Context: I have a .nonAR
RealityKit scene with a grounding plane. The plane uses a PhysicallyBasedMaterial
and loads/applies the textures when the scene starts.
Problem: I'm getting wildly different visual results depending on if I load from a folder in my app bundle or an asset catalog. And, when loading from an asset catalog, my frame rate drops 50% or more.
Question: Should I be using a catalog for RealityKit textures or should I just add them to my project directly? If I should be using an asset catalog, what settings should I apply to the textures for proper rendering?
Rendering samples:
Loading from files I added directly to the project, which gives the most correct looking render ➡️
Loading from an asset catalog with different compression settings ➡️
Hi, we would like to investigate this further, but need some clarification
- Which element of the screenshots is the grounding plane?
- How exactly the textures are loaded and the PhysicallyBasedMaterial is created?
- Why the first screenshot is “most correct” (it looks like there are big alpha’d-out holes)?
- What settings are used in Xcode when setting up the asset catalog?
If you are able to give us a sample project that reproduces this issue, that would help us with debugging. You can either upload the project to GitHub/etc and link it here, or file a bug report on feedback assistant with the project attached.