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Material Reference from Reality Composer Pro
I have a model entity (from Reality Composer Pro) I want to change the material of the model entity inside swift. The material is also imported in reality composer pro. I am copying the USDZ file of the material in the same directory as the script. This is the code I am using to reference the Material. do { // Load the file data if let materialURL = Bundle.main.url(forResource: "BlackABSPlastic", withExtension: "usdz") { let materialData = try Data(contentsOf: materialURL) // Check the first few bytes of the data to see if it matches expected types let headerBytes = materialData.prefix(4) let headerString = String(decoding: headerBytes, as: UTF8.self) // Print out the header information for debugging print("File header: \(headerString)") // Attempt to load the ShaderGraphMaterial let ScratchedMetallicPaint = try await ShaderGraphMaterial( named: "BlackABSPlastic", from: materialData ) print(ScratchedMetallicPaint) } else { print("BlackABSPlastic.usdz file not found.") } } catch { // Catch the error and print it print("BlackABSPlastic load failed: \(error)") // Attempt to infer file type based on the error or file content if let error = error as? DecodingError { switch error { case .typeMismatch(let type, _): print("Type mismatch: Expected \(type)") case .dataCorrupted(let context): print("Data corrupted: \(context.debugDescription)") default: print("Decoding error: \(error)") } } else { print("Unexpected error: \(error)") } } I am receiving these errors: File header: PK TBB Global TLS count is not == 1, instead it is: 2 Unable to create stage from in-memory buffer. BlackABSPlastic load failed: internalImportError Unexpected error: internalImportError am I doing anything wrong? I am able to access the materials of the model entity easily but this seems to something different. How can this be resolved? Thanks.
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828
Aug ’24
visionOS – Anchoring particle system to hand also anchors spawned particles
Dear Apple Developer Forums, I am just starting out developing in Swift, using RealityKit and Reality Composer Pro, as a project I'm working on is transitioning from using Unity to native only. I am trying to attach a particle system to the user's right hand, emitting from a single point, showing a 'spatial trail' of sorts, basically acting as a visualizer of the hand's spatial history. However, in Reality Composer Pro, when I anchor my particle emitter's parent entity using an Anchor component, even though the "Particles Inherit Transform" option is unticked (false), all of the spawned particles will also be anchored to the specified anchor position, as opposed to the expected behavior, which is that the emitter itself is anchored, but the spawned particles retain their spawn position in worldspace. Am I missing something, or does anchoring simply behave this way in relation to particle systems? Thank you! RCP 1.0, Xcode 15.4, visionOS 1.2
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742
Aug ’24
VisionOS AvPlayer issue
I wanted to report an issue I've encountered with the latest Beta 6 update concerning the immersive space feature. Before this update, when I was in immersive space and clicked on a window button to play a video using AVPlayer, I had the option to keep other windows open and accessible within the environment. Could you please investigate this issue? It would be helpful to know if this is an intentional change or if there might be a bug affecting window management in immersive space. Thank you for your attention to this matter. I look forward to your response.
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861
Aug ’24
Cinema 4D to Reality Composer Pro
Hello Dev team, 3 weeks I'm looking for how I can export a static Cinema 4D objects WITH TEXTURES to Reality Composer Pro ! I can export it directly on USDA format and it works well for the 3D model in Reality Composer Pro, BUT, I can't have the textures on my model. My model is simple not colored ! Of course I expect to have textures applied on the good place and same appearance I've in Cinema 4D. Could you give me a process to do that please ? I'm using Cinema 4D R25 and Last XCode and Reality Composer Pro beta versions. Big big thanks to the one could help me on this. It will unblock many things to me!!!! Cheers Mathis
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760
Aug ’24
Weird error about EnvironmentResource
func createEnvironmentResource(image:UIImage) -> EnvironmentResource? { do { let cube = try TextureResource( cubeFromEquirectangular: image.cgImage!, quality: .normal, options: TextureResource.CreateOptions(semantic: .hdrColor) ) let environment = try EnvironmentResource( cube: cube, options: EnvironmentResource.CreateOptions( samplingQuality: .normal, specularCubeDimension: cube.width/2 // compression: .astc(blockSize: .block4x4, quality: .high) ) ) return environment }catch{ print("error: \(error)") } return nil } When I put this code in the project, it can run normally on the visionOS 2.0 simulator. When it is run on the real machine, an error is reported at startup: dyld[987]: Symbol not found: _$s10RealityKit19EnvironmentResourceC4cube7optionsAcA07TextureD0C_AC0A10FoundationE13CreateOptionsVtKcfC Referenced from: <DEC8652C-109C-3B32-BE6B-FE634EC0D6D5> /private/var/containers/Bundle/Application/CD2FAAE0-415A-4534-9700-37D325DFA845/HomePreviewDEV.app/HomePreviewDEV.debug.dylib Expected in: <403FB960-8688-34E4-824C-26E21A7F18BC> /System/Library/Frameworks/RealityFoundation.framework/RealityFoundation What is the reason and how to solve it ?
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594
Aug ’24
Inquiry About the Precision of Apple Vision Pro LiDAR
Hello everyone, I am a developer working on the Apple Vision Pro platform, currently developing an application that relies heavily on the Vision Pro LiDAR sensor. To ensure the accuracy and performance of my application, I would like to gather more detailed information about the technical specifications of the LiDAR sensor, particularly in the following areas: 1. Distance Accuracy: How accurate is the LiDAR sensor at different distances? 2. Spatial Resolution: What is the smallest object size that the sensor can detect? 3. Environmental Impact: How does the performance of the LiDAR sensor vary under different lighting conditions or environmental factors (e.g., reflective surfaces, fog)? I would greatly appreciate any detailed information or technical documentation regarding these questions. If there are any developers or Apple staff members who have insights on this, your input would be highly valued. Thank you in advance for your assistance!
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654
Aug ’24
The notification is invalid
I can execute an action by allowing Xcode to send a notification to Reality Composer Pro via NotificationCenter, or I can send notifications to Xcode through the Notification Action in Reality Composer Pro. However, I discovered that they were unable to accept notifications from both parties within my project. To ascertain whether there was an error in my code, I created a simple Demo project. I utilized the same code and determined that it functioned normally within the Demo project. It is perplexing that I am unable to resolve this issue. Do I require additional modifications?
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688
Aug ’24
Drag Gesture on Entity with PhysicsBodyComponent is not behaving properly (glitching)
Hi everyone, I'm new to Swift and VisionOS development in general, so please go easy on me. Currently, I'm looking at a sample project from a WWDC23 session that uses RealityKit and ARKit to add a cube entity to a scene via tap gesture. The link to the sample project is here. Instead of adding a cube, I changed the code to adding a usdz model instead. Here is my code: func add3DModel(tapLocation: SIMD3<Float>) { let placementLocation = tapLocation + SIMD3<Float>(0, 0.1, 0) guard let entity = try? Entity.load(named: "cake-usdz", in: realityKitContentBundle) else { logger.error("failed to load 3D model") return } // calculate the collision box (the boundaries) let entitySize = entity.visualBounds(relativeTo: nil) let width = entitySize.max.x - entitySize.min.x let height = entitySize.max.y - entitySize.min.y let depth = entitySize.max.z - entitySize.min.z // logger.debug("width: \(width), height: \(height), depth: \(depth)") // set collision shape let collisionShape = ShapeResource.generateBox(size: SIMD3<Float>(width, height, depth)) entity.components.set(CollisionComponent(shapes: [collisionShape])) // set the position and input types to indirect entity.setPosition(placementLocation, relativeTo: nil) entity.components.set(InputTargetComponent(allowedInputTypes: .indirect)) let material = PhysicsMaterialResource.generate(friction: 0.8, restitution: 0.0) entity.components.set(PhysicsBodyComponent( shapes: [collisionShape], mass: 1.0, material: material, mode: .dynamic )) contentEntity.addChild(entity) } This works fine so far. But when I tried to add a Drag Gesture to drag the added entity around. There are weird glitches happening with the model. The model jumped up and down, and even rotating around it self sometimes. Below is my code for Drag Gesture. I placed it directly below the code for Spatial Tap Gesture in the sample project. .gesture(DragGesture().targetedToAnyEntity().onChanged({ value in let targetedEntity = value.entity targetedEntity.position = value.convert(value.location3D, from: .local, to: .scene) })) At first, I thought my code was wrong. But after looking around and removing the PhysicsBodyComponent for the added model, the entity was moving as intended while dragging. I can't figure out a solution to this. Could anyone help me? I'm currently on Xcode 16 beta 2, and visionOS 2.0. Because I'm on Beta, I'm unsure if this is a bug or if I just missed something. Thank you.
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662
Aug ’24
Update World Anchor using object anchor
Hi. I display buildings in mixed immersive view. Right now the building appears in relation to the person when the view is opened. (world anchor) To position the building precisely, I want to use object tracking. Set up a project following the wwdc object tracking session. That works well sort of... With an object anchor, the 3D object related to the anchor disappears as soon as the Tracked object is out of view, and with the big objects you don't get the chance to look around. I figure I need to give my 3D object a world anchor, and only have that world anchor update if a change in the object anchor is detected. how do I do that? Preferable using the tools in Reality Composer pro (or very well explained, as I am new to code)
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669
Aug ’24
Entity.applyTapForBehaviors() only works on Simulator, not device
I created a simple Timeline animation with only a "Play Audio" action in RCP. Also a Behaviors Component setting an "OnTap" trigger to fire this Timeline animation. In my code, I simply run Entity.applyTapForBehaviors() when something happened. The audio can be normally played on the simulator but cannot be played on the device. Any potential bug leads this behavior? Env below: Simulator Version: visionOS 2.0 (22N5286g) XCode Version: Version 16.0 beta 4 (16A5211f) Device Version: visionOS 2.0 beta (latest)
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618
Aug ’24
Hand Anchor Error
The entity in My RealityView contains tracking components and allows them to track different places of the hand. However, I found that except for the fingertip of the index finger, the fingertip of the thumb, the palm and the wrist, all other positions cannot be tracked normally (such as the fingertip of the middle finger). How can I solve it (I think it may be a beta version of the bug)
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558
Aug ’24
Can't Tap
I am attempting to execute actions after clicking an entity in Reality View using the Behaviors component. I have added the Input Target component and the Tap gesture as follows: TapGesture().targetedToAnyEntity() .onEnded({ value in _ = value.entity.applyTapForBehaviors() }) ) However, during testing, I have observed that the entity does not appear to recognize the click gesture. Could you kindly provide any relevant documentation or guidance on this matter?
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598
Aug ’24
How to set the scale unit of an Entity in Reality Composer Pro
How to set the scale unit of an Entity in Reality Composer Pro, for example, if the scale value is 1 meter, then when this Entity is placed in RealityView, the displayed size will be 1 meter If the unit of scale cannot be set in Reality Composer Pro, is there a way to specify the unit of scale in the code so that the Entity can be displayed in meters when added to RealityView Thank you
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1.2k
Aug ’24
Is it true that without code, Reality Composer Pro cannot make a vertical door that swings with gravity?
I tested all variations. The checkboxes in Reality Composer Pro 2 (beta 4) in the Physics Body component: are absolute and not parent-relative. Also, regardless of what I set the center of mass to: it always rotates around the center of mass despite the local rotation being correctly at the center of origin (imported from Blender). Thus I can get the door to turn but never to swing because it always rotates around its center of mass. Tell me if this is expected behaviour or if there is a simple way to make this work.
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964
Aug ’24