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Weird spinning glitch from Apple's Demo "DragRotationModifier"
Hello, I have started using the DragRotationModifier from the Hello World demo project by Apple. I have run into a bug that I can't seem to figure out for the life of me where everything seems to work fine for about 3-5 seconds of moment before it starts rapidly spinning for some reason. I took a video but it looks like I am unable to post any link to outside sources like imgur or youtube so ill try to describe it as best I can: Basically I can spin the sample USDZ Nike Airforce from the Apple sample objects perfectly, but after about 3-5 seconds it seems to rapidly snap between different other rotations and the rotation where the "cursor" is. A couple of additional notes, this only happens when the finger pinch/drag gesture is interacting with the object and this spin only affects the Yaw rotation axis of the object. I created an "Imported Model Entity" wrapper that does some additional stuff when importing a USDZ model similar to the Hello World demo. Then, within a RealityView I create an instance of this ImportedModelEntity and attach the Drag Rotation Modifier to the view like this: RealityView { content in let modelEntity = await ImportedModelEntity(configuration: modelViewModel.modelConfiguration) content.add(modelEntity) self.modelEntity = modelEntity content.add(BoundsVisualizer(bounds: [0.6, 0.6, 0.6])) //Scale object to half of the size of Volume view let bounds = content.convert(geometry.frame(in: .local), from: .local, to: content) let minExtent = bounds.extents.min() modelViewModel.modelConfiguration.scale = minExtent } update: { content in modelEntity?.update(configuration: modelViewModel.modelConfiguration) } .if(modelEntity != nil) { view in view.dragRotation( pitchLimit: .degrees(90), targetEntity: modelEntity!, sensitivity: 10, axRotateClockwise: axRotateClockwise, axRotateCounterClockwise: axRotateCounterClockwise) } For reference here is my ImportedModelEntity: import Foundation import RealityKit class ImportedModelEntity: Entity { // MARK: - Sub-entities private var model: ModelEntity = ModelEntity() private let rotator = Entity() // MARK: - Internal state // MARK: - Initializers @MainActor required init() { super.init() } init( configuration: Configuration ) async { super.init() if(configuration.modelURL == nil) { fatalError("Provided modelURL is NOT valid!!") } //Load the custom model on main thread // DispatchQueue.main.async { do { let input: ModelEntity? = try await ModelEntity(contentsOf: configuration.modelURL!) guard let model = input else { return } self.model = model // let material = SimpleMaterial(color: .green, isMetallic: false) // model.model?.materials = [material] //Add input components model.components.set(InputTargetComponent()) model.generateCollisionShapes(recursive: true) // Add Hover Effect model.components.set(HoverEffectComponent()) //self.model.components.set(GroundingShadowComponent(castsShadow: configuration.castsShadow)) // Add Rotator self.addChild(rotator) // Add Model to rotator rotator.addChild(model) } catch is CancellationError { // The entity initializer can throw this error if an enclosing // RealityView disappears before the model loads. Exit gracefully. return } catch let error { print("Failed to load model: \(error)") } // } update(configuration: configuration) } //MARK: - Update Handlers func update( configuration: Configuration) { rotator.orientation = configuration.rotation move(to: Transform( scale: SIMD3(repeating: configuration.scale), rotation: orientation, translation: configuration.position), relativeTo: parent) } } Any help is greatly appreciated!
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Apr ’24