RealityKit

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Simulate and render 3D content for use in your augmented reality apps using RealityKit.

RealityKit Documentation

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Znear For RealityView to prevent Entity from Hiding an attachment SwiftUI Button in VisionOS
I have an app which have an Immersive Space view and it needs the user to have a button in the bottom which have a fixed place in front of the user head like a dashboard in game or so but when the user get too close to any3d object in the view it could cover the button and make it inaccessible and it mainly would prevent the app for being approved like that in appstoreconnect I was working before on SceneKit and there was something like camera view Znear and Zfar which decide when to hide the 3d model if it comes too close or gets too far and I wonder if there is something like that in realityView / RealityKit 4. Here is My Code and the screenshots follows import SwiftUI import RealityKit struct ContentView: View { @State var myHead: Entity = { let headAnchor = AnchorEntity(.head) headAnchor.position = [-0.02, -0.023, -0.24] return headAnchor }() @State var clicked = false var body: some View { RealityView { content, attachments in // create a 3d box let mainBox = ModelEntity(mesh: .generateBox(size: [0.1, 0.1, 0.1])) mainBox.position = [0, 1.6, -0.3] content.add(mainBox) content.add(myHead) guard let attachmentEntity = attachments.entity(for: "Dashboard") else {return} myHead.addChild(attachmentEntity) } attachments: { // SwiftUI Inside Immersivre View Attachment(id: "Dashboard") { VStack { Spacer() .frame(height: 300) Button(action: { goClicked() }) { Text(clicked ? "⏸️" : "▶️") .frame(maxWidth: 48, maxHeight: 48, alignment: .center) .font(.extraLargeTitle) } .buttonStyle(.plain) } } } } func goClicked() { clicked.toggle() } }
2
0
1.2k
Sep ’24
sceneUnderstanding occlusion not work with blendMode = alpha in ios 18
If I import a USDZ model with blendMode set to alpha, occlusion does not work on iPhone with iOS 18. How should transparent materials and occlusion be properly used in the new RealityKit? Additionally, new artifacts have appeared when working with transparent objects overlapping each other. The transparency results do not blend but rather parts of the model just not rendering.
6
0
1.4k
Sep ’24
USDZ in Keynote
Apple's own USDZ files from their website does not display properly both in OPReview and in Keynote when imported. It displays properly, however, in Reality Converter bit with this error: "Invalid USD shader node in USD file Shader nodes must have “id” as the implementationSource, with id values that begin with “Usd”. Also, shader inputs with connections must each have a single, valid connection source." I tried importing other models from external sources and they work without any issue at all. Is there any potential fix or workaround this? Thanks in advance.
1
0
927
Sep ’24
Animated USD file | Starting position of the USD is not the same as first frame of animation
Hello all, I am building for visionOS with another engineer and using Reality Composer Pro to validate usd files. The starting position of my animated usdz, its position when it's first loaded, is not the same as the first frame of the animation on the usdz file For testing, I am using the AR Quick Look asset 'toy_biplane_idle.usdz' which demonstrates the same 'error' we're currently getting with our own usdz files. When the usdz is loaded, it is on the ground plane - But when the aniamtion is played, the plane 'snaps' to the position of the first frame of the animation - This 'snapping' behavior is giving us problems. We want the user ot see this plane in its static 'load' position with the option to play the animation. But we dont want it to snap when the user presses play Is it possible to load the .usdz in the position specified by the first frame of the animation? What is the best way to fix this issue. Thanks!
1
0
937
Sep ’24
Exception while creating a PhotogrammetrySession object with PhotogrammetrySamples
Hi, I am trying to use PhotogrammetrySample input sequence according to the WWDC video. I modified only the following code in the sample: var images = try FileManager.default.contentsOfDirectory(at: captureFolderManager.imagesFolder, includingPropertiesForKeys: nil, options: .skipsHiddenFiles) let inputSequence = images.lazy.compactMap { file in return self.loadSampleAndMask(file: file) } // Next line causes the exception photogrammetrySession = try PhotogrammetrySession( input: inputSequence, configuration: configuration) private func loadSampleAndMask(file: URL) -> PhotogrammetrySample? { do { var sample = try PhotogrammetrySample(contentsOf: file) return sample } catch { return nil } } I am getting following runtime error: Thread 1: EXC_BREAKPOINT (code=1, subcode=0x240d88904)
0
0
540
Sep ’24
Allow RealityView to render at 120 fps?
I'm building an iOS/iPadOS app for iOS 18+ using the new RealityView in SwiftUI. (I may add visionOS, but I'm not focusing on it right now.) The 3D scene I'm rendering is fairly simple (just a few dozen vertices and a couple of textures), and I'd like to render it at 120fps on ProMotion devices if possible. I tried setting CADisableMinimumFrameDurationOnPhone to true in the info plist, but it had no effect. The frame rate in the GPU Report in Xcode stays capped at 60fps, and the gauge even tops out at 60. My question is kind of the opposite of this post, which asks how to limit the frame rate of a RealityView. I'm on Xcode 16 beta 5 on macOS Sonoma and iOS 18.0 beta 6 on my iPhone 15 Pro.
1
0
1k
Sep ’24
Getting vector3 or vector4 per-vertex data into Shader Graph Editor
Hi, I'm trying to understand how I can get 3- or 4-channel per-vertex data into the Graph Editor. From my tests, it seems that: the "Geometric Property" node does not give access to 4-channel data, "Geometric Property (vector3)" does not give me access to custom properties besides the ones defined in MaterialX core the "Texture Coordinates" node has a vector4f mode (yay!), but according to MaterialX spec, texcoords must have 2 or 3 channels, and I can't get 4-channel data to show up there either. My assumption so far is that I must be missing some "magic" – for example, do the primvars in a file have to be in a specific order, independent of their names? Or do their names matter? (E.g. convention would be primars:st and primvars:st1 and so on) Unfortunately the forum doesn't allow me to attach any USDZ or ZIP files or GDrive links; if there's a way to share a test file I'm happy to do so!
0
0
682
Sep ’24
physx cache crash using generated static collision with many entities
I'm using RealityKit for a scene with many static and dynamic ModelEntitys simulating physics. When all the entities have simple collision generated from .generateCollisionShapes I don't see any issues, but for some entities I need much more complex and accurate collision. For this I've been using ShapeResource.generateStaticMesh with the mesh's data (2769 positions, 16272 face indices in this case), which works exactly as desired with a low entity count. However once there are 600+ dynamic entities introducing even one static entity with complex collision will reliably trigger a crash when colliding with one of the dynamic entities (not necessarily on first contact, but inevitably after multiple collisions). If I arbitrarily limit the number of entities to a max of around 500 it seems to prevent the issue from happening, though the likelihood seems to increase with the number of entities so there may be a low probability of it triggering even at 500 entities that I haven't hit while testing. If physx imposes some kind of entity or collision face/shape limit or something like that I'd at least like to know exactly what it is, but ideally there's a way to work around this. Right now my "fix" is just arbitrarily restricting the entity count in a way that limits what my app can do. The crash triggers inside 0x00000001a6790dfc in physx::PxcDiscreteNarrowPhasePCM(physx::PxcNpThreadContext&, physx::PxcNpWorkUnit const&, physx::Gu::Cache&, physx::PxsContactManagerOutput&) () which looks like this (crash line has an -> arrow at the bottom) CoreRE`physx::PxcDiscreteNarrowPhasePCM: ... 0x1a6790df0 <+668>: mov x1, x24 0x1a6790df4 <+672>: bl 0x1a67913d8 ; physx::PxcNpCacheStreamPair::reserve(unsigned int) 0x1a6790df8 <+676>: ldrb w8, [x23] -> 0x1a6790dfc <+680>: str w8, [x0, #0x20]
2
0
617
Sep ’24
VisionOS crashes Loading Entities from Disk Bundles with EXC_BREAKPOINT
Summary: I’m working on a VisionOS project where I need to dynamically load a .bundle file containing RealityKit content from the app’s Application Support directory. The .bundle is saved to disk after being downloaded or retrieved as an On-Demand Resource (ODR). Sample project with the issue: Github repo. Play the target test-odr to use with the local bundle and have the crash. Overall problem: Setup: Add a .bundle named RealityKitContent_RealityKitContent.bundle to the app’s resources. This bundle contains a Reality file with two USDA,: “Immersive” and “Scene”. Save to Disk: save the bundle to the Application Support directory, ensuring that the file is correctly copied and saved. Load the Bundle: load the bundle from the saved URL using Bundle(url: bundleURL) to initialize the Bundle object. Load Entity from Bundle: load a specific entity (“Scene”) from the bundle. When trying to load the entity using let storedEntity = try await Entity(named: "Scene", in: bundle), the app crashes with an EXC_BREAKPOINT error. ContentsOf Method Issue: If I use the Entity.load(contentsOf:realityFileURL, withName: entityName) method, it always loads the first root entity found (in this case, “Immersive”) rather than “Scene”, even when specifying the entity name. This is why I want to use the Bundle to load entities by name more precisely. Issue: The crash consistently occurs on the Entity(named: "Scene", in: bundle) line. I have verified that the bundle exists and is accessible at the specified path and that it contains the expected .reality file with multiple entities (“Immersive” and “Scene”). The error code I get is EXC_BREAKPOINT (code=1, subcode=0x1d135d4d0). What I’ve Tried: • Ensured the bundle is properly saved and accessible. • Checked that the bundle is initialized correctly from the URL. • Tested loading the entity using the contentsOf method, which works fine but always loads the “Immersive” entity, ignoring the specified name. Hence, I want to use the Bundle-based approach to load multiple USDA entities selectively. Question: Has anyone faced a similar issue or knows why loading entities using Entity(named:in:) from a disk-based bundle causes this crash? Any advice on how to debug or resolve this, especially for managing multiple root entities in a .reality file, would be greatly appreciated.
1
0
745
Sep ’24
Particle Systems flicker when partly behind transparent objects
I am having a difficult time to create particle systems in Reality Composer Pro (visionOS beta 3). They tend to start to flicker and all particles disappear and reappear in semi-random intervals. I can clearly see that happening with one effect that I put inside a small box consisting of 4 transparent walls that has a solid floor. When I change the view angle the particle system starts to flicker when viewed from below its emission height. I tried all combinations of particle rendering: billboard->free, additive etc and it does not change anything. I am using the default particle image. Any help appreciated
2
0
907
Sep ’24
Can an SDF be rendered using RealityKit?
I'm trying to ray-march an SDF inside a RealityKit surface shader. For the SDF primitive to correctly render with other primitives, the depth of the fragment needs to be set according to the ray-surface intersection point. Is there a way to do that within a RealityKit surface shader? It seems the only values I can set are within surface::surface_properties. If not, can an SDF still be rendered in RealityKit using ray-marching?
1
1
831
Sep ’24
RealityKit 3D texture
In my Metal-based app, I ray-march a 3D texture. I'd like to use RealityKit instead of my own code. I see there is a LowLevelTexture (beta) where I could specify a 3D texture. However on the Metal side, there doesn't seem to be any way to access a 3D texture (realitykit::texture::textures::custom returns a texture2d). Any work-arounds? Could I even do something icky like cast the texture2d to a texture3d in MSL? (is that even possible?) Could I encode the 3d texture into an argument buffer and get that in somehow?
1
0
806
Aug ’24
The elements in the attachment cannot add translation.
UI: Attachment(id: "tooptip") { if isRecording { TooltipView { HStack(spacing: 8) { Image(systemName: "waveform") .font(.title) .frame(minWidth: 100) } } .transition(.opacity.combined(with: .scale)) } } Trigger: Button("Toggle") { withAnimation{ isRecording.toggle() } } The above code did not show the animation effect when running. When I use isRecording to drive an element in a common SwiftUI view, there is an animation effect.
0
0
610
Aug ’24
Taking snapshots from WKWebView on visionos
Hi, I'm trying to capture some images from WKWebView on visionOS. I know that there's a function 'takeSnapshot()' that can get the image from the web page. But I wonder if 'drawHierarchy()' cannot work properly on WKWebView because of GPU content, is there any other methods I can call to capture images correctly? Furthermore, as I put my webview into an immersive space, is there any way I can get the texture of this UIView attachment? Thank you
0
0
514
Aug ’24
How to access RealityRenderer
I have a RealityView in my visionOS app. I can't figure out how to access RealityRenderer. According to the documentation (https://developer.apple.com/documentation/realitykit/realityrenderer) it is available on visionOS, but I can't figure out how to access it for my RealityView. It is probably something obvious, but after reading through the documentation for RealityView, Entities, and Components, I can't find it.
1
2
1.2k
Aug ’24
Elapsed scene time used in custom shader uniform
If you create a custom shader you get access to a collection of uniform values, one is the uniforms::time() parameter which is defined as "the number of seconds that have elapsed since RealityKit began rendering the current scene" in this doc: https://developer.apple.com/metal/Metal-RealityKit-APIs.pdf Is there some way to get this value from Swift code? I want to animate a value in my shader based on the time so I need to get the starting time value so I can interpolate the animation offset from that point. If I create a System in the update() function I get a SceneUpdateContext instance and that has a deltaTime property but not an elapsedTime property which I would assume would map to the shader time() value.
1
0
931
Aug ’24
RealityView world tracking without camera feed?
Is it possible with iOS 18 to use RealityView with world tracking but without the camera feed as background? With content.camera = .worldTracking the background is always the camera feed, and with content.camera = .virtual the device's position and orientation don't affect the view point. Is there a way to make a mixture of both? My use case is that my app "Encyclopedia GalacticAR" shows astronomical objects and a skybox (a huge sphere), like a VR view of planets, as you can see in the left image. Now that iOS 18 offers RealityView for iOS and iPadOS, I would like to make use of it, but I haven't found a way to display my skybox as environment, instead of the camera feed. I filed the suggestion FB14734105 but hope that somebody knows a workaround...
4
1
1.1k
Aug ’24
Vision Pinch 3D Object
Hello Guys, I'm looking for how to look at the 3D object around me, pinch it (from far with eyes and 2 fingers, not touch them) and display a little information on top of it (like little text). If you have the solution you will make me happy (and a bit less stupid too :) ) Cheers Mathis
8
1
1.2k
Aug ’24
How to repeat timeline animation?
Hi I have setup animation using timeline in Reality Composer Pro like below This get triggered by a notification posts from the code.Once this time line triggered, I want to repeat this 2 animations in the timeline unitll user takes the next action. How can I make these repeat forever?
Replies
3
Boosts
1
Views
831
Activity
Oct ’24
Znear For RealityView to prevent Entity from Hiding an attachment SwiftUI Button in VisionOS
I have an app which have an Immersive Space view and it needs the user to have a button in the bottom which have a fixed place in front of the user head like a dashboard in game or so but when the user get too close to any3d object in the view it could cover the button and make it inaccessible and it mainly would prevent the app for being approved like that in appstoreconnect I was working before on SceneKit and there was something like camera view Znear and Zfar which decide when to hide the 3d model if it comes too close or gets too far and I wonder if there is something like that in realityView / RealityKit 4. Here is My Code and the screenshots follows import SwiftUI import RealityKit struct ContentView: View { @State var myHead: Entity = { let headAnchor = AnchorEntity(.head) headAnchor.position = [-0.02, -0.023, -0.24] return headAnchor }() @State var clicked = false var body: some View { RealityView { content, attachments in // create a 3d box let mainBox = ModelEntity(mesh: .generateBox(size: [0.1, 0.1, 0.1])) mainBox.position = [0, 1.6, -0.3] content.add(mainBox) content.add(myHead) guard let attachmentEntity = attachments.entity(for: "Dashboard") else {return} myHead.addChild(attachmentEntity) } attachments: { // SwiftUI Inside Immersivre View Attachment(id: "Dashboard") { VStack { Spacer() .frame(height: 300) Button(action: { goClicked() }) { Text(clicked ? "⏸️" : "▶️") .frame(maxWidth: 48, maxHeight: 48, alignment: .center) .font(.extraLargeTitle) } .buttonStyle(.plain) } } } } func goClicked() { clicked.toggle() } }
Replies
2
Boosts
0
Views
1.2k
Activity
Sep ’24
sceneUnderstanding occlusion not work with blendMode = alpha in ios 18
If I import a USDZ model with blendMode set to alpha, occlusion does not work on iPhone with iOS 18. How should transparent materials and occlusion be properly used in the new RealityKit? Additionally, new artifacts have appeared when working with transparent objects overlapping each other. The transparency results do not blend but rather parts of the model just not rendering.
Replies
6
Boosts
0
Views
1.4k
Activity
Sep ’24
USDZ in Keynote
Apple's own USDZ files from their website does not display properly both in OPReview and in Keynote when imported. It displays properly, however, in Reality Converter bit with this error: "Invalid USD shader node in USD file Shader nodes must have “id” as the implementationSource, with id values that begin with “Usd”. Also, shader inputs with connections must each have a single, valid connection source." I tried importing other models from external sources and they work without any issue at all. Is there any potential fix or workaround this? Thanks in advance.
Replies
1
Boosts
0
Views
927
Activity
Sep ’24
Animated USD file | Starting position of the USD is not the same as first frame of animation
Hello all, I am building for visionOS with another engineer and using Reality Composer Pro to validate usd files. The starting position of my animated usdz, its position when it's first loaded, is not the same as the first frame of the animation on the usdz file For testing, I am using the AR Quick Look asset 'toy_biplane_idle.usdz' which demonstrates the same 'error' we're currently getting with our own usdz files. When the usdz is loaded, it is on the ground plane - But when the aniamtion is played, the plane 'snaps' to the position of the first frame of the animation - This 'snapping' behavior is giving us problems. We want the user ot see this plane in its static 'load' position with the option to play the animation. But we dont want it to snap when the user presses play Is it possible to load the .usdz in the position specified by the first frame of the animation? What is the best way to fix this issue. Thanks!
Replies
1
Boosts
0
Views
937
Activity
Sep ’24
Exception while creating a PhotogrammetrySession object with PhotogrammetrySamples
Hi, I am trying to use PhotogrammetrySample input sequence according to the WWDC video. I modified only the following code in the sample: var images = try FileManager.default.contentsOfDirectory(at: captureFolderManager.imagesFolder, includingPropertiesForKeys: nil, options: .skipsHiddenFiles) let inputSequence = images.lazy.compactMap { file in return self.loadSampleAndMask(file: file) } // Next line causes the exception photogrammetrySession = try PhotogrammetrySession( input: inputSequence, configuration: configuration) private func loadSampleAndMask(file: URL) -> PhotogrammetrySample? { do { var sample = try PhotogrammetrySample(contentsOf: file) return sample } catch { return nil } } I am getting following runtime error: Thread 1: EXC_BREAKPOINT (code=1, subcode=0x240d88904)
Replies
0
Boosts
0
Views
540
Activity
Sep ’24
Allow RealityView to render at 120 fps?
I'm building an iOS/iPadOS app for iOS 18+ using the new RealityView in SwiftUI. (I may add visionOS, but I'm not focusing on it right now.) The 3D scene I'm rendering is fairly simple (just a few dozen vertices and a couple of textures), and I'd like to render it at 120fps on ProMotion devices if possible. I tried setting CADisableMinimumFrameDurationOnPhone to true in the info plist, but it had no effect. The frame rate in the GPU Report in Xcode stays capped at 60fps, and the gauge even tops out at 60. My question is kind of the opposite of this post, which asks how to limit the frame rate of a RealityView. I'm on Xcode 16 beta 5 on macOS Sonoma and iOS 18.0 beta 6 on my iPhone 15 Pro.
Replies
1
Boosts
0
Views
1k
Activity
Sep ’24
Getting vector3 or vector4 per-vertex data into Shader Graph Editor
Hi, I'm trying to understand how I can get 3- or 4-channel per-vertex data into the Graph Editor. From my tests, it seems that: the "Geometric Property" node does not give access to 4-channel data, "Geometric Property (vector3)" does not give me access to custom properties besides the ones defined in MaterialX core the "Texture Coordinates" node has a vector4f mode (yay!), but according to MaterialX spec, texcoords must have 2 or 3 channels, and I can't get 4-channel data to show up there either. My assumption so far is that I must be missing some "magic" – for example, do the primvars in a file have to be in a specific order, independent of their names? Or do their names matter? (E.g. convention would be primars:st and primvars:st1 and so on) Unfortunately the forum doesn't allow me to attach any USDZ or ZIP files or GDrive links; if there's a way to share a test file I'm happy to do so!
Replies
0
Boosts
0
Views
682
Activity
Sep ’24
physx cache crash using generated static collision with many entities
I'm using RealityKit for a scene with many static and dynamic ModelEntitys simulating physics. When all the entities have simple collision generated from .generateCollisionShapes I don't see any issues, but for some entities I need much more complex and accurate collision. For this I've been using ShapeResource.generateStaticMesh with the mesh's data (2769 positions, 16272 face indices in this case), which works exactly as desired with a low entity count. However once there are 600+ dynamic entities introducing even one static entity with complex collision will reliably trigger a crash when colliding with one of the dynamic entities (not necessarily on first contact, but inevitably after multiple collisions). If I arbitrarily limit the number of entities to a max of around 500 it seems to prevent the issue from happening, though the likelihood seems to increase with the number of entities so there may be a low probability of it triggering even at 500 entities that I haven't hit while testing. If physx imposes some kind of entity or collision face/shape limit or something like that I'd at least like to know exactly what it is, but ideally there's a way to work around this. Right now my "fix" is just arbitrarily restricting the entity count in a way that limits what my app can do. The crash triggers inside 0x00000001a6790dfc in physx::PxcDiscreteNarrowPhasePCM(physx::PxcNpThreadContext&, physx::PxcNpWorkUnit const&, physx::Gu::Cache&, physx::PxsContactManagerOutput&) () which looks like this (crash line has an -> arrow at the bottom) CoreRE`physx::PxcDiscreteNarrowPhasePCM: ... 0x1a6790df0 <+668>: mov x1, x24 0x1a6790df4 <+672>: bl 0x1a67913d8 ; physx::PxcNpCacheStreamPair::reserve(unsigned int) 0x1a6790df8 <+676>: ldrb w8, [x23] -> 0x1a6790dfc <+680>: str w8, [x0, #0x20]
Replies
2
Boosts
0
Views
617
Activity
Sep ’24
VisionOS crashes Loading Entities from Disk Bundles with EXC_BREAKPOINT
Summary: I’m working on a VisionOS project where I need to dynamically load a .bundle file containing RealityKit content from the app’s Application Support directory. The .bundle is saved to disk after being downloaded or retrieved as an On-Demand Resource (ODR). Sample project with the issue: Github repo. Play the target test-odr to use with the local bundle and have the crash. Overall problem: Setup: Add a .bundle named RealityKitContent_RealityKitContent.bundle to the app’s resources. This bundle contains a Reality file with two USDA,: “Immersive” and “Scene”. Save to Disk: save the bundle to the Application Support directory, ensuring that the file is correctly copied and saved. Load the Bundle: load the bundle from the saved URL using Bundle(url: bundleURL) to initialize the Bundle object. Load Entity from Bundle: load a specific entity (“Scene”) from the bundle. When trying to load the entity using let storedEntity = try await Entity(named: "Scene", in: bundle), the app crashes with an EXC_BREAKPOINT error. ContentsOf Method Issue: If I use the Entity.load(contentsOf:realityFileURL, withName: entityName) method, it always loads the first root entity found (in this case, “Immersive”) rather than “Scene”, even when specifying the entity name. This is why I want to use the Bundle to load entities by name more precisely. Issue: The crash consistently occurs on the Entity(named: "Scene", in: bundle) line. I have verified that the bundle exists and is accessible at the specified path and that it contains the expected .reality file with multiple entities (“Immersive” and “Scene”). The error code I get is EXC_BREAKPOINT (code=1, subcode=0x1d135d4d0). What I’ve Tried: • Ensured the bundle is properly saved and accessible. • Checked that the bundle is initialized correctly from the URL. • Tested loading the entity using the contentsOf method, which works fine but always loads the “Immersive” entity, ignoring the specified name. Hence, I want to use the Bundle-based approach to load multiple USDA entities selectively. Question: Has anyone faced a similar issue or knows why loading entities using Entity(named:in:) from a disk-based bundle causes this crash? Any advice on how to debug or resolve this, especially for managing multiple root entities in a .reality file, would be greatly appreciated.
Replies
1
Boosts
0
Views
745
Activity
Sep ’24
Particle Systems flicker when partly behind transparent objects
I am having a difficult time to create particle systems in Reality Composer Pro (visionOS beta 3). They tend to start to flicker and all particles disappear and reappear in semi-random intervals. I can clearly see that happening with one effect that I put inside a small box consisting of 4 transparent walls that has a solid floor. When I change the view angle the particle system starts to flicker when viewed from below its emission height. I tried all combinations of particle rendering: billboard->free, additive etc and it does not change anything. I am using the default particle image. Any help appreciated
Replies
2
Boosts
0
Views
907
Activity
Sep ’24
Can an SDF be rendered using RealityKit?
I'm trying to ray-march an SDF inside a RealityKit surface shader. For the SDF primitive to correctly render with other primitives, the depth of the fragment needs to be set according to the ray-surface intersection point. Is there a way to do that within a RealityKit surface shader? It seems the only values I can set are within surface::surface_properties. If not, can an SDF still be rendered in RealityKit using ray-marching?
Replies
1
Boosts
1
Views
831
Activity
Sep ’24
RealityKit 3D texture
In my Metal-based app, I ray-march a 3D texture. I'd like to use RealityKit instead of my own code. I see there is a LowLevelTexture (beta) where I could specify a 3D texture. However on the Metal side, there doesn't seem to be any way to access a 3D texture (realitykit::texture::textures::custom returns a texture2d). Any work-arounds? Could I even do something icky like cast the texture2d to a texture3d in MSL? (is that even possible?) Could I encode the 3d texture into an argument buffer and get that in somehow?
Replies
1
Boosts
0
Views
806
Activity
Aug ’24
The elements in the attachment cannot add translation.
UI: Attachment(id: "tooptip") { if isRecording { TooltipView { HStack(spacing: 8) { Image(systemName: "waveform") .font(.title) .frame(minWidth: 100) } } .transition(.opacity.combined(with: .scale)) } } Trigger: Button("Toggle") { withAnimation{ isRecording.toggle() } } The above code did not show the animation effect when running. When I use isRecording to drive an element in a common SwiftUI view, there is an animation effect.
Replies
0
Boosts
0
Views
610
Activity
Aug ’24
Taking snapshots from WKWebView on visionos
Hi, I'm trying to capture some images from WKWebView on visionOS. I know that there's a function 'takeSnapshot()' that can get the image from the web page. But I wonder if 'drawHierarchy()' cannot work properly on WKWebView because of GPU content, is there any other methods I can call to capture images correctly? Furthermore, as I put my webview into an immersive space, is there any way I can get the texture of this UIView attachment? Thank you
Replies
0
Boosts
0
Views
514
Activity
Aug ’24
How can I properly "consolidate" a combined ModelEntity?
Context being VisionOS development, I was trying to do something like let root = ModelEntity() child1 = ModelEntity(...) root.addChild(child1) child2 = ModelEntity(...) root.addChild(child2) only to find that, despite seemingly being together, I can only pick by children entities when I apply a DragGesture in VisionOS. Any idea what's going on?
Replies
1
Boosts
0
Views
553
Activity
Aug ’24
How to access RealityRenderer
I have a RealityView in my visionOS app. I can't figure out how to access RealityRenderer. According to the documentation (https://developer.apple.com/documentation/realitykit/realityrenderer) it is available on visionOS, but I can't figure out how to access it for my RealityView. It is probably something obvious, but after reading through the documentation for RealityView, Entities, and Components, I can't find it.
Replies
1
Boosts
2
Views
1.2k
Activity
Aug ’24
Elapsed scene time used in custom shader uniform
If you create a custom shader you get access to a collection of uniform values, one is the uniforms::time() parameter which is defined as "the number of seconds that have elapsed since RealityKit began rendering the current scene" in this doc: https://developer.apple.com/metal/Metal-RealityKit-APIs.pdf Is there some way to get this value from Swift code? I want to animate a value in my shader based on the time so I need to get the starting time value so I can interpolate the animation offset from that point. If I create a System in the update() function I get a SceneUpdateContext instance and that has a deltaTime property but not an elapsedTime property which I would assume would map to the shader time() value.
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1
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0
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931
Activity
Aug ’24
RealityView world tracking without camera feed?
Is it possible with iOS 18 to use RealityView with world tracking but without the camera feed as background? With content.camera = .worldTracking the background is always the camera feed, and with content.camera = .virtual the device's position and orientation don't affect the view point. Is there a way to make a mixture of both? My use case is that my app "Encyclopedia GalacticAR" shows astronomical objects and a skybox (a huge sphere), like a VR view of planets, as you can see in the left image. Now that iOS 18 offers RealityView for iOS and iPadOS, I would like to make use of it, but I haven't found a way to display my skybox as environment, instead of the camera feed. I filed the suggestion FB14734105 but hope that somebody knows a workaround...
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4
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1
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1.1k
Activity
Aug ’24
Vision Pinch 3D Object
Hello Guys, I'm looking for how to look at the 3D object around me, pinch it (from far with eyes and 2 fingers, not touch them) and display a little information on top of it (like little text). If you have the solution you will make me happy (and a bit less stupid too :) ) Cheers Mathis
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8
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1
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1.2k
Activity
Aug ’24