i had this issue all day today. i tried all kinds of things so not 100 percent on how i fixed it but, my project was on icloud and the framework project that gave me the issues was on my local drive. i moved the framework to the folder adjacent to my project on icloud and it worked.
i might of had the framework paths wrong and not looking into the original framework location but the paths are very hard for me to grasp :P
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my game just started doing this on the newest xcode beta
i just came to ask the same question. i was hoping to use composer pro to build a assets for a realitykit game for mac.
apple chose it because it's a good format. it is also open source and extensible, i don't see how gltf is more flexible. also i never ran into any 3d program that focuses on it.
usd also allows for cross discipline collaboration on the same file at the same time. you can have artists, sound designers, programmers etc all working on the same file at the same time.
security had nothing to do with.
there aren't any limitations.
just force unwrap your title since it is required for Recipe it should be safe
filteredRecipes=filteredRecipes.filter{$0.title!.contains(searchingFor)}
but it would be better if you define the property title as not optional instead.
crap. this stupid site removed everything i had typed before i was finished.
anyway. i never used realitykit. but it seems you can access your hierarchy like this
modelEntity.model.mesh.contents.isntances, where instances is a collection (meshInstanceCollection) and you can access the members by string subscript which is the name of the nodes as a path name. for example
modelEntity.model.mesh.contents.isntances["Vase_FP/mod(i can't see this in your screengrab)/FP2"]
or you can iterate through the meshInstanceCollection with its methods mentioned in the documentation.
there is also modelEntity.model.mesh.contents.models, but it came up with no visible descriptions on my console so i don't know what it does.
anyway, i hope this gets you closer.
edit: yes you had to go in the nested components, which is .model
are you using a USDZ file or FBX? are you getting any errors?
i was very disappointed i couldn't extend to the iMac. the other way around (iMac to MacBook) is pretty useless. I don't need my slower computer with the big screen to show up all tiny on my faster computer that i can't use.
you need an assembly library compiled for arm64. or build your app for intel only.
apple needs to do a lot of fixing in safari. after i sign in to this forums, if i come back after an hour, this site takes forever to load or fails completely till i restart safari. switching to chrome to post on apple forums is really sad.
what i got so far, i hope it helps others.
you can edit USD, OBJ and DAE files to add extra uv channels manually. not ideal but you can. all of them involve having duplicate geometry each with the set of uv channels you want to merge
the easiest to change is the USD file.
open file in text editor and copy these 2 sections from the other mesh objects
texCoord2f[] primvars:st
int[] primvars:st:indices
paste those in the mesh object you want to add them to.
they will need unique variable names, i just add numbers like this
texCoord2f[] primvars:st2
int[] primvars:st2:indices
save file and done
for OBJs there is only one section per map but there are more numbers to change
you'll want to copy the section "# 88 texture coordinates", the lines look like this and there are many of them,
vt 0.419371 0.134602 0.000000
vt 0.410308 0.142855 0.000000
paste that at the end of the mesh and change the vt to be unique for every texture map like this,
vt2 0.419371 0.134602 0.000000
vt2 0.410308 0.142855 0.000000
DAE files are the most versatile but harder to judge how the maps relate. as with USD there are 2 sets to copy but sectioned of in tags
edit. i tried reality converter with an FBX with multiple UVs and it too ignores them all and just keeps 1.
how is your model built? what are we looking at? where is the material applied? what do your UVs look like?
you can make the same type of games but the same functionality provided by unity out of the box won't be in scenekit.
"Isn't this need part of what Reality Converter was built for - to go from .obj to .usdz?"
but i'm not trying to make usdz files. i'm trying to figure out why OBJ files in scenekit are blank.