I learned Sharplay from the WWDC video. I understand the creation of seats, but I can't learn some of the following contents well, so I hope you can help me. The content is as follows: I have set up the seats.
struct TeamSelectionTemplate: SpatialTemplate {
let elements: [any SpatialTemplateElement] = [
.seat(position: .app.offsetBy(x: 0, z: 4)),
.seat(position: .app.offsetBy(x: 1, z: 4)),
.seat(position: .app.offsetBy(x: -1, z: 4)),
.seat(position: .app.offsetBy(x: 2, z: 4)),
.seat(position: .app.offsetBy(x: -2, z: 4)),
]
}
It was mentioned in one of my previous posts: "I hope you can give me a SharePlay Button. After pressing it, it will assign all users in Facetime to a seat with elements quantified in TeamSe lectionTemplate.", and someone replied to me and asked me to try systemCoordinator.configuration.spatialTemplatePreference = .custom (TeamSelectionTemplate()), however, Xcode error Cannot find 'systemCoordinator' in scope How to solve it? Thank you!
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Since my question exceeds 700 words, please check it in the attachment. Thank you!
Question
In vision OS, the tab bar of TabView is outside the window by default.
If I switch a page without TabView to a page that needs TabView in my program, the tab bar will suddenly appear on the left side of the screen without any animation. I hope it has an animation when it appears (such as easeIn, move). I tried it in Tab. Other animation-related modifiers such as animation are added under View, but there is no animation in the tab bar. Only the view in the tab has an animation effect, but this is not what I want. What I want is that the tab bar outside the window can have animation. What should I do?
This is a visionOS App. I added contextMenu under a combination view, but when I pressed the view for a long time, there was no response. I tried to use this contextMenu in other views, which can be used normally, so I think there is something wrong with this combination view, but I don't know what the problem is. I hope you can remind me. Thank you!
Views with problems:
struct NAMEView: View {
@StateObject private var placeStore = PlaceStore()
var body: some View {
ZStack {
Group {
HStack(spacing: 2) {
Image(systemName: "mappin.circle.fill")
.font(.system(size: 50))
.symbolRenderingMode(.multicolor)
.accessibilityLabel("your location")
.accessibilityAddTraits([.isHeader])
.padding(.leading, 5.5)
VStack {
Text("\(placeStore.locationName)")
.font(.title3)
.accessibilityLabel(placeStore.locationName)
Text("You are here in App")
.font(.system(size: 13))
.foregroundColor(.secondary)
.accessibilityLabel("You are here in App")
}
.hoverEffect { effect, isActive, _ in
effect.opacity(isActive ? 1 : 0)
}
.padding()
}
}
.onAppear {
placeStore.updateLocationName()
}
.glassBackgroundEffect()
.hoverEffect { effect, isActive, proxy in
effect.clipShape(.capsule.size(
width: isActive ? proxy.size.width : proxy.size.height,
height: proxy.size.height,
anchor: .leading
))
.scaleEffect(isActive ? 1.05 : 1.0)
}
}
}
}
In the apple map of some areas, there will be a very realistic real-life 3D map. And now I want to call it through 3d in visionOS (like model3d). How can I call it?
Note: What I ask for is not to have an effect similar to 3d on a flat screen like in iOS, but to display the USDZ model in visionOS.
In Xcode16Beta4, it contains Predictive Code Completion, and Predictive Code Completion is also with other SDKs in the page opened by Xcode for the first time. Waiting for download.
However, I want to know: 1. What is Predictive Code Completion? 2. I didn't download Predictive Code Completion on the SDK download page when I first opened Xcode. Where should I download it later?
When I run my visionOS App, RealityKitContent Report an error:
Tool terminated by signal 'Segmentation fault: 11'
And it points to a USDZ model I imported, but in the scene, my model can be displayed normally and there is no damage. Why does an error occur? How can I check and repair it?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
USDZ
RealityKit
Reality Composer Pro
visionOS
I used such a gesture under a reality view.
DragGesture().targetedToAnyEntity()
.onChanged { value in
print("DragGesture")
self.dragOffset = value.translation
self.startTimer()
}
.onEnded { _ in
self.dragOffset = .zero
self.direction = "None"
self.stopTimer()
}
However, due to the special nature of Reality View, it is impossible to detect gestures normally, so I think some modifiers should be added after value.translation, but I don't know what modifiers are. Can you give me some? Do you know? Thank you.
How to realize that a string of descriptions of a view will appear after looking at a view for a long time in the diagram
In a scenario involving one of the entities in a Reality Composer Pro environment, I intend for this entity to display a blue material when viewed by the user. To achieve this, I have added the following Shader Graphs to the materials associated with this entity:
Additionally, I have included the HoverEffectComponent component to the Reality View in the code:
RealityView { content in
if let model = try? await Entity(named: “WorldScene”, in: realityKitContentBundle) {
let hoverEffect = HoverEffectComponent(.shader(.default))
model.components.set(hoverEffect)
content.add(model)
}
}
However, hover this entity, I am unable to observe any visual reaction. Could you please provide guidance on how to resolve this issue?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
visionOS
I have developed a code that initiates the Timeline in the Reality Composer Pro scene every 12.93 seconds.
RealityView { … }
.onAppear {
startTimer()
}
.onDisappear {
stopTimer()
}
func startTimer() {
timer = Timer.scheduledTimer(withTimeInterval: 12.93, repeats: true) { _ in
action()
}
}
func stopTimer() {
timer?.invalidate()
}
func action() {
print(“SunUpDown”)
NotificationCenter.default.post(
name: NSNotification.Name(“RealityKit.NotificationTrigger”),
object: nil,
userInfo: [
“RealityKit.NotificationTrigger.Scene”: scene as Any,
“RealityKit.NotificationTrigger.Identifier”: “SunUpDown”
]
)
}
Upon receiving the “SunUpDown” command, Timeline will be executed.
However, everything was functioning normally when I was running the scene, and I could continue looping until I attempted to zoom in on the window and discovered that it ceased looping. Could you please provide an explanation for this behavior?
Note: The window type is volumetric, and the parameter of the defaultWorldScaling modifier is dynamic.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
SwiftUI
RealityKit
Reality Composer Pro
visionOS
During testing, I encountered an issue with SharePlay. Since SharePlay necessitates multi-device testing, I intend to use my Mac and Vision Pro for testing. However, since these two devices are also my primary devices, I am reluctant to switch Apple IDs for testing purposes. Instead, I would like to test the original Apple ID. However, since both devices belong to the same Apple ID and rely on the same phone number, they are unable to FaceTime each other. I am at a loss as to how to proceed.
I am attempting to execute actions after clicking an entity in Reality View using the Behaviors component. I have added the Input Target component and the Tap gesture as follows:
TapGesture().targetedToAnyEntity()
.onEnded({ value in
_ = value.entity.applyTapForBehaviors()
})
)
However, during testing, I have observed that the entity does not appear to recognize the click gesture. Could you kindly provide any relevant documentation or guidance on this matter?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
SwiftUI
RealityKit
Reality Composer Pro
visionOS
In the reality view, I found that the entity could not cast a shadow on the reality. What configuration should I add to achieve this function?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
SwiftUI
RealityKit
Reality Composer Pro
visionOS
In my Volume, there is a RealityView that includes lighting effects. However, when the user drags the position of the window back and forth, the farther the distance between the volume and the user, the greater the brightness of the light effect. ( I believe this may be a Beta version of a bug.)
Note: The volume windowGroup has the .defaultWorldScaling(.dynamic) property.