Reality Composer Pro

RSS for tag

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

Learn More

Post

Replies

Boosts

Views

Activity

LowLevelMesh: Triangle Colors
I am trying to follow the documentation with the beta version of visionOS with the new realitykit LowLevelMesh construct (https://developer.apple.com/documentation/realitykit/lowlevelmesh) that draws a triangle. Although the code indicates different colors for each of the 3 vertex points, the triangle renders in white. I believe that the missing link may be a shadergraph material, but because I will be drawing millions of triangles, with colors defined at the nodes and interpolated over the area of the triangles, I want to make sure it is efficient, either with shadergraph materials or perhaps metal. I have, with an earlier version of the app I'm working on, successfully used a shadergraph material with MeshDescriptor.primatives as polygons for tetrahedrons. However, that is inefficient for more than 1,000 tetrahedrons (and crashes) so I'm trying to use the new LowLevelMesh instead (with each tetrahedron split into 4 triangles). However, I can't get very far using the example code from the documentation (that results in the white triangles), even trying to use the default shadergraph (GridMaterial) without getting quite a few error messages. I try to fix the errors with the suggested fixes and then get new ones (whack-a-mole) until it's seems to be all broken.... So in addition to my general question of shadergraph vs metal for a LowLevelMesh, a concrete example of using a shadergraph material with LowLevelMesh would be most appreciated! Thanks.
3
0
663
Jul ’24
RealityKit scene with the Entity Component System
I'm following WWDC for interactive 3D content in reality composer pro and apple's document https://developer.apple.com/wwdc24/10102 https://developer.apple.com/documentation/realitykit/implementing-systems-for-entities-in-a-scene#Retrieve-entities-with-an-entity-query However, this simple code to declare a dummy Component and System has compile error /Users/Workspaces/repository/Packages/RealityKitContent/Sources/RealityKitContent/RobotComponent.swift:18:24 Static property 'query' is not concurrency-safe because non-'Sendable' type 'EntityQuery' may have shared mutable state // Define a query to return all entities with a MyComponent. private static let query = EntityQuery(where: .has(MyComponent.self)) // Initializer is required. Use an empty implementation if there's no setup needed. required init(scene: Scene) { } // Iterate through all entities containing a MyComponent. func update(context: SceneUpdateContext) { for entity in context.entities( matching: Self.query, updatingSystemWhen: .rendering ) { // Make per-update changes to each entity here. } } } I'm using XCode beta3 and project target visionos 2
1
0
463
Jul ’24
Timeline Animation in Reality Composer Pro
I'm using Reality Composer Pro Version 2.0 Version 2.0 (448.0.10.0.2) avaliable in Xcode_16_beta_4 When adding a animation from the Animation Library component on my armature to a timeline - the animation does not 'freeze' on the last frame. Is there a way to 'freeze' the first or last frames when adding animations to the timeline? And how should I expect the first and last keys on my animations to behave with the default 'rest pose' on the imported usd file?
1
0
607
Jul ’24
Help Building spatial video app using Quick Look preview
Hello everyone I am looking to build a simple app for displaying a spatial video using the quick look preview API. I have been following this video which is useful: https://developer.apple.com/videos/play/wwdc2024/10166/#:~:text=QuickLook%20is%20the%20system%20standard,just%20like%20the%20Photos%20app. I am new to building apps in Xcode, and I could do with some advice on how to build the rest of the project mentioned in the above video. I was wondering if there is source code or a project example available anywhere for an app the uses the Quick Look preview API?
0
0
352
Jul ’24
How to create Lunar Rover USDZ Animated Sample File
Hello! I’ve got a USDZ export from Maya pipeline working with animation, and they load up nicely in the Vision Pro. I’ve been checking out the animated sample files in the Augmented Reality/Quick Loop sample page, specifically, the first three at the top of the page. I would like to know how they are created. I’m a 3d modeler and animator, not a programmer, so dipping my toe in RCP and Xcode/SwiftUI, but could used some informative tutorials for proper workflow. For example, in the Lunar Rover sample, there are lines emanating from the model, then text windows appear. Would I need to create all these extras inside Reality Composer Pro? I’d like to start creating immersive, narrative experiences (both in a volume, and fully immersive) but for prototyping, I want to learn the proper way to add this type of functionality. I think I remember seeing something to do with “schemas” involved. I’m assuming there might be some coding to setup in RCP for when items are selected, then an associated animation is triggered. Can anyone point me towards the relevant documentation to help me get started? Remember, I don’t code. ;) Here are my recent Vision Pro experimentations. https://youtube.com/playlist?list=PLCH753rZ9r6eqXxpIemaSlcyYxjFgR210&si=P_7AY2aL97Upm61i I’m also proficient with Unreal Engine, but getting content packaged and over to AVP is still not ready for prime time, so i’m exploring the native approach. Thanks for helping point me in the right direction!
0
0
293
Jul ’24
The textures load correctly in Reality Composer Pro, but they do not appear in the Simulator or on the Vision Pro device
Hello. I am a designer developing a Vision Pro app. I have Two Problem in my App Develop Process. I am trying to import free 3D national heritage content from Korea into Reality Composer Pro and place it in the app's internal space. However, there is an issue where the textures are not being imported correctly. in Reality Composer Pro in Simulator In Reality Composer Pro, the textures are displayed correctly, but when I run the app on the Simulator in Xcode, the textures appear white and are not displayed properly. The content I imported is an .obj file, and I applied all the textures in jpg format using Reality Converter and exported it as a .usdz file, but the same issue persists. I checked to see if the problem only occurs on the Simulator, but the same issue occurs on the Vision Pro device as well. How can I resolve this problem? The following error code appears in Xcode, and the simulator does not run. I think it might be due to the size of the object added to the scene, so I tried compressing it with Reality Converter, but the issue still persists. Is there any other way to resolve this? [MTLDebugDevice newBufferWithBytesNoCopy:length:options:deallocator:]:700: failed assertion Buffer Validation newBufferWith*:length 0x280cc000 must not exceed 256 MB.
0
0
331
Jul ’24
VisionOS animation on USDZ
Hello all, I'm developing an application for visionOS and I'm trying to implement 2 different animations: First animation Initially, I have a map that should not be visible. I would like to create an animation effect where it appears as if a drop of water falls in the center of the map and the expanding waves gradually reveal the entire map. Is there a way to do it directly on SwiftUI or I need an animation on my USDZ? Second animation I want an animation effect similar to a cinema screen opening from the center, gradually revealing a video that was initially hidden. Is there a way to do it directly on SwiftUI? Can someone help me with this topic? Thanks ;)
2
1
363
Jul ’24
Physics Body Components within a hierarchy behave weird
Ok, I am loading an object from a Reality Composer Pro scene that has two entities inside its hierarchy that both have a Physics Body and a Collision component like this Root Outer Box Mesh Hinge + physics(static/kinematic) + collision Door. + physics(dynamic) + collision I tried to keep the physics/collision components only to the hinge and the door while I move the root or the outer box via code around. The behaviour I see is that it either moves the hinge and the door around relative to the top level (despite me checking the movement locking) OR starts rotating! the root or outer box even though I only set its position. What is the correct setup in this case? What I want is that I can move the whole object around and settle it somewhere and still have the door pinned at a fixed relative position and have one degree freedom on the hinge axis. I know how to do it in code but I really want to use the build in Reality Composer Pro settings/components. I am using the latest beta 4.
0
0
284
Jul ’24