Does RealityKit support a clipping plane, where I can define a plane and have all content on one side of the plane not rendered?
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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.
In the past, Apple recommended restricting USDZ models to a maximum of 100,000 triangles and a texture sizes of 2048x2048 for Apple QuickLook (and I think for RealityKit on iOS in general).
Does Apple have any recommended max polygon counts for visionOS? Is it the same for models running in a Volumetric window in the shared space and in ImmersiveSpace?
What is the recommended texture size for visionOS? (I seem to recall 8192x8192, but I can't find it now)
I am having problems getting button input from an Xbox game controller.
I have the visionOS 2 beta on my Apple Vision Pro, and I am trying to use an Xbox game controller with a RealityView following the instructions from the WWDC session Explore game input in visionOS.
The notification about a game controller is picking up the game controller, finds GCInputButtonA, and I am setting closures for touchedChangedHandler, pressedChangedHandler, and valueChangedHandler that just print an os_log statement.
buttonA.valueChangedHandler = { button, value, pressed in
os_log("Got valueChangedHandler")
}
At the end of RealityView, I have the modifier
RealityView { content in
// stuff
}
.handlesGameControllerEvents(matching: .gamepad)
But I am never seeing the log message appear in the console when I press the 'A' button (or any other button).
Any ideas what I might be doing wrong?
The Xbox controller is pretty old. Settings is reporting it as version 9.0.3
Does RealityKit have an API to test if a ModelEntity (or its CollisionComponent) is currently visible on the screen?
I've been creating USDA files manually and converting them to USDZ via Apple's usdzconvert tool (version 0.64).
In the file I set unit size to be 1 meter
metersPerUnit = 1.0
but the USDZ keeps the unit size at 1 cm.
Apple's Reality Converter does process the metersPerUnit metadata, so that is a viable work-around for me. But sometimes I'd prefer the command-line tool.
Is there an update to the usdzconvert tool? I couldn't find one.
I have a strange warning in Xcode associated with ARKit. It isn't a big issue because there is a work around, but I am curious why this is happening and how I can avoid it in the future.
I opened up an old AR project in Xcode, and the editor gave a strange error message on the "import ARKit" line saying
Cannot load underlying module for 'ARKit'
Despite the error message, the code continues to build and run.
I've quit & restarted Xcode, rebooted the Mac, and even deleted and and redownloaded Xcode, but the error/warning was still there.
Upon some additional testing, I discovered that I only get this message when targeting "iOS 16.2" but not when targeting 16.0, 16.1, 16.3, or 16.4. (I did not try pre-iOS 16)
Any idea why my Xcode no longer likes ARKit on iOS 16.2 on my Mac?
Development platform:
Xcode: Version 14.3.1 (14E300c)
macOS: 13.4 (22F66)
Mac: Mac Studio 2022
iOS on iPhone 14 Pro Max: 16.5 (20F66)
Screenshot:
I had a weird case today when an endpoint system extension remained running even after I deleted the .app bundle.If I tried killing the process with "sudo kill -9 <pid>", the extension respawned.If I tried "sudo launchctl remove <name>", I was told I didn't have privilege.Searching my hard drive I found a copy of the system extension in /Macintosh HD/Library/System Extensions/...I rebooted into recovery mode, deleted the extension bundle, and restarted. Everything initially looked fine. The process did not come back.But then when I tried to re-build, re-package, re-install, and re-launch the application, the operating system complained that it could not find the system extension even though it was there in the .app bundle.The operating system seems to (A) create a cache/copy of the system extension bundle, and (my guess) (B) maintains a link to that cache location somewhere and tries to launch that cached system extension bundle.[my hacked solution was to rename the extension, including creating a new bundle ID and associated provisioning profile]Has anyone encountered a system extension that woud not die? Did you figure out how to kill it and clear out any caches of it?Thanks,