How do I respond to a SpatialTapGesture in my RealityView when the tap is on no entity whatsoever? I tried just doing
RealityView {}
.gesture(SpatialTapGesture().onEnded { print("foo") })
but that doesn't get called.
All I can find searching is advice to add Collision and Input components to entities, but I don't want this on an entity; I want it when the user is not looking at any specific entity.
RealityKit
RSS for tagSimulate and render 3D content for use in your augmented reality apps using RealityKit.
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I'm rebuilding a Unity app in Swift because Unity's Polyspatial library doesn't support LineRenderers yet, and that's like 90% of my app.
So far I can draw 2D lines in the VisionOS "Hello World" project using paths and CGPoints in the body View of the Globe.swift file. I don't really know what I'm doing, just got some example lines from ChatGPT that work for a line. I can't make these 3D though.
I haven't been able to find anything on drawing lines for the Vision Pro. Not just 2D lines. I need to draw helixes (helices?) Am I missing something? Thanks, Adam
I can't figure this one out. I've been able to load image textures from a struct model but not a class Model for my modelEntity.
This for example, works for me, this is what I have been using up to now, without SwiftData, using a struct to hold my model
if let imageURL = model.imageURL {
let picInBox2 = ModelEntity(mesh: .generateBox(size: simd_make_float3(0.6, 0.5, 0.075), cornerRadius: 0.01))
picInBox2.position = simd_make_float3(0, 0, -0.8)
if let imageURL = model.imageURL {
if let texture = try? TextureResource.load(contentsOf: imageURL) {
var unlitMaterial = UnlitMaterial()
var imageMaterial = UnlitMaterial()
unlitMaterial.baseColor = MaterialColorParameter.texture(texture)
picInBox2.model?.materials = [imageMaterial]
}
}
However, when I try to use my SwiftData model it doesn't work. I need to convert Data to url and I am not able to do this.
This is what I would like to use for my image texture, from my SwiftData model
@Attribute(.externalStorage)
var image: Data?
If/when I try to do this, substitute
if let imageURL = item.image {
`
for the old
if let imageURL = model.imageURL {
in
if let imageURL = model.imageURL {
if let texture = try? TextureResource.load(contentsOf: imageURL) {
var unlitMaterial = UnlitMaterial()
var imageMaterial = UnlitMaterial()
unlitMaterial.baseColor = MaterialColorParameter.texture(texture)
picInBox2.model?.materials = [imageMaterial]
}
it doesn't work.
I get the error:
Cannot convert value of type 'Data' to expected argument type 'URL'
How can i convert the type 'Data' to expected argument type 'URL'?
The original imageURL I am using here comes from the struct Model where it's saved as a variable
var imageURL: URL? = Bundle.main.url(forResource: "cat", withExtension: "png")
I am at my wit's end. Thank you for any pointers!
Version details:
Xcode Version 15.3 beta (15E5178i)
visionOS 1.0 (21N301) SDK + visionOS 1.0 (21N305) Simulator (Installed)
I'm trying to make a ModelEntity with a CustomMaterial.GeometryModifier for which I also created a metal shader file.
The said shader file is extremely simple at this time:
#include <metal_stdlib>
#include <RealityKit/RealityKit.h>
using namespace metal;
[[visible]]
void ExpandGeometryModifier(realitykit::geometry_parameters params)
{
// Nothing.
}
When trying to compile my project, I get the following error:
'RealityKit/RealityKit.h' file not found
Is this not supported on VisionOS?
Im trying to programmatically alter a a video frame before applying it to geometry using VideoMaterial. What I'm finding is that the output appears as though no videoCompositor was applied to the playerItem. Is this expected behavior? Is there a work around besides using an ExportSession to bounce the movie to disk?
Hey friends, I'm using a drag gesture to rotate a parent object that contains several child colliders. When I drag slowly, sometimes the child colliders don't rotate along with the parent. Any help would be appreciated, thanks!
.gesture(
DragGesture()
.targetedToAnyEntity()
.onChanged { value in
let startLocation = value.convert(value.startLocation3D, from: .local, to: .scene)
let currentLocation = value.convert(value.location3D, from: .local, to: .scene)
let delta = currentLocation - startLocation
let spinX = Double(delta.y)
let spinY = Double(delta.x)
let pitch = Transform(pitch: Float(spinX * -1)).matrix
let roll = Transform(roll: Float(spinY * -1)).matrix
value.entity.transform.matrix = roll * pitch
})
I've added the Starfield image from Apple's World sample code to the Progressive immersive project template, and I've experimented with a few other images I had around. I have a few questions:
(1) Lighter shots look fairly pixelated. Does Apple recommend any minimum/maximum resolutions for images used for the giant sphere? (I noticed Starfield is 4096x4096)
(2) I just put the other images in the 2x well for the image set. Should I put other images in their own 2x well no matter the DPI of the image?
(3) Apple's Starfield image is square, but skybox images I've used before tend to be much wider (with the top and bottom areas distorted). Is there a particular aspect ratio I should be using?
(4) In at least one case, I think the center of the image was rotated to the right by about 20 degrees. Is this expected? Could it have been an artifact of the image's size or aspect ratio?
I have a view attachment attached to a hand anchor. When the attachment is facing away I don't want it to render.
I might be missing something obvious, but I've made a System that runs on every render loop. In the update call I'm getting a reference to the Attachment using components.
And this is as long as I got. I can't figure out how to get the normal of an Entity I receive in the update function.
My plan was to take the head anchor normal and compare it to the entity normal. If they are facing each other I render the viewAttachment, otherwise not.
Is there a simpler way? And if not, how do I get the normal of an entity?
Where's the xcode project for the "World App" referenced in the Build spatial experiences with RealityKit?
At 3 minutes in, "the world app" is shown with a 2D window, and seems to be the expected starting place for the 3 module series.
I see the code snippets below the video, which seem to intend adjustments to the original project.
I've searched a..
I found it by searching github, maybe I'm missing an obvious link on the page.
It is available here: https://developer.apple.com/documentation/visionos/world under the documentation page.
Hope this helps someone.
I'm trying to get video material to work on an imported 3D asset, and this asset is a USDC file. There's actually an example in this WWDC video from Apple. You can see it running on the flag in this airplane, but there are no examples of this, and there are no other examples on the internet. Does anybody know how to do this?
You can look at 10:34 in this video.
https://developer.apple.com/documentation/realitykit/videomaterial
I've added a simple visionOS Portal to an app's initial WindowGroup (a window with an attached portal is all that is displayed), but I've had troubles adding a portal to an ImmersiveSpace.
For example, using the boilerplate code that Xcode creates for a mixed spatial experience, I'd like to turn on & off the ImmersiveSpace which has a portal in it.
So far, the portal isn't showing up.
Is it possible to add a portal to an ImmersiveSpace? Are there any restrictions on where portals can be added?
Does RealityKit support a clipping plane, where I can define a plane and have all content on one side of the plane not rendered?
In a progressive ImmersiveSpace, I created an object (a cylinder) and applied an OcclusionMaterial to it. It does hide my virtual content behind it, but does not show the content of my room. The cylinder just appears black.
In progressive (or full?) ImmersiveSpace, is it possible to apply occlusion material (or something else), so I can see the room behind the virtual content?
Basically, I want to punch a hole through the virtual content and see the room behind it.
As a practical example, imagine being in a progressive ImmersiveSpace, but you have a plane with an occlusion mesh applied to it above your Apple Magic Keyboard so you can see your keyboard.
Is this possible?
I was able to add a spotlight effect to my entities using ImageBasedLightComponent and the sample code. However, I noticed that whenever you set ImageBasedLightComponent the environmental lighting is completely turned off. Is it possible to merge them somehow?
So imagine you have a toy in a the real world, and you shine a flashlight on it. The environment light should still have an effect right?
We have a custom photo booth for taking photos of people for use with photogrammetry - the usual vertical cylinder of cameras with the human subject stood in the middle.
We've found that often the lower legs of the subject are missing - this is particularly likely if the subject is wearing dark pants.
The API for PhotogrammetrySession is really very limited, but we've tried all the combinations or detail and sensitivity and object masking we can think of - nothing results in a reliable scan.
Personally I think this is related to the automatic isolation of the subject, rather than the photogrammetry itself. Often we get just the person, perfectly modelled. Occasionally we get everything the cameras can see - including the booth itself and the room it's in! But sometimes we get this footless result.
Is there anything we can try to improve the situation?
I want to implement an immersive environment similar to AppleTV's Cinema environment for the video that plays in my app - currently, I want to use an AVPlayerViewController so that I don't have to build a control view or deal with aspect ratios (which I would have to do if I used VideoMaterial). To do this, it looks like I'll need to use the imagery from the video stream itself as an image for an ImageBasedLightComponent, but the API for that class seems restrict its input to an EnvironmentResource, which looks like it's meant to use an equirectangular still image that has to be part of the app bundle.
Does anyone know how to achieve this effect? Where the "light" from the video being played in an AVPlayerViewController's player can be cast on 3D objects in the RealityKit scene?
Is AppleTV doing something wild like combining an AVPlayerViewController and VideoMaterial? Where the VideoMaterial is layered onto the objects in the scene to simulate a light source?
Thanks in advance!
I want to build a panorama sphere around the user. The idea is that the users can interact with this panorama, i.e. pan it around and select markers placed on it, like on a map.
So I set up a sphere that works like a skybox, and inverted its normal, which makes the material is inward facing, using this code I found online:
import Combine
import Foundation
import RealityKit
import SwiftUI
extension Entity {
func addSkybox(for skybox: Skybox) {
let subscription = TextureResource
.loadAsync(named: skybox.imageName)
.sink(receiveCompletion: { completion in
switch completion {
case .finished: break
case let .failure(error): assertionFailure("\(error)")
}
}, receiveValue: { [weak self] texture in
guard let self = self else { return }
var material = UnlitMaterial()
material.color = .init(texture: .init(texture))
let sphere = ModelComponent(mesh: .generateSphere(radius: 5), materials: [material])
self.components.set(sphere)
/// flip sphere inside out so the texture is inside
self.scale *= .init(x: -1, y: 1, z: 1)
self.transform.translation += SIMD3(0.0, 1.0, 0.0)
})
components.set(Entity.SubscriptionComponent(subscription: subscription))
}
struct SubscriptionComponent: Component {
var subscription: AnyCancellable
}
}
This works fine and is looking awesome.
However, I can't get a gesture work on this.
If the sphere is "normally" oriented, i.e. the user drags it "from the outside", I can do it like this:
import RealityKit
import SwiftUI
struct ImmersiveMap: View {
@State private var rotationAngle: Float = 0.0
var body: some View {
RealityView { content in
let rootEntity = Entity()
rootEntity.addSkybox(for: .worldmap)
rootEntity.components.set(CollisionComponent(shapes: [.generateSphere(radius: 5)]))
rootEntity.generateCollisionShapes(recursive: true)
rootEntity.components.set(InputTargetComponent())
content.add(rootEntity)
}
.gesture(DragGesture().targetedToAnyEntity().onChanged({ _ in
log("drag gesture")
}))
But if the user drags it from the inside (i.e. the negative x scale is in place), I get no drag events.
Is there a way to achieve this?
I wanted to drag EntityA while also dragging EntityB independently.
I've tried to separate them by entity but it only recognizes the latest drag gesture
RealityView { content, attachments in
...
}
.gesture(
DragGesture()
.targetedToEntity(EntityA)
.onChanged { value in
...
}
)
.gesture(
DragGesture()
.targetedToEntity(EntityB)
.onChanged { value in
...
}
)
also tried using the simultaneously but didn't work too, maybe i'm missing something
.gesture(
DragGesture()
.targetedToEntity(EntityA)
.onChanged { value in
...
}
.simultaneously(with:
DragGesture()
.targetedToEntity(EntityB)
.onChanged { value in
...
}
)
I wanted to add a custom material over the mesh detected by the sceneReconstruction provider but i can't find a way to convert the meshAnchor to a usable MeshResource
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(
mesh: **somehow get the mesh from mesh anchor here**,
materials: [material]
)
contentEntity.addChild(entity)
case .updated:
...
case .removed:
...
@unknown default:
fatalError("Unsupported anchor event")
}
}
}
Context being VisionOS development, I was trying to do something like
let root = ModelEntity()
child1 = ModelEntity(...)
root.addChild(child1)
child2 = ModelEntity(...)
root.addChild(child2)
only to find that, despite seemingly being together, I can only pick by children entities when I apply a DragGesture in VisionOS. Any idea what's going on?