My goal is to pin an attachment view precisely at the point where I tap on an entity using SpatialTapGesture. However, the current code doesn't pin the attachment view accurately to the tapped point. Instead, it often appears in space rather than on the entity itself. The issue might be due to an incorrect conversion of coordinates or values.
My code:
struct ImmersiveView: View {
@State private var location: GlobeLocation?
var body: some View {
RealityView { content, attachments in
guard let rootEnity = try? await Entity(named: "Scene", in: realityKitContentBundle) else { return }
content.add(rootEnity)
}update: { content, attachments in
if let earth = content.entities.first?.findEntity(named: "Earth"),let desView = attachments.entity(for: "1") {
let pinTransform = computeTransform(for: location ?? GlobeLocation(latitude: 0, longitude: 0))
earth.addChild(desView)
// desView.transform =
desView.setPosition(pinTransform, relativeTo: earth)
}
}
attachments: {
Attachment(id: "1") {
DescriptionView(location: location)
}
}
.gesture(DragGesture().targetedToAnyEntity().onChanged({ value in
value.entity.position = value.convert(value.location3D, from: .local, to: .scene)
}))
.gesture(SpatialTapGesture().targetedToAnyEntity().onEnded({ value in
}))
}
func lookUpLocation(at value: CGPoint) -> GlobeLocation? {
return GlobeLocation(latitude: value.x, longitude: value.y)
}
func computeTransform(for location: GlobeLocation) -> SIMD3<Float> {
// Constants for Earth's radius. Adjust this to match the scale of your 3D model.
let earthRadius: Float = 1.0
// Convert latitude and longitude from degrees to radians
let latitude = Float(location.latitude) * .pi / 180
let longitude = Float(location.longitude) * .pi / 180
// Calculate the position in Cartesian coordinates
let x = earthRadius * cos(latitude) * cos(longitude)
let y = earthRadius * sin(latitude)
let z = earthRadius * cos(latitude) * sin(longitude)
return position
}
}
struct GlobeLocation {
var latitude: Double
var longitude: Double
}
Reality Composer Pro
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In RealityView I have two entities that contain tracking components and collision components, which are used to follow the hand and detect collisions. In the Behaviors component of one of the entities, there is an instruction to execute action through onCollision. However, when I test, they cannot execute action after collisions. Why is this?
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.
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
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 ?
Compilation of the project for the WWDC 2024 session title Compose interactive 3D content in Reality Composer Pro fails.
After applying the fix mentioned here (https://developer.apple.com/forums/thread/762030?login=true), the project still won't compile.
Using Xcode 16 beta 7, I get these errors:
error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift
error: [xrsimulator] Component Compatibility: AudioLibrary not available for 'xros 1.0', please update 'platforms' array in Package.swift
error: [xrsimulator] Component Compatibility: BlendShapeWeights not available for 'xros 1.0', please update 'platforms' array in Package.swift
error: [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults")
error: Tool exited with code 1
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!
My App will dynamically load different immersive furniture design scenes.
After each scene is loaded, I need to set the HDR image as ImageBasedLight.
How can I load EnvironmentResource dynamically?
This way I can set the ImageBasedLightComponent dynamically
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
Is there any action that can clone the entity in RealityView to the number I want? If there is, please let me know. Thank you!
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)
When using the sample application of object tracking with apple Vision Pro, the left eye display shows the same position of the original object's target object, but the right eye is misaligned. Is there any way to resolve this issue?
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?
It's all about notifications to trigger actions from RCP's new Timeline system. From Compose interactive 3D content in Reality Composer Pro I am actually starting to confuse why there was need to use Entity.applyTapForBehaviors in code to trigger content in Behaviors Component. Simply because in Behaviors Component, we have chosen OnTap to allow a "Tap Notification" to trigger our action (on a selected target object).
Then I guess by selecting OnCollision this trigger, I should write something like CollisionEvent.entityA.applyCollisionForBehaviors, which we don't have. And ofc the collision on my object won't trigger this action (because I only did things in RCP not in code).
Ignoring this post has pointed out we could use Behaviors Component's OnNotification to trigger something for now.
I found that I could still use OnTap trigger but actually put my code Entity.applyTapForBehaviors under my subscribed collision's begin event. That actually works better than OnCollision
So what is the design principles here? And how could I trigger a collision notification to let my Behaviors Component's OnCollision actually works?
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)
In the reality view, I found that the entity could not cast a shadow on the reality. What configuration should I add to achieve this function?
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?
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.
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)
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.