In RealityView, physical components are only applicable to certain solids. How can I simulate the physical effects of water and cloth?
enity.components.set(PhysicalComponent)
Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.
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Is there a way to provide CLHeading in visionOS so I can more accurately understand the direction in which a user is facing?
Topic:
Spatial Computing
SubTopic:
General
I have a VideoMaterial inside a RealityView and want to attach this to a DockingRegion inside an immersive environment.
It appears that adding the VideoMaterial entity as a child of the docking region somewhat works, but there are no lighting effects (specular, diffuse) from the playing video.
So essentially, how can you add a VideoMaterial to a DockingRegion and achieve the same reflections/behavior as using AVPlayerViewController.
The latter is not an option as I need custom controls.
We have a plane model (basecircle)without physics and rigid body components, and no gestures are implemented. However, when tapped, the model unexpectedly falls into infinity.
func fetchEnvResource(){
var simpleMaterial = SimpleMaterial()
env = try! Entity.loadModel(named: "bgMain5")
env.position += [0,0,-10]
envTexture = PhysicallyBasedMaterial()
envTextureUnlit = UnlitMaterial()
envTexture.baseColor = .init(texture: .init(try! .load(named: "bgMain5")))
envTextureUnlit.color = .init(texture: .init(try! .load(named: "bgMain5")))
env.isEnabled = false
let anchor = AnchorEntity(world: [0, 0, -3])
baseCircle = ModelEntity(mesh: .generatePlane(width: 1.5, depth: 1.5, cornerRadius: 0.75), materials: [SimpleMaterial(color: .green, isMetallic: false)])
env.components.set(InputTargetComponent())
baseMaterial = PhysicallyBasedMaterial()
baseMaterialUnlit = UnlitMaterial()
baseMaterial.baseColor = .init(texture: .init(try! .load(named: "groundTexture")))
baseMaterial.baseColor.tint = UIColor(white: 1.0, alpha: CGFloat(textureOpacity))
baseCircle.model?.materials = [baseMaterial]
baseCircle.generateCollisionShapes(recursive: false)
baseCircle.components.set(InputTargetComponent())
baseCircle.components[PhysicsBodyComponent.self] = .init(PhysicsBodyComponent(massProperties: .default, mode: .static))
baseCircle.physicsBody = PhysicsBodyComponent(
mode: .kinematic
)
anchorEntity.addChild(baseCircle)
baseCircle.position = [0,0,-3]
baseCircle.isEnabled = false
let cylinder = ModelEntity(mesh: .generateCylinder(height: 0.2, radius: 0.5), materials: [SimpleMaterial(color: .blue, isMetallic: false)])
cylinder.position = [0,-0.1,0]
cylinder.generateCollisionShapes(recursive: false)
cylinder.components[PhysicsBodyComponent.self] = .init(PhysicsBodyComponent(massProperties: .default, mode: .static))
cylinder.physicsBody = nil
cylinder.scale = [500, 100, 100]
anchor.addChild(cylinder)
}
The plane model in this issue is the BaseCircle. Any suggestions on how to solve this or potential fixes would be greatly appreciated
Hey there, I am working on an app that displays environmental data using PNG color channels to represent data ranges, which gets overlayed on a map. The sampled values aren't what I'm expecting though... for example an RGB value of 0x7f0000 (R = 0.5, G = 0, B = 0) would be seen as 0.21, 0, 0 in the shader. This basically makes it unusable if I'm trying to show scientific data... I'm half wondering if I am completely misunderstanding how sampling works in RealityKit / RealityComposerPro. Anybody have any idea why it works like this?
Actual result (chart labels added in photoshop):
Expected:
Red > 0.1 Shader Graph
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
RealityKit
Reality Composer Pro
visionOS
Hey, I have Enterprise Access on the account and have added the passthrough capability and the entitlement on the main project and the "Broadcast Upload" extension, too.
The broadcast works except it returns a black screen.
I am attaching some screenshots below of the entitlement file. I have tried searching online to no avail, so any help would be greatly appreciated. I am also attaching the code.
import Foundation
import AVFoundation
import ReplayKit
class VideoAssetWriter {
private var isRecording = false
private var outputStream: OutputStream?
private func setupConnection() {
guard outputStream == nil else { return }
print("setting up connection.")
let serverIP = macIP
let port = 12345
var readStream: Unmanaged<CFReadStream>?
var writeStream: Unmanaged<CFWriteStream>?
CFStreamCreatePairWithSocketToHost(kCFAllocatorDefault,
serverIP as CFString,
UInt32(port),
&readStream,
&writeStream)
guard let writeStream = writeStream?.takeRetainedValue() else {
print("Failed to create write stream")
return
}
self.outputStream = writeStream as OutputStream
self.outputStream?.open()
}
func startRecording() {
isRecording = true
}
func processVideoSampleBuffer(_ sampleBuffer: CMSampleBuffer) {
print("Processing Sample 1")
guard isRecording else { return }
print("Processing Sample 2")
sendVideoChunkToServer(sampleBuffer)
}
private func sendVideoChunkToServer(_ sampleBuffer: CMSampleBuffer) {
guard let imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) else { return }
print("Processing Sample 3")
let ciImage = CIImage(cvPixelBuffer: imageBuffer)
let context = CIContext()
guard let cgImage = context.createCGImage(ciImage, from: ciImage.extent) else { return }
print("Processing Sample 4")
let image = UIImage(cgImage: cgImage)
if let imageData = image.jpegData(compressionQuality: 0.5) {
guard imageData.count <= 10_000_000 else {
print("Frame too large: \(imageData.count) bytes")
return
}
if outputStream == nil {
setupConnection()
}
print("sending frame size up connection.")
// Convert to network byte order (big-endian)
var frameSize = UInt32(imageData.count).bigEndian
let sizeData = Data(bytes: &frameSize, count: MemoryLayout<UInt32>.size)
_ = sizeData.withUnsafeBytes { outputStream?.write($0.baseAddress!.assumingMemoryBound(to: UInt8.self), maxLength: sizeData.count) }
print("sending image data up connection.")
// Send frame data
_ = imageData.withUnsafeBytes { outputStream?.write($0.baseAddress!.assumingMemoryBound(to: UInt8.self), maxLength: imageData.count) }
}
}
func stopRecording() {
isRecording = false
outputStream?.close()
outputStream = nil
}
}
This is the broadcast picker view wrapper:
// Broadcast Picker View wrapper
struct BroadcastButtonView: UIViewRepresentable {
func makeUIView(context: Context) -> RPSystemBroadcastPickerView {
let broadcastPickerView = RPSystemBroadcastPickerView(
frame: CGRect(x: 0, y: 0, width: 200, height: 200)
)
// Make sure this matches your broadcast extension bundle identifier
broadcastPickerView.preferredExtension = "my-extension-bundle-identifier"
broadcastPickerView.showsMicrophoneButton = false
return broadcastPickerView
}
func updateUIView(_ uiView: RPSystemBroadcastPickerView, context: Context) {
}
}
The extension SampleHandler:
override func broadcastPaused() {
print("paused broadcast")
// User has requested to pause the broadcast. Samples will stop being delivered.
}
override func broadcastResumed() {
print("resumed broadcast")
// User has requested to resume the broadcast. Samples delivery will resume.
}
override func processSampleBuffer(_ sampleBuffer: CMSampleBuffer, with sampleBufferType: RPSampleBufferType) {
print("broadcast received")
assetWriter?.processVideoSampleBuffer(sampleBuffer)
}
Looking forward to any and all help.
Information Property list:
Information property list for the extension:
The capabilities:
I’m developing an app using RealityKit and RealityView. On newer iPhones, such as the iPhone 15 Pro, Object Occlusion appears to be enabled by default, which causes 3D entities to be hidden behind real-world objects in the scene. However, I need to disable this behavior to ensure proper rendering of my 3D content.
This issue does not occur on older devices like the iPhone 13, where the app works as intended. I haven’t been able to find a solution to explicitly disable object occlusion on the newer devices for RealityView.
Any guidance or suggestions to resolve this issue would be greatly appreciated! Thanks!
After I played the audio for the entity the sound was very low and I wanted to adjust the sound size. No api is found. What should I do
if let audio = audioResources {
entity.playAudio(audio)
}
Hello All,
We're going to do a scene now, kind of like a time travel door. When the user selects the scene, the user passes through the door to show the current scene. The changes in the middle need to be more natural. It's even better if you can walk through an immersive space...
There is very little information now. How can I start doing this? Is there any information I can refer to
thanks
I'm doing a weather app, users can search locations for getting weather, but the problem is, the results only shows locations in my country, not in global. For example, I'm in China, I can't search New York, it just shows nothing. Here's my code:
@Observable
class SearchPlaceManager: NSObject {
var searchText: String = ""
let searchCompleter = MKLocalSearchCompleter()
var searchResults: [MKLocalSearchCompletion] = []
override init() {
super.init()
searchCompleter.resultTypes = .address
searchCompleter.delegate = self
}
@MainActor
func seachLocation() {
if !searchText.isEmpty {
searchCompleter.queryFragment = searchText
}
}
}
extension SearchPlaceManager: MKLocalSearchCompleterDelegate {
func completerDidUpdateResults(_ completer: MKLocalSearchCompleter) {
withAnimation {
self.searchResults = completer.results
}
}
}
Also, I've tried to set searchCompleter.region = MKCoordinateRegion( center: CLLocationCoordinate2D(latitude: 0, longitude: 0), span: MKCoordinateSpan(latitudeDelta: 180, longitudeDelta: 360) ), but it doesn't work.
Hi!
I'm trying to play video on monitor 3D model like a material.
I wanna know if it's possible work. I searched about it, but I couldn't get enough information. Thank you in advance.
"Although Xcode generates loading methods for all Reality Composer files in your Xcode project"
I do not find this to be true, sadly.
Does anyone have any luck or insight on how one can build just a simple MacOS app that will import a scene from a Reality File?
The documentation suggests that the simple act of bringing a .Reality File in (What about .realitycomposerpro?) will generate code, but that doesn't seem to happen.
The sample code (Spaceship) does not compile for MacOS.
I'd really love just the most generic template of an Xcode Project that compiles with a button that pops open a scene., Like the VisionOS default immersive project.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Swift
AR / VR
RealityKit
Reality Composer Pro
Dear Apple Engineers,
I am working on a project in visionOS and need to implement a curved surface effect for video playback, where the width of the surface can be dynamically adjusted. Specifically, I want the video to be displayed on a curved surface (similar to a scroll unfolding), and the user should be able to adjust the width of this surface.
I have the following specific questions:
How can I implement a curved surface for video playback and ensure the video content is not stretched or distorted on the surface?
How can I create a dynamic curved surface (such as a bending plane) in RealityKit or visionOS, where the width can be adjusted by the user?
Is it possible to achieve more complex curved surface effects (such as scroll unfolding or bending) using Shaders or other techniques?
Thank you very much for your help!
In the particle effect of RealityKit, there is a Type:
ParticleEmitterComponent.Presets
He can invoke certain particle effects in certain systems, but I am interested in learning how to modify these particle entities (such as adjusting the color, the number of particles, the generation range…)?
This might be a very silly question, anyway I tried many ways and didn't find a solution:
My Mac mini M4 is basic version which only has 16GB memory, it is very shy for developing Vision Pro application and testing with the simulator (CleanMacX always warning me low memory), I want to debug and test the application directly on Vision Pro (+ my app need both two hands gestures which simulator might not support) in stead of simulator, is there any proper instructions on how I test/debug/run the App on VP device directly instead of on simulator in favor of speed?
Topic:
Spatial Computing
SubTopic:
General
Hi, I would like to train Gaussian splats from my object captures. So I need a pointcloud and camera positions together with the original photos taken to train GS In an app like postShot.
I could do this with Reality Capture, which supports exporting pointclouds and camera position but it does not do well with turntable photogrammetry.
While the Apple object capture API does produce really solid results with turntable images.
so my question is, can I export camera data from my object captures to use in another application? Or is there may be a plan to at this feature in the future?
It would be really helpful in creating ultra realistic, 3-D objects in Gaussian splat format.
Thanks for any isuggestions…
When using RoomPlan to collect data and processing it with StructureBuilder, the app crashes.
Crash thread:
RoomScanCore.offlineFloorPlanGeneration
How should I deal with this issue? I’ve already implemented crash capture, but no crash was logged—the app just crashes directly.
RoomScanCore.offlineFloorPlanGeneration
Is this behaviour expected? For example, if I'm using
let materials = [SimpleMaterial(color: .red, isMetallic: false)]
occlusion works normally, but with
let materials = [SimpleMaterial(color: .red.withAlphaComponent(0.5), isMetallic: false)]
i can see my cube through real-world objects, like tables, columns, etc.
I'm getting the same behaviour if using CustomMaterial from shader and applying
customMaterial.blending = .opaque and customMaterial.blending = .transparent(opacity: ) respectively
Here is the code snippets.
struct RealityViewTestView: View {
@State private var texts: [String] = []
var body: some View {
RealityView { content, attachments in
} update: { content, attachments in
for text in texts {
if let textEntity = attachments.entity(for: text) {
textEntity.position.x = Float.random(in: -0.1...0.1)
content.add(textEntity)
}
}
} attachments: {
ForEach(texts, id: \.self) { text in
Attachment(id: text) {
Text(text)
.padding()
.glassBackgroundEffect()
}
}
}
.toolbar {
ToolbarItem {
Button("Add") {
texts.append(String(UUID().uuidString.prefix(6)))
}
}
ToolbarItem {
Button("Remove") {
texts.remove(at: Int.random(in: 0..<texts.count))
}
}
}
}
}
struct RealityViewTestView: View {
@State private var texts: [String] = []
@State private var entities: [Entity] = []
var body: some View {
RealityView { content, attachments in
} update: { content, attachments in
// for text in texts {
// if let textEntity = attachments.entity(for: text) {
// textEntity.position.x = Float.random(in: -0.1...0.1)
// content.add(textEntity)
// }
// }
for entity in entities {
content.add(entity)
}
} attachments: {
ForEach(texts, id: \.self) { text in
Attachment(id: text) {
Text(text)
.padding()
.glassBackgroundEffect()
}
}
}
.toolbar {
ToolbarItem {
Button("Add") {
//texts.append(String(UUID().uuidString.prefix(6)))
let m = ModelEntity(mesh: .generateSphere(radius: 0.1), materials: [SimpleMaterial(color: .white, isMetallic: false)])
m.position.x = Float.random(in: -0.2...0.2)
entities.append(m)
}
}
ToolbarItem {
Button("Remove") {
//texts.remove(at: Int.random(in: 0..<texts.count))
entities.removeLast()
}
}
}
}
}
About the first code snippet, when I remove an element from the texts, why content can automatically remove the corresponding entity? And about the second code snippet, content do not automatically remove the corresponding entity. I am very curious.
Hello,
I checked following documentations.
Vision | Apple Developer Documentation
Discover Swift enhancements in the Vision framework - WWDC24 - Videos - Apple Developer
I saw Vision Framework is available on visionOS.
So I want to know that if it's possible using Vision Framework on visionOS for tracking human and animal body poses. Or are there some limits to use this on visionOS?