🧵#AR Lecture App - Richard Martina
Hello, regarding glitch please check the logs on your glitch edit page. It is most likely that the uploaded files are too large and can't be unpacked during deployment. It's not directly related to iOS however. But please try deploying to a different provider (e.g. Needle Cloud) or do you have a specific reason for deploying to glitch?
We will take a look at the usd files, thanks for reporting. cc <@519636239658385605>
Do you think you could send the scene as a bugreport (using the menu item Needle Engine/Report a bug)
Btw the animation and website looks great! I just watched it on Android in AR
Nah, I have it deployed in Needle Cloud an it worked fine. I just what to try the other options for performance comparison plus while I work on a project I like to have plan B, C,D just in case
Yep, Ill do that as soon as I get back home.
Thanks, quite happy with it myself
Done, I might have send it twice by mistake
Thanks <@508723630289453056> we received it
<@508723630289453056> could you please post the iOS version(s) of the device(s) that fail? Just want to see if it's really only different hardware (pointing at a RAM issue) or different OS version that's the culprit here
I don’t have it on hand because I tested it on a random persons I meet but it I remember correct it vas 18.2
OK thanks – I tested on an iPhone 11 right now and can confirm it goes out of memory, not on the Needle side (USDZ export works fine) but on the QuickLook side trying to play the file
From looking at the USDZ, there are definitely some geometries that could be optimized – e.g. there's 5 MB of text geometries, a 4 MB book, 8 MB of geometrically super dense coffee beans
Plus there's some things we should be able to do better on texture export
Ok, so what do you recommend for the next steps to make it work? Reduce the polycount on text, book, and coffee?
I believe that would be a good approach, but before you do that it might make sense to try how far you have to reduce the scene to fit into memory – it's hard to say if the issue here is polycount, texture count, or animation length.
In the past I did see issues with some weaker iOS devices on scenes that have rather long animations, so exporting without animations and checking if it doesn't crash would also be good (but of course I understand that won't make sense for the project, it just might get us closer to figuring out how we can help)
Is there a way I can test this without having an older iPhone in hand? All the ones I have quick access to are 14 and up
Update, I optimised part of the assets and textures. USDZ dropped from 90 to 70 Mb. I'm thinking it's a step in the right direction. What info I can find online says that the recommended is under 50, not sure I can achieve that from textures and polycount alone.
We can help test if you have a new link on Cloud or so – otherwise, not really, if it's a RAM thing it's hard to simulate since QuickLook is such a black box
Thanks I appreciate it. I don’t have the link now but I will deploy it in about 2 h and let you know. I haven’t had time to play with the version control on Needle cloud yet. If I upload it and something ges sout I still have access to the stable deployment on the link I have now, right?
Hello, I didn't send the link yesterday because I wanted to finish cleaning up all the models and textures. With all of them cleaned up I'm at 71.1 MB which I think is still too much ( if you can please help me with some tests if you have older iPhones on hand). I've resubmitted a bug report so you can have a look at the scene now.
There's a new issue that I can't really wrap my head around. The book you tap on to start the experience doesn't seem to work well now, on the larger version it's very responsive but now it seems to be quite hard to start the experience.
If you can please have a look and tell me what it's your recommendation for the next steps.
Here's the new link: https://ar-lecture-app-richard-martina-13vtm0z3z3j5-ufphn.needle.run/
Fixed the trigger issue by pure luck, I noticed that it was triggering on the text, there are 2 objects parented to the empty that holds the "on click >>>" so I have to change the order of the children under it and place the book first, I didn't know that the order matters and the component picks the first mesh child. It's good information to remember for further projects.
Link to the fixed trigger version : https://ar-lecture-app-richard-martina-13vtm0z3z3j5-2qlh6x.needle.run/ "I also disabled LOD on meshes in this version, and it seems to reduce the USDZ file size to 58 MB. Maybe I should disable texture LOD as well? What do you think?"
Thanks! That’s strange though - disabling LODs should not reduce file size.
My guess is that not generating the LOD versions of the assessments reduced the file size. Since all of them are crammed up in the USDZ
I tested it 20 min on a iPhone 11 it loaded ( slowly 30 - 60 sec to open AR) and there was no sound
I did some more optimizations on the poly count and textures, and turned off LOD for both the model and textures. Now, the USDZ file is at 40.6 MB, so it should theoretically be okay. I will try to find someone with older iPhones to test it on, but if you could run a test or if you have any old iPhones on hand, I would appreciate it. Here is the most recent link: https://ar-lecture-app-richard-martina-13vtm0z3z3j5-zff2mt.needle.run/ Thank you 😄
works on Glith now to so you were right about the problem being caused by the big size of the file 😄 https://ar-lecture-app---richard-martina.glitch.me/
Hello <@508723630289453056> turning off LODs shouldnt have an impact on USDZ file size, are you sure this is the case?
It does have an impact on filesize on disc however, that's why the glitch deployment works. But this doesnt mean all LOD meshes and textures are loaded into memory immediately, instead they're streamed from disc when the necessary lod level is requested. Meaning you get faster download and render speed at the cost of slightly more disc space. For USDZ export we currently request LOD 0 for all meshes and textures when quicklook starts at runtime (which are the same meshes and textures you get when LODs are completely turned off - that's why it shouldnt make any difference). If it does make a difference it sounds like a bug.
Can be a bug then because it dropped the file size quite a bit. Anyway I’m happy I got it to 40 MB. Now I just need to confirm it work’s on iPhone 11 and up and this project it’s done (alt least for now) I what to start working on a new one. Can you please run it on the iPhone 11 you guys have and let me know if it works? I struggle to find one
I can confirm it works on iPhone 11! I have audio as well. Make sure the hardware audio toggle is not off, people keep missing that on iOS
Wonderful animation 🙂 Great job!
Thanks, I’m planing on building several different projects with different approach and purpose in the next period just so I get an idea on what I can build with Needle ( plus for me to learn the web side of this, my experience beeping with downloaded apps so far). If you what and have time I can send you guys links while I progress for review and advice.