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Reply to There is a video penetration issue in the gradient area。
Hello, this issue occurs occasionally, not 100%. There have been about two out of ten runs where the problem occurred. I cannot reproduce the problem 100% through short projects and code. But the good news is that I caught a screenshot of the problem, as shown in the picture. Could you please take a look. The correct situation is that when the model fades out, the full screen gradually turns black. However, when the model disappears, the outline of the model incorrectly displays the real environment image that the video penetrates. My model fading code looks like this: public func FadeOutEntity( entity:Entity, duration: TimeInterval = 1.0, completion: (() -> Void)? = nil ) { if entity.components[OpacityComponent.self] == nil { entity.components.set(OpacityComponent(opacity: 1)) } else{ entity.components[OpacityComponent.self]?.opacity = 1 } let action = FromToByAction<Float>( from: 1, to: 0, timing: .easeInOut ) do { let anim = try AnimationResource.makeActionAnimation( for: action, duration: duration, bindTarget: .opacity ) entity.playAnimation(anim) DispatchQueue.main.asyncAfter(deadline: .now() + duration) { entity.stopAllAnimations() self.EnableEntity(entity: entity,isEnabled: false) completion?() } } catch { entity.stopAllAnimations() EnableEntity(entity: entity,isEnabled: false) completion?() } }
Jul ’26
Reply to Anchoring Invalid
I hope Apple can provide some help.
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3w
Reply to There is a video penetration issue in the gradient area。
Hello, this issue occurs occasionally, not 100%. There have been about two out of ten runs where the problem occurred. I cannot reproduce the problem 100% through short projects and code. But the good news is that I caught a screenshot of the problem, as shown in the picture. Could you please take a look. The correct situation is that when the model fades out, the full screen gradually turns black. However, when the model disappears, the outline of the model incorrectly displays the real environment image that the video penetrates. My model fading code looks like this: public func FadeOutEntity( entity:Entity, duration: TimeInterval = 1.0, completion: (() -> Void)? = nil ) { if entity.components[OpacityComponent.self] == nil { entity.components.set(OpacityComponent(opacity: 1)) } else{ entity.components[OpacityComponent.self]?.opacity = 1 } let action = FromToByAction<Float>( from: 1, to: 0, timing: .easeInOut ) do { let anim = try AnimationResource.makeActionAnimation( for: action, duration: duration, bindTarget: .opacity ) entity.playAnimation(anim) DispatchQueue.main.asyncAfter(deadline: .now() + duration) { entity.stopAllAnimations() self.EnableEntity(entity: entity,isEnabled: false) completion?() } } catch { entity.stopAllAnimations() EnableEntity(entity: entity,isEnabled: false) completion?() } }
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Jul ’26
Reply to How to trigger hover events in UI in RealityView 3D space
Thank you, can't I trigger custom feedback sound effects when hovering? Is there any other way?
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Jun ’26