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Reply to Switching between immersive spaces
Try it with this code: //… @State var anyImmersiveSpaceOpen: Bool = false //… //when Button Click Task { if anyImmersiveSpaceOpen { await dismissImmersiveSpace() anyImmersiveSpaceOpen = false }else { if anyImmersiveSpaceOpen { await dismissImmersiveSpace() } await openImmersiveSpace(id: id) anyImmersiveSpaceOpen = true } }
Aug ’23
Reply to 360 video in Vision Pro
Hello, It is very easy to represent a 360° Video in the Vision Pro environment. You have to create videoPlayer create a very big sphere I recommend a sphere with the size 1E3 (1* 10^3) assign a VideoMaterial to this entity adjust the properties of the entity for your needs and add some videoPlayer controls to your video if it is you want. Here is a simple approach and a little code snippet: //Create Entity for the video let videoEntity = Entity() //Search for video in paths guard let url = Bundle.main.url(forResource: "example", withExtension: "mp4") else {fatalError("Video was not found!")} //create a simple AVPlayer let asset = AVURLAsset(url: url) let playerItem = AVPlayerItem(asset: asset) let player = AVPlayer() //create a videoMaterial let material = VideoMaterial(avPlayer: player) //Made a Sphere with the videoEntity and asign the videoMaterial to it videoEntity.components.set(ModelComponent(mesh: .generateSphere(radius: 1E3), materials: [material])) //adjust the properties of the videoEntity(Sphere) if needed videoEntity.scale = .init(x: 1, y: 1, z: -1) videoEntity.transform.translation += SIMD3<Float>(0.0, 10.0, 0.0) let angle = Angle.degrees(90) let rotation = simd_quatf(angle: Float(angle.radians), axis: .init(x: 0, y: 0, z: 0)) videoEntity.transform.rotation = rotation //add VideoEntity to realityView content.add(videoEntity) //start the VideoPlayer player.replaceCurrentItem(with: playerItem) player.play() } I would recommend actually to use a video which was actually designed for 360° view :) I hope I could help you :)
Aug ’23
Reply to How to play video in full immersive space in vision Pro
Create a curved surface in a 3D modeling program and convert it to USDZ afterwards Make a USDA Scene with the curved surface Make an Entity with the scene and assign the VideoPlayerComponent to it. RealityView() { content in //load your scene with the curved surface if let entity = try? await Entity(named: "EntityName", in: realityKitContentBundle) { //check if Video exists and is accessible guard let url = Bundle.main.url(forResource: "videoname", withExtension: "mp4") else {fatalError("Video was not found!")} let asset = AVURLAsset(url: url) let playerItem = AVPlayerItem(asset: asset) let player = AVPlayer() //add VideoPlayerComponent to entity entity.components[VideoPlayerComponent.self] = .init(avPlayer: player) //Adjust the scale of the entity entity.scale *= 0.5 // you can also adjust the position of your entity here in code if needed // entity.position = SIMD3(x: , y: , z: ) content.add(entity) player.replaceCurrentItem(with: playerItem) player.play() }else { print("Entity with the given name was not found!") } } } Hope I could help you :)
Aug ’23
Reply to Xcode 15 Beta 5 breaks existing RealityKitContentBundle
It is a really strange bug. I could fix it with this process (workaround probably not the most efficent). Create a new project -> Import your code -> Open the realityKitBundle of your new project in reality composer pro -> There you create a new scene where you drag and drop the scene of your old project. The realityKitContentBundle should load now. Keep in Mind that it also will import the assets for each scene in a different folder. When you have multiple usda files with the same use of assets I would recommend to make a new folder with all of the assets. Then you have to update the references of the scenes and it should work. I hope I could help you
Aug ’23
Reply to VisionOS Simulator DragGestures
Hello, now it works with following code: // ImmersiveView.swift // NewDimensionn // // Created by Patrick Schnitzer on 18.07.23. // import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { var body: some View { RealityView { content in async let sphere = ModelEntity(named: "EarthScene", in: realityKitContentBundle) if let sphere = try? await sphere { // A name for identifying this entity. sphere.name = "sphere" // Generates collision shapes for the sphere based on its geometry. sphere.generateCollisionShapes(recursive: false) // Give the sphere an InputTargetComponent. sphere.components.set(InputTargetComponent()) // Set the initial position. sphere.position = .init(0, 1, -0.5) content.add(sphere) } } .gesture(dragGesture) } var dragGesture: some Gesture { DragGesture() .targetedToAnyEntity() .onChanged { value in print(value.entity.name) value.entity.position = value.convert(value.location3D, from: .local, to: value.entity.parent!) } } } #Preview { ImmersiveView() .previewLayout(.sizeThatFits) } Thank you very much ;)
Jul ’23