When opening the 3D model in Augmented Reality on Safari, the model initially displays correctly. However, when attempting to move, resize, or rotate it, the device screen freezes along with the Augmented Reality view, and sometimes it crashes the application. This same model does not have any issues when opened in Chrome.
Has anyone experienced something similar, and if so, do you know how to resolve it?
AR Quick Look
RSS for tagAllow users to see incredibly detailed object renderings in real-world surrounding, with support for audio playback, using AR Quick Look.
Posts under AR Quick Look tag
11 Posts
Sort by:
Post
Replies
Boosts
Views
Activity
Hello π
following questions:
I am using a Simulator with VisionOS 2.0 installed on. I am trying to display a remote spatial image. But I cannot display it.
I am trying to use the new updates form Webkit (https://webkit.org/blog/15443/news-from-wwdc24-webkit-in-safari-18-beta/#spatial-media) and show the image in a webview. But I cannot make it work. The image is not shown.
In the native version I thought about the new quicklook features that would help to display the spatial media. But I think this is also just for local files. Right?
I downloaded the file before but no success.
Any Ideas how I can display remote spatial images?
this week i was watching https://developer.apple.com/videos/play/wwdc2024/10105/
with the amazing "configuration" feature to change the color or mesh straight in quick look, but i tried a lot with goarounds but nothing bring me to success
how do i write in the usda files?
anytiome i overwrite the usda even with just a "{}" inside... Reality composer pro rejects the file to be open again
where is the developer man in the tutorial writing the usda?
how is the usda compressed in usdz? (none of the compressors i tried accepeted the modified usda file)
this is the code it's suggested in the video
#usda 1.0
(
defaultPrim = "iPhone"
)
def Xform "iPhone" (
variants = {
string Color = "Black_Titanium"
}
prepend variantSets = ["Color"]
)
{
variantSet "Color" = {
"Black_Titanium" { }
"Blue_Titanium" { }
"Natural_Titanium" { }
"White_Titanium" { }
}
}
but i dont understand how to do it with my own files,
Here is a sample asset demoing the problem:
https://cloudzeta.com/zeta/public-demo/session/lx9tkmenrcj4o5ad/quicklook.usdz
Assets like this used to work well in visionOS 1, but now it's missing textures for some reason:
https://www.youtube.com/watch?v=2TOMnkGvi8I
Hi,
We are having problems with IOs Quick Look not working. Specifically, the AR button being greyed out after having opened the Scene / AR model previously. This is all running off our Web-App.
What we have figured out is clearing the device's cache solves the issue and the greyed out button turns blue and clickable again.
We are receiving this issue very inconsistently though - on iPad as well as iPhone and on both newer and older IOs versions.
Very happy for any responses and advice to solve this issue as its behaviour makes the quick look function - even if it's great (when it works) unviable for Production (because it doesn't work consistently).
Best Regards
Regardless of the fact that they all have different filenames, they all come out with the above label. Is there a way for me to specify what the asset is called in Windowed Quicklook?
HI, I'm new to IOS Dev.
I am developing an app with AR function. I found there are a few tutorials about AR Quick Look. However, they're all use storyboard. Is there any way to use swift ui to demonstrate AR Quick Look.
ContentView.swift
import SwiftUI
//import QuickLook
//import ARKit
struct ContentView: View {
@State private var isPresented = false
var body: some View {
VStack {
Button {
isPresented = true
print("click")
} label: {
Text("Click to AR")
.font(.title)
.fontWeight(.bold)
.padding()
.background()
.cornerRadius(16)
}
.sheet(isPresented: $isPresented) {
ARView()
}
.padding()
}
}
}
#Preview {
ContentView()
}
ARView.swift
import SwiftUI
struct ARView: UIViewControllerRepresentable {
func makeUIViewController(context: Context) -> QuickViewController {
QuickViewController()
}
func updateUIViewController(_ uiViewController: QuickViewController, context: Context) {
uiViewController.presentARQuickLook()
}
typealias UIViewControllerType = QuickViewController
}
QuickViewController.swift
import UIKit
import QuickLook
import ARKit
class QuickViewController: UIViewController, QLPreviewControllerDelegate,
QLPreviewControllerDataSource {
// ζεΉΎε樑εθ¦εηΎ
func numberOfPreviewItems(in controller: QLPreviewController) -> Int {
return 1
}
// 鑯瀺樑ε
func previewController(_ controller: QLPreviewController, previewItemAt index: Int) -> QLPreviewItem {
let url = Bundle.main.url(forResource: "bear", withExtension: "usdz")!
// Load file url
let preview = ARQuickLookPreviewItem(fileAt: url)
return preview
}
func presentARQuickLook() {
let previewController = QLPreviewController()
previewController.dataSource = self
present(previewController, animated: true)
print("Open AR model!")
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
// Get the new view controller using segue.destination.
// Pass the selected object to the new view controller.
}
*/
}
Hi there
Hosting in my server a no-doubt-well-formed AR file, as is the "CosmonautSuit_en.reality" from Apple's examples (https://developer.apple.com/augmented-reality/quick-look/) the infamous and annoying "Object requires a newer version of iOS." message appears, even when I'm running iOS 17.1 in my iPad. That is, the very last available version. All works flawless in uOS16 and below.
Of course, my markup is following the required format, namely:
<a rel="ar" href="https://artest.myhost.com/CosmonautSuit_en.reality">
<img class="image-model" src="https://artest.myhost.com/cosmonaut.png">
</a>
Accessing this same .reality file from the aforementioned Apple's site page works fine. Why is not working in my hosting server?
For you rinformation, when I use in my server a USDZ instead, also from the Apple's web page of examples, as is the toy_drummer_idle.usdz file, all works flawless. Again, I'm using the same markup schema:
<a rel="ar" href="https://artest.myhost.com/toy_drummer_idle.usdz">
<img class="image-model" src="https://artest.myhost.com/toy_drummerpng">
</a>
Also, when I delete the rel="ar" option, AR experience is launched, but by means of an extra step, that implied go thought an ugly poster (generated by QLAR on-the-fly), that ruins all the UX/UI of my webapp. This bahavior is, by the way, the same that you can experience when accessing directly the .realiity file by typing its URL in the Safari browser box.
Any tip on this?
Thanks for your time.
Using the face anchor feature in Reality Composer, I'm exploring the potential for generating content movement based on facial expressions and head movement.
In my current project, I've positioned a horizontal wood plane on the user's face, and I've added some dynamic physics-enabled balls on the wood surface. While I've successfully anchored the wood plane to the user's head movements, I'm facing a challenge with the balls. I'm aiming to have these balls respond to the user's head tilts, effectively rolling in the direction of the head movement. For instance, a tilt to the right should trigger the balls to roll right, and likewise for leftward tilts.
However, my attempts thus far have not yielded the expected results, as the balls seem to be unresponsive to the user's head movements. The wood plane, on the other hand, follows the head's motion seamlessly.
I'd greatly appreciate any insights, guidance, or possible solutions you may have regarding this matter. Are there specific settings or techniques I should be implementing to enable the balls to respond to the user's head movement as desired?
Thank you in advance for your assistance.
Hello Apple community,
I hope this message finds you well. I'm writing to report an issue that I've encountered after upgrading my iPad to iPadOS 17. The problem seems to be related to the Quick Look AR application, which I use extensively for 3D modeling and visualization.
Prior to the upgrade, everything was working perfectly fine. I create 3D models in Reality Composer and export them as USDZ files for use with Quick Look AR. However, after the upgrade to iPadOS 17, I've noticed a rather troubling issue.
Problem Description:
When I view my 3D models using Quick Look AR on iPadOS 17, some of the 3D models exhibit a peculiar problem. Instead of displaying the correct textures, they show a bright pink texture in their place. This issue occurs only when I have subsequent scenes added to the initial scene. Strangely, the very first scene in the sequence displays the textures correctly.
Steps to Reproduce:
Create a 3D model in Reality Composer.
Export the model as a USDZ file.
Open the USDZ file using Quick Look AR.
Observe that the textures appear correctly on the initial scene.
Add additional scenes to the model.
Navigate to the subsequent scenes.
Notice that some of the 3D models display a pink texture instead of the correct textures (see picture).
Expected Behavior:
The 3D models should consistently display their textures, even when multiple scenes are added to the scene sequence.
Workaround:
As of now, there doesn't seem to be a viable workaround for this issue, which is quite problematic for my work in 3D modeling and visualization.
I would greatly appreciate any insights, solutions, or workarounds that the community might have for this problem. Additionally, I would like to know if others are experiencing the same issue after upgrading to iPadOS 17. This information could be helpful for both users and Apple in addressing this problem.
Thank you for your attention to this matter, and I look forward to hearing from the community and hopefully finding a resolution to this Quick Look AR issue.
Best regards
Is there support for using multiple UV channels in AR QuickLook in iOS17?
One important use case would be to put a tiling texture in an overlapping tiling UV set while mapping Ambient Occlusion to a separate unwrapped non-overlapping UV set. This is very important to author 3D content combining high-resolution surface detail and high-quality Ambient Occlusion data while keeping file size to a minimum.