How to make a specified entity in RealityView be captured by users:
This entity has physical and collision components, and the user will not change when he does not grasp the action. However, when the user makes a grab hand gesture and is very close to the entity (there can be a small deviation), an Anchor component will be enabled to bind the entity to the hand, but when the user lets go, he will fall along the y-axis of the current position (affected by the physical component).
I hope you can help me. Thank you.
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How to detect whether two entities collide in RealityView and execute some instructions after the collision. It is assumed that both entities have collision components, and one of them also has an anchor component (such as a binding hand).
In visionOS, the virtual content is covered by the hand by default, so I want to know that in the hybrid space, if the distance of an entity is behind a real object, how can the object in the room be covered like the virtual content is covered by the hand?
In WWDC24, visionOS hand tracking has a new function that can make an entity track the hand faster (but at the expense of a certain degree of accuracy), and the video only explains how to implement ARKit, so please ask how to implement the anchorEntiy in the reality view.
I have been concentrating on developing the visionOS application. While I am currently quite familiar with RealityKit, CompositorServices has also captured my attention. I have not yet acquired knowledge of CompositorServices. Could you please clarify whether it is essential for me to learn CompositorServices? Additionally, I would appreciate it if you could provide insights into the advantages of RealityKit and CompositorServices.
In the visionOS App, I want to detect whether the user is in the room. My idea is as follows:
Check whether there are walls around the user
May I ask how to do it? Thanks!
I have created a portal and attached it to a wall using the AnchorEntity. However, I am seeking guidance on how to determine the size of the wall so that the portal can fully occupy it. Initially, I attempted to locate relevant information within the demo code, but I encountered difficulties in comprehending certain sections. I would appreciate it if someone could provide a step-by-step explanation or a reference to the appropriate code. Thank you for your assistance.
In visionOS, ARKit is to integrate virtual and reality. However, most of the functions RealityKit can be easily implemented (except for Scene reconstruction, Room Tracking and enterprise API), so do I still need to use ARKit? Is there any difference between them?
I'm developing an app in which I need to render pictures and contain some models in a RealityView. I want to set up a camera, intercept virtual content through the camera, and save it as an image.
Topic:
Spatial Computing
SubTopic:
General
Tags:
SwiftUI
RealityKit
Reality Composer Pro
Shader Graph Editor
In RealityView, physical components are only applicable to certain solids. How can I simulate the physical effects of water and cloth?
enity.components.set(PhysicalComponent)
In the particle effect of RealityKit, there is a Type:
ParticleEmitterComponent.Presets
He can invoke certain particle effects in certain systems, but I am interested in learning how to modify these particle entities (such as adjusting the color, the number of particles, the generation range…)?
I am currently training a Tabular Classification model in CreatML. The dataset comprises 30 features, including 1,000,000 training data points and 1,000,000 verification data points. Could you please estimate the approximate training time for an M4Max MacBook Pro?
During the training process, CreatML has been displaying the “Processing” status, but there is no progress bar. I would like to ascertain whether the training is still ongoing, as I have often suspected that it has ceased.
It appears that there is a size limit when training the Tabular Classification model in CreatML. When the training data is small, the training process completes smoothly after a specified period. However, as the data volume increases, the following issues occur: initially, the training process indicates that it is in progress, but after approximately 24 hours, it is automatically terminated after an hour. I am certain that this is not a manual termination by myself or others, but rather an automatic termination by the machine. This issue persists despite numerous attempts, and the only message displayed is “Training Canceled.” I would appreciate it if someone could explain the reason behind this behavior and provide a solution. Thank you for your assistance.
In the fileImporter on iOS, when I select a folder, the result is always a subfile belonging to the private folder. This prevents me from accessing these files within the app. However, I do not wish to store them in the sandbox environment. What steps can I take to resolve this issue?
In macOS, I am encountering an issue where the system API fails to grant permission to open a file despite enabling the necessary Read/Write permissions within the SandBox. Could you please elucidate the reasons behind this behavior? Thanks!
func finderOpenFileSystem(at path: String) {
let fileURL = URL(fileURLWithPath: path)
guard FileManager.default.fileExists(atPath: path) else {
print("Error: File does not exist at path: \(path)")
return
}
let success = NSWorkspace.shared.open(fileURL)
if success {
print("File opened successfully: \(fileURL)")
} else {
print("Error: Failed to open file: \(fileURL)")
}
}