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How To Create Dual Screen of AR using RealityView and SwiftUI iOS 18
I have this code to make ARVR Stereo View To Be Used in VR Box Or Google Cardboard, it uses iOS 18 New RealityView but it is not Act as an AR but rather Static VR on a Camera background so as I move the iPhone the cube move with it and that's not suppose to happen if its Anchored in a plane or to world coordinate. import SwiftUI import RealityKit struct ContentView : View { let anchor1 = AnchorEntity(.camera) let anchor2 = AnchorEntity(.camera) var body: some View { HStack (spacing: 0){ MainView(anchor: anchor1) MainView(anchor: anchor2) } .background(.black) } } struct MainView : View { @State var anchor = AnchorEntity() var body: some View { RealityView { content in content.camera = .spatialTracking let item = ModelEntity(mesh: .generateBox(size: 0.25), materials: [SimpleMaterial()]) anchor.addChild(item) content.add(anchor) anchor.position.z = -1.0 anchor.orientation = .init(angle: .pi/4, axis:[0,1,1]) } } } the thing is if I remove .camera like this let anchor1 = AnchorEntity() let anchor2 = AnchorEntity() It would work as AR Anchored to world coordinates but on the other hand is does not work but on the left view only not both views Meanwhile this was so easy before RealityView and SwiftUI by cloning the view like in ARSCNView Example : import UIKit import ARKit class ViewController: UIViewController, ARSCNViewDelegate, ARSessionDelegate { //create Any Two ARSCNView's in Story board // and link each to the next (dont mind dimensions) @IBOutlet var sceneView: ARSCNView! @IBOutlet var sceneView2: ARSCNView! override func viewDidLoad() { super.viewDidLoad() // Do any additional setup after loading the view. sceneView.delegate = self sceneView.session.delegate = self // Create SceneKit box let box = SCNBox(width: 0.1, height: 0.1, length: 0.1, chamferRadius: 0.01) let item = SCNNode(geometry: box) item.geometry?.materials.first?.diffuse.contents = UIColor.green item.position = SCNVector3(0.0, 0.0, -1.0) item.orientation = SCNVector4(0, 1, 1, .pi/4.0) // retrieve the ship node sceneView.scene.rootNode.addChildNode(item) } override func viewDidLayoutSubviews() // To Do Add the 4 Buttons { // Stop Screen Dimming or Closing While The App Is Running UIApplication.shared.isIdleTimerDisabled = true let screen: CGRect = UIScreen.main.bounds let topPadding: CGFloat = self.view.safeAreaInsets.top let bottomPadding: CGFloat = self.view.safeAreaInsets.bottom let leftPadding: CGFloat = self.view.safeAreaInsets.left let rightPadding: CGFloat = self.view.safeAreaInsets.right let safeArea: CGRect = CGRect(x: leftPadding, y: topPadding, width: screen.size.width - leftPadding - rightPadding, height: screen.size.height - topPadding - bottomPadding) DispatchQueue.main.async { if self.sceneView != nil { self.sceneView.frame = CGRect(x: safeArea.size.width * 0 + safeArea.origin.x, y: safeArea.size.height * 0 + safeArea.origin.y, width: safeArea.size.width * 0.5, height: safeArea.size.height * 1) } if self.sceneView2 != nil { self.sceneView2.frame = CGRect(x: safeArea.size.width * 0.5 + safeArea.origin.x, y: safeArea.size.height * 0 + safeArea.origin.y, width: safeArea.size.width * 0.5, height: safeArea.size.height * 1) } } } override func viewDidAppear(_ animated: Bool) { super.viewDidAppear(animated) let configuration = ARWorldTrackingConfiguration() sceneView.session.run(configuration) sceneView2.scene = sceneView.scene sceneView2.session = sceneView.session } } And here is the video for it
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ARVR RealityView Showing left Camera view Entity near more than the right view
I have this code to make ARVR Stereo View To Be Used in VR Box Or Google Cardboard, it uses iOS 18 New RealityView but for some reason the left side showing the Entity (Box) more near to the camera than the right side which make it not identical, I wonder is this a bug and need to be fixed or what ? thanx Here is the code import SwiftUI import RealityKit struct ContentView : View { let anchor1 = AnchorEntity(.camera) let anchor2 = AnchorEntity(.camera) var body: some View { HStack (spacing: 0){ MainView(anchor: anchor1) MainView(anchor: anchor2) } .background(.black) } } struct MainView : View { @State var anchor = AnchorEntity() var body: some View { RealityView { content in content.camera = .spatialTracking let item = ModelEntity(mesh: .generateBox(size: 0.25), materials: [SimpleMaterial()]) anchor.addChild(item) content.add(anchor) anchor.position.z = -1.0 anchor.orientation = .init(angle: .pi/4, axis:[0,1,1]) } } } And Here is the View
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RealityView to show two screens of AR in iOS 18/macOS 15 using SwiftUI
I have an issue using RealityView to show two screens of AR, while I did succeed to make it as a non AR but now my code not working. Also it is working using Storyboard and Swift with SceneKit, so why it is not working in RealityView? import SwiftUI import RealityKit struct ContentView : View { var body: some View { HStack (spacing: 0){ MainView() MainView() } .background(.black) } } struct MainView : View { @State var anchor = AnchorEntity() var body: some View { RealityView { content in let item = ModelEntity(mesh: .generateBox(size: 0.2), materials: [SimpleMaterial()]) content.camera = .spatialTracking anchor.addChild(item) anchor.position = [0.0, 0.0, -1.0] anchor.orientation = .init(angle: .pi/4, axis:[0,1,1]) // Add the horizontal plane anchor to the scene content.add(anchor) } } }
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Znear For RealityView to prevent Entity from Hiding an attachment SwiftUI Button in VisionOS
I have an app which have an Immersive Space view and it needs the user to have a button in the bottom which have a fixed place in front of the user head like a dashboard in game or so but when the user get too close to any3d object in the view it could cover the button and make it inaccessible and it mainly would prevent the app for being approved like that in appstoreconnect I was working before on SceneKit and there was something like camera view Znear and Zfar which decide when to hide the 3d model if it comes too close or gets too far and I wonder if there is something like that in realityView / RealityKit 4. Here is My Code and the screenshots follows import SwiftUI import RealityKit struct ContentView: View { @State var myHead: Entity = { let headAnchor = AnchorEntity(.head) headAnchor.position = [-0.02, -0.023, -0.24] return headAnchor }() @State var clicked = false var body: some View { RealityView { content, attachments in // create a 3d box let mainBox = ModelEntity(mesh: .generateBox(size: [0.1, 0.1, 0.1])) mainBox.position = [0, 1.6, -0.3] content.add(mainBox) content.add(myHead) guard let attachmentEntity = attachments.entity(for: "Dashboard") else {return} myHead.addChild(attachmentEntity) } attachments: { // SwiftUI Inside Immersivre View Attachment(id: "Dashboard") { VStack { Spacer() .frame(height: 300) Button(action: { goClicked() }) { Text(clicked ? "⏸️" : "▶️") .frame(maxWidth: 48, maxHeight: 48, alignment: .center) .font(.extraLargeTitle) } .buttonStyle(.plain) } } } } func goClicked() { clicked.toggle() } }
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570
Sep ’24
Indicator of how much time left to fully load a RealityKit 3d Model
I have a quiet big USDZ file which have my 3d model that I run on Realityview Swift Project and it takes sometime before I can see the model on the screen, So I was wondering if there is a way to know how much time left for the RealityKit/RealityView Model to be loaded or a percentage that I can add on a progress bar to show for the user how much time left before he can see the full model on screen. and if there is a way how to do this on progress bar while loading. Something like that
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295
Aug ’24
How can I reverse USDZ animation in realityKit
How can i play a USDZ entity animation in reverse? I have tried to put a negative value to the speed as I was doing in SceneKit to make the animation reverse play but it did not work. here is my code: import SwiftUI import RealityKit struct ImmersiveView: View { @State var entity = Entity() @State var openDoor: Bool = true var body: some View { RealityView { content in if let mainDoor = try? await Entity(named: "Door.usdz") { if let frame = mainDoor.findEntity(named: "DoorFrame") { frame.position = [0, 0, -8] frame.orientation = simd_quatf(angle: (270 * (.pi / 180)), axis: SIMD3(x: 1, y: 0, z: 0)) content.add(frame) entity = frame.findEntity(named: "Door")! entity.components.set(InputTargetComponent(allowedInputTypes: .indirect)) entity.components.set(HoverEffectComponent()) let entityModel = entity.children[0] entityModel.generateCollisionShapes(recursive: true) } } } .gesture( SpatialTapGesture() .targetedToEntity(entity) .onEnded { value in print(value) if openDoor == true { let animController = entity.playAnimation(entity.availableAnimations[0], transitionDuration: 0 , startsPaused: true) animController.speed = 1.0 animController.resume() openDoor = false } else { let animController = entity.playAnimation(entity.availableAnimations[0], transitionDuration: 0 , startsPaused: true) animController.speed = -1.0 // it does not work to reverse animController.resume() openDoor = true } } ) } } The Door should open with first click which is already happening and close with second click which is not happening as it does not reverse play the animation
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1.2k
Feb ’24
A Game Controller For visionOS RealityView
Im searching for a simple swiftUI code that can move a cube in immersive space when I click the X button on Sony Playstation Game Controller, I did load a USD entity and connect the game controller but when it comes to get a simple click into the reality view to change position or rotate the entity it always not even accepted in codes. although I can control it with a finger or hand gestures, and yes I have closed the "Send Game Controller to device" in the simulator to make sure the controller would not effect the system but only effect in the game, here is a sample import SwiftUI import RealityKit import GameController struct ImmersiveView: View { @State var entity = ModelEntity() @State var z: Float = -4.0 var body: some View { RealityView { content in if let cube = try? await ModelEntity(named: "am.usdz") { entity = cube entity.generateCollisionShapes(recursive: true) entity.name = "Cube" entity.position = [0, 0, -4] entity.components.set(InputTargetComponent(allowedInputTypes: .indirect)) entity.components.set(HoverEffectComponent()) content.add(entity) } } .gesture( SpatialTapGesture() .targetedToEntity(entity) .onEnded { value in print(value) z -= 1.0 entity.position = [0, 0, z] } ) // What to do here to make game controller button X act as the gesture do } }
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983
Feb ’24
Xcode, Fold group of codes under certain method/ function with a simple click
I Have a multiple if else statements under another if else statements and I want to be able to fold all child statements under certain parent without have to fold each one separately cause its like 100's of them example: This Is Unfolded func example(v1: String, v2: Int, v3: Int) { if v1 == "Food" { if v2 == 2 && v3 == 7 { // Some Long Lines Codes } else if v2 == 2 && v3 == 33 { // Some Long Lines Codes } else if v2 == 44 && v3 == 72 { // Some Long Lines Codes } else if v2 == 12 && v3 == 7 { // Some Long Lines Codes } else if v2 == 102 && v3 == 97 { // Some Long Lines Codes } } } And I Wanted To Be Folded Like That With A Simple Click Not Fold It One By One func example(v1: String, v2: Int, v3: Int) { if v1 == "Food" { if v2 == 2 && v3 == 7 {...} else if v2 == 2 && v3 == 33 {...} else if v2 == 44 && v3 == 72 {...} else if v2 == 12 && v3 == 7 {...} else if v2 == 102 && v3 == 97 {...} } } Imaging like 100 lines of those else if conditions that i need to fold each one manually using CMD + Opt + <- or even using the arrow beside, I hope there is a fast and reliable shortcut or a click to help folding child codes or selected codes btw I know there is a cmd + opt + shift + <- to fold all but that's not helping cause when I unfold the function I would see all remains as it was before. I hope anyone could have a clue or if there is an ability to add a script function to do so.
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793
Apr ’23