I can't figure this one out. I've been able to load image textures from a struct model but not a class Model for my modelEntity.
This for example, works for me, this is what I have been using up to now, without SwiftData, using a struct to hold my model
if let imageURL = model.imageURL {
let picInBox2 = ModelEntity(mesh: .generateBox(size: simd_make_float3(0.6, 0.5, 0.075), cornerRadius: 0.01))
picInBox2.position = simd_make_float3(0, 0, -0.8)
if let imageURL = model.imageURL {
if let texture = try? TextureResource.load(contentsOf: imageURL) {
var unlitMaterial = UnlitMaterial()
var imageMaterial = UnlitMaterial()
unlitMaterial.baseColor = MaterialColorParameter.texture(texture)
picInBox2.model?.materials = [imageMaterial]
}
}
However, when I try to use my SwiftData model it doesn't work. I need to convert Data to url and I am not able to do this.
This is what I would like to use for my image texture, from my SwiftData model
@Attribute(.externalStorage)
var image: Data?
If/when I try to do this, substitute
if let imageURL = item.image {
`
for the old
if let imageURL = model.imageURL {
in
if let imageURL = model.imageURL {
if let texture = try? TextureResource.load(contentsOf: imageURL) {
var unlitMaterial = UnlitMaterial()
var imageMaterial = UnlitMaterial()
unlitMaterial.baseColor = MaterialColorParameter.texture(texture)
picInBox2.model?.materials = [imageMaterial]
}
it doesn't work.
I get the error:
Cannot convert value of type 'Data' to expected argument type 'URL'
How can i convert the type 'Data' to expected argument type 'URL'?
The original imageURL I am using here comes from the struct Model where it's saved as a variable
var imageURL: URL? = Bundle.main.url(forResource: "cat", withExtension: "png")
I am at my wit's end. Thank you for any pointers!
RealityKit
RSS for tagSimulate and render 3D content for use in your augmented reality apps using RealityKit.
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I'm rebuilding a Unity app in Swift because Unity's Polyspatial library doesn't support LineRenderers yet, and that's like 90% of my app.
So far I can draw 2D lines in the VisionOS "Hello World" project using paths and CGPoints in the body View of the Globe.swift file. I don't really know what I'm doing, just got some example lines from ChatGPT that work for a line. I can't make these 3D though.
I haven't been able to find anything on drawing lines for the Vision Pro. Not just 2D lines. I need to draw helixes (helices?) Am I missing something? Thanks, Adam
How do I respond to a SpatialTapGesture in my RealityView when the tap is on no entity whatsoever? I tried just doing
RealityView {}
.gesture(SpatialTapGesture().onEnded { print("foo") })
but that doesn't get called.
All I can find searching is advice to add Collision and Input components to entities, but I don't want this on an entity; I want it when the user is not looking at any specific entity.
Hi,
I'm trying to display an STL model file in visionOS. I import the STL file using SceneKit's ModelIO extension, add it to an empty scene USDA and then export the finished scene into a temporary USDZ file. From there I load the USDZ file as an Entity and add it onto the content.
However, the model in the resulting USDZ file has no lighting and appears as an unlit solid. Please see the screenshot below:
Top one is created from directly importing a USDA scene with the model already added using Reality Composer through in an Entity and works as expected.
Middle one is created from importing the STL model as an MDLAsset using ModelIO, adding onto the empty scene, exporting as USDZ. Then importing USDZ into an Entity. This is what I want to be able to do and is broken.
Bottom one is just for me to debug the USDZ import/export. It was added to the empty scene using Reality Composer and works as expected, therefore the USDZ export/import is not broken as far as I can tell.
Full code:
import SwiftUI
import ARKit
import SceneKit.ModelIO
import RealityKit
import RealityKitContent
struct ContentView: View {
@State private var enlarge = false
@State private var showImmersiveSpace = false
@State private var immersiveSpaceIsShown = false
@Environment(\.openImmersiveSpace) var openImmersiveSpace
@Environment(\.dismissImmersiveSpace) var dismissImmersiveSpace
var modelUrl: URL? = {
if let url = Bundle.main.url(forResource: "Trent 900 STL", withExtension: "stl") {
let asset = MDLAsset(url: url)
asset.loadTextures()
let object = asset.object(at: 0) as! MDLMesh
let emptyScene = SCNScene(named: "EmptyScene.usda")!
let scene = SCNScene(mdlAsset: asset)
// Position node in scene and scale
let node = SCNNode(mdlObject: object)
node.position = SCNVector3(0.0, 0.1, 0.0)
node.scale = SCNVector3(0.02, 0.02, 0.02)
// Copy materials from the test model in the empty scene to our new object (doesn't really change anything)
node.geometry?.materials = emptyScene.rootNode.childNodes[0].childNodes[0].childNodes[0].childNodes[0].geometry!.materials
// Add new node to our empty scene
emptyScene.rootNode.addChildNode(node)
let fileManager = FileManager.default
let appSupportDirectory = try! fileManager.url(for: .applicationSupportDirectory, in: .userDomainMask, appropriateFor: nil, create: true)
let permanentUrl = appSupportDirectory.appendingPathComponent("converted.usdz")
if emptyScene.write(to: permanentUrl, delegate: nil) {
// We exported, now load and display
return permanentUrl
}
}
return nil
}()
var body: some View {
VStack {
RealityView { content in
// Add the initial RealityKit content
if let scene = try? await Entity(contentsOf: modelUrl!) {
// Displays middle and bottom models
content.add(scene)
}
if let scene2 = try? await Entity(named: "JetScene", in: realityKitContentBundle) {
// Displays top model using premade scene and exported as USDA.
content.add(scene2)
}
} update: { content in
// Update the RealityKit content when SwiftUI state changes
if let scene = content.entities.first {
let uniformScale: Float = enlarge ? 1.4 : 1.0
scene.transform.scale = [uniformScale, uniformScale, uniformScale]
}
}
.gesture(TapGesture().targetedToAnyEntity().onEnded { _ in
enlarge.toggle()
})
VStack (spacing: 12) {
Toggle("Enlarge RealityView Content", isOn: $enlarge)
.font(.title)
Toggle("Show ImmersiveSpace", isOn: $showImmersiveSpace)
.font(.title)
}
.frame(width: 360)
.padding(36)
.glassBackgroundEffect()
}
.onChange(of: showImmersiveSpace) { _, newValue in
Task {
if newValue {
switch await openImmersiveSpace(id: "ImmersiveSpace") {
case .opened:
immersiveSpaceIsShown = true
case .error, .userCancelled:
fallthrough
@unknown default:
immersiveSpaceIsShown = false
showImmersiveSpace = false
}
} else if immersiveSpaceIsShown {
await dismissImmersiveSpace()
immersiveSpaceIsShown = false
}
}
}
}
}
#Preview(windowStyle: .volumetric) {
ContentView()
}
To test this even further, I exported the generated USDZ and opened in Reality Composer. The added model was still broken while the test model in the scene was fine. This also further proved that import/export is fine and RealityKit is not doing something weird with the imported model.
I am convinced this has to be something with the way I'm using ModelIO to import the STL file.
Any help is appreciated. Thank you
Hi!
I have a Flutter project that targets Web and iOS. Overall, our app works quite well on Vision Pro, with the only issue being that our UI elements do not highlight when the user looks at them. (Our UI will highlight on mouseover, however. We have tried tinkering with the mouseover visuals, but this did not help.)
We're considering writing some native Swift code to patch this hole in Flutter's visionOS support. However, after some amount of searching, the documentation doesn't provide any obvious solutions.
The HoverEffectComponent ( https://developer.apple.com/documentation/realitykit/hovereffectcomponent ) in RealityKit seems like the closest there is to adding focus-based behavior. However, if I understand correctly, this means adding an Entity for every Flutter UI element the user can interact with, and then rebuilding the list of Entities every time the UI is repainted... doesn't sound especially performant.
Is there some other method of capturing the user's gaze in the context of an iOS app?
In my RealityKit-based app I was using DirectionalLightComponent and DirectionalLightComponent.Shadow to cast shadows.
As far as I can see, on visionOS only ImageBasedLightComponent is currently supported, so I transitioned from DirectionalLightComponent to ImageBasedLightComponent. The lighting is working fine, but I'm not able to cast shadows onto other entities (in my case, casting a shadow from a Moon onto a planet).
Looking at ImageBasedLightReceiverComponent, there's GroundingShadowComponent which isn't what I'm looking for.
Is there any way with ImageBasedLightComponent & ImageBasedLightReceiverComponent to cast shadows from an entity onto another entity?
Hello Apple community,
I am currently working with Object Capture and would appreciate some guidance on extracting specific data from the scans. I have successfully scanned objects, but I am now looking to obtain the point cloud and facial measurements from these scans.
I have used https://developer.apple.com/documentation/RealityKit/guided-capture-sample as a reference for implementation.
Point Cloud:
How can I extract the point cloud data from my Object Capture scans?
Are there any specific tools or methods recommended for this purpose?
Facial Measurements:
Is there a way to extract facial measurements accurately using Object Capture?
Are there any built-in features or third-party tools that can assist with this?
I've explored the documentation, but I would greatly benefit from any insights, tips, or recommended workflows from the community. Your expertise is highly appreciated!
Thank you in advance.
in Diorama project,
let entity = try await Entity(named: "DioramaAssembled", in: RealityKitContent.RealityKitContentBundle)
viewModel.rootEntity = entity
content.add(entity)
viewModel.updateScale()
// Offset the scene so it doesn't appear underneath the user or conflict with the main window.
entity.position = SIMD3<Float>(0, 0, -2)
Object doesn't move around with Camera - with the simulator workthrough wasd key
I can work around the object.
But with different composer file, that I created
let entity = try await Entity(named: "ImmersiveScene", in: realityKitContentBundle) {
viewModel.rootEntity = entity
content.add(entity)
viewModel.updateScale()
with wasd key in the simulator, model moves with it.
What confirugation that I'm missing with ImmersiveScene Entity?
Hi, I have a small question. Is it possible to place the entities from a reality view (Immersive space) at the eye level on Y axis? Is it enough to set the position to (x, 0 , z)?
Activity monitor reports that Reality Composer Pro uses 150% CPU and always is the number one energy user on my M3 mac. Unfortunately the high cpu usage continues when the app is hidden or minimized. I can understand the high usage when a scene is visible and when interacting with the scene, but this appears to be a bug. Can anyone else confirm this or have a workaround?
Can the scene processing at least be paused when app is hidden?
Or better yet, find out why the cpu usage is so high when the scene is not changing.
Reality Composer Pro Version 1.0 (409.60.6) on Sonoma 14.3
Thanks
In RealityKit in visionOS 1.0 I'm perplexed that PhysicallyBasedMaterial and CustomMaterial have faceCulling properties but ShaderGraphMaterial does not.
Is there some way to achieve front face culling in a shader graph without creating a separate mesh with reversed triangle vertex indices?
play a video in ImmersiveSpace, and how let ImmersiveSpace reflection the video
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!
Is it possible to animate some property on a RealityKit component? For example, the OpacityComponent has an opacity property that allows the opacity of the entities it's attached to, to be modified. I would like to animate the property so the entity fades in and out.
I've been looking at the animation API for RealityKit and it either assumes the animation is coming from a USDZ (which this is not), or it allows properties of entities themselves to be animated using a BindTarget. I'm not sure how either can be adapted to modify component properties?
Am I missing something?
Thanks
Hi guys,
I thought I make a visionOS test app with the Apple's native robot.usdz file.
My plan was to rotate limbs of the robot programatically, but while I can see the bones in previous Xcode versions and in Blender, somehow I can not reach them in Xcode 15.3 or Reality Composer Pro.
Has anyone any experience with that?
Hi, I have a series of child entities in a USDZ file that I would like to be able to rotate relative to a joint point between one another. I believe the functionality I am looking for was available in SceneKit with SCNPhysicsHingeJoint. How would I go about replicating this functionality in RealityKit?
The current output of a rotation applied is relative to the model origin as a whole. (see below)
Thanks!
Freddie
Hi Guys, I've been trying to put my model to react to light in visionOS Simulator by editing the component in Reality Composer Pro and also modifying it by code, but I can only put the shadow if I put it as an usdz file, it's not as reflective as when I see it on reality converter or reality composer pro, does someone have this problem too?
RealityView { content in
if let bigDonut = try? await ModelEntity(named: "bigdonut", in: realityKitContentBundle) {
print("LOADED")
// Create anchor for horizontal placement on a table
let anchor = AnchorEntity(.plane(.horizontal, classification: .table, minimumBounds: [0,0]))
// Configure scale and position
bigDonut.setScale([1,1,1], relativeTo: anchor)
bigDonut.setPosition([0,0.2,0], relativeTo: anchor)
// Add the anchor
content.add(anchor)
// Enable shadow casting but this does not work
bigDonut.components.set(GroundingShadowComponent(castsShadow: true))
}
}
Is there a SceneKit equivalent of the HoverEffectComponent used in RealityKit to highlight an entity as the user looks around a scene in a VisionOS app?
All of a sudden (like when XCode 15.2 left beta yesterday?) I can't build attachments into my RealityView:
var body: some View {
RealityView { content, attachments in
// stuff
} attachments: {
// stuff
}
Produces "No exact matches in call to initializer" on the declaration line (RealityView { content, attachments in).
So far as I can tell, this is identical to the sample code provided at the WWDC session, but I've been fussing with various syntaxes for an hour now and I can't figure out what the heck it wants.
How can we move the player within a RealityKit/RealityView scene? I am not looking for any animation or gradual movement, just instantaneous position changes.
I am unsure of how to access the player (the person wearing the headset) and it's transform within the context of a RealityView.
The goal is to allow the player to enter a full space in immersive mode and explore a space with various objects. They should be able to select an object and move closer to it.