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Comment on RealityView content scale factor
Yeah this also something that hinders me migrating to RealityView, since using ARView (the RealityView UIKit equivalent) offers this options and works well. Maybe try using ARView for now? Or you could try accessing the backing ARView (assuming there is one) using something like https://github.com/FiveSheepCo/SwiftUI-Inspect – not pretty though.
Jun ’25
Comment on CustomMaterial disable unlit tone mapping
Hi, thanks for you reply! So what I wanna achieve is to DISABLE tonemapping for the CustomMaterial when lightingModel is set to unlit, since it appears to be enabled by default and I couldn’t find a way to explicitly set a preference. Basically the texture I am passing in (ARKit Camera Feed) should be rendered exactly as-is, without any adjustments.
Topic: Spatial Computing SubTopic: General Tags:
Jun ’25
Comment on RealityKit Systems Not Ticking Every Frame on visionOS
Glad it worked! 😊 They just added this method and system update condition stuff on visionOS. On iOS afaik systems always seem to be synced with the render loop by default. My assumption would be that since visionOS has high and variable refresh rates and there is certain logic that does not necessarily need to run on every frame, they added SystemUpdateCondition to make the API more flexible in the future: https://developer.apple.com/documentation/realitykit/systemupdatecondition
Topic: Programming Languages SubTopic: Swift Tags:
Mar ’24
Comment on Updating blending property to .transparent(opacity: …) removes material color texture (iOS 16 Beta)
Hehe, glad it's appreciated 🙏 :) Interestingly I just noticed that I need to set the blend mode after assigning the texture. If I do it before, the blending is ignored. Not sure anymore how that behaved on iOS 15. Can test that tomorrow. Afterwards I can update the opacity one more time, then suddenly the texture resource is gone.
Topic: Graphics & Games SubTopic: RealityKit Tags:
Sep ’22
Comment on RealityKit MeshResource Memory Leak
Hmm, I'm currently on the public beta iOS beta (20A5312j). I could check if there is a difference to dev beta 3? When I paste your code into my sample project and I can observe the same kind of leaks within the Memory Graph Debugger. Not sure if it's the MeshAsset per se, but based on screenshot #2 above it seems to be related to re:AssetLoadDescriptor and re:MallocAllocator. I think there is definitely something going on, because there are no reported leaks when running the same code on iOS 15.
Topic: Graphics & Games SubTopic: RealityKit Tags:
Jul ’22