Ground Shadows for in-Program-Generated Meshes in RealityKit

Apparenrly, shadows aren’t generated for procedural geometry in RealityKit: https://codingxr.com/articles/shadows-lights-in-realitykit/

Has this been fixed? My projects tend to involve a lot of procedurally-generated meshes as opposed to importes-models. This will be even more important when VisionOS is out.

On a similar note, it used to be that ground shadows were not per-entity. I’d like to enable or disable them per-entity. Is it possible?

Since currently the only way to use passthrough AR in Vision OS will be to use RealityKit, more flexibility will be required. I can‘t simply apply my own preferences.

Answered by Graphics and Games Engineer in 755731022

Agreed, we've gotten lots of feedback about this point last week. It's something we are thinking about, but for now the suggestions I've talked about above are what we are recommending if you need to do something custom.

By the way, here is a good use case that requires benign use of the camera feed to enable portals: https://www.linkedin.com/posts/wevolver_portals-added-to-a-liquid-physics-ar-puzzle-ugcPost-7077629304439726080-3y_N?utm_source=share&utm_medium=member_ios

Ground Shadows for in-Program-Generated Meshes in RealityKit
 
 
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