Reality Composer Pro

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

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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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619
Jun ’24
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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498
Jun ’24
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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709
Jun ’24
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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859
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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528
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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792
May ’24
How to visualize collision components in RealityKit Composer Pro?
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".
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807
Apr ’24
Change ModelEntity rotation axis to to that of the child entity
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 } ) } }
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Mar ’24