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Floor stability with physics simulations
In RealityKit using visionOS, I scan the room and use the resulting mesh to create occlusion and physical boundaries. That works well and iI can place cubes (with physics on) onto that too. However, I also want to update the mesh with versions from new scans and that make all my cubes jump. Is there a way to prevent this? I get that the inaccuracies will produce slightly different mesh and I don’t want to anchor the objects so my guess is I need to somehow determine a fixed floor height and alter the scanned meshes so they adhere that fixed height. Any thoughts or ideas appreciated /Andreas
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Jul ’24
Are PhysicsJoints supported?
I am trying to add joints via code in my visionOS app. My scenario requires me to combine models from Reality Composer Pro with entities and components from code to generate the dynamic result. I am using the latest visionOS beta and Xcode versions and there is no documentation about joints. I tried to add them via the available API but regardless of how I combine pins, joints and various component, my entities will not get restricted or stay fixated like they are when they are in a child/parent relationship. I am using RealityKit and RealityView in mixed mode. I also searched the whole internet for related information without finding anything. Any insights or pointers appreciated!
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384
Jul ’24
Particle Systems flicker when partly behind transparent objects
I am having a difficult time to create particle systems in Reality Composer Pro (visionOS beta 3). They tend to start to flicker and all particles disappear and reappear in semi-random intervals. I can clearly see that happening with one effect that I put inside a small box consisting of 4 transparent walls that has a solid floor. When I change the view angle the particle system starts to flicker when viewed from below its emission height. I tried all combinations of particle rendering: billboard->free, additive etc and it does not change anything. I am using the default particle image. Any help appreciated
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Jul ’24
Physics Body Components within a hierarchy behave weird
Ok, I am loading an object from a Reality Composer Pro scene that has two entities inside its hierarchy that both have a Physics Body and a Collision component like this Root Outer Box Mesh Hinge + physics(static/kinematic) + collision Door. + physics(dynamic) + collision I tried to keep the physics/collision components only to the hinge and the door while I move the root or the outer box via code around. The behaviour I see is that it either moves the hinge and the door around relative to the top level (despite me checking the movement locking) OR starts rotating! the root or outer box even though I only set its position. What is the correct setup in this case? What I want is that I can move the whole object around and settle it somewhere and still have the door pinned at a fixed relative position and have one degree freedom on the hinge axis. I know how to do it in code but I really want to use the build in Reality Composer Pro settings/components. I am using the latest beta 4.
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284
Jul ’24
Is it true that without code, Reality Composer Pro cannot make a vertical door that swings with gravity?
I tested all variations. The checkboxes in Reality Composer Pro 2 (beta 4) in the Physics Body component: are absolute and not parent-relative. Also, regardless of what I set the center of mass to: it always rotates around the center of mass despite the local rotation being correctly at the center of origin (imported from Blender). Thus I can get the door to turn but never to swing because it always rotates around its center of mass. Tell me if this is expected behaviour or if there is a simple way to make this work.
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Aug ’24