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).
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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.)
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)
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.
Thank you so much!
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.
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.
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.
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. 🙂
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).
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.
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.
That did it! Thanks.
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.
Thanks! That did it.