This is the default behavior when something in your material is not valid...if you keep messing with it to get rid of the errors, it will work.
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I have had this issue in my app that had a mix of volumetric and plain windows. You can get into a state where the app only opens to a blank window, even after reinstalling.
It also seems to be a race condition, because it will sometimes work fine.
This was a case of swapping a texture that had already been swapped for a DrawableQueue. Also has to make sure to retain references to all of the RealityFoundation.MaterialParameters.Value inside my for loop so that they are not destroyed accidentally.
DISCLAIMER: This is a guess on my part
I'm not sure the Vision Pro display ever gets brighter than about 280 nits and something like EDR is in use all the time for anything that is HDR. I would love to be proven wrong however.
Thanks I submitted FB13874335
Feedback closed. You must call setParameter() in VisionOS 2 to let it know the parameter has changed.
If you have FOLDER.skybox, it gets converted into a FOLDER.realityenv file. The name of the PNG/EXR is not used. In this example you have to give it the name "FOLDER" when loading. This is not clear in the documentation.
I believe this was partially a misunderstanding of how .replace(withDrawables:) works.
It operates on the texture level, not a per material/per parameter level. If you stop and think it makes complete sense.
If you have different materials with parameters that you want to replace, but they all share the same assigned texture, swapping that texture for a drawable queue in one material parameter will replace it in all other materials. So if you try swapping them all, it will just stop working.
I really wish the developer documentation was better, it would save so much time.
Through trial-and-error I confirmed that specifying "mp4a.a6" instead of "ec-3" in the manifest causes AVPlayer to fail. Did this used to work in VisionOS 1.x?
Oh hello there
When you render HDR video on a Metal layer, you have to set the .colorspace, .edrMetadata and .wantsExtendedDynamicRangeContent
How does that work with a VideoMaterial where we can't set any of that when using a TextureResoure.DrawableQueue?
I can't use AVPlayerViewController or VideoPlayerComponent because I need to use a ShaderGraphMaterial to process the video.
You also probably have to get the display to match the dynamic range using AVDisplayCriteria(refreshRate: , videoDynamicRange: )
So these are all things that an AVPlayer handles that you have to account for when trying to present these textures correct?
One of the main reasons I am having to use a ShaderGraphMaterial is there doesn't seem to be a way to render a texture to a specific eye outside of RealityKit's Camera Index Switch.
@DTS Engineer I think RealityKit may not be suited to doing this, and the ability to address a texture to each eye with a Metal layer would be needed instead. What do you think
@Media Engineer that's nice to know, is there a max known good bitrate for those media services?