How do we author a Reality File like the ones under Examples with animations at https://developer.apple.com/augmented-reality/quick-look/
??
For example, "The Hab" : https://developer.apple.com/augmented-reality/quick-look/models/hab/hab_en.reality
Tapping on various buttons in this experience triggers various complex animations. I don't see any way to accomplish this in Reality Composer.
And I don't see any way to export/compile to a "reality file" from within Xcode.
How can I use multiple animations within a single GLTF file?
How can I set up multiple "tap target" on a single object, where each one triggers a different action?
How do we author something similar? What tools do we use?
Thanks
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My build (of an Unreal Engine project) worked fine in Xcode 14, but in 15 I get errors like these:
/Users/zeev/dev/UnrealEngine3/Engine/Source/Runtime/Core/Public/Templates/IsTriviallyCopyConstructible.h:13:17: builtin __has_trivial_copy is deprecated; use __is_trivially_copyable instead [-Werror,-Wdeprecated-builtins]
/Users/zeev/dev/UnrealEngine3/Engine/Source/Runtime/Core/Public/Templates/IsTriviallyDestructible.h:18:18: builtin __has_trivial_destructor is deprecated; use __is_trivially_destructible instead [-Werror,-Wdeprecated-builtins]
/Users/zeev/dev/UnrealEngine3/Engine/Source/Runtime/Core/Public/Templates/IsTriviallyCopyAssignable.h:13:17: builtin __has_trivial_assign is deprecated; use __is_trivially_assignable instead [-Werror,-Wdeprecated-builtins]
Do I have to edit these hundreds of lines of code, or can I use an older compiler, or is there some other solution?
We published an app for iOS which accidentally stores a ton of photos in "Data & Documents". The app is live on the App Store, but currently the only way for a user to delete this bloat is to uninstall and re-install the app. Updating does not delete it.
We fixed the bug, and put in a notice on the App Store page, but we'd rather take care of this on our end.
The app was developed using Unreal Engine 5.1.1. The bloat is caused by Apple ARKit having had the should_write_camera_image_per_frame turned on (see https://docs.unrealengine.com/5.0/en-US/PythonAPI/class/AppleARKitSettings.html). The images are saved to Container/Documents/CameraImages.
How can we make it so the next version we push to App Store will delete the contents of this folder upon launch?
We are building an AR experience using Unreal Engine 5.1 and ARKit, and just realized that the phone is saving every single frame of the camera feed. Each frame has name like Image_2023-10-3-20-51-14-52.jpeg and is in Container/Documents/CameraImages
Seems like a bug ... anyone know of this issue??
Is there any way to package/install/run our game in an Xcode iPhone/iPad Simulator?
I’m working on a Silicon (arm64) Mac, so you would think it’s possible. Using Ventura, UE 5.1.1, and Xcode 14.
Trying to drag either ipa or app onto simulator does not work.
And not seeing any Simulators in the UE Platforms menu.
This is mainly for generating screenshots in various sizes for App Store submission…
Thanks!
I'm building an AR app for iOS using UE 5.1.1 (and Xcode 14). Using ARKit.
When our build made it to Test Flight, we're not getting camera feed for the AR, and the app doesn't ask for permission to access camera.
How do we fix this? Is this in Xcode or UE?
Do we need to set something up also on App Store Connect / Profiles / etc ?
Thanks!