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Vision Pro Volume Scaling Woes
I'm trying to get started working with volumes for the Vision Pro. Making use of the tutorials and provided assets. But in simulator, on device and in the XCode preview the volumes are always strangely huge, like double what is required in each dimension. Even the initial project template is like this, looking quite different from what is in the tutorial videos. There is also a full panel backing the volume, where the tutorial suggests this code should produce a background just behind the buttons. Aside from changing the sphere to a cube and adding .previewLayout(.sizeThatFits) as per the tutorial, this is the template: Did I miss something crucial here? I want/expect the volume to be roughly the size of the bounding box of the cube, plus a little for the button. (usually a Unity dev, newb to Swift.)
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Mar ’24
RealityKit Systems Not Ticking Every Frame on visionOS
Please see also the video demo of the problem I'm encountering: https://youtu.be/V0ZkF-tVgKE I've noticed that the custom Systems I've been creating for my RealityKit/visionOS app do not get updated every frame as the documentation (and common sense) would suggest. Instead, they appear to tick for a time after each UI interaction and then "stall". The systems will be ticked again after some interaction with the UI or sometimes with a large enough movement of the user. My understanding was that these Systems should not be tied to UI by default so I'm a bit lost as to why this is happening. I've reproduced this by starting from a template project and adding a very simple couple of systems. Here is the main System, which simply rotates the pair of spheres: import RealityKit import RealityKitContent import SwiftUI public struct RotationSystem: System { static let query = EntityQuery(where: .has(RealityKitContent.WobblyThingComponent.self)) public init(scene: RealityKit.Scene) { } public func update(context: SceneUpdateContext) { print("system update, deltaTime: \(context.deltaTime)") let entities = context.scene.performQuery(Self.query).map({ $0 }) for entity in entities { let newRotation = simd_quatf(angle: Float(context.deltaTime * 0.5), axis: [0, 1, 0]) * entity.transform.rotation entity.transform.rotation = newRotation } } } The component (WobblyThingComponent) is attached to a parent of the two spheres in Reality Composer Pro, and both system and component are registered on app start in the usual way. This system runs smoothly in the simulator, but not in the preview in XCode and not on the Vision Pro itself, which is kinda the whole point. Here is a video of the actual behaviour on the Vision Pro: https://youtu.be/V0ZkF-tVgKE The log during this test confirms that the system is not being ticked often. You can see the very large deltaTime values, representing those long stalled moments: system update, deltaTime: 0.2055550068616867 system update, deltaTime: 0.4999987483024597 I have not seen this problem when running the Diaroma sample project, yet when comparing side-by-side with my test projects I cannot for the life of me identify a difference which could account for this. If anyone could tell me where I'm going wrong it would be greatly appreciated as I've been banging my head against this one for days. Xcode: Version 15.3 (15E204a) visionOS: 1.1 and 1.1.1
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Mar ’24