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Reply to How to set the AttractionCenter for a ParticleEmitterComponent in a System with real time updates
I experimented a little more and realized that It actually is setting the attractionCenter, but for some reason the effect is very minimal, I believe this has something to do with the coordinate space conversion as the attraction center needs to be in local space and my hand entity is not in the local space. I tried using entity.convert(Position: handEntity.Position, from: handEntity. Where entity is my particle system but still it is not working as expected.
Topic: Spatial Computing SubTopic: General Tags:
Oct ’24
Reply to Collisions are not detected if the entity is a child of a hand AnchorEntity
I tried setting the physics simulation to both .isolated and .none, both don't work. I tried setting it on the fingertip anchor entities, also on the boxTopColliision anchor. To be clear, I did it like boxTopCollision.anchor?.anchoring.physicsSimulation = .none Is this the right place to do it. I also tried the same with the finger tip entities handTrackingManager.rightIndexFingerTip.anchor?.anchoring.physicsSimulation = .none I tried it together and one at a time still no avail.
Topic: Spatial Computing SubTopic: General Tags:
Sep ’24
Reply to How to play blend shape animations or morph animations exported from blender in Vision Pro apps using Reality Kit
Thanks a lot! this is very helpful!
Topic: Spatial Computing SubTopic: General Tags:
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Jun ’25
Reply to How to set the AttractionCenter for a ParticleEmitterComponent in a System with real time updates
@arthurfromberlin this is actually right! But I changed that property somewhere else on the particle emitter component I had to enable the Particles in Local Space and Fields in Local Space flag for this to work
Topic: Spatial Computing SubTopic: General Tags:
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Oct ’24
Reply to How to set the AttractionCenter for a ParticleEmitterComponent in a System with real time updates
I experimented a little more and realized that It actually is setting the attractionCenter, but for some reason the effect is very minimal, I believe this has something to do with the coordinate space conversion as the attraction center needs to be in local space and my hand entity is not in the local space. I tried using entity.convert(Position: handEntity.Position, from: handEntity. Where entity is my particle system but still it is not working as expected.
Topic: Spatial Computing SubTopic: General Tags:
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Oct ’24
Reply to Is this the easiest way create scene planes that allow for collision with Realitykit entities
Is it possible to create collision surfaces with SpatialTrackingSession
Topic: Spatial Computing SubTopic: ARKit Tags:
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Oct ’24
Reply to Collisions are not detected if the entity is a child of a hand AnchorEntity
I tried setting the physics simulation to both .isolated and .none, both don't work. I tried setting it on the fingertip anchor entities, also on the boxTopColliision anchor. To be clear, I did it like boxTopCollision.anchor?.anchoring.physicsSimulation = .none Is this the right place to do it. I also tried the same with the finger tip entities handTrackingManager.rightIndexFingerTip.anchor?.anchoring.physicsSimulation = .none I tried it together and one at a time still no avail.
Topic: Spatial Computing SubTopic: General Tags:
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Sep ’24
Reply to How can i make a disco ball shader that shines light on scene mesh in vision pro
This is great thanks! Also very interesting use of noise to create a repeating pattern, I wish they were perfect ellipses though. Would be a nice addition to create shapes in shader graph! I also repeated the pattern and added some offsets and that gave a really nice look! Can't wait to test this on device.
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Mar ’24