2024 Graphics & GamesSpatial ComputingDeveloper Tools
WWDC24 · 24 min · Graphics & Games / Spatial Computing / Developer Tools
Break into the RealityKit debugger
Meet the RealityKit debugger and discover how this new tool lets you inspect the entity hierarchy of spatial apps, debug rogue transformations, find missing entities, and detect which parts of your code are causing problems for your systems.
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Code shown on screen · 7 snippets
ClubView
/*
Abstract:
The full club patch. SwiftUI view, state, extensions and helpers.
*/
import SwiftUI
import RealityKit
import OSLog
import BOTanistAssets
import Combine
import Charts
struct ClubView: View {
var state = ClubViewState()
var body: some View {
ZStack {
RealityView { content in
state.loadEnvironment()
state.rootEntity.scale = SIMD3<Float>(repeating: 0.5)
content.add(state.rootEntity)
} update: { updateContent in
if !state.doorSupervisor.doorsOpen {
state.transformIntoClub(content: updateContent)
}
}
}
}
}
final public class ClubViewState: Sendable {
let rootEntity = Entity()
private var loadedEnvironmentRoot: Entity?
private var robotRevolutionController: Entity?
private var host: Entity?
private(set) var doorSupervisor: DoorSupervisor {
get {
rootEntity.components[DoorSupervisor.self]!
} set {
rootEntity.components[DoorSupervisor.self] = newValue
}
}
init() {
RevolvingSystem.registerSystem()
HoverSystem.registerSystem()
TeleportationSystem.registerSystem()
DanceMotivationSystem.registerSystem()
rootEntity.name = "The B0T Club"
rootEntity.components[DoorSupervisor.self] = DoorSupervisor(capacity: 9)
}
/// Load the existing garden assets
func loadEnvironment() {
guard loadedEnvironmentRoot == nil else {
return
}
if let environment = try? Entity.load(named: "scenes/volume", in: BOTanistAssetsBundle) {
environment.name = "Environment"
self.loadedEnvironmentRoot = environment
rootEntity.addChild(environment)
}
}
/// Renovate the loaded environment to build our club
func transformIntoClub(content: RealityViewContent) {
guard !doorSupervisor.doorsOpen else {
return
}
// Build a teleportation center and use it to spawn robots
addTeleportationCenterToTheClub()
// Haphazardly clean up the space by hiding anything un-club-like
hideStuffInTheEnvironment()
// Polish that floor and add some spin
addRevolvingDanceFloorToTheClub()
// Keep the robots moving in an orderly fashion
addRobotRevolutionControllerToTheClub()
// Install some attractors to entice robots to the dance floor
addDanceFloorAttractors()
// Set the mood
addSpotlightsToTheClub()
// Stock up on oil to keep the moves smooth
addCounterToTheClub()
// And add a huge Disco Ball, because...
addDiscoBallToTheClub()
// Let the party begin
openDoors()
}
/// Construct a Teleportation Center and add it to the Club's root entity
private func addTeleportationCenterToTheClub() {
let teleportationCenter = Entity()
teleportationCenter.name = "Teleportation Center"
rootEntity.addChild(teleportationCenter)
// Liven up the planters to look more like teleporters
let positions: [SIMD3<Float>] = [[0.128, 0, 0.14], [-0.255, 0, 0.23], [0.05, 0, -0.17]]
let colors: [(UIColor, UIColor)] = [(.green, .yellow), (.magenta, .purple), (.cyan, .blue)]
for index in 0...2 {
if let teleporter = rejigPlanter(identifier: String(index + 1), position: positions[index], colors: colors[index]) {
teleportationCenter.addChild(teleporter)
}
}
// Create a Control Center and provide a closure to handle robot spawning
let teleportationControlCenter = ControlCenterComponent(
initialValue: 10,
interval: 5,
rootEntity: rootEntity) { teleporter in
self.spawnRobot(from: teleporter)
self.countVisitor()
// Have the host say hello
if let hostCharacter = self.host?.components[AutomatonControl.self]?.character {
hostCharacter.transitionToAndPlayAnimation(.idle)
hostCharacter.transitionToAndPlayAnimation(.wave)
}
}
// Assign the new control center component to the teleportation center entity
teleportationCenter.components[ControlCenterComponent.self] = teleportationControlCenter
}
/// Transforms the visuals of the planters to look more teleporter-y
private func rejigPlanter(identifier: String, position: SIMD3<Float>, colors: (UIColor, UIColor)) -> Entity? {
if let rim = rootEntity.findEntity(named: "heroPlanter_rim_\(identifier)"),
let dirt = rootEntity.findEntity(named: "dirt_hero_\(identifier)"),
let rimModelComponent = rim.components[ModelComponent.self],
var dirtModelComponent = dirt.components[ModelComponent.self] {
// Apply the luminous material from the rims to the dirt (trust me it will look cool).
dirtModelComponent.materials = rimModelComponent.materials
dirt.components[OpacityComponent.self] = OpacityComponent(opacity: 0.7)
dirt.components[ModelComponent.self] = dirtModelComponent
}
// Make a teleporter container entity
let teleporter = Entity()
teleporter.name = "Teleporter-T\(identifier)"
teleporter.position = position
teleporter.components[TeleporterComponent.self] = TeleporterComponent()
// Add a particle emitter
let radius: Float = 0.035
var particleEmitter = ParticleEmitterComponent.Presets.teleporter
particleEmitter.emitterShapeSize = .init(repeating: radius)
particleEmitter.mainEmitter.color = .constant(.random(a: colors.0, b: colors.1))
let particleEntity = Entity()
particleEntity.orientation = .init(angle: -.pi / 2, axis: [1, 0, 0])
particleEntity.components[ParticleEmitterComponent.self] = particleEmitter
particleEntity.name = "Photons"
particleEntity.scale = .init(repeating: 1)
teleporter.addChild(particleEntity)
#if DEBUG
// Add a debug marker in case we want to visually inspect this in the RealityKit Debugger
teleporter.addDebugMarker(radius: radius, color: colors.0)
#endif
return teleporter
}
/// adds a random robot to the club root, positioned at the provided point
private func spawnRobot(from spawnPoint: Entity) {
guard let robotCharacter = randomRobot() else {
logger.error("Robot creation malfunction 🤖💥")
return
}
let guest = Entity()
guest.addChild(robotCharacter.characterParent)
guest.position = spawnPoint.position(relativeTo: rootEntity)
guest.components[Newcomer.self] = Newcomer()
guest.components[AutomatonControl.self] = AutomatonControl(character: robotCharacter)
rootEntity.addChild(guest)
// Play a little flashy burst on the particle emitter
if let particles = spawnPoint.findEntity(named: "Photons") {
var component = particles.components[ParticleEmitterComponent.self]
component?.burst()
particles.components[ParticleEmitterComponent.self] = component
}
}
/// misuses AppState as a robot factory - don't try this at home, or do, but don't ship it!
private func randomRobot() -> RobotCharacter? {
let robotMaker = AppState()
// Use offsets from the loaded animation rig, with some random parts
guard let skeleton = robotMaker.robotData.meshes[.body]?.findEntity(named: "rig_grp") as? ModelEntity else {
logger.error("Failed to find a robot animation rig... all dancing in cancelled ❌🕺")
return nil
}
robotMaker.randomizeSelectedRobot()
guard let head = robotMaker.robotData.meshes[.head]?.clone(recursive: true),
let body = robotMaker.robotData.meshes[.body]?.clone(recursive: true),
let backpack = robotMaker.robotData.meshes[.backpack]?.clone(recursive: true) else {
fatalError()
}
let robotCharacter = RobotCharacter(
head: head,
body: body,
backpack: backpack,
appState: robotMaker,
headOffset: skeleton.pins["head"]?.position,
backpackOffset: skeleton.pins["backpack"]?.position
)
// Pick a random robot name from the sequence
robotCharacter.characterParent.name = RobotNames.next
// Remove the character controller and animation state, as we'll manually control these
robotCharacter.characterParent.components[CharacterControllerComponent.self] = nil
AnimationState.handlers.removeAll()
// The robots are here to chill, so actually, let's put their backpacks in the cloakroom
backpack.removeFromParent()
// Say Hi
robotCharacter.transitionToAndPlayAnimation(.wave)
return robotCharacter
}
/// Update capacity when we have a visitor
private func countVisitor() {
var management = self.doorSupervisor
management.visitorCount += 1
self.doorSupervisor = management
}
/// Find and hide a bunch of stuff in the loaded environment
private func hideStuffInTheEnvironment() {
// We used the RealityKit Debugger to identify the names of things we want to hide in the club
["setDressing", "MovementBoundaries", "planter_side", "planter_Hero", "planter_Hero_1", "planter_Hero_2", "PlantLightGroup",
"PlantLightGroup_1", "PlantLightGroup_2", "SidePlanterLights", "pipe_2", "pipe_3", "dirt_coffeeBerry_1", "dirt_coffeeBerry_2",
"dirt_coffeeBerry_3", "dirt_side"].forEach { name in
if let entity = rootEntity.findEntity(named: name) {
entity.removeFromParent()
}
}
}
/// Repurpose some existing bits in the environment to create a makeshift revolving dance floor - if it looks like dirt, that's because it is
private func addRevolvingDanceFloorToTheClub() {
guard let dirtFloor = loadedEnvironmentRoot?.findEntity(named: "dirt_end") else {
return
}
// Add a revolving container entity
let revolvingDanceFloor = Entity()
revolvingDanceFloor.name = "Revolving Dance Floor"
revolvingDanceFloor.scale = [1, 1, 1]
revolvingDanceFloor.position = [0, 0.181, 0]
revolvingDanceFloor.components[RevolvingComponent.self] = RevolvingComponent(relativeTo: rootEntity)
// Polish up the dirt floor
let geometry = dirtFloor.clone(recursive: false)
geometry.name = "Dirt Floor"
geometry.transform = .identity
geometry.position = [0, 0, 0]
geometry.scale = dirtFloor.scale(relativeTo: rootEntity)
let polish = geometry.clone(recursive: false)
polish.name = "Polish Layer"
polish.position = [0, 0.0004, 0]
if var modelComponent = geometry.components[ModelComponent.self] {
var polishedFloorMaterial = PhysicallyBasedMaterial()
polishedFloorMaterial.baseColor = .init(tint: .gray)
polishedFloorMaterial.roughness = .init(floatLiteral: 0.2)
polishedFloorMaterial.metallic = .init(floatLiteral: 0.8)
polishedFloorMaterial.blending = .transparent(opacity: .init(floatLiteral: 0.5))
polishedFloorMaterial.clearcoat = .init(floatLiteral: 0.4)
modelComponent.materials = [polishedFloorMaterial]
polish.components[ModelComponent.self] = modelComponent
}
// Add it to the revolving container
revolvingDanceFloor.addChild(geometry)
revolvingDanceFloor.addChild(polish)
rootEntity.addChild(revolvingDanceFloor)
}
/// Creates a revolving container entity to keep robots moving in sync with the dance floor
private func addRobotRevolutionControllerToTheClub() {
let robotRevolutionController = Entity()
robotRevolutionController.name = "Robot Revolution Controller"
robotRevolutionController.components[RevolvingComponent.self] = RevolvingComponent(relativeTo: rootEntity)
rootEntity.addChild(robotRevolutionController)
self.robotRevolutionController = robotRevolutionController
}
/// Add invisible attractors to the dance floor to position and control robots
private func addDanceFloorAttractors() {
guard let robotRevolutionController else {
logger.error("The Robot Revolution Controller is missing 😱")
return
}
// Add a few dance spots on the outside of the club that we know don't obstruct the furniture
let staticAttractors = Entity()
staticAttractors.name = "Static Attractors"
let placementRadius: Float = 0.25
let outerRadius = placementRadius * 0.8
addDanceFloorAttractor(to: staticAttractors, angle: Angle2D(degrees: 10), placementRadius: outerRadius, name: "Static-A1", variation: 0)
addDanceFloorAttractor(to: staticAttractors, angle: Angle2D(degrees: 90), placementRadius: outerRadius, name: "Static-A2", variation: 0)
addDanceFloorAttractor(to: staticAttractors, angle: Angle2D(degrees: 130), placementRadius: outerRadius, name: "Static-A3", variation: 0)
addDanceFloorAttractor(to: staticAttractors, angle: Angle2D(degrees: 240), placementRadius: outerRadius, name: "Static-A4", variation: 0)
addDanceFloorAttractor(to: staticAttractors, angle: Angle2D(degrees: 325), placementRadius: outerRadius, name: "Static-A5", variation: 0)
rootEntity.addChild(staticAttractors)
// The remaining center attractors are on the revolving dance floor and can be more randomly positioned
let innerRingCapacity = doorSupervisor.capacity - 5
let revolvingAttractors = Entity()
revolvingAttractors.name = "Revolving Attractors"
addDanceFloorAttractors(to: revolvingAttractors, count: innerRingCapacity, placementRadius: placementRadius * 0.3, namePrefix: "Revolving")
robotRevolutionController.addChild(revolvingAttractors)
#if DEBUG
// Add some debug visualizations
let debugRoot = Entity()
debugRoot.name = "[Debug] Dance System"
debugRoot.isEnabled = false
debugRoot.components[DanceSystemDebugComponent.self] = DanceSystemDebugComponent()
rootEntity.addChild(debugRoot)
let allAttractors = Array(staticAttractors.children) + Array(revolvingAttractors.children)
// Create a new visualization for each attractor
allAttractors.forEach { attractor in
if let visualization = Entity.makeDebugMarker(height: 0.08, radius: 0.03, enabled: true) {
guard let attractorComponent = attractor.components[AttractorComponent.self] else {
return
}
let debugComponent = AttractorDebugComponent(state: attractorComponent.state, attractor: attractor)
visualization.position = [0, 0.04, 0]
visualization.components[AttractorDebugComponent.self] = debugComponent
debugRoot.addChild(visualization)
}
}
#endif
}
/// Add multiple dance floor attractors along the circumference of a circle with the specified placementRadius
private func addDanceFloorAttractors(to danceFloor: Entity, count: Int, placementRadius: Float, namePrefix: String, variation: Float = 0.005) {
let angleIncrements = 360 / count
for offset in 0..<count {
let angle = Angle2D(degrees: Double(angleIncrements * offset))
let name = "\(namePrefix)-A\(offset + 1)"
addDanceFloorAttractor(to: danceFloor, angle: angle, placementRadius: placementRadius, name: name, variation: variation)
}
}
/// Adds a single dance floor attractor at a point on the circumference of a circle with the specified placementRadius
private func addDanceFloorAttractor(to danceFloor: Entity, angle: Angle2D, placementRadius: Float, name: String, variation: Float = 0.005) {
let attractor = Entity()
attractor.name = name
attractor.components[AttractorComponent.self] = AttractorComponent(club: rootEntity)
attractor.position = pointOnCircumference(angle: angle, radius: placementRadius, variation: variation)
danceFloor.addChild(attractor)
}
/// Adds some revolving spot lights to the club
private func addSpotlightsToTheClub() {
let placementRadius: Float = 0.5
let lightsWrapper = Entity()
lightsWrapper.name = "Light Rig"
let magentaLight = SpotLight()
magentaLight.light.color = .magenta
magentaLight.light.intensity = 500
var lightPosition = pointOnCircumference(angle: Angle2D(degrees: 0), radius: placementRadius, y: 0.5)
magentaLight.look(at: .zero, from: lightPosition, relativeTo: rootEntity)
lightsWrapper.addChild(magentaLight)
let greenLight = magentaLight.clone(recursive: true)
greenLight.light.color = .green
lightPosition = pointOnCircumference(angle: Angle2D(degrees: 120), radius: placementRadius, y: 0.5)
greenLight.look(at: .zero, from: lightPosition, relativeTo: rootEntity)
lightsWrapper.addChild(greenLight)
let cyanLight = magentaLight.clone(recursive: true)
cyanLight.light.color = .cyan
lightPosition = pointOnCircumference(angle: Angle2D(degrees: 240), radius: placementRadius, y: 0.5)
cyanLight.look(at: .zero, from: lightPosition, relativeTo: rootEntity)
lightsWrapper.addChild(cyanLight)
lightsWrapper.components[RevolvingComponent.self] = RevolvingComponent(speed: -0.2, relativeTo: rootEntity)
rootEntity.addChild(lightsWrapper)
}
/// Repurpose some planters to make a counter and stocks with a premium aged oil, and a friendly host
private func addCounterToTheClub() {
guard let planter = rootEntity.findEntity(named: "planter_big"),
let dirt = rootEntity.findEntity(named: "dirt_big") else {
logger.error("Making the counter failed... too much dancing may now cause rust 🤖")
return
}
// Group into a container entity
let counter = Entity()
counter.name = "Counter"
counter.position = [0.333, 0.05, -0.09]
rootEntity.addChild(counter)
// Repurpose existing assets
let counterGeometry = Entity()
counterGeometry.name = "Counter Geometry"
counterGeometry.addChild(planter, preservingWorldTransform: true)
counterGeometry.addChild(dirt, preservingWorldTransform: true)
counterGeometry.scale = [2, 6, 2]
counterGeometry.position = [-0.3335, -0.15, 0.09]
counter.addChild(counterGeometry)
var counterTopMaterial = PhysicallyBasedMaterial()
counterTopMaterial.baseColor = .init(tint: .white)
counterTopMaterial.roughness = .init(floatLiteral: 0)
counterTopMaterial.metallic = .init(floatLiteral: 1)
dirt.components[ModelComponent.self]?.materials = [counterTopMaterial]
dirt.position += [0, 0.001, 0]
// Add a fancy hover rail
if let rim = rootEntity.findEntity(named: "bottom_rim_1") {
let hoverRailing = rim.clone(recursive: true)
hoverRailing.name = "Hover Railing"
hoverRailing.position = [0, 0.1, 0]
hoverRailing.scale = rim.scale(relativeTo: rootEntity) * 0.5
hoverRailing.components[HoverComponent.self] = HoverComponent(from: hoverRailing.position, to: hoverRailing.position + [0, -0.03, 0])
counter.addChild(hoverRailing)
}
// Add some bottles to the counter
let bottles = stockBottles(placementRadius: 0.045)
counter.addChild(bottles)
// Hide any out of stock items
for bottle in bottles.children {
bottle.isEnabled = bottle.components[OutOfStockComponent.self] == nil
}
// Add a friendly host
addHostToTheCounter(counter)
}
/// Adds 9 green bottles of the finest aged oil to the counter (assuming we have them in stock)
private func stockBottles(placementRadius: Float) -> Entity {
let bottleRadius: Float = 0.003
let bottleHeight: Float = 0.022
let angleIncrement: Float = -12
let outOfStockBrands: Set = [3]
// Make a wrapper entity
let bottleGroup = Entity()
bottleGroup.name = "Bottle Group"
bottleGroup.position = [0, 0.04, 0]
bottleGroup.orientation = .init(angle: 180 * (.pi / 180), axis: [0, 1, 0])
// Make a nice green material
var bottleMaterial = PhysicallyBasedMaterial()
bottleMaterial.baseColor = .init(tint: .green)
bottleMaterial.blending = .transparent(opacity: .init(floatLiteral: 0.5))
// A simple cylinder mesh
let bottleMesh = MeshResource.generateCylinder(height: bottleHeight, radius: bottleRadius)
// Error 1: Content occluded
let bottle1 = Entity()
bottle1.name = "BT1"
bottle1.position = pointOnCircumference(angle: .zero, radius: placementRadius, y: -0.03)
bottle1.components[ModelComponent.self] = ModelComponent(mesh: bottleMesh, materials: [bottleMaterial])
bottleGroup.addChild(bottle1)
// Error 2: Content clipped
let bottle2 = Entity()
bottle2.name = "BT2"
bottle2.position = pointOnCircumference(angle: Angle2D(degrees: angleIncrement), radius: 1.6, y: bottleHeight / 2)
bottle2.components[ModelComponent.self] = ModelComponent(mesh: bottleMesh, materials: [bottleMaterial])
bottleGroup.addChild(bottle2)
// Error 3: Content inside out
let bottle3 = Entity()
bottle3.name = "BT3"
bottle3.position = pointOnCircumference(angle: Angle2D(degrees: 2 * angleIncrement), radius: placementRadius, y: bottleHeight / 2)
bottle3.scale = .init(repeating: 650)
bottle3.components[ModelComponent.self] = ModelComponent(mesh: bottleMesh, materials: [bottleMaterial])
bottleGroup.addChild(bottle3)
// Error 4: Content not enabled
let bottle4 = Entity()
bottle4.name = "BT4"
bottle4.position = pointOnCircumference(angle: Angle2D(degrees: 3 * angleIncrement), radius: placementRadius, y: bottleHeight / 2)
bottle4.components[ModelComponent.self] = ModelComponent(mesh: bottleMesh, materials: [bottleMaterial])
bottle4.components[OutOfStockComponent.self] = OutOfStockComponent()
bottleGroup.addChild(bottle4)
// Error 5: Content not anchored
let bottle5 = Entity()
bottle5.name = "BT5"
bottle5.position = pointOnCircumference(angle: Angle2D(degrees: 4 * angleIncrement), radius: placementRadius, y: bottleHeight / 2)
bottle5.components[AnchoringComponent.self] = AnchoringComponent(.plane(.horizontal, classification: .table, minimumBounds: .zero))
bottle5.components[ModelComponent.self] = ModelComponent(mesh: bottleMesh, materials: [bottleMaterial])
bottleGroup.addChild(bottle5)
// Error 6: Content missing a mesh
let bottle6 = Entity()
bottle6.name = "BT6"
bottle6.position = pointOnCircumference(angle: Angle2D(degrees: 5 * angleIncrement), radius: placementRadius, y: bottleHeight / 2)
bottle5.components[ModelComponent.self] = ModelComponent(mesh: bottleMesh, materials: [bottleMaterial])
bottleGroup.addChild(bottle6)
// Error 7: Content's material misconfigured
let bottle7 = Entity()
bottle7.name = "BT7"
bottle7.position = pointOnCircumference(angle: Angle2D(degrees: 6 * angleIncrement), radius: placementRadius, y: bottleHeight / 2)
var simplifiedBottleMaterial = UnlitMaterial(color: .green.withAlphaComponent(0.5))
simplifiedBottleMaterial.opacityThreshold = 1
bottle7.components[ModelComponent.self] = ModelComponent(mesh: bottleMesh, materials: [simplifiedBottleMaterial])
bottleGroup.addChild(bottle7)
// Error 8: Content has a broken mesh
let alternativeMesh = MeshResource.generateAbnormalCylinder(height: bottleHeight, radius: bottleRadius)
let bottle8 = Entity()
bottle8.name = "BT8"
bottle8.position = pointOnCircumference(angle: Angle2D(degrees: 7 * angleIncrement), radius: placementRadius, y: bottleHeight / 2)
bottle8.scale = [bottle8.scale.x, bottle8.scale.y, -bottle8.scale.z]
bottleMaterial.opacityThreshold = 0
bottle8.components[ModelComponent.self] = ModelComponent(mesh: alternativeMesh, materials: [bottleMaterial])
bottleGroup.addChild(bottle8)
// Error 9: Content not added to the scene hierarchy
let bottle9 = Entity()
bottle9.name = "BT9"
bottle9.position = pointOnCircumference(angle: Angle2D(degrees: 8 * angleIncrement), radius: placementRadius, y: bottleHeight / 2)
bottle9.components[ModelComponent.self] = ModelComponent(mesh: bottleMesh, materials: [bottleMaterial])
bottleGroup.addChild(bottle8)
// FIXME: Bottles are missing from the counter
return bottleGroup
}
/// Add a host robot to the counter
private func addHostToTheCounter(_ counter: Entity) {
// Make a clone of our hero BOTanist
let robotMaker = AppState()
guard let skeleton = robotMaker.robotData.meshes[.body]?.findEntity(named: "rig_grp") as? ModelEntity else {
fatalError()
}
// But use the hover body to best complement the counter
robotMaker.setMesh(part: .body, name: "body3")
guard let head = robotMaker.robotData.meshes[.head]?.clone(recursive: true),
let body = robotMaker.robotData.meshes[.body]?.clone(recursive: true),
let backpack = robotMaker.robotData.meshes[.backpack]?.clone(recursive: true) else {
fatalError()
}
let robotCharacter = RobotCharacter(
head: head,
body: body,
backpack: backpack,
appState: robotMaker,
headOffset: skeleton.pins["head"]?.position,
backpackOffset: skeleton.pins["backpack"]?.position
)
// Remove the character controller and animation state, as we'll manually control these
AnimationState.handlers.removeAll()
robotCharacter.characterParent.components[CharacterControllerComponent.self] = nil
// Take off that heavy backpack
backpack.removeFromParent()
// Setup our host using the character and add it to the counter
let host = Entity()
host.name = "Host"
host.orientation = .init(angle: 300 * (.pi / 180), axis: [0, 1, 0])
host.position = [0, 0.005, 0]
host.components[AutomatonControl.self] = AutomatonControl(character: robotCharacter)
host.addChild(robotCharacter.characterParent)
counter.addChild(host)
// Have them say Hi
robotCharacter.transitionToAndPlayAnimation(.wave)
// Save a reference so they can wave later when other bots enter
self.host = host
}
/// Generates a disco ball looking entity, makes it revolve and hover, and adds it to the club
private func addDiscoBallToTheClub() {
// Add the top level revolving, hovering disco ball entity
let discoBall = Entity()
discoBall.name = "Disco Ball"
discoBall.position = [-0.305, 0.17, 0.02]
discoBall.components[RevolvingComponent.self] = RevolvingComponent(speed: -0.02, relativeTo: rootEntity)
discoBall.components[HoverComponent.self] = HoverComponent(from: discoBall.position, to: discoBall.position + [0, 0.02, 0])
rootEntity.addChild(discoBall)
// Add a support beam to hold the disco ball
var supportMaterial = PhysicallyBasedMaterial()
supportMaterial.baseColor = .init(tint: .lightGray)
supportMaterial.roughness = .init(floatLiteral: 0.8)
supportMaterial.metallic = .init(floatLiteral: 0.8)
let support = ModelEntity(mesh: .generateCylinder(height: 0.01, radius: 0.01), materials: [supportMaterial])
support.scale = [0.2, 1.8, 0.2]
support.position = [0, 0.05, 0]
support.name = "Support"
discoBall.addChild(support)
// Add the shiny ball that is the base of our disco ball
var backgroundMaterial = PhysicallyBasedMaterial()
backgroundMaterial.baseColor = .init(tint: .lightGray)
backgroundMaterial.roughness = .init(floatLiteral: 0)
backgroundMaterial.metallic = .init(floatLiteral: 1)
let background = ModelEntity(mesh: .generateSphere(radius: 0.05), materials: [backgroundMaterial])
background.name = "Background"
// FIXME: Unintentionally inheriting an ancestor's transformation
support.addChild(background)
// Add some detailed lines on top of the background
var lineMaterial = PhysicallyBasedMaterial()
lineMaterial.baseColor = .init(tint: .lightGray)
lineMaterial.sheen = .init(tint: .lightGray)
lineMaterial.emissiveColor = .init(color: .lightGray)
lineMaterial.emissiveIntensity = 1
lineMaterial.triangleFillMode = .lines
let ballOutline = ModelEntity(mesh: .generateSphere(radius: 0.0505), materials: [lineMaterial])
ballOutline.name = "Outline"
background.addChild(ballOutline)
}
/// Marks the club as ready
private func openDoors() {
var management = self.doorSupervisor
management.doorsOpen = true
self.doorSupervisor = management
}
/// finds a point along the edge of a circle on an XZ-plane, given a radius and y value. Optionally applies some variance.
private func pointOnCircumference(angle: Angle2D, radius: Float, variation: Float = 0, y: Float = 0) -> SIMD3<Float> {
.init(
x: (Float(cos(angle)) * radius) + .random(in: -variation...variation),
y: y,
z: (Float(sin(angle)) * radius) + .random(in: -variation...variation)
)
}
}
// MARK: Club Management
/// Manages club capacity and ready state
struct DoorSupervisor: Component {
let capacity: Int
var doorsOpen = false
var visitorCount = 0
var hasCapacity: Bool {
visitorCount < capacity
}
}
/// Tag to indicate if a retail item is in stock
struct OutOfStockComponent: Component {}
// MARK: Revolution Control
/// Works with the RevolvingSystem to apply a continuous rotation to an entity
struct RevolvingComponent: Component {
var speed: Float
var angle: Float
var axis: SIMD3<Float>
var relativeTo: Entity?
init(speed: Float = 0.05, initialAngle: Float = 0, axis: SIMD3<Float> = [0, 1, 0], relativeTo: Entity? = nil) {
self.speed = speed
self.angle = initialAngle
self.axis = axis
self.relativeTo = relativeTo
}
}
/// Works with the RevolvingComponent to apply a continuous rotation to an entity
class RevolvingSystem: System {
private static let query = EntityQuery(where: .has(RevolvingComponent.self))
required init(scene: RealityKit.Scene) {}
func update(context: SceneUpdateContext) {
for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) {
if var revolvingComponent = entity.components[RevolvingComponent.self] {
let relativeTo = revolvingComponent.relativeTo
revolvingComponent.angle += .pi * Float(context.deltaTime) * revolvingComponent.speed
entity.setOrientation(.init(angle: revolvingComponent.angle, axis: revolvingComponent.axis), relativeTo: relativeTo)
entity.components[RevolvingComponent.self] = revolvingComponent
}
}
}
}
// MARK: Hover Control
/// Works with the HoverSystem to apply a continuous levitation like bounce to an entity
struct HoverComponent: Component {
var speed: Float
var angle: Float
var from: SIMD3<Float>
var to: SIMD3<Float>
init(speed: Float = 0.06, angle: Float = 0, from: SIMD3<Float>, to: SIMD3<Float>) {
self.speed = speed
self.angle = angle
self.from = from
self.to = to
}
}
/// Works with the HoverComponent to apply a continuous levitation like bounce to an entity
class HoverSystem: System {
private static let query = EntityQuery(where: .has(HoverComponent.self))
required init(scene: RealityKit.Scene) {}
func update(context: SceneUpdateContext) {
for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) {
if var hoverComponent = entity.components[HoverComponent.self] {
hoverComponent.angle += .pi * Float(context.deltaTime) * hoverComponent.speed
let range = hoverComponent.to - hoverComponent.from
let proportion = (sin(hoverComponent.angle) + 1) / 2
entity.position = hoverComponent.from + (proportion * range)
entity.components[HoverComponent.self] = hoverComponent
}
}
}
}
// MARK: Robot Parts
/// A wrapper around a Robot Character that is actually used as an Automaton
struct AutomatonControl: Component {
var character: RobotCharacter
}
extension RobotCharacter {
/// manually control the animation transition of a single robot instance
func transitionToAndPlayAnimation(_ animationState: AnimationState) {
if self.animationState.transition(to: animationState) {
playAnimation(animationState)
}
}
}
/// A collection of shuffled robot names for our Automatons
enum RobotNames {
static var count: Int = 0
static var next: String {
count += 1
return "Robo-v\(count)"
}
}
// MARK: Teleportation
/// Works with the TeleportationSystem to control spawning across all teleporters
struct ControlCenterComponent: Component {
typealias SpawnHandler = (Entity) -> Void
var initialValue: TimeInterval
var interval: TimeInterval
var countdown: TimeInterval
var rootEntity: Entity
var _spawnHandler: SpawnHandler
init(initialValue: TimeInterval, interval: TimeInterval, rootEntity: Entity, spawnHandler: @escaping SpawnHandler) {
self.initialValue = initialValue
self.interval = interval
self.countdown = initialValue
self.rootEntity = rootEntity
self._spawnHandler = spawnHandler
}
}
/// Represents a single Teleporter in the TeleportationSystem
struct TeleporterComponent: Component {}
/// Works with the ControlCenterComponent to control spawning across all teleporters
class TeleportationSystem: System {
private static let controlCenterQuery = EntityQuery(where: .has(ControlCenterComponent.self))
private static let teleporterQuery = EntityQuery(where: .has(TeleporterComponent.self))
private static let robotQuery = EntityQuery(where: .has(AutomatonControl.self))
required init(scene: RealityKit.Scene) {}
func update(context: SceneUpdateContext) {
for entity in context.entities(matching: Self.controlCenterQuery, updatingSystemWhen: .rendering) {
update(controlCenter: entity, context: context)
}
}
private func safeToUse(teleporter: Entity, context: SceneUpdateContext) -> Bool {
let someBotIsStandingToClose = context.entities(matching: Self.robotQuery, updatingSystemWhen: .rendering)
.contains { entity in
distance(entity.position(relativeTo: nil), teleporter.position(relativeTo: nil)) < 0.02
}
return !someBotIsStandingToClose
}
private func update(controlCenter controlCenterEntity: Entity, context: SceneUpdateContext) {
guard var controlCenter = controlCenterEntity.components[ControlCenterComponent.self],
let clubManager = controlCenter.rootEntity.components[DoorSupervisor.self],
clubManager.hasCapacity else {
return
}
// 1. Decrease countdown, and activate if it reaches zero
controlCenter.countdown -= context.deltaTime
if controlCenter.countdown <= 0 {
// 2. Find all the active teleporters and pick a random one
if let teleporter = context.entities(matching: Self.teleporterQuery, updatingSystemWhen: .rendering).shuffled().first {
// 3. If no other robots are in the way, pass it to the designated spawn method
if safeToUse(teleporter: teleporter, context: context) {
controlCenter._spawnHandler(teleporter)
}
}
// 4. Set the delay till the next spawn event
controlCenter.countdown = controlCenter.interval
}
// FIXME: Control Center is not being updated
}
}
extension ParticleEmitterComponent.Presets {
/// Makes a particle emitter component that looks like a teleporter
fileprivate static var teleporter: ParticleEmitterComponent {
var particleEmitter = ParticleEmitterComponent.Presets.rain
particleEmitter.birthLocation = .surface
particleEmitter.emitterShape = .torus
particleEmitter.particlesInheritTransform = false
particleEmitter.fieldSimulationSpace = .global
particleEmitter.speed = 0.07
particleEmitter.speedVariation = 0.03
particleEmitter.radialAmount = 360
particleEmitter.torusInnerRadius = 0.001
particleEmitter.emissionDirection = [0, 1, 0]
particleEmitter.spawnedEmitter = nil
particleEmitter.burstCount = 5000
particleEmitter.mainEmitter.opacityCurve = .linearFadeOut
particleEmitter.mainEmitter.birthRate = 50
particleEmitter.mainEmitter.birthRateVariation = 10
particleEmitter.mainEmitter.lifeSpan = 0.5
particleEmitter.mainEmitter.lifeSpanVariation = 0.01
particleEmitter.mainEmitter.size = 0.001
particleEmitter.mainEmitter.sizeVariation = 0.0005
particleEmitter.mainEmitter.sizeMultiplierAtEndOfLifespan = 0.01
particleEmitter.mainEmitter.stretchFactor = 10
particleEmitter.mainEmitter.noiseStrength = 0
particleEmitter.mainEmitter.spreadingAngle = 0
particleEmitter.mainEmitter.angle = 0
particleEmitter.spawnedEmitter = nil
return particleEmitter
}
}
// MARK: Dancing
/// Represents a single Attractor in the DanceMotivationSystem
struct AttractorComponent: Component {
enum State {
case vacant
case attracting
case motivating
}
private(set) var state: State = .vacant
var target: Entity?
var walkSpeed: Float = 0.1
var interval: TimeInterval = 5
var countdown: TimeInterval = 5
var club: Entity?
var isVacant: Bool {
if case .vacant = state {
return true
}
return false
}
mutating func setTarget(_ target: Entity) {
self.target = target
self.state = .attracting
}
mutating func targetReached() {
self.state = .motivating
}
}
/// Represents a single Robot in the DanceMotivationSystem
struct Newcomer: Component {}
/// Works with the DanceMotivationSystem to provide additional Debug information to the RealityKit Debugger
struct DanceSystemDebugComponent: Component {
var states: UIImage? = nil
var vacant: Int = 0
var attracting: Int = 0
var motivating: Int = 0
}
/// Provides additional Debug information about a single Attractor in the DanceMotivationSystem to the RealityKit Debugger
struct AttractorDebugComponent: Component {
var state: AttractorComponent.State
var attractor: Entity
var robot: Entity?
}
/// Manages the states of dance floor attractors, the movement of robots and the relationships between them
class DanceMotivationSystem: System {
private static let attractorQuery = EntityQuery(where: .has(AttractorComponent.self))
private static let targetQuery = EntityQuery(where: .has(Newcomer.self))
private static let clubbersQuery = EntityQuery(where: .has(AutomatonControl.self))
private static let debugRootQuery = EntityQuery(where: .has(DanceSystemDebugComponent.self))
private static let debugVisualizationsQuery = EntityQuery(where: .has(AttractorDebugComponent.self))
required init(scene: RealityKit.Scene) {}
func update(context: SceneUpdateContext) {
// 1. Check for newcomers at the club who could be enticed to come and dance
for visitor in context.entities(matching: Self.targetQuery, updatingSystemWhen: .rendering) {
// 2. Randomly pick an attractor
guard let attractor = context.entities(matching: Self.attractorQuery, updatingSystemWhen: .rendering)
.filter({ $0.components[AttractorComponent.self]?.isVacant ?? false })
.randomElement() else {
return
}
// 3. Start attracting the visitor
var attractorComponent = attractor.components[AttractorComponent.self]!
attractorComponent.setTarget(visitor)
attractor.components[AttractorComponent.self] = attractorComponent
// FIXME: Stop attractors competing over the same bot
}
// Let the attractors do their thing and attract visitors to come and dance
for attractor in context.entities(matching: Self.attractorQuery, updatingSystemWhen: .rendering) {
guard var attractorComponent = attractor.components[AttractorComponent.self] else {
continue
}
switch attractorComponent.state {
case .attracting:
if let updatedAttractorComponent = attractRobot(attractor: attractor, deltaTime: Float(context.deltaTime)) {
attractorComponent = updatedAttractorComponent
}
case .motivating:
if let updatedAttractorComponent = motivateRobot(attractor: attractor, context: context) {
attractorComponent = updatedAttractorComponent
}
default:
break
}
// save changes
attractor.components[AttractorComponent.self] = attractorComponent
}
#if DEBUG
updateDebugInfo(context: context)
#endif
}
private func attractRobot(attractor: Entity, deltaTime: Float) -> AttractorComponent? {
guard var attractorComponent = attractor.components[AttractorComponent.self],
case .attracting = attractorComponent.state,
let target = attractorComponent.target,
let robotCharacter = target.components[AutomatonControl.self]?.character else {
return nil
}
// robots wave when they first arrive, make sure that is completed first before moving
var transitionAnimationTo: AnimationState?
switch robotCharacter.animationState {
case .wave: transitionAnimationTo = .idle
case .idle: transitionAnimationTo = .walkLoop
case .walkLoop: transitionAnimationTo = nil
default: return attractorComponent
}
if let transitionAnimationTo {
if robotCharacter.animationState.transition(to: transitionAnimationTo) {
robotCharacter.playAnimation(robotCharacter.animationState)
}
}
// Convert the robot and target positions into the same coordinate system
let targetPosition = target.position(relativeTo: attractorComponent.club)
var danceSpotPosition = attractor.position(relativeTo: attractorComponent.club)
danceSpotPosition.y = targetPosition.y
let movementVector = danceSpotPosition - targetPosition
let normalizedMovement = movementVector / length(movementVector)
let move = normalizedMovement * deltaTime * attractorComponent.walkSpeed
target.setPosition(targetPosition + move, relativeTo: attractorComponent.club)
robotCharacter.characterModel.look(at: robotCharacter.characterModel.position - normalizedMovement,
from: robotCharacter.characterModel.position, relativeTo: robotCharacter.characterParent)
// If the target is more or less in position then attach to the dance spot and change state to motivating
if distance(danceSpotPosition, target.position(relativeTo: attractorComponent.club)) < 0.005 {
attractor.addChild(target, preservingWorldTransform: true)
// Start Dancing
robotCharacter.transitionToAndPlayAnimation(.celebrate)
// Update attractor state
attractorComponent.targetReached()
}
return attractorComponent
}
private func motivateRobot(attractor: Entity, context: SceneUpdateContext) -> AttractorComponent? {
guard var attractorComponent = attractor.components[AttractorComponent.self],
case .motivating = attractorComponent.state,
let target = attractorComponent.target,
let robotCharacter = target.components[AutomatonControl.self]?.character else {
return nil
}
attractorComponent.countdown -= context.deltaTime
if attractorComponent.countdown <= 0 {
// Turn to face a random fellow clubber
if let friend = Array(context.entities(matching: Self.clubbersQuery, updatingSystemWhen: .rendering)).randomElement() {
let friendsPosition = friend.position(relativeTo: robotCharacter.characterParent)
robotCharacter.characterModel.look(at: friendsPosition,
from: robotCharacter.characterModel.position, relativeTo: robotCharacter.characterParent)
// TODO: remove me
print("🔥 friendsPosition \(friendsPosition) targetPosition \(robotCharacter.characterModel.position)")
}
attractorComponent.countdown = attractorComponent.interval
}
return attractorComponent
}
#if DEBUG
let vacantColor = UnlitMaterial.BaseColor(tint: .yellow.withAlphaComponent(0.5))
let attractingColor = UnlitMaterial.BaseColor(tint: .orange.withAlphaComponent(0.5))
let motivatingColor = UnlitMaterial.BaseColor(tint: .red.withAlphaComponent(0.5))
private func updateDebugInfo(context: SceneUpdateContext) {
var vacantCount: Int = 0
var attractingCount: Int = 0
var motivatingCount: Int = 0
context.entities(matching: Self.debugVisualizationsQuery, updatingSystemWhen: .rendering).forEach { visualization in
guard let visualizationComponent = visualization.components[AttractorDebugComponent.self],
let attractorComponent = visualizationComponent.attractor.components[AttractorComponent.self] else {
return
}
updateVisualizationEntity(visualization, relativeTo: attractorComponent.club)
switch attractorComponent.state {
case .vacant: vacantCount += 1
case .attracting: attractingCount += 1
case .motivating: motivatingCount += 1
}
}
context.entities(matching: Self.debugRootQuery, updatingSystemWhen: .rendering).forEach { debugRoot in
if var debugComponent = debugRoot.components[DanceSystemDebugComponent.self] {
debugComponent.vacant = vacantCount
debugComponent.attracting = attractingCount
debugComponent.motivating = motivatingCount
debugComponent.states = makeChart(vacantCount: vacantCount, attractingCount: attractingCount, motivatingCount: motivatingCount)
debugRoot.components[DanceSystemDebugComponent.self] = debugComponent
}
}
}
private func updateVisualizationEntity(_ visualization: Entity, relativeTo root: Entity?) {
guard var visualizationComponent = visualization.components[AttractorDebugComponent.self],
let attractorComponent = visualizationComponent.attractor.components[AttractorComponent.self] else {
return
}
// Update the position
var position = visualizationComponent.attractor.position(relativeTo: root)
position.y = visualization.position.y
visualization.setPosition(position, relativeTo: root)
// Update the state
visualizationComponent.state = attractorComponent.state
visualization.name = "[Debug] \(visualizationComponent.attractor.name) (\(attractorComponent.state))"
// Update the base material color to signify the attractor state
if var modelComponent = visualization.components[ModelComponent.self],
var material = modelComponent.materials.first as? UnlitMaterial {
switch attractorComponent.state {
case .vacant: material.color = vacantColor
case .attracting: material.color = attractingColor
case .motivating: material.color = motivatingColor
}
modelComponent.materials = [material]
visualization.components[ModelComponent.self] = modelComponent
}
// Update the target
visualizationComponent.robot = attractorComponent.target
visualization.components[AttractorDebugComponent.self] = visualizationComponent
}
private func makeChart(vacantCount: Int, attractingCount: Int, motivatingCount: Int) -> UIImage? {
ImageRenderer(content: chartView(vacantCount: vacantCount, attractingCount: attractingCount, motivatingCount: motivatingCount)).uiImage
}
private func chartView(vacantCount: Int, attractingCount: Int, motivatingCount: Int) -> some View {
Chart(
[
(name: "Vacant", count: vacantCount),
(name: "Attracting", count: attractingCount),
(name: "Motivating", count: motivatingCount)
], id: \.name) { name, count in
SectorMark(
angle: .value("Value", count),
angularInset: 1.5
)
.cornerRadius(5)
.foregroundStyle(by: .value("Name", name))
}
.chartLegend(.hidden)
.chartForegroundStyleScale(["Vacant": .yellow, "Attracting": .orange, "Motivating": .red])
.frame(width: 1024, height: 1024)
}
#endif
}
// MARK: Debug Helpers
extension Entity {
/// creates an semi-transparent entity that can be useful in debug invisible entities in the RealityKit Debugger
static func makeDebugMarker(name: String? = nil, height: Float, radius: Float, color: UIColor = .white, enabled: Bool = false) -> Entity? {
#if DEBUG
var debugMaterial = UnlitMaterial()
debugMaterial.color = .init(tint: color)
debugMaterial.blending = .transparent(opacity: 0.7)
let marker = ModelEntity(mesh: .generateCylinder(height: height, radius: radius), materials: [debugMaterial])
if let name {
marker.name = name
}
marker.isEnabled = enabled
return marker
#else
return nil
#endif
}
/// adds an semi-transparent child entity that can be useful in debug invisible entities in the RealityKit Debugger
@discardableResult
func addDebugMarker(name: String? = nil, height: Float? = nil, radius: Float? = nil, color: UIColor = .white, enabled: Bool = false) -> Entity? {
#if DEBUG
var markerRadius: Float
if radius != nil {
markerRadius = radius!
} else {
// If no provided radius then calculate from the visual bounds
let extents = visualBounds(relativeTo: nil).extents
let boundingXZRadius = max(extents.x, extents.z) / 2
if boundingXZRadius.isNormal {
markerRadius = boundingXZRadius
} else {
// If no visual bounds then use a default radius of 1cm
markerRadius = 0.01 * scale(relativeTo: nil).max()
}
}
// If no provided height then use a default value of 10cm
let markerHeight = height ?? 0.1 * scale(relativeTo: nil).max()
let name = name ?? "[Debug] \(self.name)"
if let marker = Entity.makeDebugMarker(name: name, height: markerHeight, radius: markerRadius, color: color, enabled: enabled) {
marker.position = [0, markerHeight / 2, 0]
addChild(marker)
return marker
}
#endif
return nil
}
}
// MARK: Demo Helpers
extension MeshResource {
/// Generates an cylinder with all the normals facing downwards. Probably has no uses other than demo'ing a broken mesh.
static func generateAbnormalCylinder(height: Float, radius: Float) -> MeshResource {
let meshResource = MeshResource.generateCylinder(height: height, radius: radius)
var contents = meshResource.contents
let models = contents.models.map { model in
var model = model
let parts = model.parts.map { part in
var part = part
part.normals = part.normals.map { normals in
let transformedNormals: [SIMD3<Float>] = normals.map { _ in
[0, -1, 0]
}
return MeshBuffer(transformedNormals)
}
return part
}
model.parts = MeshPartCollection(parts)
return model
}
contents.models = MeshModelCollection(models)
try? meshResource.replace(with: contents)
return meshResource
}
} Add a volumetric club scene
WindowGroup(id: "RobotClub") {
GeometryReader3D { geometry in
ClubView()
.volumeBaseplateVisibility(.visible)
.environment(appState)
.scaleEffect(geometry.size.width / initialVolumeSize.width)
}
.onAppear {
dismissWindow(id: "RobotCreation")
}
}
.windowStyle(.volumetric)
.defaultWorldScaling(.dynamic)
.defaultSize(initialVolumeSize) Add a button to open the club
VStack {
Button("🪩") {
openWindow(id: "RobotClub")
}
.padding()
Spacer()
}
.padding([.trailing, .top]) FIX: Unintentionally inheriting an ancestor's transformation
discoBall.addChild(background) FIX: Control Center is not being updated
// 5. Save updated component back to the entity
controlCenterEntity.components[ControlCenterComponent.self] = controlCenter FIX: Stocking bottles
private func stockBottles(placementRadius: Float) -> Entity {
let bottleRadius: Float = 0.003
let bottleHeight: Float = 0.022
let angleIncrement: Float = -12
let outOfStockBrands: Set = [3]
// Make a wrapper entity
let bottleGroup = Entity()
bottleGroup.name = "Bottle Group"
bottleGroup.position = [0, 0.04, 0]
bottleGroup.orientation = .init(angle: 180 * (.pi / 180), axis: [0, 1, 0])
// Make a nice green material
var bottleMaterial = PhysicallyBasedMaterial()
bottleMaterial.baseColor = .init(tint: .green)
bottleMaterial.blending = .transparent(opacity: .init(floatLiteral: 0.5))
for i in 0..<9 {
let angle = Angle2D(degrees: angleIncrement * Float(i))
let bottleMesh = MeshResource.generateCylinder(height: bottleHeight, radius: bottleRadius)
let bottle = ModelEntity(mesh: bottleMesh, materials: [bottleMaterial])
bottle.name = "BT\(i)"
bottle.position = pointOnCircumference(angle: angle, radius: placementRadius, y: bottleHeight / 2)
if outOfStockBrands.contains(i) {
bottle.components[OutOfStockComponent.self] = OutOfStockComponent()
}
bottleGroup.addChild(bottle)
}
return bottleGroup
} FIX: Attractors
// 4. Untag them as a Newcomer
visitor.components[Newcomer.self] = nil Resources
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