When I define a .hoverEffect {} like below, the .draggable() functionality stops working:
Image(“MyImage”)
.resizable()
.frame(width: 150, height: 150)
.aspectRatio(contentMode: .fit)
.padding(5)
.draggable("foo")
.hoverEffect { effect, isActive, proxy in
effect.scaleEffect(!isActive ? 1.0 : 1.1) // <— breaks draggable()
}
Occurring on VisionOS 2.0 Beta 4 SDK, Xcode 16 Beta 4.
I have filed a feedback. Meanwhile, does anyone have a workaround for this? I would really much like to have a hover scale effect for my draggable view.
And for example, .hoverEffect(.highlight) does not break .draggable().
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I have been trying to replicate the entity transform functionality present in the magnificent app Museum That Never Was (https://apps.apple.com/us/app/the-museum-that-never-was/id6477230794) -- it allows you to simultaneously rotate, magnify and translate the entity, using gestures with both hands (as opposed to normal DragGesture() which is a one-handed gesture). I am able to rotate & magnify simultaneously but translating via drag does not activate while doing two-handed gestures. Any ideas? My setup is something like so:
Gestures:
var drag: some Gesture {
DragGesture()
.targetedToEntity(where: QueryPredicate<Entity>.has(MyComponent.self))
.onChanged { value in
gestureTranslation = value.convert(value.translation3D, from: .local, to: .scene)
}
.onEnded { value in
itemTranslation += gestureTranslation
gestureTranslation = .init()
}
}
var rotate: some Gesture {
RotateGesture3D()
.targetedToEntity(where: QueryPredicate<Entity>.has(MyComponent.self))
.onChanged { value in
gestureRotation = simd_quatf(value.rotation.quaternion).inverse
}
.onEnded { value in
itemRotation = gestureRotation * itemRotation
gestureRotation = .identity
}
}
var magnify: some Gesture {
MagnifyGesture()
.targetedToEntity(where: QueryPredicate<Entity>.has(MyComponent.self))
.onChanged { value in
gestureScale = Float(value.magnification)
}
.onEnded { value in
itemScale *= gestureScale
gestureScale = 1.0
}
}
RealityView modifiiers:
.simultaneousGesture(drag)
.simultaneousGesture(rotate)
.simultaneousGesture(magnify)
RealityView update block:
entity.position = itemTranslation + gestureTranslation + exhibitDefaultPosition
entity.orientation = gestureRotation * itemRotation
entity.scaleAll(itemScale * gestureScale)
Hey, I'm wondering what would be the proper way to add RealityView content asynchronously, while doing the heavy lifting in a background thread. My use case is that I am generating procedural geometry which takes a few seconds to complete. Meanwhile I would like the UI to show other geometry / UI elements and the Main thread to be responsive.
Basically what I would like to do, in pseudocode, is:
runInBackgroundThread {
let geometry = generateGeometry() // CPU intensive, takes 1-2 s
let entity = createEntity(geometry) // CPU intensive, takes ~1 s
let material = try! await ShaderGraphMaterial(..)
entity.model!.materials = [material]
runInMainThread {
addToRealityViewContent(entity)
}
}
With this I am running into so many issues with especially the material, which apparently cannot be constructed on a non-main thread and cannot be passed over thread borders.
Hey,
as it would seem that PerspectiveCamera (https://developer.apple.com/documentation/realitykit/perspectivecamera) is available for VisionOS 1.0+, I was wondering if there is any way of accessing it and its PerspectiveCameraComponent in order to set the near / far clipping planes for a fully immersive application?