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
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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Hello everyone,
I've been trying for a few weeks now to convert a sequential series of meshes into a stop-motion animation in USDZ format.
In Unreal Engine, I’ve already figured out how to transform the sequential series of individual meshes into a smooth animation using the node system and arrays.
Unfortunately, the node system cannot be exported as a usdz animation logic in either Unreal or Blender.
Because of this, I have tried several other methods to incorporate the animation logic. Here’s what I’ve tried so far:
I attempted to create the animation in Blender with Render-/Viewports and mapping it to keyframes. However, in my experience, Viewports are not supported in the conversion.
I tried aligning the vertices of individual objects and merging the frames using the Shrinkwrap modifier in Blender, then setting up a morph animation with keyframes. However, because the individual meshes are too different, this results in artifacts, and manually editing each mesh is too difficult for me to handle.
I placed all individual meshes at the same position and animated them sequentially by scaling them from 0 to 100 in keyframes (Frame 1 is visible for 10 frames, then scales down at frame 11, while Frame 2 becomes visible at frame 11, and so on). I also adjusted the keyframes so that the scaling happens in a "constant" manner rather than the default Bezier or linear interpolation. I then converted this animation to .abc, and the result initially looked good. However, some information is lost when converting it with OpenUSD. The animation does not maintain its intended jump-like behavior in USDZ format, and instead, the scaling of individual files is visible in the animation.
I tried using a Blender add-on (StepMotion), which allows the animation to be exported as .abc, but it can only be read in Blender or Unreal. Even in the preview, the animation is not displayed correctly, so converting the animation logic does not work either.
Unfortunately, I have no alternative way to create the animation, as the individual frames have been provided to me as meshes. So far, I haven’t found a way to implement this successfully.
I would be very grateful for any tips or ideas, as I am running out of options on how to make this work.
Thanks in advance!
Topic:
Spatial Computing
SubTopic:
General
Tags:
Core Animation
Reality Converter
Visual Design
USDZ
I am using HelloPhotogrammetry in Xcode
I can make one model with something like HelloPhotogrammetry.main([path_to_folder_of images, path_to_output/model.usdz, "-d", "medium", "-o", "unordered", "-f", "high" ])
But how would I request several models simultaneously? I only want to vary the detail.
[ ("/Users/you/Desktop/model_medium.usdz", detail: .medium), ("/Users/you/Desktop/model_full.usdz", detail: .full), ("/Users/you/Desktop/model_raw.usdz", detail: .raw ]
Currently I am using mixed style immersive view to place both my WindowView(plain style) and ImmersiveView content together. The issue is that the rendering depth testing may always let the virtual content block my normal WindowView. Is it possible to manually set windowedVIew always displays in the front of my virtual view in mixed style immersion? (I know modelSortGroup but it doesn't quite fits here)
Or if I can dynamically change the .progressive value when the immersive space is open (set the value to zero means .mixed itself right?)
I have tested the MagnifyGesture code below on multiple devices:
Vision Pro - working
iPhone - working
iPad - working
macOS - not working
In Reality Composer Pro, I have also added the below components to the test model entity:
Input Target
Collision
For macOS, I tried the touchpad pinch gesture and mouse scroll wheel, but neither approach works. How to resolve this issue? Thank you.
import SwiftUI
import RealityKit
import RealityKitContent
struct ContentView: View {
var body: some View {
RealityView { content in
// Add the initial RealityKit content
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
}
}
.gesture(MagnifyGesture()
.targetedToAnyEntity()
.onChanged(onMagnifyChanged)
.onEnded(onMagnifyEnded))
}
func onMagnifyChanged(_ value: EntityTargetValue<MagnifyGesture.Value>) {
print("onMagnifyChanged")
}
func onMagnifyEnded(_ value: EntityTargetValue<MagnifyGesture.Value>) {
print("onMagnifyEnded")
}
}
Topic:
Spatial Computing
SubTopic:
General
It's much easier to use custom material to bridge metal shader onto Reality model than using LowLevelTexture does the same thing.
Why VisionOS doesn't support this material:
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
Hi everyone, I'm developing a MR Vision Pro app where I’d like to anchor virtual objects (such as UI elements) around the user's arm. However, I’ve noticed that Vision Pro seems to mask out the area where the user’s real arm is, hiding virtual content in that region so that you see your real arm.
Is there a way to render virtual elements on the user's arm—so that it looks like the object is placed directly on the arm despite the real-world passthrough? I was hoping there might be a way to adjust the depth or behavior of this masked-out region. Any insights or workarounds would be greatly appreciated! Thanks :)
As in the title: openImmersiveSpace works as expected. The ImmersiveSpace in the ID opens normally but the function never resolves a Result. Here is a workaround I used to make user it was on the UI thread and scenePhase was active:
`
@MainActor func openSpaceWithStateCheck() async {
if scenePhase == .active {
Task {
switch await openImmersiveSpace(id: "RoomCaptureInteraction") {
case .opened:
isCapturingImagery = true
break
case .error:
print("!! An error occurred when trying to open the immersive space captureRoomImagery")
case .userCancelled:
print("!! The user declined opening immersive space captureRoomImagery")
@unknown default:
print("!! unknown default result of opening space")
break
}
}
} else {
print("Scene not active, deferring immersive space opening")
}
}
I'm on visionOS 2.4 and SDK 2.2.
I have tried uninstalling the app and rebuilding. Tried simply opening an empty ImmersiveSpace.
The consistency of the ImmersiveSpace opening at least means I can work around it. Even dismissImmersiveSpace works normally and closes the immersive space. But a workaround seems hamfisted.
We have a project which is currently being built as a XCFramework.
The framework contains a custom component to be used with entities in Reality Composer Pro.
I have tried to se set the RCP Package.swift file to reference the framework package for the in the dependancies.
Nothing that I do with the folder path to reference the code is working.
Do I need to change the project to be using Swift source code instead of a XCFramework?
The component needs to be in the framework as there is a class in the framework that works directly with the custom compoent.
I am able to reference the XCFramework as a Swift Package with other projects.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
I want to display a model image in the windowGroup window. This image is not unique. To display the model image, how should I convert it into an image
VisionPro 开发,XCode,我想在窗口中找到一个显示模型的图片。这个模型可以改变它的材料,它不是唯一的形象,它正在改变。如何将此模型转换为图像
Topic:
Spatial Computing
SubTopic:
ARKit
When entering the mixed space, there is a window behind the robot, and I want this window to be moved to another position as code
Topic:
Spatial Computing
SubTopic:
ARKit
当我进入混合空间时,出现一个模型,但模型后面有一个 windowGroup,无法完全查看。如果我想点击进入 mix 空间,我需要使用代码将 windowGroup 移动到另一个位置,而不是手动移动

Topic:
Spatial Computing
SubTopic:
General
First, I scan first room using the roomplan api. Because I need scan second room, I stop it by “captureSession.stop(pauseARSession: false)”, I think the Arsession is continue work at that time.
Second, before the another room will scan, I want to run another ARView. (in order to detect some objects which are not detected by Roomplan in first room)
But, at this time, the second ARView(there is an ARView in roomplan, I think) will always black screen, can’t normally work. This is the question I want to resolve. Please help me let the second ARView go well.
How do I convert a blend shape/morphed 3D lip-synced model into a usdz that will play in AR on an iPhone?
In Vision OS app, We have two types of windows:
Main App Window – This is the default window that launches when the app starts. It displays the video listings and other primary content.
Immersive Space Window – This opens only when a user starts streaming or playing a video.
Issue:
When entering the immersive space, the main app window remains visible in front of it unless manually closed. To avoid this, I currently close the main window when transitioning to immersive space and reopen it when exiting. However, this causes the app to restart instead of resuming from its previous state.
Desired Behavior:
I want the main app window to retain its state and seamlessly resume from where it was before entering immersive mode, rather than restarting.
Attempts & Challenges:
Tried managing opacity, visibility, and state preservation, but none worked as expected.
Couldn’t find a way to push the main window to the background while bringing the immersive space to the foreground.
Looking for a solution to keep the main window’s state intact while transitioning between immersive and normal modes.
I am develop visionOS app. I am now very interested in Metal and Compositor Services, but I have not explored them in depth. I know that Metal has a higher degree of control freedom. I am wondering if using Compositor Services will have fewer functions than RealityKit in AR technology (such as scene reconstruction and understanding, hover effect, etc.).
In Vision OS app, I have two types of windows:
Main App Window – This is the default window that launches when the app starts. It displays the video listings and other primary content.
Immersive Space Window – This opens only when a user starts streaming or playing a video.
Issue:
When entering the immersive space, the main app window remains visible in front of it unless manually closed. To avoid this, I currently close the main window when transitioning to immersive space and reopen it when exiting from immersive space. However, this causes the app to restart instead of resuming from its previous state.
Desired Behavior:
I want the main app window to retain its state and seamlessly resume from where it was before entering immersive mode, rather than restarting.
Attempts & Challenges:
Tried managing opacity, visibility but none worked as expected.
Couldn’t find a way to push the main window to the background while bringing the immersive space to the foreground.
Looking for a solution to keep the main window’s state intact while transitioning between immersive and normal modes.
Hello,
A lot of the RealityKit APIs (Ex. LowLevelMesh, LowLevelTexture, etc.) are marked with MainActor so they needed to be accessed on the main thread.
This creates issues when we need to perform expensive GPU related operations since now we need to perform those on the main thread. This results in bottlenecks and hangs in our application. We would like to use a multi-threaded approach to solve these problems which is difficult to do here. We are constantly streaming data whether the app is just appearing or the user is interacting with our application so we need to be able to perform these operations on a separate thread.
Any advice on how to achieve this using RealityKit?
Thank you.