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I am working on a fully immersive RealityView for visionOS and I need to add light from the sun to my scene. I see that DirectionalLight, PointLight, and SpotLight are not available on visionOS. Does anyone know how to add light to fully immersive scene on visionOS? My scene is really dark right now without any additional light.
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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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Does anyone know how to create a sidebar like Safari in the visionOS simulator where the web content does not change size and the sidebar opens by sliding out from behind the content? Everything I have tried opens the sidebar in the same window and makes the content smaller. I tried making the sidebar as an ornament, but that didn't feel like the right solution. You can see in this screenshot that the sidebar is coming out from behind the content. It is not an ornament on the side of the content. It is also at the same z level as the content.
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I have a SceneKit fragment shader where I need to make some decisions about the alpha value based on an interpolated value between the vertexes. At each vertex there is a value and I need to know what the interpolated value for the given position that the fragment shader is determining the color for. Is there a way to do this? This is what my shader looks like. #pragma arguments float myInterpolatedVlaue; #pragma transparent #pragma body //Sample logic.  The actual logic has more too it. if (myInterpolatedVlaue > 1.0 ) {     _output.color.a = 0; } I want to set a value at each vertex and then get the interpolated value in my fragment shader. I would like to have myInterpolatedVlaue be set based on the interpolated values from the value at each vertex.
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