Starting with Xcode Beta 4+, any ModelEntity I load from usdz that contain a skeletal pose has no pins. The pins used to be accessible from a ModelEntity so you could use alignment with other pins.
Per the documentation, any ModelEntity with a skeletal pose should have pins that are automatically generated and contained on the entity.pins object itself.
https://developer.apple.com/documentation/RealityKit/Entity/pins
Is this a bug with the later Xcode betas or is the documentation wrong?
RealityKit
RSS for tagSimulate and render 3D content for use in your augmented reality apps using RealityKit.
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I'm trying to clone an entity that's somewhere deeper in hierarchy and I want it together with transform that takes into account parents.
Initially I made something that would go back through parents, get their transforms and then reduce them to single one. Then I realized that what I'm doing is same as .transformMatrix(relativeTo: rootEntity), but to validate that what I made gives same results I started to print them both and I noticed that for some reason the last row instead of stable (0,0,0,1) is sometimes (0,0,0,0.9999...). I know that there are rounding errors, but I'd assume that 0 and 1 are "magical" in FP world.
The only way I can try to explain it, is that .transformMatrix is using some fancy accelerated matrix multiplication and those produce some bigger rounding errors. That would explain slight differences in other fields between my version and function call, but still - the 1 seems weird.
Here's function I'm using to compare:
func cloneFlattened(entity: Entity, withChildren recursive: Bool) -> Entity {
let clone = entity.clone(recursive: recursive)
var transforms = [entity.transform.matrix]
var parent: Entity? = entity.parent
var rootEntity: Entity = entity
while parent != nil {
rootEntity = parent!
transforms.append(parent!.transform.matrix)
parent = parent!.parent
}
if transforms.count > 1 {
clone.transform.matrix = transforms.reversed().reduce(simd_diagonal_matrix(simd_float4(repeating: 1)), *)
print("QWE CLONE FLATTENED: \(clone.transform.matrix)")
print("QWE CLONE RELATIVE : \(entity.transformMatrix(relativeTo: rootEntity))")
}
else {
print("QWE CLONE SINGLE : \(clone.transform.matrix)")
}
return clone
}
Sometimes last one is not 1
QWE CLONE FLATTENED: [
[0.00042261832, 0.0009063079, 0.0, 0.0],
[-0.0009063079, 0.00042261832, 0.0, 0.0],
[0.0, 0.0, 0.0010000002, 0.0],
[-0.0013045187, -0.009559666, -0.04027118, 1.0]
]
QWE CLONE RELATIVE : [
[0.00042261826, 0.0009063076, -4.681872e-12, 0.0],
[-0.0009063076, 0.00042261826, 3.580335e-12, 0.0],
[3.4256328e-12, 1.8047965e-13, 0.0009999998, 0.0],
[-0.0013045263, -0.009559661, -0.040271178, 0.9999997]
]
Sometimes it is
QWE CLONE FLATTENED: [
[0.0009980977, -6.1623556e-05, -1.7382005e-06, 0.0],
[-6.136851e-05, -0.0009958588, 6.707259e-05, 0.0],
[-5.8642554e-06, -6.683835e-05, -0.0009977464, 0.0],
[-1.761913e-06, -0.002, 0.0, 1.0]
]
QWE CLONE RELATIVE : [
[0.0009980979, -6.1623556e-05, -1.7382023e-06, 0.0],
[-6.136855e-05, -0.0009958589, 6.707254e-05, 0.0],
[-5.864262e-06, -6.6838256e-05, -0.0009977465, 0.0],
[-1.758337e-06, -0.0019999966, -3.7252903e-09, 1.0]
]
0s in last row seem to be stable.
It happens both for entities that are few levels deep and those that have only anchor as parent.
So far I've never seen any value that would not be "technically a 1", but my hierarchies are not very deep and it makes me wonder if this rounding could get worse.
Or is it just me doing something stupid? :)
I'm trying to load up a virtual skybox, different from the built-in default, for a simple macOS rendering of RealityKit content.
I was following the detail at https://developer.apple.com/documentation/realitykit/environmentresource, and created a folder called "light.skybox" with a single file in it ("prairie.hdr"), and then I'm trying to load that and set it as the environment on the arView when it's created:
let ar = ARView(frame: .zero)
do {
let resource = try EnvironmentResource.load(named: "prairie")
ar.environment.lighting.resource = resource
} catch {
print("Unable to load resource: \(error)")
}
The loading always fails when I launch the sample app, reporting "Unable to load resource ..." and when I look in the App bundle, the resource that's included there as Contents/Resources/light.realityenv is an entirely different size - appearing to be the default lighting.
I've tried making the folder "light.skybox" explicitly target the app bundle for inclusion, but I don't see it get embedded with it toggle that way, or just default.
Is there anything I need to do to get Xcode to process and include the lighting I'm providing?
(This is inspired from https://stackoverflow.com/questions/77332150/realitykit-how-to-disable-default-lighting-in-nonar-arview, which shows an example for UIKit)
Hello Guys,
I'm looking for how to look at the 3D object around me, pinch it (from far with eyes and 2 fingers, not touch them) and display a little information on top of it (like little text).
If you have the solution you will make me happy (and a bit less stupid too :) )
Cheers
Mathis
Using Reality Composer Pro 2.0, I created a simple shader graph that displays a texture on an unlit surface:
On visionOS 2 beta, I can successfully use ShaderGraphMaterial(named:from:in:) to load that shader graph material and assign it to a model entity.
However, on visionOS 1.2 and earlier, either in Simulator or on the device, ShaderGraphMaterial(named:from:in:) fails and I see the following logged to the console:
If, using Reality Composer Pro 1.0, I experimentally open the same project and delete and recreate exactly the same nodes above, then ShaderGraphMaterial(named:from:in:) works as expected on visionOS 1.2.
Is it a known issue that Reality Composer 2 can't be used with visionOS 1?
Is this intentional behavior?
I've submitted feedback as FB14828873, including a sample project and repro steps.
If possible, I would appreciate guidance from an Apple engineer, like "This is a known issue for [list of node types]" or "Reality Composer Pro 2 is not supported for visionOS 1 development, please refer to [documentation]" or "We recommend [workaround]."
Thank you.
Hello,
I’m playing around with making an fully immersive multiplayer, air to air dogfighting game, but I’m having trouble figuring out how to attach a camera to an entity.
I have a plane that’s controlled with a GamePad. And I want the camera’s position to be pinned to that entity as it moves about space, while maintaining the users ability to look around.
Is this possible?
--
From my understanding, the current state of SceneKit, ARKit, and RealityKit is a bit confusing with what can and can not be done.
SceneKit
Full control of the camera
Not sure if it can use RealityKits ECS system.
2D Window. - Missing full immersion.
ARKit
Full control of the camera* - but only for non Vision Pro devices. Since Vision OS doesn't have a ARView.
Has RealityKits ECS system
2D Window. - Missing full immersion.
RealityKit
Camera is pinned to the device's position and orientation
Has RealityKits ECS system
Allows full immersion
I'm building an iOS/iPadOS app for iOS 18+ using the new RealityView in SwiftUI. (I may add visionOS, but I'm not focusing on it right now.) The 3D scene I'm rendering is fairly simple (just a few dozen vertices and a couple of textures), and I'd like to render it at 120fps on ProMotion devices if possible. I tried setting CADisableMinimumFrameDurationOnPhone to true in the info plist, but it had no effect. The frame rate in the GPU Report in Xcode stays capped at 60fps, and the gauge even tops out at 60.
My question is kind of the opposite of this post, which asks how to limit the frame rate of a RealityView.
I'm on Xcode 16 beta 5 on macOS Sonoma and iOS 18.0 beta 6 on my iPhone 15 Pro.
Hey everyone,
I'm working on an iOS app where I use AVPlayer to play videos, then process them through Metal to apply effects. The app has controls that let users tweak these effects in real-time, and I want the final processed video to be streamed via AirPlay. I use a custom rendering layer that uses a Metal texture to display the processed video on the screen an that works as intended.
The problem is, when I try to AirPlay the video after feeding it the processed metal frames, it’s just streaming the original video from AVPlayer, not the version with all the Metal effects.
The final processed output is a Metal texture that gets rendered in a MTKView. I even tried capturing that texture and sending it through a new AVPlayer setup, but AirPlay still grabs the original, unprocessed video instead of the final, fully-rendered output. It's also clear that the airplayed video has the full length of the original built in so it's not even that it's 'live streaming' the wrong feed.
I need help figuring out how to make AirPlay stream the live, processed video with all the effects, not just the raw video. Any ideas? Happy to share my code if that helps but I'm not sure I have the right underlying approach yet.
Thanks!
I have various USDZ files in my visionOS app. Loading the USDZ files works quite well. I only have problems with the positioning of the 3D model. For example, I have a USDZ file that is displayed directly above me. I can't move the model or perform any other actions on it. If I sit on a chair or stand up again, the 3D model automatically moves with me. This is my source code for loading the USDZ files:
struct ImmersiveView: View {
@State var modelName: String
@State private var loadedModel = Entity()
var body: some View {
RealityView { content in
if let usdModel = try? await Entity(named: modelName) {
print("====> \(modelName) : \(usdModel) <====")
let bounds = usdModel.visualBounds(relativeTo: nil).extents
usdModel.scale = SIMD3<Float>(1.0, 1.0, 1.0)
usdModel.position = SIMD3<Float>(0.0, 0.0, 0.0)
usdModel.components.set(CollisionComponent(shapes: [.generateBox(size: bounds)]))
usdModel.components.set(HoverEffectComponent())
usdModel.components.set(InputTargetComponent())
loadedModel = usdModel
content.add(usdModel)
}
}
}
}
I only want the 3D models from the USDZ files to be displayed later, and later on, to be able to move them via gestures. Moving the models is step 2. First, I need to make sure the models are displayed correctly. What have I forgotten or done wrong?
Is it possible with iOS 18 to use RealityView with world tracking but without the camera feed as background?
With content.camera = .worldTracking the background is always the camera feed, and with content.camera = .virtual the device's position and orientation don't affect the view point. Is there a way to make a mixture of both?
My use case is that my app "Encyclopedia GalacticAR" shows astronomical objects and a skybox (a huge sphere), like a VR view of planets, as you can see in the left image. Now that iOS 18 offers RealityView for iOS and iPadOS, I would like to make use of it, but I haven't found a way to display my skybox as environment, instead of the camera feed.
I filed the suggestion FB14734105 but hope that somebody knows a workaround...
I am trying to make a shader that resembles a laser like this:
I've been experimenting with a basic Fresnel shader to start, but the Fresnel shader has a problem at high viewing angles where the top has a very different color than the rest of the capsule.
This might work for a laser shader once inverted and fine tuned:
However, when viewed from the top, it doesn't look so good anymore:
Ideally, the purple edge is always ONLY on the edge, and the rest of the surface is the light pink color, no matter the viewing angle. How can I accomplish this to create something that looks like a laser?
Has anyone come across the issue that setting GKLocalPlayer.local.authenticateHandler breaks a RealityView's world tracking on iOS / iPadOS 18 beta 5?
I'm in the process of upgrading my app to make use of the much appreciated RealityView unification, using RealityView not only on visionOS but now also on iOS and iPadOS. In my RealityView, I enable world tracking on iOS like this:
content.camera = .worldTracking
However, device position and orientation were ignored (the camera remained static) and there was no camera pass-through. Then I discovered that the issue disappeared when I remove the line
GKLocalPlayer.local.authenticateHandler = { viewController, error in
// ... some more code ...
}
So I filed FB14731139 and hope that it will be resolved before the release of iOS / iPadOS 18.
Have some older code running an ARView in .nonAR mode with a perspective camera that is moved around. It seem if running this on an iPhone with iOS18 Beta or iOS18.1 beta it ignores the camera and the view looks incorrect.
Hi, I have a question, is it possible to create an occlusion material that hide only specific entities. For example I would. like to create a mask that hides the an cube entity which is in front of another sphere entity and would like to be able to see the sphere but not the cube trough occlusion.
This question is about USD animations playing correctly in macOS Preview but not with RealityKit on visionOS.
I have a USD file created with 3D Studio Max that contains mesh-based smoke animation:
https://drive.google.com/file/d/1L7Jophgvw0u0USSv-_0fPGuCuJtapmzo/view
(5.6 MB)
Apple's macOS 14.5 Preview app is able to play the animation correctly:
However, when a visionOS app uses RealityKit to load that same USD file in visionOS 2.0 beta 4, built with 16.0 beta 3 (16A5202i), and Entity/playAnimation is called, the animation does not play as expected:
This same app is able to successfully play animation of a hierarchy of solid objects read from a different USD file.
When I inspect the RealityKit entities loaded from the USD file, the ground plane entity is a ModelEntity, as expected, but the smoke entity type is Entity, with no associated geometry.
Why is it that macOS Preview can play the animation in the file, but RealityKit cannot?
Thank you for considering this question.
Hello,
I'm developing a RealityKit based app. As part of this, I would like to have a material applied to 3d objects which is essentially contains a texture which is the live camera feed from the arsession.
I have the code below which does apply a texture of the camera feed to the box but it essentially only shows the camera snapshot at the time the app loads and doesn't update continuously.
I think the issue might be that there is some issue with how the delegate is setup and captureOutput is only called when the app loads instead of every frame. Open to any other approach or insight that gets the job done.
Thank you for the help!
class CameraTextureViewController: UIViewController {
var arView: ARView!
var captureSession: AVCaptureSession!
var videoOutput: AVCaptureVideoDataOutput!
var material: UnlitMaterial?
var displayLink: CADisplayLink?
var currentPixelBuffer: CVPixelBuffer?
var device: MTLDevice!
var commandQueue: MTLCommandQueue!
var context: CIContext!
var textureCache: CVMetalTextureCache!
override func viewDidLoad() {
super.viewDidLoad()
setupARView()
setupCaptureSession()
setupMetal()
setupDisplayLink()
}
func setupARView() {
arView = ARView(frame: view.bounds)
arView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
view.addSubview(arView)
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = [.horizontal, .vertical]
arView.session.run(configuration)
arView.session.delegate = self
}
func setupCaptureSession() {
captureSession = AVCaptureSession()
captureSession.beginConfiguration()
guard let videoDevice = AVCaptureDevice.default(.builtInWideAngleCamera, for: .video, position: .back),
let videoDeviceInput = try? AVCaptureDeviceInput(device: videoDevice),
captureSession.canAddInput(videoDeviceInput) else { return }
captureSession.addInput(videoDeviceInput)
videoOutput = AVCaptureVideoDataOutput()
videoOutput.setSampleBufferDelegate(self, queue: DispatchQueue(label: "cameraQueue"))
videoOutput.videoSettings = [kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_32BGRA]
guard captureSession.canAddOutput(videoOutput) else { return }
captureSession.addOutput(videoOutput)
captureSession.commitConfiguration()
DispatchQueue.global(qos: .userInitiated).async { [weak self] in
self?.captureSession.startRunning()
}
}
func setupMetal() {
device = MTLCreateSystemDefaultDevice()
commandQueue = device.makeCommandQueue()
context = CIContext(mtlDevice: device)
CVMetalTextureCacheCreate(nil, nil, device, nil, &textureCache)
}
func setupDisplayLink() {
displayLink = CADisplayLink(target: self, selector: #selector(updateFrame))
displayLink?.preferredFrameRateRange = CAFrameRateRange(minimum: 60, maximum: 60, preferred: 60)
displayLink?.add(to: .main, forMode: .default)
}
@objc func updateFrame() {
guard let pixelBuffer = currentPixelBuffer else { return }
updateMaterial(with: pixelBuffer)
}
func updateMaterial(with pixelBuffer: CVPixelBuffer) {
let ciImage = CIImage(cvPixelBuffer: pixelBuffer)
var tempPixelBuffer: CVPixelBuffer?
let attrs = [
kCVPixelBufferCGImageCompatibilityKey: kCFBooleanTrue,
kCVPixelBufferCGBitmapContextCompatibilityKey: kCFBooleanTrue,
kCVPixelBufferMetalCompatibilityKey: kCFBooleanTrue
] as CFDictionary
CVPixelBufferCreate(kCFAllocatorDefault, CVPixelBufferGetWidth(pixelBuffer), CVPixelBufferGetHeight(pixelBuffer), kCVPixelFormatType_32BGRA, attrs, &tempPixelBuffer)
guard let tempPixelBuffer = tempPixelBuffer else { return }
context.render(ciImage, to: tempPixelBuffer)
var textureRef: CVMetalTexture?
let width = CVPixelBufferGetWidth(tempPixelBuffer)
let height = CVPixelBufferGetHeight(tempPixelBuffer)
CVMetalTextureCacheCreateTextureFromImage(kCFAllocatorDefault, textureCache, tempPixelBuffer, nil, .bgra8Unorm, width, height, 0, &textureRef)
guard let metalTexture = CVMetalTextureGetTexture(textureRef!) else { return }
let ciImageFromTexture = CIImage(mtlTexture: metalTexture, options: nil)!
guard let cgImage = context.createCGImage(ciImageFromTexture, from: ciImageFromTexture.extent) else { return }
guard let textureResource = try? TextureResource.generate(from: cgImage, options: .init(semantic: .color)) else { return }
if material == nil {
material = UnlitMaterial()
}
material?.baseColor = .texture(textureResource)
guard let modelEntity = arView.scene.anchors.first?.children.first as? ModelEntity else {
let mesh = MeshResource.generateBox(size: 0.2)
let modelEntity = ModelEntity(mesh: mesh, materials: [material!])
let anchor = AnchorEntity(world: [0, 0, -0.5])
anchor.addChild(modelEntity)
arView.scene.anchors.append(anchor)
return
}
modelEntity.model?.materials = [material!]
}
}
extension CameraTextureViewController: AVCaptureVideoDataOutputSampleBufferDelegate {
func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) {
guard let pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) else { return }
currentPixelBuffer = pixelBuffer
}
}
extension CameraTextureViewController: ARSessionDelegate {
func session(_ session: ARSession, didUpdate frame: ARFrame) {
// Handle AR frame updates if necessary
}
}
Hi I'm working on a project that uses RealityKit including the placement of 3d objects.
However, I want to be able to run the background camera through Metal post-processing before being rendered but haven't been able to find a working approach. I'm open to it rendering directly into the ARview or a separate MTKview or swiftui layer.
I've tried using the default xcode project of an Augmented Reality App with Metal Content. However it seems to use a 1.33 aspect camera by default instead of the iphone 15s standard ratio which works by default when I use the regular realitykit pathway and doesnt seem to have the proper ratio available as an option
Open to any approach that gets the job done here.
Thank you,
Any direction would be
How to overlay an image in RealityKit on a 3D model using code so that it does not stretch to the entire object, but has its own height and width that I can change?
I have a solution on how to do this, but then it will not be possible to change the height, width or place it anywhere on the 3D model. And this is to cut out a part of the object and overlay the image on the entire cutout area. How to overlay a 2D image on a 3D model without stretching the photo to the entire 3D object?
If this is possible, please give an example of how to do this in code. I could not find on the Internet how to do this. Although in other engines this can be done, for example, in Blender or Unity. If I am not mistaken, this is done there using decals
I noticed that with the 4th betas of iOS 18 and visionOS 2, some USDZ models' texture mapping looks completely broken. The issue occurs only with a device, not with the Simulator. It's a regression, the models look fine with iOS 17.5.1 and visionOS 1.2.
The issue occurs if I load a model as an Entity in a RealityView iOS or visionOS, or in a SwiftUI 3DModel view on visionOS.
Has anyone seen this too? Is there a workaround?
I filed a bug report with a minimal example project, it's FB14473756.
Screenshot on Vision Pro device:
Screenshot on Vision Pro Simulator:
Has anyone gotten EnvironmentLightingConfigurationComponent to work?
I tried the code from https://developer.apple.com/documentation/realitykit/environmentlightingconfigurationcomponent to prevent a planet from being lit by the environment. My goal is that the side that isn't lit by the star appears pitch black. However, the code seems to have no effect on visionOS 2 and iPadOS 18 (I tried betas 1 through 4, on device, built with Xcode 16 beta 4).
No matter if there is a PointLight or no light at all in the scene, no matter if I use SimpleMaterial or PhysicallyBasedMaterial, no matter if I use a texture or a color on the sphere.
I filed a bug report, it's FB14470954.
Or am I doing something wrong? Here's my code:
var material = PhysicallyBasedMaterial()
if let tex = try? await TextureResource(named: "planet.jpg")
{
material.baseColor = .init(texture: .init(tex))
material.emissiveIntensity = 0
let sphereMesh = MeshResource.generateSphere(radius: 0.5)
let entity = ModelEntity()
entity.components.set(ModelComponent(mesh: sphereMesh, materials: [material]))
entity.position = [-1, 1.0, -1.0]
let envLightingConfig = EnvironmentLightingConfigurationComponent(environmentLightingWeight: 0)
entity.components.set(envLightingConfig)
content.add(entity)
}