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?
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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A ShaderGraphMaterial with an Occlusion Surface Output generated with RealityComposer 2 fails to load on iOS 18 and macOS 15 with the following error:
RealityFoundation.ShaderGraphMaterial.LoadError.invalidTypeFound (https://developer.apple.com/documentation/realitykit/shadergraphmaterial/loaderror/invalidtypefound)
This happens with both https://developer.apple.com/documentation/shadergraph/realitykit/occlusion-surface-(realitykit) and https://developer.apple.com/documentation/shadergraph/realitykit/shadow-receiving-occlusion-surface-(realitykit)
RealityView { content in
do {
let bgEntity = ModelEntity(mesh: .generateCone(height: 0.5, radius: 0.1), materials: [SimpleMaterial(color: .red, isMetallic: true)])
bgEntity.position.z = -0.2
content.add(bgEntity)
let occlusionMaterial = try await ShaderGraphMaterial(named: "/Root/OcclusionMaterial", from: "OcclusionMaterial")
let testEntity = ModelEntity(mesh: .generateSphere(radius: 0.4), materials: [occlusionMaterial])
content.add(testEntity)
content.cameraTarget = testEntity
} catch {
print("Shader Graph Load Error:")
dump(error)
}
}
.realityViewCameraControls(.orbit)
.edgesIgnoringSafeArea(.all)
Feedback ID: FB15081296
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
I am working on a project that requires access to the main camera on the Vision Pro. My main account holder applied for the necessary enterprise entitlement and we were approved and received the Enterprise.license file by email. I have added the Enterprise.license file to my project, and manually added the com.apple.developer.arkit.main-camera-access.allow entitlement to the entitlement file and set it to true since it was not available in the list when I tried to use the + Capability button in the Signing & Capabilites tab.
I am getting an error: Provisioning profile "iOS Team Provisioning Profile: " doesn't include the com.apple.developer.arkit.main-camera-access.allow entitlement. I have checked the provisioning profile settings online, and there is no manual option for adding the main camera access entitlement, and it does not seem to be getting the approval from the license.
We are using the ARKit image tracking feature on visionOS 2.0 with three pre-registered images. The image tracking works, but only one image is actively tracked at a time. When more than one target image is visible to the camera, it has difficulty detecting and tracking the other images.
Is this the expected behavior in visionOS, or is there something we need to do to resolve this issue?
I have been concentrating on developing the visionOS application. While I am currently quite familiar with RealityKit, CompositorServices has also captured my attention. I have not yet acquired knowledge of CompositorServices. Could you please clarify whether it is essential for me to learn CompositorServices? Additionally, I would appreciate it if you could provide insights into the advantages of RealityKit and CompositorServices.
We seen to have found an issue when using the pushWindow action on visionOS. The issue occurs if the app is backgrounded then reopened by selecting the apps icon on the home screen. Any window that is opened via the pushWindow action is then dismissed. We've been able to replicate the issue in a small sample project.
Replication steps
Open app
Open window via the push action
Press the digital crown
On the home screen select the apps icon again
The pushed window will now be dismissed.
There is a sample project linked here that shows off the issue, including a video of the bug in progress
We were having an issue wrb the system rotate and scale gestures (two-handed gestures / RotateGesture3D and MagnifyGesture) were extremely difficult to register (make work) in the visionOS simulator.
The solution we found was to:
Launch your app in the simulator
Move the pointer on top of the 3D object for which you are testing rotation and scaling gestures.
Press and hold the Option key to display touch points (ie: the two-handed gesture points).
While maintaining the option key pressed, release the pointer and re-enable it again. I am using a track pad with tap-to-click enabled and three-finger to drag enabled in accessibility, so "release the pointer and re-enable it again" translates simply to removing the three finger and placing them again on the trackpad.
If you have maintained the option key pressed, then you should now be able to rotate and scale the 3D object.
Context if you are interested:
Our issue was also occurring in Apple's own sample project relating to gestures "Transforming RealityKit entities using gestures", at below link.
On Apple's article "Interacting with your app in the visionOS simulator" at the below link, for two-handed gestures it states "Press and hold the Option key to display touch points. Move the pointer while pressing the Option key to change the distance between the touch points. Move the pointer and hold the Shift and Option keys to reposition the touch points."
This simply did not work anymore for rotation and scaling gestures.
These gestures used to be a lot more responsive in Sonoma. Either the article should be updated to what I described above, or there is an issue. Our colleague who is using macOS Sonoma 14.6.1 with the latest release of Xcode is not having these issues.
Here is the list of configurations (troubleshooting we tried!) where it is difficult to achieve rotation and scaling gestures in the visionOS simulator:
macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.1
macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.0
macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.1
macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.0
macOS Sequoia 16.1 Beta, remove all Xcodes and installed the build from AppStore (Xcode 16.1)
macOS Sequoia 16.1 Beta, Xcode 16.0 w visionOS 2.0
completely wiped out, and reset entire development machine, re-installed latest releases of sequoia (15.1) and xcode (15.1))
Throughout these troubleshooting I often:
restarted both xcode and sim
erased all derived data
erased all contents and settings from sims
performed fresh git clones
None of the above worked, only the workaround described above works atm. As you can maybe deduce, it was very time consuming to find the workaround, we also wasted some development effort thinking our gesture development was no-good.
Hopefully this will help other devs.
Article Link:
https://developer.apple.com/documentation/xcode/interacting-with-your-app-in-the-visionos-simulator
Gesture sample project link:
https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
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.
We're developing a VisionOS application, where we would like to do product recognition (like food items).
We have enterprise entitlements and therefore also main camera access for VisionOS. We send this live camera frames to a trained CoreML model where we will receive 2D coordinates from the model detection prediction.
Now, we would like to create a 3D anchor on the detected items so it can be visible for user. The 3D anchor is going to be the class name of the detected item.
How do we transform this 2D coordinate from the model prediction to a 3D anchor?
I want to render a 3d/stereoscopic video in an Apple Vision Pro window using RealityKit/RealityView. The video is a left-right stereo. The straight forward approach would be to spawn a quad, and give it a custom Shader Graph material, which has a CameraIndexSwitch. The CameraIndexSwitch chooses between the right texture vs the left texture.
https://i.sstatic.net/XawqjNcg.png
The issue I have here is that I have to extract the video frames from my AVSampleBufferVideoRenderer. This should work ok, but not if I'm playing FairPlay content.
So, my question is, how to render stereo FairPlay videos in a SwiftUI RealityView?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Metal
MetalKit
RealityKit
AVFoundation
`error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration 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,
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!
I have been experimenting with the Hello World sample app from https://developer.apple.com/documentation/visionos/world and I came across behavior that appears inconsistent with user-facing documentation describing the device controls at https://support.apple.com/en-gb/guide/apple-vision-pro/tan1e2a29e00/visionos
I tried pressing simulator's "Home" button while "Objects in Orbit" immersive space was presented alongside with the main application window. According to user documentation, pressing Digital Crown should take the user directly to Home View. In my test a single press only dismissed the immersive space, I needed another press to "exit" the app and go to Home View.
Is this behavior expected? I am assuming that "Home" button in the simulator behaves as if the user pressed Digital Crown on the device, I don't have access to the actual hardware.
Hello Community,
I am currently developing an experimental VisionOS app, to investigate the social effects of the new Spatial Persona feature, for my bachelor thesis. My setup includes a simple board game for the participants, in which they can engage with their persona avatars.
I tried to use the TabletopKit for this setup, but ran into issues when starting the SharePlay session. When I testes my app, I couldn't see the other spatial persona anymore, despite the green SharePlay button indicating the session started. The other person can see my actions in their version of the app on the board, but can not interact with anything. Also, we are both seat on the default side of the seat.
I tried to remove the environment I added, because it doesn't seem to synch with the other player. When I tried the FaceTime feature in the simulator without the environment, I could then see the test robot avatar, but at a totally wrong place. It's seems like it isn't just my environment occluding the seats, but a flaw in the seating process as well.
When I tried the FaceTime feature in the simulator on the official test scene (TabletopKit Sample), I got the same incorrect placement and the warning "role(for:inSeatNumber:): The provided role identifier does not match a role in the current template."
So my questions are:
What needs to be changed so the TabletopKit can handle seating correctly?
How can I correctly use immersive scenes in combination with the TabletopKit?
I tried to keep the implementation of the TabletopKit example as close as possible, so I think it will enough to look into this codebase for now.
I debugged the position of seats and they are placed correctly in front of their equipment. The personas are just not placed on them.
Still don't understand why no one is clarifying about this Apple Video https://developer.apple.com/videos/play/wwdc2023/10111
At the end of this video, there's an incomplete tutorial about connecting a USDZ with mesh and Skeleton structure to the hand tracking system. No example project is linked, and no one is giving the community any clarification. Please can you help us to understand how to proceed?
How do you call the effect where the edges around the central image gradually become transparent? This effect is also seen when viewing immersive mode of spatial photos in Vision Pro. How can I achieve this effect using SwiftUI or ShaderGraph? I want to use this effect when displaying images in my app.
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??
I’m working on a Vision Pro app using Metal and need to implement multi-pass rendering. Specifically, I want to render intermediate results to a texture, then use that texture in a second pass for post-processing before presenting the final output.
What’s the best approach in visionOS? Should I use multiple render passes in a single command buffer or separate command buffers? Any insights on efficiently handling this in RealityKit or Metal?
Thanks!
Hello,
Let me ask you a question about Apple Immersive Video.
https://www.apple.com/newsroom/2024/07/new-apple-immersive-video-series-and-films-premiere-on-vision-pro/
I am currently considering implementing a feature to play Apple Immersive Video as a background scene in the app I developed, using 3DCG-created content converted into Apple Immersive Video format.
First, I would like to know if it is possible to integrate Apple Immersive Video into an app.
Could you provide information about the required software and the integration process for incorporating Apple Immersive Video into an app?
It would be great if you could also share any helpful website resources.
I am considering creating Apple Immersive Video content and would like to know about the necessary equipment and software for producing both live-action footage and 3DCG animation videos.
As I mentioned earlier, I’m planning to play Apple Immersive Video as a background in the app. In doing so, I would also like to place some 3D models as RealityKit entities and spatial audio elements.
I’m also planning to develop the visionOS app as a Full Space Mixed experience. Is it possible to have an immersive viewing experience with Apple Immersive Video in Full Space Mixed mode? Does Apple Immersive Video support Full Space Mixed?
I’ve asked several questions, and that’s all for now. Thank you in advance!
Hello,
We discovered that a bunch of our old animated models were no longer animated on iOS15 and onwards.
After a few days of playing spot the difference between usda files I noticed that all the broken models had an xform called "Scene". Lo and behold, changing the name of that xform fixed the issue on all the models. Even lowercase "scene" makes the animations work again. Is "Scene" a reserved keyword or something? What other keywords do we need to avoid so we can create more robust USDZ files?
I'm surprised this issue isn't more widespread considering Blender wraps models in a "Scene" node.
At the drive link below you can find two animated cube USDZs. The only difference is the name of one of the xforms. The one with a "Scene" xform is not animated in quicklook (replicated on iPhone 13 iOS v15.2, iPhone 13 iOS v 18.3, and various devices on Browserstack including iPhone 16 iOS v18.3).
https://drive.google.com/drive/folders/1dch1WaM9O6mbHy29S6NGWgnSHkZkPiBf?usp=sharing