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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Photogrammetry CLI Tool Error
Hi all, I took bunch of photos using Apple's 'Capture Sample' iOS app. Even though the all images in .HEIC/HEIF file format that CLI tool logs the bunch of the following errors and couldn't find any solution. 1-) HEIF file is expected. 2-) *** Assertion failure in OCReturn OCNonModularSPI_CMPhoto_readResolution(const OCHeicReadHandle, const NSURL *__strong, uint64_t *, uint64_t *)(), CMPhoto+NonModularSPI.m:1271
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Mar ’24
Adding ModelComponent to Reality Composer Pro's "Primitive Shape" entity
Is there a way to give a "Primitive Shape" entity created through Reality Composer Pro a ModelComponent? I have a custom ShaderGraphMaterial assigned to a primitive shape in my RC Pro scene hierarchy, and I'd like to tweak the inputs of this material programatically. I found a great example of the behavior I'm looking for here: https://developer.apple.com/videos/play/wwdc2023/10273/?time=1862 @State private var sliderValue: Float = 0.0 Slider(value: $sliderValue, in: (0.0)...(1.0)) .onChange(of: sliderValue) { _, _ in guard let terrain = rootEntity.findEntity(named: "DioramaTerrain"), var modelComponent = terrain.components[ModelComponent.self], var shaderGraphMaterial = modelComponent.materials.first as? ShaderGraphMaterial else { return } do { try shaderGraphMaterial.setParameter(name: "Progress", value: .float(sliderValue)) modelComponent.materials = [shaderGraphMaterial] terrain.components.set(modelComponent) } catch { } } } However, when I try applying this example to my use-case, my project's equivalent to this line fails to execute: var modelComponent = terrain.components[ModelComponent.self] The only difference I can see between my case and this example is my entity is a primitive shape, whereas the example uses a model reference to a .usdz file. Is there some way to update a primitive shape entity to contain this ModelComponent in its set of components so I can reference + update its materials programmatically?
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635
Feb ’24
RealityKit - Change Material Color or other properties in RealityView
In a RealityView, I have scene loaded from Reality Composer Pro. The entity I'm interacting with has a PhysicallyBasedMaterial with a diffuse color. I want to change that color when on long press. I can get the entity and even get a reference to the material, but I can't seem to change anything about it. What is the best way to change the color of a material at runtime? var longPress: some Gesture { LongPressGesture(minimumDuration: 0.5) .targetedToAnyEntity() .onEnded { value in value.entity.position.y = value.entity.position.y + 0.01 if var shadow = value.entity.components[GroundingShadowComponent.self] { shadow.castsShadow = true value.entity.components.set(shadow) } if let model = value.entity.components[ModelComponent.self] { print("material", model) if let mat = model.materials.first { print("material", mat) // I have a material here but I can't set any properties? // mat.diffuseColor does not exist } } } } Here is the full code struct Lab5026: View { var body: some View { RealityView { content in if let root = try? await Entity(named: "GestureLab", in: realityKitContentBundle) { root.position = [0, -0.45, 0] if let subject = root.findEntity(named: "Cube") { subject.components.set(HoverEffectComponent()) subject.components.set(GroundingShadowComponent(castsShadow: false)) } content.add(root) } } .gesture(longPress.sequenced(before: dragGesture)) } var longPress: some Gesture { LongPressGesture(minimumDuration: 0.5) .targetedToAnyEntity() .onEnded { value in value.entity.position.y = value.entity.position.y + 0.01 if var shadow = value.entity.components[GroundingShadowComponent.self] { shadow.castsShadow = true value.entity.components.set(shadow) } if let model = value.entity.components[ModelComponent.self] { print("material", model) if let mat = model.materials.first { print("material", mat) // I have a material here but I can't set any properties? // mat.diffuseColor does not exist // PhysicallyBasedMaterial } } } } var dragGesture: some Gesture { DragGesture() .targetedToAnyEntity() .onChanged { value in let newPostion = value.convert(value.location3D, from: .global, to: value.entity.parent!) let limit: Float = 0.175 value.entity.position.x = min(max(newPostion.x, -limit), limit) value.entity.position.z = min(max(newPostion.z, -limit), limit) } .onEnded { value in value.entity.position.y = value.entity.position.y - 0.01 if var shadow = value.entity.components[GroundingShadowComponent.self] { shadow.castsShadow = false value.entity.components.set(shadow) } } } }
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1.2k
Feb ’24
Non-convex (torus) collision shapes for VisionOS/RealityKit
I have tried entity.generateCollisionShapes (generating simple box-shaped collision) and ShapeResource.generateConvex(from: entity) (generating convex-shaped collision, as the name suggests). Unfortunately neither suits my case, where I have a torus entity inside which no collision should happen with other entities - namely, smaller entities should be able to "fall through" the torus, thus the title of this post. Was wondering if there's any solution that I overlooked. Thanks 🙏
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Feb ’24
Adding custom material to sceneReconstruction mesh
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") } } }
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Feb ’24
How can I simultaneously apply the drag gesture to multiple entities?
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 ... } )
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Feb ’24
How to use drag gestures on objects with inverted normals?
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?
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Feb ’24
How to use the video playing in an AVPlayerViewController as a light source
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!
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595
Feb ’24
PhotogrammetrySession chops off feet
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?
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Feb ’24
Is it possible to have a custom light blend with environment light in RealityKit?
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?
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496
Feb ’24
Occlusion material and progressive ImmersiveSpace
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?
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Feb ’24
Portals and ImmersiveSpace?
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?
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Feb ’24
VisionOS VideoMaterial on 3D Mesh
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
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Feb ’24
Location of demo "World App"
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.
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Feb ’24
RealityView Attachments normal
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?
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449
Feb ’24
Skyboxes for progressive views in Apple Vision Pro
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?
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Feb ’24
Children of a dragged entity get left behind when moving slowly
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 })
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Feb ’24