Reality Composer Pro

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Leverage the all new Reality Composer Pro, designed to make it easy to preview and prepare 3D content for your visionOS apps

Posts under Reality Composer Pro tag

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Playing USDZ animation at last known location of reference object
Hi there I'm using Reality Composer Pro to anchor virtual content to a .referenceobject. However moving the referenceobject quickly causes tracking to stop. (I know this is a limitation and I am trying to embrace it as a feature) Is there a way to play a USDZ animation at the last known location, after detecting that the reference object is no longer tracked? is it possible to set this up in Reality Composer pro? I'm trying to get the USDZ to play before the Virtual Content disappears (due to reference object not being located). So that it smooths out the vanishing of the content. Nearly everything is set up in Reality Composer pro with my immersive.scene just adding virtual content to the reference object which anchors it in the RCP Scene, so my immersive view just does this - if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) & this .onAppear { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } I have tried Using SpatialTracking & WorldTrackingProvider, but I'm still quite new to Swift and coding in general so im unsure how to implement in conjunction with my RCP scene and/or if this is the right way to go about it. Also I have implemented this at the beginning of object tracking. All I had to do was add a onAppear behavior to the object to play a USDZ and that works. Doing it for disappearing (due to loss of reference object) seems to be a lot harder.
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Apr ’25
Playing USDZ animation at last known location of reference object
Hi there I'm using Reality Composer Pro to anchor virtual content to a .referenceobject. However by moving the referenceobject quickly, it causes tracking to stop. (I know this is a limitation so im trying to make it a feature) IS there a way to play a USDZ animation at the last known location, after detecting that reference object is no longer being tracked? is it possible to set this up in Reality Composer pro? Nearly everything is set up in Reality Composer pro with my immersive.scene just anchoring virtual content to the Reference object in the RCP Scene, so my immersive view just does this - if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) & this .onAppear { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } I have tried Using SpatialTracking & WorldTrackProvider, but I'm still quite new to Swift and coding in general so im unsure how to implement in conjunction with my RCP scene and if this is actually the right way to do it. Apologies for my lack of knowledge.
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Apr ’25
How to read a video stream that includes both the physical world and digital space when obtaining a video stream from VisionPro by applying for the Enterprise API but only reading a video stream that contains both the physical world and digital space
We have successfully obtained the permissions for "Main Camera access" and "Passthrough in screen capture" from Apple. Currently, the video streams we have received are from the physical world and do not include the digital world. How can we obtain video streams from both the physical and digital worlds? thank you!
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Apr ’25
attenuation map covers over object
hi, I'm trying to create a virtual movie theater, but after running computeDiffuseReflectionUVs.py and applying attenuation map, I noticed the light falloff effect just covers over the objects. I used apple provided attenuation map (did not specify the attenuation map name on python script) with sample size of 6000. I thought the python script would calculate vertices and create shadow for, say, back of the chairs. Am I understanding this wrong?
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Apr ’25
VisionOS custom hover effect and click sound
I have created a custom hover effect per this WWDC video and many other examples on the Net: https://developer.apple.com/videos/play/wwdc2024/10152/ I can get the button to expand when looked at within a VisionOS device and it will invoke a tap event when tapped but there is no click sound like a normal SwiftUI button does in VisionOS! I can't for the life of me figure out why. Any help would be appreciated!
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Apr ’25
Animation handling on Scene change
I work on a game where I use timeline animations in Reality Composer Pro. The game runs in an immersive space, but can be paused where I then move the whole level root entity from the immersive space to another RealityView in a Window Group. When the player continues I do it exactly the other way around to move the level root from the window group back to my immersive space RealityView. And it seems like all animations get automatically stopped and restarted when the scene gets changed. The problem is, it does not resume where it stopped before, it completely starts again from where it stopped and therefore, has for example a wrong y offset as visible in the picture. For example in the picture, the yellow sphere loops the following animation: 0 to 100 100 to -100 -100 to 0 If I now pause the game (and basically switch scenes), the previous animation gets stopped and restarted at position y = 100. So now it loops: 100 to 200 200 to 0 0 to 100 I already tried all kind of setups - like: Setting the animations relative to root, parent, local Using behaviors (on Added to Scene, on Notification) And finally even by accessing the availableAnimations directly and saving the playback controller of the animation There I saw, if I manually trigger the following code before switching the scene, everything works as expected: Button("Reset") { animationPlaybackController.time = 0 animationPlaybackController.pause() animationPlaybackController.stop(blendOutDuration: 0.00001) } But if I use time = 0 with .stop() directly, the time = 0 seems to be ignored and I get the same behavior as before that it stops in a wrong y offset, hence my assumption that animations get stopped and invalidated once they change the scene. I tried to call the code manually on ImmersiveSpace.onDisappear, WindowGroup.onAppear and different kind of SceneEvents subscriptions, but unfortunately nothing worked. So am I doing something wrong in general or is there a way to fix this?
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Apr ’25
Activate hoverEffect on separate entity attachment view
Hi, I'm working on RealityView and I have two entities in RCP. In order to set views for both entities, I have to create two separate attachments for each entity. What I want to achieve is that when I hover (by eye) on one entity's attachment, it would trigger the hover effect of the other entity's attachment. I try to use the hoverEffectGroup, but it would only activate the hover effect in a subview, instead a complete separate view. I refer to the following WWDC instruction for the hover effect. https://developer.apple.com/videos/play/wwdc2024/10152/
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Apr ’25
Unity on VisionOS development - best practice on structuring a project
Hello, I am experimenting with Unity to develop a mixed reality (MR) application for visionOS. I would like to understand the best approach for structuring my project: Should I build the entire experience in Unity (both Windows and Volumes)? Or is it better to create only certain elements (e.g., Volumes) in Unity while managing Windows separately in Xcode? Also, how well do interactions (e.g pinch, grab…) created in Unity integrate with Xcode? If I use the PolySpatial plugin, does that allow me to manage all interactions entirely within Unity, or would I still need to handle/integrate part of it in Xcode? What's worked best for you? Please let me know if you have any recommendations, Thanks!
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Apr ’25
Pass Video/ Frames to a Shader Graph?
Wondering if this is even possible without using CVImageBuffer and passing each frame as an image which I imagine will be very expensive. Have a PoC of a shader graph that applies a radial zoom effect to an image. In RealityKit I'm passing the image as a resource: if let textureResource = try? await TextureResource(named: "fuji") { let value = MaterialParameters.Value.textureResource(textureResource) try? material.setParameter(name: "MyImage", value: value) model.model?.materials = [material] } Thanks in advance
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Apr ’25
Blender to Reality Composer Pro 2.0 to SwiftUI + RealityKit visionOS Best Practices
Hi, I'm very new to 3D and am currently porting a SwiftUI iOS app to visionOS 2.0. I saw WWDC24 feature Blender in multiple spatial videos, and have begun integrating Blender models and animations into my VisionOS app (I would also like to integrate skeletons and programmatic rigging, more on that later). I'm wondering if there are “Best Practices” for this workflow - from Blender to USD to RCP 2.0 to visionOS 2 in Xcode. I’ve cobbled together the following that has some obvious holes: I’ve been able to find some pre-rigged and pre-animated models online that can serve as a great starting point. As a reference, here is a free model from SketchFab - a simple rigged skeleton with 6 built in animations: https://sketchfab.com/3d-models/skeleton-character-low-poly-8856e0138f424d68a8e0b40e185951f6 When exporting to USD from Blender, I haven’t been able to export more than one animation per USD file. Is there a workflow to export multiple animations in a single USDC file, or is this just not possible? As a temporary workaround, here is a python script I’ve been using to loop through all Blender animations, and export a model for each animation: import bpy import os # Set the directory where you want to save the USD files output_directory = “/path/to/export” # Ensure the directory exists if not os.path.exists(output_directory): os.makedirs(output_directory) # Function to export current scene as USD def export_scene_as_usd(output_path, start_frame, end_frame): bpy.context.scene.frame_start = start_frame bpy.context.scene.frame_end = end_frame # Export the scene as a USD file bpy.ops.wm.usd_export( filepath=output_path, export_animation=True ) # Save the current scene name original_scene = bpy.context.scene.name # Iterate through each action and export it as a USD file for action in bpy.data.actions: # Create a new scene for each action bpy.context.window.scene = bpy.data.scenes[original_scene].copy() new_scene = bpy.context.scene # Link the action to all relevant objects for obj in new_scene.objects: if obj.animation_data is not None: obj.animation_data.action = action # Determine the frame range for the action start_frame, end_frame = action.frame_range # Export the scene as a USD file output_path = os.path.join(output_directory, f"{action.name}.usdc") export_scene_as_usd(output_path, int(start_frame), int(end_frame)) # Delete the temporary scene to free memory bpy.data.scenes.remove(new_scene) print("Export completed.") I have also been able to successfully export rigging armatures as a single Skeleton - each “bone” showing getting imported into Reality Composer Pro 2.0 when exporting/importing manually. I would like to have all of these animations available in a single scene to be used in a RealityView in visionOS - so I have placed all animation models in a RCP scene and created named Timeline Action animations for each, showing the correct model and hiding the rest when triggering specific animations. I apply materials/textures to each so they appear the same, using Shader Graph. Then in SwiftUI I use notifications (as shown here - https://forums.developer.apple.com/forums/thread/756978) to trigger each RCP Timeline Action animation from code. Two questions: Is there a better way than to have multiple models of the same skeleton - each with a different animation - in a scene to be able to trigger multiple animations? Or would this require recreating Blender animations using skeleton rigging and keyframes from within RCP Timelines? If I want to programmatically create custom animations and move parts of the skeleton/armatures - do I need to do this by defining custom components in RCP, using IKRig and define movement of each of the “bones” in Xcode? I’m looking for any tips/tricks/workflow from experienced engineers or 3D artists that can create a more efficient/optimized workflow using Blender, USD, RCP 2 and visionOS 2 with SwiftUI. Thanks so much, I appreciate any help! I am very excited about all the new tools that keep evolving to make spatial apps really fun to build!
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Apr ’25
Reality Composer Pro Transparent Textures
Hey everyone, I am currently developing an app in visionOS and using RealityComposerPro create scenes in put in my app. I have a humanoid model with hair strands, and each strand of hair has an opacity map. However, some reflections are still visible even though the opacity is zero. There are also some weird culling among hair strands (in the left circle) and weird reflections in hair cards (in the right circle). Here's my settings for the materials. Since all the hair strands are interconnected with each other, it is hard to decide the drawing order in Xcode, so I am wondering if there's an easier way to handle transparency objects. Please let me know if you know anything helpful, much appreciated!
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Apr ’25
Animations exported from Blender does not shoe in Reality Composer Pro
I made an animation in Blender using geometry nodes that I exported to USDC file (then I used Reality Converter to convert to USDZ) and I can see the animation when viewing from the finder but does not play after importing to RCP. Any idea how I can play the animation? Or can the animation be accessed through Xcode? Thanks!
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Apr ’25
VISION : getting real geometry reflections in reality kit ?
as in the environments we have real tiem reflections of movies on a screen or reflections of the surrounding hood in the background... could i get a metallic surface getting accurate reflections of a box on top ? i don't mean getting a rpobe or hdr cubemap, i mean the same accurate reflections as the water of the mt hood with movie i'm wacthing in other app
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Mar ’25
RC Pro Timeline Notification Not Received in Xcode
I'm having a heck of a time getting this to work. I'm trying to add an event notification at the end of a timeline animation to trigger something in code but I'm not receiving the notification from RC Pro. I've watched that Compose Interactive 3D Content video quite a few times now and have tried many different ways. RC Pro has the correct ID names on the notifications. I'm not a programmer at all. Just a lowly 3D artist. Here is my code... import SwiftUI import RealityKit import RealityKitContent extension Notification.Name { static let button1Pressed = Notification.Name("button1pressed") static let button2Pressed = Notification.Name("button2pressed") static let button3Pressed = Notification.Name("button3pressed") } struct MainButtons: View { @State private var transitionToNextSceneForButton1 = false @State private var transitionToNextSceneForButton2 = false @State private var transitionToNextSceneForButton3 = false @Environment(AppModel.self) var appModel @Environment(\.dismissWindow) var dismissWindow // Notification publishers for each button private let button1PressedReceived = NotificationCenter.default.publisher(for: .button1Pressed) private let button2PressedReceived = NotificationCenter.default.publisher(for: .button2Pressed) private let button3PressedReceived = NotificationCenter.default.publisher(for: .button3Pressed) var body: some View { ZStack { RealityView { content in // Load your RC Pro scene that contains the 3D buttons. if let immersiveContentEntity = try? await Entity(named: "MainButtons", in: realityKitContentBundle) { content.add(immersiveContentEntity) } } // Optionally attach a gesture if you want to debug a generic tap: .gesture( TapGesture().targetedToAnyEntity().onEnded { value in print("3D Object tapped") _ = value.entity.applyTapForBehaviors() // Do not post a test notification here—rely on RC Pro timeline events. } ) } .onAppear { dismissWindow(id: "main") // Remove any test notification posting code. } // Listen for distinct button notifications. .onReceive(button1PressedReceived) { (output) in print("Button 1 pressed notification received") transitionToNextSceneForButton1 = true } .onReceive(button2PressedReceived.receive(on: DispatchQueue.main)) { _ in print("Button 2 pressed notification received") transitionToNextSceneForButton2 = true } .onReceive(button3PressedReceived.receive(on: DispatchQueue.main)) { _ in print("Button 3 pressed notification received") transitionToNextSceneForButton3 = true } // Present next scenes for each button as needed. For example, for button 1: .fullScreenCover(isPresented: $transitionToNextSceneForButton1) { FacilityTour() .environment(appModel) } // You can add additional fullScreenCover modifiers for button 2 and 3 transitions. } }
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Mar ’25
How to trigger actions by OnCollision in Behaviors Component
It's all about notifications to trigger actions from RCP's new Timeline system. From Compose interactive 3D content in Reality Composer Pro I am actually starting to confuse why there was need to use Entity.applyTapForBehaviors in code to trigger content in Behaviors Component. Simply because in Behaviors Component, we have chosen OnTap to allow a "Tap Notification" to trigger our action (on a selected target object). Then I guess by selecting OnCollision this trigger, I should write something like CollisionEvent.entityA.applyCollisionForBehaviors, which we don't have. And ofc the collision on my object won't trigger this action (because I only did things in RCP not in code). Ignoring this post has pointed out we could use Behaviors Component's OnNotification to trigger something for now. I found that I could still use OnTap trigger but actually put my code Entity.applyTapForBehaviors under my subscribed collision's begin event. That actually works better than OnCollision So what is the design principles here? And how could I trigger a collision notification to let my Behaviors Component's OnCollision actually works?
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Mar ’25
Reality Composer Pro Performance on iOS
I need help to wrap my head around this... If I import the Reality Composer Pro package and load it into an ARView, I will see 1.3gb of memory usage and about 180-220% cpu usage. The frames will start at around 60fps, and then eventually drop to around 30fps. If I export the usdz from Reality Composer Pro and load that into the same ARView, I will see about 1gb of memory usage and around 150% cpu usage; fps holds longer at 60 but eventually drops. If I load that same usdz into a QuickLook view, I will see about 55mb of memory usage, 9-11% cpu, and the frames stay locked at 116fps. The only thing I notice is the button I have is slightly less responsive, but it all still works fine. I don't understand. How can I make the ARView work as efficiently as QuickLook?
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Mar ’25