In the final segment of our Basic Physics in #RealityKit series, we use the ECS pattern to define our bowling ball and pin physics, and implement our end-game screen in #SwiftUI. Enjoy!
Post vacation, amped to toss on my Meta Quest Pro headset, and climb back in my #VR work zone with a whiskey. Relaxing Saturday, working on a #RealityKit/#SwiftUI app, and watching the movie BLOODSPORT, two things that seem related.
Relaxing Friday evening, building Apple #RealityKit apps in #VR with the #Playoffs on, in the @MetaQuestVR Pro headset. Getting up early to hit the bike trails. Happy Memorial Day weekend!
I'm starting a new 4-part tutorial series on how to implement basic physics in #RealityKit and Reality Composer. This is part 1. Part 2 is coming soon. Enjoy!
We're gonna build the classic Roll-A-Ball game in augmented reality to demonstrate basic physics in #RealityKit and Reality Composer. We’ll also be using #SwiftUI to build our screen controls, and ECS to implement the game logic.
We're gonna build the classic Roll-A-Ball game in augmented reality to demonstrate basic physics in #RealityKit and Reality Composer. We’ll also be using #SwiftUI to build our screen controls, and ECS to implement the game logic.
Having spent 6 months heads down on #AR with #RealityKit, I'm dusting off #Unity and #XR Interaction Toolkit to whip up a prototype of a #VR idea I just thought of for Apple's headset. Every time I launch Unity, I'm reminded it's the most fun dev tool in existence. #buildinpublic
When working with RealityKit's 3D coordinate system, you might be surprised to find it's "SIMD3" 3D vector type is lacking some common helper functions you'll want to use, so I'm adding them here. #swift#iOSDev#XR#AR#VR#MR#RealityKit#buildinpublic