RealityKit

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

RealityKit Documentation

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How to access RealityRenderer
I have a RealityView in my visionOS app. I can't figure out how to access RealityRenderer. According to the documentation (https://developer.apple.com/documentation/realitykit/realityrenderer) it is available on visionOS, but I can't figure out how to access it for my RealityView. It is probably something obvious, but after reading through the documentation for RealityView, Entities, and Components, I can't find it.
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Jul ’23
RealityKit visionOS anchor to POV
Hi, is there a way in visionOS to anchor an entity to the POV via RealityKit? I need an entity which is always fixed to the 'camera'. I'm aware that this is discouraged from a design perspective as it can be visually distracting. In my case though I want to use it to attach a fixed collider entity, so that the camera can collide with objects in the scene. Edit: ARView on iOS has a lot of very useful helper properties and functions like cameraTransform (https://developer.apple.com/documentation/realitykit/arview/cameratransform) How would I get this information on visionOS? RealityViews content does not seem offer anything comparable. An example use case would be that I would like to add an entity to the scene at my users eye-level, basically depending on their height. I found https://developer.apple.com/documentation/realitykit/realityrenderer which has an activeCamera property but so far it's unclear to me in which context RealityRenderer is used and how I could access it. Appreciate any hints, thanks!
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Jun ’23
Apple's Choice: USDZ over Other 3D File Formats like GLTF
Hello Dev Community, I've been thinking over Apple's preference for USDZ for AR and 3D content, especially when there's the widely used GLTF. I'm keen to discuss and hear your insights on this choice. USDZ, backed by Apple, has seen a surge in the AR community. It boasts advantages like compactness, animation support, and ARKit compatibility. In contrast, GLTF too is a popular format with its own merits, like being an open standard and offering flexibility. Here are some of my questions toward the use of USDZ: Why did Apple choose USDZ over other 3D file formats like GLTF? What benefits does USDZ bring to Apple's AR and 3D content ecosystem? Are there any limitations of USDZ compared to other file formats? Could factors like compatibility, security, or integration ease have influenced Apple's decision? I would love to hear your thoughts on this. Feel free to share any experiences with USDZ or other 3D file formats within Apple's ecosystem!
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Jun ’23
RealityKit MeshResource generated from SwiftUI shape
On Scenekit, using SCNShapewe can create SCN geometry from SwiftUI 2D shapes/beziers:https://developer.apple.com/documentation/scenekit/scnshape Is there an equivalent in RealityKit? Could we use the generate(from:) for that?https://developer.apple.com/documentation/realitykit/meshresource/3768520-generate https://developer.apple.com/documentation/realitykit/meshresource/3768520-generate
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Mar ’22