Reality Composer Pro walkthrough and ran into something that didn't function as expected.
When I got to the step where I add five "Bird_With_Audio.usda" references to the scene, I found they did not play audio. After some trial and error, I found that Preview > Resource in each of their Spatial Audio items was set to "None." If I click the dropdown menu, I see several "Bird_Calls" groups to pick from.
I checked the original Bird_With_Audio.usda that I had created, and the "Bird_Calls" audio group was correctly assigned and worked. I tried dragging a sixth Bird_With_Audio into the scene and confirmed that the Spatial Audio item suddenly empties, rendering the bird silent.
I was able to go through each of the five birds and set their Spatial Audio Resource to Bird_Calls, and the group worked like the video demonstrates.
While this fixed the issue, as a beginner I'd like to know why this happened. It doesn't seem right that I would build and item and then have to re-attach any sounds to it when I place it in the main scene. So…where did I mess up?
I'm trying to make a simple demo of using ShaderGraphMaterial in a USDZ file that I can preview on Mac and VisionOS but I'm having trouble.
In Reality Composer, I make a sphere, then assign a ShaderGraphMaterial to the material, with a simple diffuse color (green) input. When I save the file as .usda, it displays as a gray sphere on mac rather than the green sphere shown in reality composer. If I then convert to usdz using Reality Converter, I get a warning on import:
"Shader nodes must have “id” as the implementationSource, with id values that begin with “Usd”. Also, shader inputs with connections must each have a single, valid connection source."
And the exported .usdz also shows as a gray sphere.
Is there a simple demo of a .usda file using ShaderGraphMaterial that displays on Mac, iOS, and VisionOS that I can look at to see how it looks internally?
My actual problem is creating usdz / usda files on visionOS for viewing on iOS / Mac / VisionOS.. but the first step is showing it's possible to even use ShaderGraphMaterial across all platforms.
Thanks
I would like to add text to a Reality Composer Pro scene and set the actual text via code. How can I achieve this? I haven't seen any "Text" element in the editor.
I've got a couple 2D PNG assets that I want to add to a scene made of a couple other udsz files in RCP (picture adding a couple 2D videogame characters to a simple 3D diorama).
When I try to drag the PNGs to the workspace or the file tree…nothing happens.
I found a walkthrough on Medium (called "Importing and Exporting Personalized Objects for Augmented Reality: Reality Composer and SwiftUI" for those curious as I can't link to Medium posts here) that makes it look like users could do this with simple drag-and-drop. The Medium post is from June 2023, and in the screenshots RCP visually looks a lot more like Reality Composer on iPad, so I'm assuming it's changed a lot since then?
Is there still a way to do this? I've tried adding the 2D elements to a scene with Blenders "import images as planes," but I'm getting weird halos around them and was hoping RCP could make the process a bit easier/cleaner.
We are porting a iOS Unity AR app to native visionOS.
Ideally, we want to re-use our AR models in both applications. These AR models are rather simple. But still, converting them manually would be time-consuming, especially when it gets to the shaders.
Is anyone aware of any attempts to write conversion tools for this? Maybe in other ecosystems like Godot or Unreal, where folks also want to convert the proprietary Unity format to something else?
I've seen there's an FBX converter, but this would not care for shaders or particles.
I am basically looking for something like the Polyspatial-internal conversion tools, but without the heavy weight of all the rest of Unity. Alternatively, is there a way to export a Unity project to visionOS and then just take the models out of the Xcode project?
I have a custom material in Reality Composer.
When I attach it to a cube and try loading the scene in XCode, the material cannot be cast to a ShaderGraphMaterial because it has been changed to a PhysicallyBasedMaterial.
The material was always a Custom material, I did not change the type in Reality Composer.
Does anyone know how to fix?
Hi,
I create an entity and add a bunch of attachments (code is based on the Diorama demo).
I can rotate the entity with this:
.gesture(
DragGesture()
.targetedToAnyEntity()
.onChanged { value in
let entity = value.entity
let orientation = Rotation3D(entity.orientation(relativeTo: nil))
let newOrientation: Rotation3D
if (value.location.x >= lastGestureValue) {
newOrientation = orientation.rotated(by: .init(angle: .degrees(0.5), axis: .y))
} else {
newOrientation = orientation.rotated(by: .init(angle: .degrees(-0.5), axis: .y))
}
entity.setOrientation(.init(newOrientation), relativeTo: nil)
lastGestureValue = value.location.x
}
)
But the attachments stay still.
How can I rotate the entity AND the attachment at the same time?
I'm following the Meet Reality Composer Pro walkthrough and ran into something that didn't function as expected.
When I got to the step where I add five "Bird_With_Audio.usda" references to the scene, I found they did not play audio. After some trial and error, I found that Preview > Resource in each of their Spatial Audio items was set to "None." If I click the dropdown menu, I see several "Bird_Calls" groups to pick from.
I checked the original Bird_With_Audio.usda that I had created, and the "Bird_Calls" audio group was correctly assigned and worked. I tried dragging a sixth Bird_With_Audio into the scene and confirmed that the Spatial Audio item suddenly empties, rendering the bird silent.
I was able to go through each of the five birds and set their Spatial Audio Resource to Bird_Calls, and the group worked like the video demonstrates.
While this fixed the issue, as a beginner I'd like to know why this happened. It doesn't seem right that I would build and item and then have to re-attach any sounds to it when I place it in the main scene. So…where did I mess up?
Is it possible to use an image sequence, .mov or sprite sheet as a node source for a custom material in Reality Composer Pro?
I have noticed that in the particle emitter, the magic preset uses a 4x4 sprite sheet as a particle source. Can this be done within the shader graph for the diffuse or normal slot?
I am struggling to figure out how to make a shader to animate each vertex of a model separately using noise. I watched a video on how to do this in Unity, but I think something must be different with how Reality Composer Pro handles the noise nodes?
For example, in this graph I just hooked up the noise node directly to the geometry modifier:
In my output you can see the plane is adjust per-vertex using the noise node. My goal would be to animate this like waves, but moving the noise.
So in this graph I use time with sin to adjust the UV of the noise. This seems to change the noise node to output a single value (I guess that makes sense, since I modify the UV, it results in a single value, at that UV in the noise map). So then, I take that as the Y value and put it back into the geometry modifier. But now it doesn't work per-vertex, it moves the whole model up and down (based on the single value coming out of the noise map).
How do I make this apply to each vertex of the noise map individually?
This is an example of the output I want in Unity, the plane is being adjusted per-vertex by a scrolling 2d noise node: