RealityKit

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Simulate and render 3D content for use in your augmented reality apps using RealityKit.

Posts under RealityKit tag

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How to overlay an image on part of a 3D model?
How to overlay an image in RealityKit on a 3D model using code so that it does not stretch to the entire object, but has its own height and width that I can change? I have a solution on how to do this, but then it will not be possible to change the height, width or place it anywhere on the 3D model. And this is to cut out a part of the object and overlay the image on the entire cutout area. How to overlay a 2D image on a 3D model without stretching the photo to the entire 3D object? If this is possible, please give an example of how to do this in code. I could not find on the Internet how to do this. Although in other engines this can be done, for example, in Blender or Unity. If I am not mistaken, this is done there using decals
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Jul ’24
Timeline Animation in Reality Composer Pro
I'm using Reality Composer Pro Version 2.0 Version 2.0 (448.0.10.0.2) avaliable in Xcode_16_beta_4 When adding a animation from the Animation Library component on my armature to a timeline - the animation does not 'freeze' on the last frame. Is there a way to 'freeze' the first or last frames when adding animations to the timeline? And how should I expect the first and last keys on my animations to behave with the default 'rest pose' on the imported usd file?
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Jul ’24
ImageAnchoringSource from URL
Hello, I was wondering how I can initialize an ImageAnchoringSource using https://developer.apple.com/documentation/realitykit/anchoringcomponent/imageanchoringsource/init(_:) When I construct one using a URL, it doesn't seem to be tracked and I see in the following when I debug print the component: ▿ 0 : AnchoringComponent ▿ target : Target ▿ referenceImage : 1 element ▿ from : ImageAnchoringSource ▿ url : Optional<URL> ▿ some : file:///var/mobile/Containers/Data/Application/D1126EA0-A1D7-468F-A40C-8578B7F5BDDF/Library/Caches/CodeCache/0E457AA7-2195-48B9-9DD4-58CEB9397F69.png - _url : file:///var/mobile/Containers/Data/Application/D1126EA0-A1D7-468F-A40C-8578B7F5BDDF/Library/Caches/CodeCache/0E457AA7-2195-48B9-9DD4-58CEB9397F69.png - _parseInfo : nil - _baseParseInfo : nil - name : nil - group : nil ▿ trackingMode : TrackingMode - trackingMode : 2 Is there a specific format for the parseInfo? When I use the same image to make an image anchoring source by group and name in AR Resources, it is tracked. Thank you!
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Jul ’24
USDZ models look broken on iOS 18 / visionOS 2 beta
I noticed that with the 4th betas of iOS 18 and visionOS 2, some USDZ models' texture mapping looks completely broken. The issue occurs only with a device, not with the Simulator. It's a regression, the models look fine with iOS 17.5.1 and visionOS 1.2. The issue occurs if I load a model as an Entity in a RealityView iOS or visionOS, or in a SwiftUI 3DModel view on visionOS. Has anyone seen this too? Is there a workaround? I filed a bug report with a minimal example project, it's FB14473756. Screenshot on Vision Pro device: Screenshot on Vision Pro Simulator:
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Jul ’24
EnvironmentLightingConfigurationComponent not working
Has anyone gotten EnvironmentLightingConfigurationComponent to work? I tried the code from https://developer.apple.com/documentation/realitykit/environmentlightingconfigurationcomponent to prevent a planet from being lit by the environment. My goal is that the side that isn't lit by the star appears pitch black. However, the code seems to have no effect on visionOS 2 and iPadOS 18 (I tried betas 1 through 4, on device, built with Xcode 16 beta 4). No matter if there is a PointLight or no light at all in the scene, no matter if I use SimpleMaterial or PhysicallyBasedMaterial, no matter if I use a texture or a color on the sphere. I filed a bug report, it's FB14470954. Or am I doing something wrong? Here's my code: var material = PhysicallyBasedMaterial() if let tex = try? await TextureResource(named: "planet.jpg") { material.baseColor = .init(texture: .init(tex)) material.emissiveIntensity = 0 let sphereMesh = MeshResource.generateSphere(radius: 0.5) let entity = ModelEntity() entity.components.set(ModelComponent(mesh: sphereMesh, materials: [material])) entity.position = [-1, 1.0, -1.0] let envLightingConfig = EnvironmentLightingConfigurationComponent(environmentLightingWeight: 0) entity.components.set(envLightingConfig) content.add(entity) }
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Jul ’24
Window buttons not getting clicked when Scene Colliders Exist
Hi I am using this function to create collisions in my scene from Apple Developer Video I found. func processReconstructionUpdates() async { for await update in sceneReconstruction.anchorUpdates { let meshAnchor = update.anchor guard let shape = try? await ShapeResource.generateStaticMesh(from: meshAnchor) else {continue} switch update.event { case .added: let entity = ModelEntity() entity.transform = Transform(matrix: meshAnchor.originFromAnchorTransform) entity.collision = CollisionComponent(shapes: [shape], isStatic: true) entity.physicsBody = PhysicsBodyComponent() entity.components.set(InputTargetComponent()) meshEntities[meshAnchor.id] = entity contentEntity.addChild(entity) case .updated: guard let entity = meshEntities[meshAnchor.id] else { fatalError("...") } entity.transform = Transform(matrix: meshAnchor.originFromAnchorTransform) entity.collision?.shapes = [shape] case .removed: meshEntities[meshAnchor.id]?.removeFromParent() meshEntities.removeValue(forKey: meshAnchor.id) } } } The code works great. In the same immersive space I am opening a window: var body: some View { RealityView { content in // some other code here openWindow(id: "mywindowidhere") // some other code here } } The window opens in front of me, but I am not able to click or even hover on the buttons. At first I did not know why that was happening. But then I turned on pointer control and found out that the pointer is actually colliding with the wall. (the window is kinda inside the wall). That is why the pointer never reaches the window and the button never gets clicked. I initially thought this was a layering issue, but I was not able to find any documentation related to this. Is this a known issue and is there any way to fix this? Or I am doing anything wrong on my side?
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Jul ’24
RealityKit scene with the Entity Component System
I'm following WWDC for interactive 3D content in reality composer pro and apple's document https://developer.apple.com/wwdc24/10102 https://developer.apple.com/documentation/realitykit/implementing-systems-for-entities-in-a-scene#Retrieve-entities-with-an-entity-query However, this simple code to declare a dummy Component and System has compile error /Users/Workspaces/repository/Packages/RealityKitContent/Sources/RealityKitContent/RobotComponent.swift:18:24 Static property 'query' is not concurrency-safe because non-'Sendable' type 'EntityQuery' may have shared mutable state // Define a query to return all entities with a MyComponent. private static let query = EntityQuery(where: .has(MyComponent.self)) // Initializer is required. Use an empty implementation if there's no setup needed. required init(scene: Scene) { } // Iterate through all entities containing a MyComponent. func update(context: SceneUpdateContext) { for entity in context.entities( matching: Self.query, updatingSystemWhen: .rendering ) { // Make per-update changes to each entity here. } } } I'm using XCode beta3 and project target visionos 2
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Jul ’24
visionOS 2 full immersive space permission change?
Does visionOS 2 still prompt the user with a permission alert when a full immersive space is presented? In visionOS 1, the first time an app presented an immersive space, the user was prompted with an alert to grant permission. openImmersiveSpace would return an error code if the user opted not to grant permission. In visionOS 1, it was important to handle this case correctly. In visionOS 1, the Settings > Developer menu had an option to reset the immersive user's space permission prompting state so developers could test this interaction flow. In visionOS 2, I no longer see the full immersive space permissions alert. I can't remember if I saw it once, the first time visionOS 2.0 beta was installed, or if I never saw it at all. The Settings > Developer menu no longer has an option to reset the permission prompting state. I can't find any way to test the interaction flow in my app to make sure that it will work correctly for users. Does visionOS 2 no longer ask for full immersive space permission at all? I can't find this change documented anywhere. If visionOS 2 does prompt the user for permission, is there any way to reproduce and test this interaction flow so I can make sure my app handles it correctly? Thanks for taking the time to answer this question.
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Aug ’24
RealityView not displaying content
I'm playing with visionOS and trying to get a usdz file to load in a RealityView. It works fine if I use a Model3D but if I use a RealityView nothing shows up. I'm just using the fender_stratocaster asset right off the apple web site so it seems like it should work. This is the code: RealityView { content in if let sphereEntity = try? await Entity(named: "fender_stratocaster") { content.add(sphereEntity) sphereEntity.position = [0,0,0] sphereEntity.transform.scale = [scale, scale, scale] let _ = print(sphereEntity) } } update: { content in if let sphereEntity = content.entities.first { sphereEntity.transform.scale = [scale, scale, scale] } Any clues as to why this is not showing would be appreciated.
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Jul ’24
Are PhysicsJoints supported?
I am trying to add joints via code in my visionOS app. My scenario requires me to combine models from Reality Composer Pro with entities and components from code to generate the dynamic result. I am using the latest visionOS beta and Xcode versions and there is no documentation about joints. I tried to add them via the available API but regardless of how I combine pins, joints and various component, my entities will not get restricted or stay fixated like they are when they are in a child/parent relationship. I am using RealityKit and RealityView in mixed mode. I also searched the whole internet for related information without finding anything. Any insights or pointers appreciated!
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Jul ’24
What is the difference between an entity Action and Animation
What’s the difference between an action and an animation eg.: FromToByAnimation vs FromToByAction. The documentation on them is pretty similar and I'm not understanding the differences exactly... : S FromToByAnimation → https://developer.apple.com/documentation/realitykit/fromtobyanimation?changes=__2_2 FromToByAction → https://developer.apple.com/documentation/realitykit/fromtobyaction?changes=__2_2 As developer, when should we reach out to use an animation vs action ? 🤔
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Jul ’24
How Does Update Closure Work in RealityView
I have looked here: Reality View Documentation Found this thread: RealityView Update Closure Thread I am not able to find documentation on how the update closure works. I am loading attachments using reality view's attachment feature (really helpful). I want to remove them programmatically from another file. I found that @State variables can be used. But I am not able to modify them from out side of the ImmersiveView swift file. The second problem I faced was even if I update them inside the file. My debugging statements don't execute. So exactly when does update function run. I know it get's executed at the start (twice for some reason). It also get's executed when I add a window using: openWindow?(id: "ButtonView") I need to use the update closure because I am also not able to get the reference to RealityViewAttachment outside the RealityView struct. My Code(only shown the code necessary. there is other code): @State private var pleaseRefresh = "" @StateObject var model = HandTrackingViewModel() var body: some View { RealityView { content, attachments in if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) } content.add(model.setupContentEntity()) content.add(entityDummy) print("View Loaded") } update: { content, attachments in print("Update Closure Executed") if (model.editWindowAdded) { print("WINDOW ADDED") let theattachment = attachments.entity(for: "sample")! entityDummy.addChild(theattachment) // more code here } } attachments: { Attachment(id: "sample") { Button(action: { model.canEditPos = true model.canRotate = false pleaseRefresh = "changed" }) { HStack { Image(systemName: "pencil.and.outline") .resizable() .scaledToFit() .frame(width: 32, height: 32) Text("Edit Placement") .font(.caption) } .padding(4) } .frame(width: 160, height: 60) } } How can the update method (or the code inside it) run when I want it to? I am new to swift. I apologize if my question seems naive.
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Jul ’24
Can’t Figure Out How to Get My Earth Entity to Rotate on its Axis
I can‘t Figure Out How to Get My Earth Entity to Rotate on its Axis. This is a follow up post from a previous Apple Developer forum post. How would I have the earth (parent) entity rotate CCW underneath the orbiting starship child? I tried adding the following code block to the RealityView but it is not working: if let rotatingEarth = starshipEntity.findEntity(named: "Earth") { rotatingEarth.transform.rotation = simd_quatf.init(angle: 360, axis: SIMD3(x: 0, y: 1, z: 0)) if let animation = try? AnimationResource.generate(with: rotatingEarth as! AnimationDefinition) { rotatingEarth.playAnimation(animation) } } Any advice on getting the earth to rotate? I tried reviewing the Hello World WWDC23 project code, but I was unable to understand the complexity and how that sample project got the earth to rotate. i want to do this for visionOS 1.2. I realize there are some new animation and possible other capabilities coming up in vision 2.0 but I want to try to address this issue in the current released visionOS version.
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Jul ’24
Floor stability with physics simulations
In RealityKit using visionOS, I scan the room and use the resulting mesh to create occlusion and physical boundaries. That works well and iI can place cubes (with physics on) onto that too. However, I also want to update the mesh with versions from new scans and that make all my cubes jump. Is there a way to prevent this? I get that the inaccuracies will produce slightly different mesh and I don’t want to anchor the objects so my guess is I need to somehow determine a fixed floor height and alter the scanned meshes so they adhere that fixed height. Any thoughts or ideas appreciated /Andreas
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Jul ’24