Testing a naive approach to make it seem as though the confetti is lying on the ground. It's two particle emitters: one that makes the confetti fall and one that spawns confetti on the ground.
It's not perfect but maybe it's good enough to make the effect feel more convincing 😃
Tried enabling lightning on the confetti and... I'm not sure I like it? I had expected the confetti to look more convincing but it just seems... Darker 🤷♂️
@simonbs can you control the speed here? Like allow people to tap a button and have the motion slow like in a movie (e.g., matrix) so you can look/wander around the confetti, and then click again to get it going.
I don't think you can do 'gestures' here, so you can't do a finger click thing
@simonbs I can’t wait to experience this kind of stuff myself, such an interesting new category of experiences to discover. Love seeing all of the posts!
@simonbs The “robotic” camera movements are sufficiently distracting that I feel like the confetti might be more convincing without them. Maybe a clip in which the camera is stationary for 30 seconds?
What I'd really like is to show a classic SwiftUI window and ensure that it cannot be closed because I can't find a good way to let users restore the window once it's closed 🤔
@simonbs If you don’t want it to be closed then maybe it shouldn’t be a window but just a view. Like attaching a control panel with buttons to the cannon.
@nighthawk That’s what I’ve ended up doing but then I don’t get the default controls for moving and resizing a window. I hoped there was a way to get those for RealityView attachments, alas.
@simonbs I went down a similar route with the control panel in my immersive space. Experimented with a window but in actual use I preferred the simple fixed position and have that slightly out of the way, rather than having to manage the window which always spawned in your face and you had to move it out of the way. Would indeed be nice to customise where windows are located when they spawn.
@andyq I am using a RealityView. I haven’t looked into attachments but maybe that’s the way to go about it. However, I was planning to have a window that’s moved independently of the 3D model. Not sure if that’s possible with attachments.
@andyq Turns out standard windows don’t behave like I want them to when presenting along an immersive space. I think I’ll go for an attachment like you suggested. It seems there are no approach that gives me exactly what I want but an attachment seems to come closest.
@simonbs while the confetti is packed together it has more mass and flies faster and farther. Moving through the air, it will start to expand and shed outer layers, losing momentum.
the confetti needs to come out at a higher velocity as a “ball” and then when it hits the “wall” of air and begins to expand, it needs to slow way down and start to drop
@cameronmcefee I hear what you’re saying. I’m not sure a particle emitter can produce this effect. I think I’d have to get fancy with multiple particle emitters to create each phase of the effect.
@simonbs Love it! Materials are your friend, have a play with PhysicallyBasedMaterial as that brings reflections and lighting to the mix in an “easy” way
@stuart Good idea! I had postponed this because I couldn't find a way to get it working with the 3D software I use but now I found a way to modify the materials of my ModelEntity on runtime 😄
I have got spatial audio working for the cannon. Please note that audio from the simulator is not included in recordings, so you will just have to take my word for it when I say that it works 😄
@simonbs You could add as sound track like the Beatles “Birthday” that dims in volume when you move away but gets louder again when the confetti-maker finds you.
Thinking about wrapping this up, maybe with one or two more types of confetti, and seeing if Apple will let me put it on the store for a dollar or two to help finance my future Apple Vision Pro purchase 😄
@Adam Theoretically, yes l, but plane detection isn’t available in the Vision Pro simulator so I don’t really want to start exploring that before I have a headset.
@mikaelacaron Do you know if ParticleEmitterComponent actually supports 3D particles? I don't see anything but the image property to specify the shape of the particle 🤔
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