直播过程中需同时操作 Vision Pro(拍摄)、Mac(推流)、中控台(画面切换),无统一控制入口,调节 3D 模型、校准画质等操作需在多设备间切换,易出错且效率低。
期望
针对直播场景,提供桌面端专属控制软件,支持一站式管理 Vision Pro 的拍摄参数、3D 模型切换、虚实融合效果等,实现多设备协同操作的可视化、便捷化。
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画面亮度存在无规律动态波动(时亮时暗),且无手动控制入口,导致商品颜色还原失真、主播面部曝光异常(过曝 / 欠曝),严重影响直播展示效果。
期望
"· 优化直播模式的自动曝光算法,提升复杂光线环境下的亮度稳定性;
· 增加 “直播模式” 专属亮度锁定功能,支持手动设定亮度参数并锁定,满足直播场景下的画质可控需求。
"
切换后两者的亮度、色彩饱和度、对比度等画质参数差距较大,导致画面视觉体验割裂,破坏直播连贯性,影响用户观看沉浸感。
期望
"· 对标常规直播单反相机的画质基准,优化 Vision Pro 的画面亮度、色彩还原能力;
· 提供设备端或配套软件的画质自定义调节功能(亮度、对比度、色温等),支持直播前手动校准,确保与单反相机画面风格一致。"
传输后的直播流分辨率显著下降,画面细节丢失、清晰度不足,导致 3D 家具商品的纹理、尺寸等关键信息无法精准展示,影响用户对商品的判断。
期望
优化流传输过程中的分辨率压缩策略,减少传输过程中的画质损耗,提升 Mac 端接收的直播流清晰度,匹配 3D 商品展示的高精度需求。
佩戴者头部自然晃动时,设备拍摄的画面会出现明显抖动,导致观看直播的用户产生眩晕感,严重影响直播沉浸体验和购物决策效率。
希望
优化设备内置防抖算法,降低头部常规晃动对画面稳定性的影响,提升直播画面的流畅度。
SharePlay objects are not placed in the same place in the same space. I hope they can be placed in the same place. (Vision Pro)
Topic:
Spatial Computing
SubTopic:
ARKit
Hope to achieve stable transmission
And the colors are different. The colors in the glasses are not consistent with the colors projected on the screen.
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
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
China VisionPro Version 2.0.1 Facetime will crash if you use an iOS 18.0.1 device to join Facetime after sharing the link. Facetime will crash even if you join it normally. How to solve
Topic:
Community
SubTopic:
Apple Developers
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?
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
why can not romove ,
Whether to support customization
Topic:
UI Frameworks
SubTopic:
SwiftUI
我在 window 上层添加scrollerview 并添加 realityview ,实现传送门效果,发现 PortalComponent 效果在某些设备上面无法生效,渲染层级混乱