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Triangle count and texture size budget for RealityKit on visionOS
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)
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1.6k
May ’24
Xbox controller and visionOS 2
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
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1.2k
Jun ’24
Getting the Wi-Fi's SSID on macOS
I want to extend an existing macOS app distributed through the Mac App Store with the capability to track the Wi-Fi's noise and signal strength along with the SSID it is connected to over time. Using CWWiFiClient.shared().interface(), I can get noiseMeasurement() and rssiValue() fine, but ssid() always returns nil. I am assuming this is a privacy issue (?). Are there specific entitlements I can request or ways to prompt the user to grant the app privilege to access the SSID values?
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1.2k
Jul ’24
App Environment SkyDome's UV values
I started a visionOS app using Apple's new "App Environment" template, and when I looked at the UV mapping for the half SkyDome, the bottom edge had a UV 'Y' value of 0.318. Naively, I had assumed the bottom edge of a half dome would have a UV 'Y' value of 0.5 (half way up the texture map). Is this the standard UV mapping for half a SkyDome? It has caused some issues when I've applied some HDRIs.
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700
Jul ’24
WKWebView for general purpose web browser
I created a simple web browser using WKWebView, but as far as I can tell, there is not a way to auto-populate credentials or save credentials a user enters into a login form at a 3rd-party website like Netflix (i.e., not my own app domain). Is this correct? If this is wrong, what are the APIs to support this? My use case is that I want to create an immersive app in visionOS that includes a window that lets the user surf the web (among other things). Ideally, I could just use a Safari window in my immersive app, but I don't think this is possible either. My work around is to create my own web browser... which works, minus the credential issue. Is it possible to bring a Safari window into an immersive visionOS app's experience? (IMHO, that would be a great feature)
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616
Jul ’24
RealityView in macOS, Skybox, and lighting issue
I am testing RealityView on a Mac, and I am having troubles controlling the lighting. I initially add a red cube, and everything is fine. (see figure 1) I then activate a skybox with a star field, the star field appears, and then the red cube is only lit by the star field. Then I deactivate the skybox expecting the original lighting to return, but the cube continues to be lit by the skybox. The background is no longer showing the skybox, but the cube is never lit like it originally was. Is there a way to return the lighting of the model to the original lighting I had before adding the skybox? I seem to recall ARView's environment property had both a lighting.resource and a background, but I don't see both of those properties in RealityViewCameraContent's environment. Sample code for 15.1 Beta (24B5024e), Xcode 16.0 beta (16A5171c) struct MyRealityView: View { @Binding var isSwitchOn: Bool @State private var blueNebulaSkyboxResource: EnvironmentResource? var body: some View { RealityView { content in // Create a red cube 10cm on a side let mesh = MeshResource.generateBox(size: 0.1) let simpleMaterial = SimpleMaterial(color: .red, isMetallic: false) let model = ModelComponent( mesh: mesh, materials: [simpleMaterial] ) let redBoxEntity = Entity() redBoxEntity.components.set(model) content.add(redBoxEntity) // Load skybox let blueNeb2Name = "BlueNeb2" blueNebulaSkyboxResource = try? await EnvironmentResource(named: blueNeb2Name) } update: { content in if (blueNebulaSkyboxResource != nil) && (isSwitchOn == true) { content.environment = .skybox(blueNebulaSkyboxResource!) } else { content.environment = .default } } .realityViewCameraControls(CameraControls.orbit) } } Figure 1 (default lighting before adding the skybox): Figure 2 (after activating skybox with star field; cube is lit by / reflects skybox): Figure 3 (removing skybox by setting content.environment to .default, cube still reflects skybox; it is hard to see):
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768
Aug ’24
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?
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674
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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672
Sep ’24