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!
Reality Composer Pro
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Hello,
I am developing a VisionOS based application, that uses the various data providers like Image Tracking, Plane Detection, Scene Reconstruction but these are not supported on VisionOS Simulator. What is the Work Around for this issue ?
Topic:
Spatial Computing
SubTopic:
General
Tags:
visionOS
Reality Composer Pro
iPad and iOS apps on visionOS
I've been using the MacOS XCode Reality Composer to export interactive .reality files that can be hosted on the web and linked to, triggering QuickLook to open the interactive AR experience.
That works really well.
I've just downloaded XCode 15 Beta which ships with the new Reality Composer Pro and I can't see a way to export to .reality files anymore. It seems that this is only for building apps that ship as native iOS etc apps, rather than that can be viewed in QuickLook.
Am I missing something, or is it no longer possible to export .reality files?
Thanks.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
QuickLook
Reality Composer
Reality Composer Pro
Hello Dev Community,
I've been thinking over Apple's preference for USDZ for AR and 3D content, especially when there's the widely used GLTF. I'm keen to discuss and hear your insights on this choice.
USDZ, backed by Apple, has seen a surge in the AR community. It boasts advantages like compactness, animation support, and ARKit compatibility. In contrast, GLTF too is a popular format with its own merits, like being an open standard and offering flexibility.
Here are some of my questions toward the use of USDZ:
Why did Apple choose USDZ over other 3D file formats like GLTF?
What benefits does USDZ bring to Apple's AR and 3D content ecosystem?
Are there any limitations of USDZ compared to other file formats?
Could factors like compatibility, security, or integration ease have influenced Apple's decision?
I would love to hear your thoughts on this. Feel free to share any experiences with USDZ or other 3D file formats within Apple's ecosystem!
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
RealityKit
USDZ
Reality Converter
Reality Composer Pro