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Reply to Add light to a RealityView on visionOS
@gchiste Do you have other examples of IBL that I can reference to try and understand how to better add lighting to my scenes for the full immersion mode? I followed the video and checked the example code. I also found this example code on Stack Overflow: https://stackoverflow.com/questions/76755793/spotlightcomponent-is-unavailable-in-visionos/76761509#76761509 I have a scene with a bunch of lights in Blender, but none of them auto translate to IBL and I'm not sure how/where to start learning about how to convert my Blender lights to IBL for visionOS. I can't find any other examples to better understand how to create an IBL for a lantern here or the sun there as I can see it in my Blender scene. Any official direction from Apple would be greatly appreciated!
Topic: Graphics & Games SubTopic: RealityKit Tags:
Nov ’23
Reply to How to impose an Impulse
@kevyk yes, but the issue was that applyLinearImpulse doesn't exists on the parent entity. I was able to get around it by doing this: let parentEntityHasPhyics = parentEntity as? HasPhysicsBody { parentEntityHasPhyics.applyLinearImpulse(...) // now we can use applyLinearImpulse without getting a compile-time error }
Topic: App & System Services SubTopic: Core OS Tags:
Sep ’23
Reply to How to impose an Impulse
@gchiste What if we have a transform with 3 ModelEntities inside in reality composer pro. Something like this: and since the three model entities represent a single object, can I execute applyImpulse to the "transform" layer named Body or do I have to do it to each individual model entity? (those three nested ones) Because I believe my transform layer called "Body" is technically an Entity, and not a ModelEntity, right?
Topic: App & System Services SubTopic: Core OS Tags:
Sep ’23
Reply to Anchoring Objects to Surfaces in the Shared Space
I stumbled upon the same limitations. I decided I'll just make two versions of my app, leave the choice up to the user: have them choose a volume, and they'll need to put it somewhere but can multi-task have them choose a full space, and my app will auto anchor to their table, but they cannot multi-task anymore I don't think there's much more we can do with these current limitations. Maybe next year things will be improved and limitations might get lifted. In the simulator, it seems that when I drag the volume around to try to place it on a surface, geometry inside of a RealityView can clip through “real” objects. Is this the expected behavior on a real device too? as far as my understanding goes, I think yes, this is the expected behaviour If so, could using ARKit in a Full Space to position the volume, then switching back to a Shared Space, be an option? as far as my understanding goes, I think no, because I don't think we can anchor volumetric windows. that's the main limitation. So you'd have to work with just plain entities that you anchor, but then switching back to a volume will make it so those entities disappear. Also, if the app is closed, and reopened, will the volume maintain its position relative to the user’s real-world environment? I think the volume will stay where the user put it yes, but this is at apple's regression on how they choose to implement the behaviour of volumes in the shared space. it might change at any time and developers won't be able to have a say in it. Think of it as, we don't know where on a macbook screen and what size a window is exactly located at. Same for a volumetric window.
Topic: Spatial Computing SubTopic: ARKit Tags:
Sep ’23
Reply to Reality Composer: Rotate Object Around Origin
I believe you can achieve this by making a separate usda file of your entity: right click the entity, and choose "New Scene From Selection". Make sure you have 1 root transform. This root's origin will be at the center of the scene. Now you drag your model entity (a child of this root) to the spot you want. Then in the original file, your entity has become a reference to that new scene you made. But rotating it now should keep the origin as per your new scene.
Topic: App & System Services SubTopic: General Tags:
Sep ’23
Reply to Anchor Window Group
As far as I understand the current implementation for RealityKit/ARKit, you cannot auto-anchor Window Groups / windows / volumes to detected surfaces. You can only anchor entities inside of an immersive space. (you can however use mixed or full immersion, but you cannot use the shared space) This means, any auto-anchoring by the app will eliminate the possibility to multi-task for the user.
Topic: App & System Services SubTopic: Core OS Tags:
Sep ’23
Reply to Add light to a RealityView on visionOS
@gchiste Do you have other examples of IBL that I can reference to try and understand how to better add lighting to my scenes for the full immersion mode? I followed the video and checked the example code. I also found this example code on Stack Overflow: https://stackoverflow.com/questions/76755793/spotlightcomponent-is-unavailable-in-visionos/76761509#76761509 I have a scene with a bunch of lights in Blender, but none of them auto translate to IBL and I'm not sure how/where to start learning about how to convert my Blender lights to IBL for visionOS. I can't find any other examples to better understand how to create an IBL for a lantern here or the sun there as I can see it in my Blender scene. Any official direction from Apple would be greatly appreciated!
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Nov ’23
Reply to Manual for Shader Graph in Reality Composer Pro
How about these: https://developer.apple.com/documentation/realitykit/modifying-realitykit-rendering-using-custom-materials and https://developer.apple.com/metal/Metal-RealityKit-APIs.pdf I hope it helps
Topic: App & System Services SubTopic: Core OS Tags:
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Sep ’23
Reply to How to impose an Impulse
@kevyk yes, but the issue was that applyLinearImpulse doesn't exists on the parent entity. I was able to get around it by doing this: let parentEntityHasPhyics = parentEntity as? HasPhysicsBody { parentEntityHasPhyics.applyLinearImpulse(...) // now we can use applyLinearImpulse without getting a compile-time error }
Topic: App & System Services SubTopic: Core OS Tags:
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Sep ’23
Reply to How to impose an Impulse
@gchiste What if we have a transform with 3 ModelEntities inside in reality composer pro. Something like this: and since the three model entities represent a single object, can I execute applyImpulse to the "transform" layer named Body or do I have to do it to each individual model entity? (those three nested ones) Because I believe my transform layer called "Body" is technically an Entity, and not a ModelEntity, right?
Topic: App & System Services SubTopic: Core OS Tags:
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Sep ’23
Reply to How to get gestures to work on model entities in visionOS?
Did you check out the Happy Beam sample project? You can pretty much reference that to do what you wanna do.
Topic: App & System Services SubTopic: Core OS Tags:
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Sep ’23
Reply to where to apply "grounding shadow" in Reality Composer Pro?
@Gong thanks for the message. But I'm still not sure when we should apply grounding shadow, and to which entities.
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Sep ’23
Reply to Anchoring Objects to Surfaces in the Shared Space
I stumbled upon the same limitations. I decided I'll just make two versions of my app, leave the choice up to the user: have them choose a volume, and they'll need to put it somewhere but can multi-task have them choose a full space, and my app will auto anchor to their table, but they cannot multi-task anymore I don't think there's much more we can do with these current limitations. Maybe next year things will be improved and limitations might get lifted. In the simulator, it seems that when I drag the volume around to try to place it on a surface, geometry inside of a RealityView can clip through “real” objects. Is this the expected behavior on a real device too? as far as my understanding goes, I think yes, this is the expected behaviour If so, could using ARKit in a Full Space to position the volume, then switching back to a Shared Space, be an option? as far as my understanding goes, I think no, because I don't think we can anchor volumetric windows. that's the main limitation. So you'd have to work with just plain entities that you anchor, but then switching back to a volume will make it so those entities disappear. Also, if the app is closed, and reopened, will the volume maintain its position relative to the user’s real-world environment? I think the volume will stay where the user put it yes, but this is at apple's regression on how they choose to implement the behaviour of volumes in the shared space. it might change at any time and developers won't be able to have a say in it. Think of it as, we don't know where on a macbook screen and what size a window is exactly located at. Same for a volumetric window.
Topic: Spatial Computing SubTopic: ARKit Tags:
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Activity
Sep ’23
Reply to Reality Composer: Rotate Object Around Origin
I believe you can achieve this by making a separate usda file of your entity: right click the entity, and choose "New Scene From Selection". Make sure you have 1 root transform. This root's origin will be at the center of the scene. Now you drag your model entity (a child of this root) to the spot you want. Then in the original file, your entity has become a reference to that new scene you made. But rotating it now should keep the origin as per your new scene.
Topic: App & System Services SubTopic: General Tags:
Replies
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Views
Activity
Sep ’23
Reply to Anchor Window Group
As far as I understand the current implementation for RealityKit/ARKit, you cannot auto-anchor Window Groups / windows / volumes to detected surfaces. You can only anchor entities inside of an immersive space. (you can however use mixed or full immersion, but you cannot use the shared space) This means, any auto-anchoring by the app will eliminate the possibility to multi-task for the user.
Topic: App & System Services SubTopic: Core OS Tags:
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Sep ’23