Post

Replies

Boosts

Views

Activity

ModelEntity with skeletal pose is missing pins
Starting with Xcode Beta 4+, any ModelEntity I load from usdz that contain a skeletal pose has no pins. The pins used to be accessible from a ModelEntity so you could use alignment with other pins. Per the documentation, any ModelEntity with a skeletal pose should have pins that are automatically generated and contained on the entity.pins object itself. https://developer.apple.com/documentation/RealityKit/Entity/pins Is this a bug with the later Xcode betas or is the documentation wrong?
0
0
302
Aug ’24
Unable to create PhysicsJoint using Entity's Geometric Pin
Hello, I'm trying to attach one entity to another entity via the new PhysicsFixedJoint. I have a usdz that contains a skeletal pose which expose the joints as pins as desired. However the when I access the pin, it is returning a GeometricPin, instead of an EntityGeometricPin as you would expect. I can't use the returned GeometricPin to create the joint. Am I missing something? Shouldn't access the Entity's pins object return EntityGeometricPins instead of GeometricPin? Here is the code sample: var body: some View { RealityView { content in if let scene = try? await Entity(named: "Scene", in: untitledBundle) { content.add(scene) let attack = try! Entity.load(named: "Attack01_SingleSword") let anchor = scene.findEntity(named: "Root") anchor?.addChild(attack) let sword = try! Entity.load(named: "OHS08_Sword") anchor?.addChild(sword) if let swordEntity = findModelComponentEntity(entity: sword) { let swordPin = swordEntity.pins.set( named: "test", position: SIMD3<Float>.zero ) if let attackEntity = findModelComponentEntity(entity: attack) { let attackPin = attackEntity.pins["root/pelvis/spine_01/spine_02/spine_03/clavicle_r/upperarm_r/lowerarm_r/hand_r/weapon_r"]! // This is returning GeomtricPin instead of the EntityGeometricPin that the "pins" object contains let joint = PhysicsFixedJoint( pin0: swordPin, pin1: attackPin // This is a compile error since it is not an EntityGeometricPin type ) try! joint.addToSimulation() } } } } }
2
0
724
Jun ’24
Collision shapes for primitive shapes don't account for scale
Hello, I'm scaling a primitive cube to create a collision in RealityKit on iOS via Reality Composer Pro. However, when I export it as a usdz and then call generateCollisionShapes(recursive: true) it is ignoring the scaling I have set for the object. It appears like it ignores the non-uniform scaling I'm using and just creates a big cube collision in a scaled up version proportionally. I have tried to use bounding boxes, etc, to create my own collision ShapeResource but it consistently has this problem. If I take Reality Composer Pro out of the equation, it still has the same issue when adding a collision to a primitive cube. Is this a bug in RealityKit collision scaling?
0
0
471
Jul ’23