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Casting shadows on the ground
In visionOS 2 beta, I have a character loaded from a Reality Composer Pro scene standing on the floor, but he isn't casting a shadow on the floor. I added a GroundingShadowComponent in RealityView, and he does cast shadows on himself (e.g., his hands cast shadows on his shoes), but I don't see any shadow on the floor. Do I need to enable something to have my character cast a show on the real-world floor?
1
0
693
Sep ’24
Turn off camera in RealityView for iOS?
I am using RealityView for an iOS program. Is it possible to turn off the camera passthrough, so only my virtual content is showing? I am looking to create VR experience. I have a work around where I turn off occlusion and then create a sphere around me (e.g., with a black texture), but in the pre-RealityView days, I think I used something like this: arView.environment.background = .color(.black) Is there something similar in RealityView for iOS? Here are some snippets of my current work around inside RealityView. First create the sphere to surround the user: // Create sphere let blackMaterial = UnlitMaterial(color: .black) let sphereMesh = MeshResource.generateSphere(radius: 100) let sphereModelComponent = ModelComponent(mesh: sphereMesh, materials: [blackMaterial]) let sphereEntity = Entity() sphereEntity.components.set(sphereModelComponent) sphereEntity.scale *= .init(x: -1, y: 1, z: 1) content.add(sphereEntity) Then turn off occlusion: // Turn off occlusion let configuration = SpatialTrackingSession.Configuration( tracking: [], sceneUnderstanding: [], camera: .back) let session = SpatialTrackingSession() await session.run(configuration)
1
0
688
Sep ’24
Placement of model inside volumetric window?
I am having troubles placing a model inside a volumetric window. I have a model - just a simple cube created in Reality Composer Pro that is 0.2m on a side and centered at the origin - and I want to display it in a volumetric window that is 1.0m on a side while preserving the cube's origin 0.2m size. The small cube seems to be flush against the back and top of the larger volumetric window. Is it possible to initially position the model inside the volume? For example, can the model be placed flush against the bottom and front of the volumetric window? (note: the actual use case is wanting to place 3D terrain (which tends to be mostly flat like a pizza box) flush against the bottom of the volumetric window)
2
2
765
Dec ’24
Getting to MeshAnchor.MeshClassification from MeshAnchor?
I am working with MeshAnchors, and I am having troubles getting to the classification of the triangles/faces. This post references the MeshAnchor.Geometry, and that struct does have a property named "classifications", but it is of type GeometrySource. I cannot find any classification information in GeometrySource. Am I missing something there? I think I am looking for something of type MeshAnchor.MeshClassification, but I cannot find any structs with this as a property.
3
0
1.4k
Feb ’25
Casting shadows on the ground
In visionOS 2 beta, I have a character loaded from a Reality Composer Pro scene standing on the floor, but he isn't casting a shadow on the floor. I added a GroundingShadowComponent in RealityView, and he does cast shadows on himself (e.g., his hands cast shadows on his shoes), but I don't see any shadow on the floor. Do I need to enable something to have my character cast a show on the real-world floor?
Replies
1
Boosts
0
Views
693
Activity
Sep ’24
Turn off camera in RealityView for iOS?
I am using RealityView for an iOS program. Is it possible to turn off the camera passthrough, so only my virtual content is showing? I am looking to create VR experience. I have a work around where I turn off occlusion and then create a sphere around me (e.g., with a black texture), but in the pre-RealityView days, I think I used something like this: arView.environment.background = .color(.black) Is there something similar in RealityView for iOS? Here are some snippets of my current work around inside RealityView. First create the sphere to surround the user: // Create sphere let blackMaterial = UnlitMaterial(color: .black) let sphereMesh = MeshResource.generateSphere(radius: 100) let sphereModelComponent = ModelComponent(mesh: sphereMesh, materials: [blackMaterial]) let sphereEntity = Entity() sphereEntity.components.set(sphereModelComponent) sphereEntity.scale *= .init(x: -1, y: 1, z: 1) content.add(sphereEntity) Then turn off occlusion: // Turn off occlusion let configuration = SpatialTrackingSession.Configuration( tracking: [], sceneUnderstanding: [], camera: .back) let session = SpatialTrackingSession() await session.run(configuration)
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1
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0
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688
Activity
Sep ’24
Deleting transactions for Sandbox purchases?
When testing In-App Purchases in Xcode with a .storekit file, I can delete past purchase transactions, so I can re-test the purchase experience. I've switched to using a Sandbox tester and made purchases. However, I cannot find how to delete previous purchase transactions made in the sandbox so I can re-run the tests. Is this possible?
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16
Boosts
1
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17k
Activity
Nov ’24
Placement of model inside volumetric window?
I am having troubles placing a model inside a volumetric window. I have a model - just a simple cube created in Reality Composer Pro that is 0.2m on a side and centered at the origin - and I want to display it in a volumetric window that is 1.0m on a side while preserving the cube's origin 0.2m size. The small cube seems to be flush against the back and top of the larger volumetric window. Is it possible to initially position the model inside the volume? For example, can the model be placed flush against the bottom and front of the volumetric window? (note: the actual use case is wanting to place 3D terrain (which tends to be mostly flat like a pizza box) flush against the bottom of the volumetric window)
Replies
2
Boosts
2
Views
765
Activity
Dec ’24
Getting to MeshAnchor.MeshClassification from MeshAnchor?
I am working with MeshAnchors, and I am having troubles getting to the classification of the triangles/faces. This post references the MeshAnchor.Geometry, and that struct does have a property named "classifications", but it is of type GeometrySource. I cannot find any classification information in GeometrySource. Am I missing something there? I think I am looking for something of type MeshAnchor.MeshClassification, but I cannot find any structs with this as a property.
Replies
3
Boosts
0
Views
1.4k
Activity
Feb ’25