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Reply to Detecting collisions between fingertip and world mesh
I found the solution here. You need to allow static entities (i.e. the world mesh) to trigger collisions with kinematic entities (i.e. the fingertip entity). You do this by adding a physics simulation component to a parent entity (i.e. the root entity of your scene) and setting the appropriate collision option. var physicsSim = PhysicsSimulationComponent() physicsSim.collisionOptions.insert(.reportKinematicVsStatic) contentEntity.components.set(physicsSim)
Topic: Spatial Computing SubTopic: General Tags:
Oct ’24
Reply to Detecting collisions between fingertip and world mesh
Oh - I love this. Thank you for sharing @JoonAhn.
Topic: Spatial Computing SubTopic: General Tags:
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Nov ’24
Reply to Detecting collisions between fingertip and world mesh
I found the solution here. You need to allow static entities (i.e. the world mesh) to trigger collisions with kinematic entities (i.e. the fingertip entity). You do this by adding a physics simulation component to a parent entity (i.e. the root entity of your scene) and setting the appropriate collision option. var physicsSim = PhysicsSimulationComponent() physicsSim.collisionOptions.insert(.reportKinematicVsStatic) contentEntity.components.set(physicsSim)
Topic: Spatial Computing SubTopic: General Tags:
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Oct ’24
Reply to Xcode 13 simulator high CPU Spotlight
Confirmed here, I'm seeing exactly the same thing. M1 MBP, Xcode 13b3 on Big Sur.
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Jul ’21