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OrbitAnimation does not work.
Hi, I implemented it as shown in the link below, but it does not animate. https://developer.apple.com/videos/play/wwdc2023/10080/?time=1220 The following message was displayed No bind target found for played animation. import SwiftUI import RealityKit struct ImmersiveView: View { var body: some View { RealityView { content in if let entity = try? await ModelEntity(named: "toy_biplane_idle") { let bounds = entity.model!.mesh.bounds.extents entity.components.set(CollisionComponent(shapes: [.generateBox(size: bounds)])) entity.components.set(HoverEffectComponent()) entity.components.set(InputTargetComponent()) if let toy = try? await ModelEntity(named: "toy_drummer_idle") { let orbit = OrbitAnimation( name:"orbit", duration: 30, axis:[0, 1, 0], startTransform: toy.transform, bindTarget: .transform, repeatMode: .repeat) if let animation = try? AnimationResource.generate(with: orbit) { toy.playAnimation(animation) } content.add(toy) } content.add(entity) } } } }
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894
Aug ’23
How to reproduce MagnifyGesture on visionOS simulator
Hi, I have one question. How do I issue MagnifyGesture's onChange event in the visionOS simulator? I have tried various operations, but the onChange event does not work. https://developer.apple.com/videos/play/wwdc2023/10111/?time=994 @main struct WorldApp: App { @State private var currentStyle: ImmersionStyle = .mixed var body: some Scene { ImmersiveSpace(id: "solar") { SolarSystem() .simultaneousGesture(MagnifyGesture() .onChanged { value in let scale = value.magnification if scale > 5 { currentStyle = .progressive } else if scale > 10 { currentStyle = .full } else { currentStyle = .mixed } } ) } .immersionStyle(selection:$currentStyle, in: .mixed, .progressive, .full) } } Thanks.
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1.4k
Aug ’23
GeometryReader3D and Scene Phases do not work properly.
Hi Scene Phases, but no event is issued when Alert is executed. Is this a known bug? https://developer.apple.com/videos/play/wwdc2023/10111/?time=784 In the following video, the center value is obtained, but a compile error occurs because the center is not found. https://developer.apple.com/videos/play/wwdc2023/10111/?time=861 GeometryReader3D { proxy in ZStack { Earth( earthConfiguration: model.solarEarth, satelliteConfiguration: [model.solarSatellite], moonConfiguration: model.solarMoon, showSun: true, sunAngle: model.solarSunAngle, animateUpdates: animateUpdates ) .onTapGesture { if let translation = proxy.transform(in: .immersiveSpace)?.translation { model.solarEarth.position = Point3D(translation) } } } } } Also, model.solarEarth.position is Point3D. This is not a simple Entity, is it? I'm quite confused because the whole code is fragmented and I'm not even sure if it works. I'm not even sure if it's a bug or not, so it's taking me a few days to a week to investigate and verify.
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Aug ’23
About GestureState<ManipulationState>
The source code for visionOS's WWDC23 session, Take SwiftUI to the next dimension, suddenly makes extensive use of GestureState. However, there is no sample code that shows the full extent of GestureState, nor is there any explanation of its use in the video. I cannot proceed with understanding unless you share information about this. https://developer.apple.com/videos/play/wwdc2023/10113/?time=969 URL of the capture of the part of the video where GestureState is used. (An error occurred when uploading the image.) https://imgur.com/a/ZAeWk2k Sincerely, Sadao Tokuyama https://twitter.com/tokufxug https://www.linkedin.com/in/sadao-tokuyama/
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1k
Aug ’23
About metersPerUnit in USDZ
Hi, I watched the WWDC23 session video, "Create 3D models for Quick Look spatial experiences." https://developer.apple.com/videos/play/wwdc2023/10274/ In the video, I understood that the scale of models displayed using visionOS's AR Quick Look is determined by referencing the "metersPerUnit" value in USDZ files. I tried to find tools to set the "metersPerUnit" in 3D software or tools to view the "metersPerUnit" in USDZ files, but I couldn't find any. I believe adjusting the "metersPerUnit" in USDZ is crucial to achieve real-world scale when displaying models through visionOS's AR Quick Look. If anyone knows of apps or tools that can reference USDZ's "metersPerUnit" or 3D editor apps or tools that allow exporting with the "metersPerUnit" value properly reflected, I would greatly appreciate the information. Best regards. Sadao Tokuyama https://twitter.com/tokufxug https://www.linkedin.com/in/sadao-tokuyama/
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841
Jul ’23
The text "%%USE_I18N_STRING_ERROR%%" is displayed on the application page for the Apple Vision Pro Developer Kit.
Hello, I am writing to you today to inquire about my application for the Apple Vision Pro Developer Kit. I submitted my application three times, but each time the application page displayed the text "%%USE_I18N_STRING_ERROR%%". After I submitted my application, the page I was redirected to said "We'll be back soon". I am not sure if my application was successful. I have not received any email confirmation. Would you be able to check the status of my application and let me know if there is anything else I need to do? Thank you for your time and consideration. Sincerely, Sadao Tokuyama https://twitter.com/tokufxug https://www.linkedin.com/in/sadao-tokuyama/
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1.4k
Jul ’23
About shadow
Hi, I have one question. The following shadow is shown on the simulator whether it is set in the ContentView of the Window in visionOS or not. https://developer.apple.com/documentation/SwiftUI/View/shadow(color:radius:x:y:) Even if I define the shadow in the ContentView and change the color, radius, x, and y, there is no change at all. I think that shadow is not enabled. Is this because it is a visionOS simulator? Best regards. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
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Jul ’23
About Immersion Style progressive
Hi, I have a question about Immersion Style. It is about progressive. I understand that by specifying progressive in Immersion, it is possible to mix mixed and full, but when is this used, for example, as in the WWDC23 movie where the person watching the movie on the screen gradually switches the room to space, or in the Digital Crown where the person is watching a movie on the screen and the room gradually changes to space? For example, when a person is watching a movie on the screen and the room gradually changes to space, as in the WWDC23 movie, or when the room gets darker and darker as the Digital Crown is adjusted, or when the room goes completely dark? Please let me know if you have a video, sample code, or explanation that shows an example of progression. By the way, is it possible to get the event of operating the Digital Crown from the application? Thanks. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
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1.2k
Jun ’23
Manual for Shader Graph in Reality Composer Pro
Hi, I would like to learn how to create custom materials using Shader Graph in Reality Composer Pro. I would like to know more about Shader Graph in general, including node descriptions and how the material's display changes when nodes are connected. However, I cannot find a manual for Shader Graph in Reality Composer Pro. This leaves me totally clueless on how to create custom materials. Thanks. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
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4.8k
Jun ’23
Full immersive behavior of the simulator
Hi, I run full immersive in the visionOS simulator and enable full immersive, but pass-through is still enabled. same behavior as mixed. Is there a bug in the visionOS simulator that prevents the pass-through with full immersive from being disabled? Thanks. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
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461
Jun ’23
Value of type '(@escaping (TapGesture.Value) -> Void) -> _EndedGesture<TapGesture>' has no member 'targetedToAnyEntity'
Hi, If you write the sample code for the gesture in the following document and try to execute it, an error will occur. https://developer.apple.com/documentation/visionos/adding-3d-content-to-your-app Value of type '(@escaping (TapGesture.Value) -> Void) -> _EndedGesture' has no member 'targetedToAnyEntity' Is something missing? XCode 15.0 beta 2 (15A516b) visionOS 1.0 beta import SwiftUI import RealityKit import RealityKitContent struct SphereSecondView: View { @State var scale = false /*var tap: some Gesture { TapGesture() .onEnded { _ in print("Tap") scale.toggle() } }*/ var body: some View { RealityView {content in let model = ModelEntity( mesh: .generateSphere(radius: 0.1), materials: [SimpleMaterial(color: .yellow, isMetallic: true)]) content.add(model) } update: { content in if let model = content.entities.first { model.transform.scale = scale ? [2.0, 2.0, 2.0] : [1.0, 1.0, 1.0] } } .gesture(TapGesture().onEnded .targetedToAnyEntity() { _ in scale.toggle() }) } } #Preview{ SphereSecondView() } Best regards. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
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1.2k
Jun ’23
Apple Vision Pro Support for Unity Programmable Shaders
Hi, I have a question about Apple Vision Pro's support for Unity programmable shaders. Shaders applied to Material are not supported. RenderTextures are supported. (Can be used as texture input to Shader Graph for display through RealityKit.) Regarding the above, are Shared Space, Full Space, and Full immersive space all covered? Is Full immersive space irrelevant because it is Metal and not RealityKit? Best regards. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
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1.5k
Jun ’23
Is Unity's Unbounded Volume Shared Space or Full Space?
Hi, I am currently watching the Create immersive Unity apps video from WWDC23. I am posting this question because a question arose while watching the video. First, look at the following, which is explained in the session Because you're using Unity to create volumetric content that participates in the shared space, a new concept called a volume camera lets you control how your scene is brought into the real world. A volume camera can create two types of volumes, bounded and unbounded, each with different characteristics. Your application can switch between the two at any time. https://developer.apple.com/videos/play/wwdc2023/10088/?time=465   Your unbounded volume displays in a full space on this platform and allows your content to fully blend with passthrough for a more immersive experience. https://developer.apple.com/videos/play/wwdc2023/10088/?time=568 At first, we explain that there are two types of volumetric content in Shared Space: bounded volume and unbounded volume. However, when we get to the description of unbounded volume, it is changed to Full Space. Is Full Space correct for unbounded volume, not Shared Space? Best regards. P.S. I felt uncomfortable with the title Create immersive Unity apps. The first half of the presentation was about Unity development and Shared Space's Bounded Volume, and I felt that Bounded Volume apps are far from immersive. Apple's definition of immersive in spatial computing was vague. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
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848
Jun ’23
How to determine access from Safari in visionOS
Hi, I have one question. When creating a web page, is there a way to determine that it is being accessed from Safari on visionOS? I would also like to know the user agent for Safari on visionOS. If there is more than one way to determine this, such as JavaScript and web server, please tell us all. Cases where it is used include changing the page layout in the case of Safari on visionOS, changing the processing method when dynamically generating HTML pages on a web server, and judging Quick Look. Best regards. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
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910
Jun ’23