Hello,
we have a RealityKit app that also runs on macOS via Catalyst.
For specific USD assets containing particle systems we have observed a reproducible crash.
Steps to reproduce:
Open Reality Composer Pro
Create new file
Create simple particle system (default one is fine)
export as USDZ
Create project in Xcode
Call Entity.load(… and pass in your USD
Running this on an Intel iMac with macOS Sequoia 15.3 will lead to a crash with the following console log:
validateWithDevice:4704: failed assertion `Render Pipeline DescrvalidateWithDevice:4704: failed assertion `Render Pipeline Descriptor Validation
depthAttachmentPixelFormat (MTLPixelFormatDepthvalidateWithDevice:4704: failed assertion `Render Pipeline Descriptor Validation
depthAttachmentPixelFormat (MTLPixelFormatDepthvalidateWithDevice:4704: failed assertion `Render Pipeline Descriptor Validation
depthAttachmentPixelFormat (MTLPixelFormatDepth32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil8) must match.
'
iptor Validation
depthAttachmentPixelFormat (MTLPixelFormatDepth32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil8) must match.
'
32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil8) must match.
'
8) must match.
'
Xcode version: 16.2.0
iMac 2020 3,8GHz Intel Core i7
macOS Sequoia 15.3
FB16477373
It would be great if this could be fixed quickly or a workaround provided since it affects or production app. Thank you!
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Hi,
since iOS 15 I've repeatedly noticed the console warning »ARSessionDelegate is retaining X ARFrames. This can lead to future camera frames being dropped« even for rather simple projects using RealityKit and ARKit. Could someone from the ARKit team please elaborate what causes this warning and what can be done to avoid it?
If I remember correctly I didn't even assign an ARSessionDelegate.
Thank you!
I have a working Xcode Cloud setup for my iOS and macOS targets, and I'm trying to add visionOS support. The issue is that Firebase requires using their source distribution for visionOS (instead of their default binary distribution).
Locally, this works by launching Xcode with:
open -a Xcode --env FIREBASE_SOURCE_FIRESTORE project.xcodeproj
For Xcode Cloud, I've added a ci_post_clone.sh script that sets this environment variable for visionOS builds:
#!/bin/bash
if [[ $CI_PRODUCT_PLATFORM == "xrOS" ]]; then
echo "Running setup for visionOS..."
export FIREBASE_SOURCE_FIRESTORE=1
fi
However, I'm getting the following error during build:
an out-of-date resolved file was detected at /.../project.xcworkspace/xcshareddata/swiftpm/Package.resolved, which is not allowed when automatic dependency resolution is disabled
So since setting FIREBASE_SOURCE_FIRESTORE=1 changes which SPM dependencies are required:
Normal setup uses: abseil-cpp-binary, grpc-binary
Source distribution needs: abseil-cpp-swiftpm, grpc-ios, boringssl-swiftpm
What's the recommended way to handle this in Xcode Cloud when maintaining builds for all platforms? Should I be using separate workflows with different branches for different platforms? Or is there a better approach?
System:
Xcode 16.2
Using SPM for dependency management
Firebase iOS SDK 10.29.0
Building for iOS, macOS, and visionOS
Thanks in advance for any guidance!
Hi,
since RealityKit 4 now supports Blend Shapes I was wondering if there are any workflow or tooling recommendations to bake/export them into a USDZ.
Are Blender or Cinema4D capable to do that out of the box? Should we look into NVIDIA omniverse (https://docs.omniverse.nvidia.com/connect/latest/blender/manual.htm)
So far this topic seems very sparsely documented and I would appreciate any hints. Thank you!
Hello,
given this following simple SwiftUI setup:
struct ContentView: View {
var body: some View {
CustomFocusView()
}
}
struct CustomFocusView: View {
@FocusState private var isFocused: Bool
var body: some View {
color
.frame(width: 128, height: 128)
.focusable(true)
.focused($isFocused)
.onTapGesture {
isFocused.toggle()
}
.onKeyPress("a") {
print("A pressed")
return .handled
}
}
var color: Color {
isFocused ? .blue : .red
}
}
If I run this via Mac – Designed for iPad, the CustomFocusView toggles focus as expected and cycles through red and blue.
Now if I run this same exact code via Mac Catalyst absolutely nothing happens and so far I wasn't able to ever get this view to accept focused state. Is this expected? I would appreciate if anyone could hint me on how to get this working.
Thank and best regards!
Devices running iOS 18 using RealityKit do not seem to receive lighting supplied via ARKit Environment Texturing (https://developer.apple.com/documentation/arkit/arworldtrackingconfiguration/2977509-environmenttexturing).
Instead just a default IBL is used by RealityKit.
This happens with RealityView as well as ARView.
It also happens when I explicitly opt-in to environment texturing:
let worldTrackingConfig = ARWorldTrackingConfiguration()
worldTrackingConfig.environmentTexturing = .automatic
arView.session.run(worldTrackingConfig)
Even the Xcode AR Template has this issue.
I'm attaching a screenshot of the sample app running on iOS 18 where it's broken and from iOS 17 where it works as expected.
I hope this can get resolved quickly since I see it as a major regression.
Feedback ID: FB15091335
UPDATE:
It works on my older iPhone XS (iOS 18 22A5282m)
Broken on iPad Pro (11-inch) (3rd generation) (iPadOS 18.0 (22A5350a))
Maybe it's related to LiDAR?
Thank you!
iOS 17 (works):
iOS 18 (broken):
HoverEffectComponent on macOS 15 and iOS 18 works fine using RealityView, but seems to be ignored when ARView (even with a SwiftUI UIViewRepresentable) is used.
Feedback ID: FB15080805
The ShaderGraph Node Blurred Background (RealityKit) – https://developer.apple.com/documentation/shadergraph/realitykit/blurred-background-(realitykit) works fine within the RealityComposer Pro 2 editor but isn't working on iOS 18 or macOS 15. Instead of the blurred content it just renders as opaque in a single color (Screenshot 2).
Interestingly it also fails to render within RealityComposer Pro when no other entities are within the scene, e.g only a background skybox set.
Expected Behavior: It would be great if this node worked the same way as it does on visionOS since this would allow for really interesting and nice effects for scenes.
Feedback ID: FB15081190
A ShaderGraphMaterial with an Occlusion Surface Output generated with RealityComposer 2 fails to load on iOS 18 and macOS 15 with the following error:
RealityFoundation.ShaderGraphMaterial.LoadError.invalidTypeFound (https://developer.apple.com/documentation/realitykit/shadergraphmaterial/loaderror/invalidtypefound)
This happens with both https://developer.apple.com/documentation/shadergraph/realitykit/occlusion-surface-(realitykit) and https://developer.apple.com/documentation/shadergraph/realitykit/shadow-receiving-occlusion-surface-(realitykit)
RealityView { content in
do {
let bgEntity = ModelEntity(mesh: .generateCone(height: 0.5, radius: 0.1), materials: [SimpleMaterial(color: .red, isMetallic: true)])
bgEntity.position.z = -0.2
content.add(bgEntity)
let occlusionMaterial = try await ShaderGraphMaterial(named: "/Root/OcclusionMaterial", from: "OcclusionMaterial")
let testEntity = ModelEntity(mesh: .generateSphere(radius: 0.4), materials: [occlusionMaterial])
content.add(testEntity)
content.cameraTarget = testEntity
} catch {
print("Shader Graph Load Error:")
dump(error)
}
}
.realityViewCameraControls(.orbit)
.edgesIgnoringSafeArea(.all)
Feedback ID: FB15081296
Hi,
is there a way in visionOS to anchor an entity to the POV via RealityKit?
I need an entity which is always fixed to the 'camera'.
I'm aware that this is discouraged from a design perspective as it can be visually distracting. In my case though I want to use it to attach a fixed collider entity, so that the camera can collide with objects in the scene.
Edit:
ARView on iOS has a lot of very useful helper properties and functions like cameraTransform (https://developer.apple.com/documentation/realitykit/arview/cameratransform)
How would I get this information on visionOS? RealityViews content does not seem offer anything comparable.
An example use case would be that I would like to add an entity to the scene at my users eye-level, basically depending on their height.
I found https://developer.apple.com/documentation/realitykit/realityrenderer which has an activeCamera property but so far it's unclear to me in which context RealityRenderer is used and how I could access it.
Appreciate any hints, thanks!
Hello,
I've been tinkering with PortalComponent on visionOS a bit but noticed that the content of the WorldComponent is always clipped to the mesh geometry of whatever entities have the PortalComponent applied. Now I'm wondering if there is any way or trick to allow contents of the portal to peek out – similar to the Encounter Dinosaurs experience on Vision Pro (I assume it also uses PortalComponent?).
I saw that PortalComponent has a clippingPlane property (https://developer.apple.com/documentation/realitykit/portalcomponent/clippingplane-swift.property). But so far I haven't been able to achieve a perceptible visual difference with it.
If possible I would like to avoid hacky tricks using duplicate meshes or similar to achieve this.
Thanks for any hints!
Hi,
We've been leveraging AppClips on iOS for a while now to distribute native-app quality AR experiences (utilising ARKit and RealityKit) with the accessibility of a website.
This has been a crucial differentiator for us and is a core driver for our business.
Since our authoring tools also allows to run the same AR experiences on Vision Pro it would be amazing if they could be triggered by App Clips here as well. We've got this feedback from clients and users multiple times and since there seems to already be some basic App Clips support (e.g when registering the custom lens inserts) integrated into the system we would immensely appreciate if this feature could be opened up for 3rd party developers as well.
Associated feedback ID: FB13348462
Thank you!
Hi,
I have a RealityKit app that I am building with Xcode 16. The app has a minimum deployment target of iOS 17. If I run it on an iOS 17 device the app crashes:
dyld[15716]: Symbol not found: _$s10RealityKit13ShapeResourceC14generateConvex4fromAcA04MeshD0C_tYaKFZ
Referenced from: …
Expected in: …/System/Library/Frameworks/RealityFoundation.framework/RealityFoundation
My code looks something like this:
@available(iOS, introduced: 13.0, obsoleted: 18.0)
@MainActor @preconcurrency func generateNonAsyncConvexShapeResource(from meshResource: MeshResource) throws -> ShapeResource {
ShapeResource.generateConvex(from: meshResource)
}
@available(iOS 18.0, *)
func generateConvexShapeAsync(from meshResource: MeshResource) async throws -> ShapeResource {
// This will only be available for iOS 18 and above
return try await ShapeResource.generateConvex(from: meshResource)
}
if let meshResource = try? modelEntity.model?.mesh.applying(transform: transform.matrix) {
if #available(visionOS 1.0, iOS 18.0, *) {
try? await generateConvexShapeAsync(from: meshResource)// await shapeResources.append(.generateConvex(from: meshResource))
} else {
try? generateNonAsyncConvexShapeResource(from: meshResource)
}
}
So I actually do check for the system and only call the async variant on iOS 18.
Any hints how to fix that?
Thanks!
Hello,
I'm getting started for my project with Xcode Cloud since I upgraded to the macOS Sequioa Beta and Xcode 16 now refuses to archive builds for TestFlight.
Somewhere very late in the build process I get the following error:
realitytool requires Metal for this operation and it is not available in this build environment
The log says this happens at:
Compile Skybox urban.skybox
My project uses RealityKit. How can I fix this issue?
Thanks!
Using OcclusionMaterial on macOS and iOS works fine in Non-AR mode when I set the background to just a simple color (https://developer.apple.com/documentation/realitykit/arview/environment-swift.struct/color) but when I set a custom skybox (https://developer.apple.com/documentation/realitykit/arview/environment-swift.struct/background-swift.struct/skybox(_:)) the OcclusionMaterial renders as fully black. I would expect it to properly occlude the content and show through the skybox behind it.
This happens with box ARView and RealityView. On current iOS/macOS Betas as well as on older systems, e.g iOS 17 and macOS Sonoma.
Feedback ID: FB15081053