What is recommended best practice for importing a Blender 3D file into RCP? I assume as a .usdz file? Is there a WWDC24 session or other Apple resource that best explains this. I want to make sure I provide the right format/file to RCP from Blender.
Reality Composer Pro
RSS for tagPrototype and produce content for AR experiences using Reality Composer Pro.
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I made an animation in Blender using geometry nodes that I exported to USDC file (then I used Reality Converter to convert to USDZ) and I can see the animation when viewing from the finder but does not play after importing to RCP. Any idea how I can play the animation? Or can the animation be accessed through Xcode?
Thanks!
I want to select a sub model under a large model in a mixed space, and when I select this sub model, I will add a stroke to it, similar to the effect of selecting a model in Reality Composer Pro ,How to create entity strokes similar to this effect
Hi, I am trying to create a simple effect to create feather edges on the image using Reality Composer Pro. Something like this:
As you can see it has softer edges on all sides that dissolves into transparency with the background.
this is what I have been able to achieve on my own.
I want to use the "feather" input node value (float) from 0.0 to 1.0 to increase or decrease the strength of the feather edges.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Reality Composer
Shader Graph Editor
visionOS
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?
I need help to wrap my head around this...
If I import the Reality Composer Pro package and load it into an ARView, I will see 1.3gb of memory usage and about 180-220% cpu usage. The frames will start at around 60fps, and then eventually drop to around 30fps.
If I export the usdz from Reality Composer Pro and load that into the same ARView, I will see about 1gb of memory usage and around 150% cpu usage; fps holds longer at 60 but eventually drops.
If I load that same usdz into a QuickLook view, I will see about 55mb of memory usage, 9-11% cpu, and the frames stay locked at 116fps. The only thing I notice is the button I have is slightly less responsive, but it all still works fine.
I don't understand. How can I make the ARView work as efficiently as QuickLook?
Hey everyone,
I'm working on an object viewer where users can place objects in a real room using AR, and I want both visionOS (Apple Vision Pro) and iOS devices (iPad, iPhone) to participate in the same shared spatial experience. The idea is that a user with a Vision Pro can place an object, and peers using iPhones/iPads can see the same object in the same position in their AR view.
I've looked into ARKit's Shared ARWorldMap and MultipeerConnectivity, but I'm not sure if this extends seamlessly to visionOS or if Apple has an official way to sync spatial data between visionOS and iOS devices.
Has anyone tried sharing a spatial world between visionOS and iOS?
Are there any built-in frameworks that allow for a shared multiuser AR session across these devices?
If not, what would be the best way to sync object positions between them?
Would love to hear if anyone has insights or experience with this! 🚀
Thanks!
is it possible to dynamically update ModelPositionOffset of GeometryModifier with a depth map image?
in my code I set up the parameter for "DepthMapTexture" universal input node
and tried setting the depth map for depthTextureResource. I have 2 DrawableQueues. One for setting InputTexture, and one for setting DepthMapTexture. This only shows the part that concerns setting DepthMapTexture
this is where I define the plane entity.
and this is the shader graph
what I noticed with GeometryModifier is that, the depthMap image has to be same as input image's dimensions.
and when I applied this material to usdz file, with pre-assigned image and depth map from RCP, and loaded that Entity from code, depth map was applied correctly.
what I am unsure is that if it is impossible to define a model entity from code, apply ShaderGraphMaterial from RCP, and dynamically update the image used in GeometryModifier.
Maybe I'm missing something when defining Entity, something that allows geometric modifications?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
Hello,
we have a RealityKit app that also runs on macOS via Catalyst.
For specific USD assets containing particle systems we have observed a reproducible crash.
Steps to reproduce:
Open Reality Composer Pro
Create new file
Create simple particle system (default one is fine)
export as USDZ
Create project in Xcode
Call Entity.load(… and pass in your USD
Running this on an Intel iMac with macOS Sequoia 15.3 will lead to a crash with the following console log:
validateWithDevice:4704: failed assertion `Render Pipeline DescrvalidateWithDevice:4704: failed assertion `Render Pipeline Descriptor Validation
depthAttachmentPixelFormat (MTLPixelFormatDepthvalidateWithDevice:4704: failed assertion `Render Pipeline Descriptor Validation
depthAttachmentPixelFormat (MTLPixelFormatDepthvalidateWithDevice:4704: failed assertion `Render Pipeline Descriptor Validation
depthAttachmentPixelFormat (MTLPixelFormatDepth32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil8) must match.
'
iptor Validation
depthAttachmentPixelFormat (MTLPixelFormatDepth32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil8) must match.
'
32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil8) must match.
'
8) must match.
'
Xcode version: 16.2.0
iMac 2020 3,8GHz Intel Core i7
macOS Sequoia 15.3
FB16477373
It would be great if this could be fixed quickly or a workaround provided since it affects or production app. Thank you!
Hi, I'm trying to achieve 3D photo effects using a photo and a depth map, using GeomertyModifier. The offset is getting applied correctly in Reality Composer Pro, and in Xcode, but when I launch the app, the model offset is not getting applied. here are the screenshots of shader graphs and how it looks in the app
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
Using Unity to develop VisionOS program, pressing the right knob of VisionPro during use will exit the Unity space and destroy the model in the space. The model in the space has been disconnected from the SwiftUI interface. After clicking the right knob, return to the system main interface, and then click the right knob again to return to the inside of the program. However, Unity space cannot be restored, and calling the discisWindow method on the SwiftUI interface has no effect, so the interface cannot be destroyed. Is there any solution??