Hi everyone,
I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation.
In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues:
The image applied to mainEmitter appears clipped or cropped.
The image on spawnedEmitter does not update to the selected SystemImage.
What I want to achieve:
Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping.
Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size.
Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated.
Thanks in advance!
RealityKit
RSS for tagSimulate and render 3D content for use in your augmented reality apps using RealityKit.
Posts under RealityKit tag
200 Posts
Sort by:
Post
Replies
Boosts
Views
Activity
Hi everyone,
I’m encountering a memory overflow issue in my visionOS app and I’d like to confirm if this is expected behavior or if I’m missing something in cleanup.
App Context
The app showcases apartments in real scale using AR.
Apartments are heavy USDZ models (hundreds of thousands of triangles, high-resolution textures).
Users can walk inside the apartments, and performance is good even close to hardware limits.
Flow
The app starts in a full immersive space (RealityView) for selecting the apartment.
When an apartment is selected, a new ImmersiveSpace opens and the apartment scene loads.
The scene includes multiple USDZ models, EnvironmentResources, and dynamic textures for skyboxes.
When the user dismisses the experience, we attempt cleanup:
Nulling out all entity references.
Removing ModelComponents.
Clearing cached textures and skyboxes.
Forcing dictionaries/collections to empty.
Despite this cleanup, memory usage remains very high.
Problem
After dismissing the ImmersiveSpace, memory does not return to baseline.
Check the attached screenshot of the profiling made using Instruments:
Initial state: ~30MB (main menu).
After loading models sequentially: ~3.3GB.
Skybox textures bring it near ~4GB.
After dismissing the experience (at ~01:00 mark): memory only drops slightly (to ~2.66GB).
When loading the second apartment, memory continues to increase until ~5GB, at which point the app crashes due to memory pressure.
The issue is consistently visible under VM: IOSurface in Instruments. No leaks are detected.
So it looks like RealityKit (or lower-level frameworks) keeps caching meshes and textures, and does not free them when RealityView is ended. But for my use case, these resources should be fully released once the ImmersiveSpace is dismissed, since new apartments will load entirely different models and textures.
Cleanup Code Example
Here’s a simplified version of the cleanup I’m doing:
func clearAllRoomEntities() {
for (entityName, entity) in entityFromMarker {
entity.removeFromParent()
if let modelEntity = entity as? ModelEntity {
modelEntity.components.removeAll()
modelEntity.children.forEach { $0.removeFromParent() }
modelEntity.clearTexturesAndMaterials()
}
entityFromMarker[entityName] = nil
removeSkyboxPortals(from: entityName)
}
entityFromMarker.removeAll()
}
extension ModelEntity {
func clearTexturesAndMaterials() {
guard var modelComponent = self.model else { return }
for index in modelComponent.materials.indices {
removeTextures(from: &modelComponent.materials[index])
}
modelComponent.materials.removeAll()
self.model = modelComponent
self.model = nil
}
private func removeTextures(from material: inout any Material) {
if var pbr = material as? PhysicallyBasedMaterial {
pbr.baseColor.texture = nil
pbr.emissiveColor.texture = nil
pbr.metallic.texture = nil
pbr.roughness.texture = nil
pbr.normal.texture = nil
pbr.ambientOcclusion.texture = nil
pbr.clearcoat.texture = nil
material = pbr
} else if var simple = material as? SimpleMaterial {
simple.color.texture = nil
material = simple
}
}
}
Questions
Is this expected RealityKit behavior (textures/meshes cached internally)?
Is there a way to force RealityKit to release GPU resources tied to USDZ models when they’re no longer used?
Should dismissing the ImmersiveSpace automatically free those IOSurfaces, or do I need to handle this differently?
Any guidance, best practices, or confirmation would be hugely appreciated.
Thanks in advance!
I’m trying to play an Apple Immersive video in the .aivu format using VideoPlayerComponent using the official documentation found here:
https://developer.apple.com/documentation/RealityKit/VideoPlayerComponent
Here is a simplified version of the code I'm running in another application:
import SwiftUI
import RealityKit
import AVFoundation
struct ImmersiveView: View {
var body: some View {
RealityView { content in
let player = AVPlayer(url: Bundle.main.url(forResource: "Apple_Immersive_Video_Beach", withExtension: "aivu")!)
let videoEntity = Entity()
var videoPlayerComponent = VideoPlayerComponent(avPlayer: player)
videoPlayerComponent.desiredImmersiveViewingMode = .full
videoPlayerComponent.desiredViewingMode = .stereo
player.play()
videoEntity.components.set(videoPlayerComponent)
content.add(videoEntity)
}
}
}
Full code is here:
https://github.com/tomkrikorian/AIVU-VideoPlayerComponentIssueSample
But the video does not play in my project even though the file is correct (It can be played in Apple Immersive Video Utility) and I’m getting this error when the app crashes:
App VideoPlayer+Component Caption: onComponentDidUpdate Media Type is invalid
Domain=SpatialAudioServicesErrorDomain Code=2020631397 "xpc error" UserInfo={NSLocalizedDescription=xpc error}
CA_UISoundClient.cpp:436 Got error -4 attempting to SetIntendedSpatialAudioExperience
[0x101257490|InputElement #0|Initialize] Number of channels = 0 in AudioChannelLayout does not match number of channels = 2 in stream format.
Video I’m using is the official sample that can be found here but tried several different files shot from my clients and the same error are displayed so the issue is definitely not the files but on the RealityKit side of things:
https://developer.apple.com/documentation/immersivemediasupport/authoring-apple-immersive-video
Steps to reproduce the issue:
- Open AIVUPlayerSample project and run. Look at the logs.
All code can be found in ImmersiveView.swift
Sample file is included in the project
Expected results:
If I followed the documentation and samples provided, I should see my video played in full immersive mode inside my ImmersiveSpace.
Am i doing something wrong in the code? I'm basically following the documentation here.
Feedback ticket: FB19971306
Hi guys!
I wanted to study this new ManipulationComponent(), but I keep getting a warning that I don’t understand, even in a very simple scenario.
i don't have any collisions just binding the Manipulation
the warning message is :
** Entity returned from EntityWrapper.makeEntity(context:) was already parented to another entity. This is not supported and may lead to unexpected behavior. SwiftUI adds entities to internally-managed entity hierarchies.**
RealityView { content, attachments in
if let loadedModel = try? await Entity(named: "cloud_glb", in: realityKitContentBundle) {
content.add(loadedModel)
loadedModel.components.set(ManipulationComponent())
}
Thanks !
I have a mesh based animation 3D model, that means every frame it’s a new mesh. I import it into RealityView, but can’t play it‘s animation, RealityKit tells me this model has no animations by using print(entity.availableAnimations).
I have a problem with the wall plane detection using visionOS/ARKit:
I am using ARKitSession's PlaneDetectionProvider detection.wall in the space of visionOS. I recorded the position and rotation information of the first detected plane, but found that the rotation value will be facing when the user starts the space. There is a deviation in different directions. That is to say, even if the plane is located on the same wall, the rotation quaternion will be different.
I hope that no matter from which direction the user enters the scan, the real direction of the wall can be correctly obtained so that the virtual content can be accurately aligned with the wall.
I have tried to use anchor.originFromAnchorTransform or Transform.rotation directly, but the rotation value is still affected by the user's initial orientation.
In addition, I would like to know whether the user's initial orientation will affect the location information. If so, please provide a solution.
Thank you!
Entity.animate() makes entity animation much easier, but in many cases, I want to break the progress because of some gestures, I couldn't find any way to do this, including tried entity.stopAllAnimations(), I have to wait till Entity.animate() completes.
iOS 26 / visionOS 26
Spatial photo in RealityView has a default corner radius. I made a parallel effect with spatial photos in ScrollView(like Spatial Gallery), but the corner radius disappeared on left and right spatial photos. I've tried .clipShape and .mask modifiers, but they did't work. How to clip or mask spatial photo with corner radius effect?
I want an AR character to be able to look at a position while still playing the characters animation.
So far, I managed to manually adjust a single bone rotation using
skeletalComponent.poses.default = Transform(
scale: baseTransform.scale,
rotation: lookAtRotation,
translation: baseTransform.translation
)
which I run at every rendering update, while a full body animation is running.
But of course, hardcoding single joints to point into a direction (in my case the head) does not look as nice, as if I were to run some inverse cinematic that includes, hips + neck + head joints.
I found some good IKRig code in Composing interactive 3D content with RealityKit and Reality Composer Pro.
But when I try to adjust rigs while animations are playing, the animations are usually winning over the IKRig changes to the mesh.
We can add ornaments to popovers shown by PresentationComponent, but I’m not sure if we should.
While working on the editor for entities in a Volume-based app, I had the idea to add ornaments to the presented views. The entire app exists inside a volume. A user can tap a item to present a popoverUI to edit it. This is displayed using the new PresentationComponent in visionOS 26.
Ornaments have a new attachment anchor option this year: .parent().
.ornament(attachmentAnchor: .parent(.top), ornament: {...})
This works well in the Simulator. We can add ornaments around this popover view just like we would with a window.
Unfortunately, when I run this on device I get a different experience. Any part of the ornament that overlaps with the popover content isn’t rendered correctly. Sometimes it entirely disappears, other times it becomes partially transparent.
We could use content alignment to try to make sure the ornament doesn’t overlap the popover content.
.ornament(attachmentAnchor: .parent(.top), contentAlignment: .bottom, ornament: {...})
This works sometimes–but not all the time. It’s not clear if this is a bug or not, because I’m not sure if we are even supposed to be able to use ornaments in this way. Here is my hierarchy:
An app opens as a Volume
Volume presenting a RealityView, with its own ornament using .scene() anchor
Multiple Entities with Presentation Component show an edit view
The view uses .parent() anchor to add ornaments.
What makes me unsure is that other methods for drawing UI in RealityView don’t seem to work with ornaments. For example, if I add an attachment to show a view with the ornament–even when I use the .parent() anchor–the ornament is anchor to the volume, not the attachment view.
So what do we think? Is this a rendering bug? Are ornaments intended to work with attachments and presentations?
So, I was trying to animate a single bone using FromToByAnimation, but when I start the animation, the model instead does the full body animation stored in the availableAnimations.
If I don't run testAnimation nothing happens.
If I run testAnimation I see the same animation as If I had called
entity.playAnimation(entity.availableAnimations[0],..)
here's the full code I use to animate a single bone:
func testAnimation() {
guard let jawAnim = jawAnimation(mouthOpen: 0.4) else {
print("Failed to create jawAnim")
return
}
guard let creature, let animResource = try? AnimationResource.generate(with: jawAnim) else { return }
let controller = creature.playAnimation(animResource, transitionDuration: 0.02, startsPaused: false)
print("controller: \(controller)")
}
func jawAnimation(mouthOpen: Float) -> FromToByAnimation<JointTransforms>? {
guard let basePose else { return nil }
guard let index = basePose.jointNames.firstIndex(of: jawBoneName) else {
print("Target joint \(self.jawBoneName) not found in default pose joint names")
return nil
}
let fromTransforms = basePose.jointTransforms
let baseJawTransform = fromTransforms[index]
let maxAngle: Float = 40
let angle: Float = maxAngle * mouthOpen * (.pi / 180)
let extraRot = simd_quatf(angle: angle, axis: simd_float3(x: 0, y: 0, z: 1))
var toTransforms = basePose.jointTransforms
toTransforms[index] = Transform(
scale: baseJawTransform.scale * 2,
rotation: baseJawTransform.rotation * extraRot,
translation: baseJawTransform.translation
)
let fromToBy = FromToByAnimation<JointTransforms>(
jointNames: basePose.jointNames,
name: "jaw-anim",
from: fromTransforms,
to: toTransforms,
duration: 0.1,
bindTarget: .jointTransforms,
repeatMode: .none,
)
return fromToBy
}
PS: I can confirm that I can set this bone to a specific position if I use
guard let index = newPose.jointNames.firstIndex(of: boneName) ...
let baseTransform = basePose.jointTransforms[index]
newPose.jointTransforms[index] = Transform(
scale: baseTransform.scale,
rotation: baseTransform.rotation * extraRot,
translation: baseTransform.translation
)
skeletalComponent.poses.default = newPose
creatureMeshEntity.components.set(skeletalComponent)
This works for manually setting the bone position, so the jawBoneName and the joint-transformation can't be that wrong.
This post documents an issue I reported in feedback FB19610114 and see if anyone knows of a workaround. Here is a copy of the feedback.
Short version
Manipulation (SwiftUI OR RealityKit) fails to translate entities after changing rooms. By changing rooms, I mean a human wearing an Apple Vision Pro leaving one room and entering another room. Once this issue occurs, it impacts all apps that use these features. A device restart is the only solution I have to fix it.
Feedback FB19610114
This is an odd one. I'm using the new Manipulation Component in visionOS 26. Most of the time this works well. Sometime it stops working and when it does the only way to get it working again is to reboot the headset.
When this happens, I can continue to rotate and scale items, but translation no longer works. It is as if the item is stuck to a fixed point in the parent scene (window, volume, etc). When this bug occurs, it affects every app across the entire operating system that is using manipulation, including the RealityKit component AND the SwiftUI version. This is not limited to one app and is not limited to apps that I am working on. Once this error occurs, it affects literally any application across the operating system that is using this API, including apps from Apple.
I won't speculate on the cause of this, but I do know of one way where I can always get it to happen.
Here is how to reproduce it:
Make an Xcode project with a single entity that uses the Manipulation Component. There is no need to customize the configuration of this component. The default implementation will work.
Build and run this app on device. You can keep running from device or quit and launch the app like normal on device.
Open the app and manipulate the entity - it should work as expected.
Physically walk into another room. It is vital that you leave the current room that you are in and enter a different room entirely.
Use the digital crown to recenter your view and bring your window or volume to you.
Test the manipulation on the entity again - it should still be working as expected at this point.
Physically, move yourself and your headset into the original room where you started.
Use the digital crown to recenter your view and bring your window or volume to you.
Test the manipulation on the entity again - you should now see the issue.
When I follow the steps above, then 100% of the time manipulation translation stops working at this point. It will impact any application using this API. The only way to fix it is to restart my headset.
A few points to keep in mind
It does not matter if an app is actively being run from Xcode.
When this occurs, it impacts every single app, not just one.
When this occurs, rotation and scaling continue to work, but the entity/view cannot be translated.
This impacts BOTH the SwiftUI version and the RealityKit version.
When this occurs, the only way to "fix" it is to reboot the device.
In the CanyonCrosser example project, some RealityKit systems are implemented as classes while others are structs. What’s the reason for using different types?
I have a simple visionOS app that creates an Entity, writes it to the device, and then attempts to load it. However, when the entity file get overwritten, it affects the ability for the app to load it correctly.
Here is my code for saving the entity.
import SwiftUI
import RealityKit
import UniformTypeIdentifiers
struct ContentView: View {
var body: some View {
VStack {
ToggleImmersiveSpaceButton()
Button("Save Entity") {
Task {
// if let entity = await buildEntityHierarchy(from: urdfPath) {
let type = UTType.realityFile
let filename = "testing.\(type.preferredFilenameExtension ?? "bin")"
let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0]
let fileURL = documentsURL.appendingPathComponent(filename)
do {
let mesh = MeshResource.generateBox(size: 1, cornerRadius: 0.05)
let material = SimpleMaterial(color: .blue, isMetallic: true)
let modelComponent = ModelComponent(mesh: mesh, materials: [material])
let entity = Entity()
entity.components.set(modelComponent)
print("Writing \(fileURL)")
try await entity.write(to: fileURL)
} catch {
print("Failed writing")
}
}
}
}
.padding()
}
}
Every time I press "Save Entity", I see a warning similar to:
Writing file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality
Failed to set dependencies on asset 1941054755064863441 because NetworkAssetManager does not have an asset entity for that id.
When I open the immersive space, I attempt to load the same file:
import SwiftUI
import RealityKit
import UniformTypeIdentifiers
struct ImmersiveView: View {
@Environment(AppModel.self) private var appModel
var body: some View {
RealityView { content in
guard
let type = UTType.realityFile.preferredFilenameExtension
else {
return
}
let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0]
let fileURL = documentsURL.appendingPathComponent("testing.\(type)")
guard FileManager.default.fileExists(atPath: fileURL.path) else {
print("❌ File does not exist at path: \(fileURL.path)")
return
}
if let entity = try? await Entity(contentsOf: fileURL) {
content.add(entity)
}
}
}
}
I also get errors after I overwrite the entity (by pressing "Save Entity" after I have successfully loaded it once). The warnings that appear when the Immersive space attempts to load the new entity are:
Asset 13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'.
Asset 8308977590385781534 Scene (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Scene_0.compiledscene failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to read archive entry.
AssetLoadRequest failed because asset failed to load '13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh' (Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'.)
The order of operations to make this happen:
Launch app
Press "Save Entity" to save the entity
"Open Immersive Space" to view entity
Press "Save Entity" to overwrite the entity
"Open Immersive Space" to view entity, failed asset load request
Also
Launch app, the entity should still be save from last time the app ran
"Open Immersive Space" to view entity
Press "Save Entity" to overwrite the entity
"Open Immersive Space" to view entity, failed asset load request
NOTE: It appears I can get it to work slightly better by pressing the "Save Entity" button twice before attempting to view it again in the immersive space.
On Xcode 26 and visionOS 26, apple provides observable property for Entity, so we can easily interact with Entity between RealityScene and SwiftUI, but there is a issue:
It's fine to observe Entity's position and scale properties in Slider, but can't observe orientation properties in Slider.
MacBook Air M2 / Xcode 26 beta6
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model.
When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same.
Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5.
I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
Post can be removed.
I'm running into an issue with collisions between two entities with a character controller component. In the collision handler for moveCharacter the collision has both hitEntity and characterEntity set to the same object. This object is the entity that was moved with moveCharacter()
The below example configures 3 objects.
stationary sphere with character controller
falling sphere with character controller
a stationary cube with a collision component
if the falling sphere hits the stationary sphere then the collision handler reports both hitEntity and characterEntity to be the falling sphere. I would expect that the hitEntity would be the stationary sphere and the character entity would be the falling sphere.
if the falling sphere hits the cube with a collision component the the hit entity is the cube and the characterEntity is the falling sphere as expected.
Is this the expected behavior? The entities act as expected visually however if I want the spheres to react differently depending on what character they collided with then I am not getting the expected results. IE: If a player controlled character collides with a NPC then exchange resource with NPC. if player collides with enemy then take damage.
import SwiftUI
import RealityKit
struct ContentView: View {
@State var root: Entity = Entity()
@State var stationary: Entity = createCharacter(named: "stationary", radius: 0.05, color: .blue)
@State var falling: Entity = createCharacter(named: "falling", radius: 0.05, color: .red)
@State var collisionCube: Entity = createCollisionCube(named: "cube", size: 0.1, color: .green)
//relative to root
@State var fallFrom: SIMD3<Float> = [0,0.5,0]
var body: some View {
RealityView { content in
content.add(root)
root.position = [0,-0.5,0.0]
root.addChild(stationary)
stationary.position = [0,0.05,0]
root.addChild(falling)
falling.position = fallFrom
root.addChild(collisionCube)
collisionCube.position = [0.2,0,0]
collisionCube.components.set(InputTargetComponent())
}
.gesture(SpatialTapGesture().targetedToAnyEntity().onEnded { tap in
let tapPosition = tap.entity.position(relativeTo: root)
falling.components.remove(FallComponent.self)
falling.teleportCharacter(to: tapPosition + fallFrom, relativeTo: root)
})
.toolbar {
ToolbarItemGroup(placement: .bottomOrnament) {
HStack {
Button("Drop") {
falling.components.set(FallComponent(speed: 0.4))
}
Button("Reset") {
falling.components.remove(FallComponent.self)
falling.teleportCharacter(to: fallFrom, relativeTo: root)
}
}
}
}
}
}
@MainActor
func createCharacter(named name: String, radius: Float, color: UIColor) -> Entity {
let character = ModelEntity(mesh: .generateSphere(radius: radius), materials: [SimpleMaterial(color: color, isMetallic: false)])
character.name = name
character.components.set(CharacterControllerComponent(radius: radius, height: radius))
return character
}
@MainActor
func createCollisionCube(named name: String, size: Float, color: UIColor) -> Entity {
let cube = ModelEntity(mesh: .generateBox(size: size), materials: [SimpleMaterial(color: color, isMetallic: false)])
cube.name = name
cube.generateCollisionShapes(recursive: true)
return cube
}
struct FallComponent: Component {
let speed: Float
}
struct FallSystem: System{
static let predicate: QueryPredicate<Entity> = .has(FallComponent.self) && .has(CharacterControllerComponent.self)
static let query: EntityQuery = .init(where: predicate)
let down: SIMD3<Float> = [0,-1,0]
init(scene: RealityKit.Scene) {
}
func update(context: SceneUpdateContext) {
let deltaTime = Float(context.deltaTime)
for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) {
let speed = entity.components[FallComponent.self]?.speed ?? 0.5
entity.moveCharacter(by: down * speed * deltaTime, deltaTime: deltaTime, relativeTo: nil) { collision in
if collision.hitEntity == collision.characterEntity {
print("hit entity has collided with itself")
}
print("\(collision.characterEntity.name) collided with \(collision.hitEntity.name) ")
}
}
}
}
#Preview(windowStyle: .volumetric) {
ContentView()
}
I have a visionOS 2 project created on Xcode 16, when I updated to Xcode 26 beta5, I can't build it any more, every time it stuck in process like the picture shows below:
Already tried many methods to fix this issue, such as clear build folders, but don't work.
MacBook Air M2 / MacOS 26 beta5 / Xcode 26 beta5
Hi,
I'm rewriting my game from SceneKit to RealityKit, and I'm having trouble implementing the following scenario:
I tap on the iPhone screen to select an Entity that I want to drag.
If an Entity was tapped, it should then be possible to drag it left, right, etc.
SceneKit solution:
func CGPointToSCNVector3(_ view: SCNView, depth: Float, point: CGPoint) -> SCNVector3 {
let projectedOrigin = view.projectPoint(SCNVector3Make(0, 0, Float(depth)))
let locationWithz = SCNVector3Make(Float(point.x), Float(point.y), Float(projectedOrigin.z))
return view.unprojectPoint(locationWithz)
}
and then I was calling:
SCNView().hitTest(location, options: [SCNHitTestOption.firstFoundOnly:true])
the code was called inside of the UIPanGestureRecognizer in my UIViewController.
Could I reuse that code or should I go with the SwiftUI approach - something like that:
var body: some View {
RealityView {
....
} .gesture(TapGesture().onEnded {
})
?
I already have this code:
@State private var location: CGPoint?
.onTapGesture { location in
self.location = location
}
I'm trying to identify the entity that was tapped within the RealityView like that:
RealityView { content in
let box: ModelEntity = createBox() // for now there is only one box, however there will be many boxes
content.add(box)
let anchor = AnchorEntity(world: [0, 0, 0])
content.add(anchor)
_ = content.subscribe(to: SceneEvents.Update.self) { event in
//TODO: find tapped entity, so that it could be dragged inside of the DragGesture()
}
Any help would be appreciated.
I also noticed that if I create a TapGesture like that:
TapGesture(count: 1)
.targetedToAnyEntity()
and add it to my view using .gesture() then it is not triggered.