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目前在使用Unity进行开发时,遇到了材质(Material)和Shader在visionOS设备上无法正常渲染的问题
具体表现为:在Unity编辑器中材质显示正常,但部署到Vision Pro真机后部分材质丢失或Shader效果异常(如透明通道失效、光照计算错误等)。此问题影响了开发进度,希望得到技术支持的帮助 Specific results: The materials are displayed normally in the Unity editor, but after being deployed to the Vision Pro real machine, some materials are lost or the Shader effect is abnormal (such as transparent channel failure, antenna calculation error, etc.). This problem has affected the development progress, and I hope to get help from technical support
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Apr ’25
Create 3D models with Object Capture VS Create 3D models with MAC
Create 3D models with Object Capture VS Create 3D models with MAC 1.After testing the model generated by the pictures taken on the mobile phone and comparing the .raw progress generated by the same set of data on the MAC side, the highest accuracy model has different effects. Sometimes the mobile phone model has higher accuracy, and sometimes the MAC model has higher accuracy. What are the two ends? The difference is that according to WWDC2023 MAC, a higher-precision model can be generated. However, in actual testing, it is possible that the integrity of MAC generation is not as good as that of the mobile phone. This is why. 2.Is it possible to set the accuracy of the generated model on the mobile phone?
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819
Jul ’24
PortalComponent invalid
it is my code let portal = Entity() portal.components[ModelComponent.self] = .init(mesh: .generatePlane(width: Float(size.width), height: Float(size.height), cornerRadius: 0.02), materials: [PortalMaterial()]) portal.components[PortalComponent.self] = .init(target: world) portal.components[PortalComponent.self]?.clippingPlane = .init(position: SIMD3(x: 0, y: 0, z: 0), normal: SIMD3(x: 0, y: 0, z: 0)) portal.components.set(HoverEffectComponent()) I added RealityView to multiple HStacks and implemented the portal effect. I found that the portal effect would cause confusion in the rendering level on some machines, as shown in the figure
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Jul ’24