sugar is the toughest one!
consider the fiber content in sugary things such as fruit as a benefit though. fiber helps slow the release of that sugar, avoiding spikes.
sugar is the toughest one!
consider the fiber content in sugary things such as fruit as a benefit though. fiber helps slow the release of that sugar, avoiding spikes.
This sample code is a gold mine for RealityKit Developers.
Also I tried running it on the Vision Pro and it really is incredible to run the game in immersive mode.
this is how we did the conversions before updating scntool.
ah yes the scene one
developer.apple.com/documentatio...
apologies for the delay!
developer.apple.com/documentatio...
we added some real modularity to this, with completely modular swift packages that you can use in your own projects.
packages for camera movement inside normal scenes, immersive spaces, or portals, a package to add agency movement to entities, and more.
the sample project to migrate games from scenekit to realitykit is live π
developer.apple.com/documentatio...
scnanim files arenβt covered by scntool, but it should. could you file a fb for it?
for now, you can also load in your model to an SCNScene, apply the animations to the SCNNode, then export that node as a usd file using the βSCNNode/export(β¦)β API
Hi Gil, apologies for the delay, the sample is live now!
developer.apple.com/documentatio...
this is awesome!!
oh my bad, thatβs for a βfloat literalβ, so you can do β.transparent(opacity: 1.0)β but not a βfloat variableβ such as opacityChange *facepalm*
material.blending = .transparent(opacity: opacityChange)
fyi you should be able to skip the floatLiteral init
developer.apple.com/documentatio...
i just looked and the docs donβt show images of what this looks like.
not that many people will know how the plate window effect compares to the default π
although i canβt do independent work on public repos or articles these days, iβm grateful i can support the ecosystem in other ways π οΈπ
my github stats finally dropped to A- π
iβm really happy people are still using my pre-ο£Ώ Swift packages though; some still get 20+ clones /day!
when not curated they end up in generic subsections like βprotocolsβ or βstructuresβ
a good way to find it is look for the symbols that the docs team havenβt yet curated π :
for the rotation and translation conversions:
SwiftUI+RealityGestures.swift/gestureValueChanged
that gets passed through to here:
RealityDragComponent+DragEvents.swift/dragUpdated
the packageβs readme should help for using it in another project too!
how are the controllers?? i saw your post about getting them a little while ago
i think the reality gestures package in this sample does that:
developer.apple.com/documentatio...
The final scene of Severance Season 2, Episode 3, was quite simply a cinematic masterpiece.
π’ πͺ π§ πΆ
An Apple employee leads a workshop on Apple Intelligence and App Intents, explaining key concepts while attendees implement them on their laptops to build apps.
Weβre on our second day in Rome; App Intents and Apple Intelligence workshop today.
Iβll be leading the visionOS & RealityKit workshop tomorrow!
looking forward to see what 2025 brings! α―
i hope the developers using it can see some visible improvements to the API, documentation, and sample code that make it clear RealityKit is a first-class citizen in the ecosystem.
today marks one year since i went from building open source libraries that use RealityKit, and writing short articles about different features, to working on the framework itself.
no problem! i often point developers at our workshops to your content by the way π itβs great stuff
yes thereβs nothing special about AnchorEntity in that way, it just has some convenience properties to access the component.
its one of the RK symbols that confuses most folks (along with ModelEntity)
adding an AnchoringComponent to the entity, rather than adding it as a child to an AnchorEntity
both work fine! but using the component removes a level from the hierarchy
why use anchorentity rather than just the component?