I found that the app AirDraw can export users' draw scenes to a USDZ file. So how can I implement this function using RealityKit?
I don't know of an easy way to save an entity as a usd file using swift, but that doesn't mean there isn't one. I'll do some digging and reply if I find anything.
It is possible to save an entity as a .reality file. If your goal is to allow users to save and load an entity in your application (or another application capable of displaying a .reality file), consider using Entity.write(to:) to save the entity as a .reality file. A .reality file can be loaded as an Entity. Here's a snippet that creates a cube, rotates it, saves it, loads it into a new entity and adds it to the scene.
RealityView { content in
// create a cube, rotate it 45 degrees and add it to the scene
let cube = ModelEntity(mesh: .generateBox(size: 0.2), materials: [SimpleMaterial(color: .red, isMetallic: true)])
cube.transform.rotation = simd_quatf(angle: .pi/3, axis: [0, 1, 0])
cube.position = [-0.2, 1.4, -1.2]
content.add(cube)
// save the file to a temp directory then read it back as an entity.
let fileURL = URL(fileURLWithPath: "cube.reality", relativeTo: FileManager.default.temporaryDirectory)
do {
try await cube.write(to: fileURL)
let cubeFromFile = try await Entity(contentsOf: fileURL)
cubeFromFile.position = [0.2, 1.4, -1.2]
// add the saved entity to the screen
content.add(cubeFromFile)
}
catch {
// TODO: handle the error
print("Error while saving/loading", error)
}
}