Thanks! That did it.
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Can I create a fully immersive space for iOS? It looks like a visionOS-only feature.
Background: I am developing an app that works on both Apple Vision Pro and iPhone/iPad.
For Apple Vision Pro, the main interaction is in mixed reality, switching to fully immersive VR experience during cut scenes.
For iPhone/iPad, the main interaction uses a RealityView with a fixed PerspectiveCamera for a SceneKit-like experience, then switching to fully immersive VR experience during cut scenes.
That did it! Thanks.
Thanks! I took a slightly less efficient approach (mainly, so I could understand all the nested data structures), and I could get the results I wanted. For example, I applied occlusion material to .seat (which includes couches) or .floor), so I could get my couch/chairs or floor to appear through the virtual content in mixed reality mode.
Thanks. I've made some progress, using the plane anchor's transform, but I have some issues I am still working with. Namely, the object seems slightly off from where I gaze and tap. Maybe I need to recalibrate my eye tracking on the device.
I don't know why, but this has happened to me several times, usually when starting a new project (which makes the most recent release the minimum deployment).
I turned off Wi-Fi on my iPhone to stream over cellular, but the behavior was the same. I'll try from the office next week to see if I get different results. Strange issue. Fortunately, not a big concern, especially since I may be the only one who experiences it. 🙂
Thanks. As a workaround I tried upgrading the usdpython command line tools to python 3, but I've run out of time this weekend. I've submitted feedback (FB9885578). Fingers crossed it gets fixed before 12.3 ships.
BTW, if you read the whole thread I referenced, this dependency on older Autodesk software is really a nightmare, and like I said, I'm not sure how to role back to identify exactly which combinations of older packages did the trick for me.
I hope Apple has some new & better tools coming out soon.
I couldn't get Reality Converter to convert FBX on macOS Monterey 12.2 running on a MacBook Pro with Apple M1 Pro either.
😢
The Autodesk developer kit I tried tonight are for 2020.2.1
Maybe later I will try to use older versions of the Autodesk SDK. Maybe that will help.
Thank you so much!
Just iOS actually. Think horizon Workrooms, but for a couple of friends meeting in cozy cafes for coffee. It isn't ideal when holding a phone... but one can hope for a hands-free solution in the future.
I was creating a scene (a cafe) in Blender, and I wanted to control the lighting to create a certain mood (e.g., individual lights over tables) - more of a VR experience than an AR experience.
Fortunately I ran into this early, so I can adapt.
General workflow: model in Blender > [GLB/GLTF file] > "Reality Converter" to add textures > [USDZ file] > into app (where I add lights)
Thanks.
I created a number of terrain maps of Mars this weekend with a grid of ~320 points on a side (= ~101K squares, 203K triangles). Everything seemed to work fine for a while, but after viewing several models for a while, the frame rate would drop. (It was a LiDAR-based device, which I'm guessing added a lot of its own mesh for occlusion purposes.)
I'll do the next batch of terrain models at at a resolution of 224 points on a side to see if that helps.
(Way back when I took computer graphics courses, we did everything in triangles. I guess I should keep that in mind.)
Thanks!
I'll probably use session(_:didUpdate:) to compute the fps (and maybe suggest to the user to give their device a break if there is a dramatic fps drop).