RealityKit

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Simulate and render 3D content for use in your augmented reality apps using RealityKit.

Posts under RealityKit tag

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How Did Apple Create the Fitness App Awards Animation?
Open your Apple Fitness app, I am facinated by the animation of the Awards screen, it is so smooth. Any idea how this was transiton created from a Grid/CollectionView to a RealityView? I assume the interative badge is a RealityView with a 3D model in there, but how the hell the transition was so smooth from the parent list screen to the detail screen.
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Why is this framework marketed as AR/VR ?
Its an honest question, while VR and AR are a cool thing, they are a bit far from what the vast majority of gaming is. (wither mobile or none mobile) Im only a few weeks with the system, but it think its insanely powerful as a game dev tool.Data orient based with ECS, fast, seamless, frictionless, well thought, optimized and packed everything needed. Just my humble opinion, Maybe consider naming it Apple Game Engine / Apple Game Framework - it will attract a lot of developers who just want to make games and are tired of the bloated and messy unreal and unity, tired of being chained into a bloated OOP hierarchy. "Reality" within the name of the kit, as a concept scares away a lot of developers, they think its just a tool only for VR, they dont know its actually a complete powerful and optimized framework to create any game you want. It have so many advantages over unreal. Unreal wraps everything in proprietary objects, forcing you learn mountains of made up keywords even if you already know native C++ A lot of developers are attracted to rayLib because of how bloated commercial game engines are, they dont know Reality Kit is actually a better solution then a lot of framework libraries out there. Just my thoughts,Maybe it finds its way to some folks in marketing. Either way thank you for creating this framework. its absolutely amazing to use
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Is GaussianSplatComponent different than other Components?
I have been analyzing Apple's Gaussian-Splats-on-visionOS demo project, and it appears that the GaussianSplatComponent is treated differently than other Components. In the function makeSplatEntity(), a GaussianSplatComponent is created and added to an Entity's components: let comp = try assembleSplatComponent(from: buffers, isLinear: isLinear) let entity = Entity() entity.components.set(comp) But when I check the entity's components collection before and after the add/set, nothing has changed. The entity still has the same children. Is the GaussianSplatComponent stored in a different location in the Entity? If so, is it a public property I can inspect? (Or is my interpretation of the components system wrong?) Here are the results of print statements before and after the set() BEFORE ADDING COMPONENT Entity number of components: 2 Component: Transform(scale: SIMD3<Float>(1.0, 1.0, 1.0), rotation: simd_quatf(real: 1.0, imag: SIMD3<Float>(0.0, 0.0, 0.0)), translation: SIMD3<Float>(0.0, 0.0, 0.0)) Component: RealityKit.SynchronizationComponent AFTER ADDING COMPONENT Entity number of components: 2 Component: Transform(scale: SIMD3<Float>(1.0, 1.0, 1.0), rotation: simd_quatf(real: 1.0, imag: SIMD3<Float>(0.0, 0.0, 0.0)), translation: SIMD3<Float>(0.0, 0.0, 0.0)) Component: RealityKit.SynchronizationComponent
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Viewing Gaussian splats while inside the model
I am trying to view immersive environments that are Gaussian Splats created by marble [dot] worldlabs [dot] ai. For example, here is one named "Steampunk City Night View": (Note: the low-res version is 500,000 splats, so I am just testing the first 200,000 splats). But when I try to view it at scale, nothing appears. I tried shrinking it down (scale factor of 0.00595458) and positioning it in front of me, and I could see the content, so the parsing of the PLY file is working. Example: But when I move into the model, it goes clear, also hiding virtual content behind it that is also in the splats' space (like the Mac virtual screen). Example: It is as if when I move inside the Gaussian Splats' bounding box, it sets an opacity material on the splats. This prevents me from using these Gaussian Splats as immersive environments. Is there any way to disable this behavior?
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Reality Kit 3 large scale practices - what is under the hood
Hello guys I want to use Reality Kit 3 for none AR games. Coming from unreal (7y) I have a few technical questions if i may please: (all questions are assuming my game will handle 50-500 enemies on screen) How does RTK3 handle everything under the hood? its easy to create a struct that hold multiple floats as a data blocks for the system to handle (like hp, dmg, ect), but, what happen when i want generic ASSET data (materials, meshes) ? What if i want to construct a material and hand a cheap id to the processor (system) ? while make sure i packed it nicely to the cpu's cache line . There is not much in the documentation to explain the under the hood architecture of the system for me to make educated decision abut my code. i try to avoid reference bloat in my game, and make sure the system does not coupled new material or new mesh every time it want to perform a generic command on the entity (in 60 fps) For example, in unreal mass, as bloated and over complicated it is - its pretty clear to me what is construction phase, what is the recommended way to generate my data blocks (called fragments there) and how exactly to use them in the system so its all tightly packed At this moment my only assumption is to create a 3 layers custom system to make sure its all running properly: The builder of the pool - it will do the " let shinyMetal = SimpleMaterial(color: ... ect" and save it on some dictionary map the data block - just a simple struct that hold a thin reference to the pool that can be use as a component in the ECS the system - The RTK3 built is system real time . can use the struct as a component and even swap the id in real time is this safe consider how RTK3 build under the hood? or is this even slower ? i have very little to go by. if reality kit engineer can reply and help me here it would be awesome :) Thank you so much for reading guys ! was kinda long. cheers
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Reality Composer Pro 3 is unable to properly import my .usdz file
Hi, I’m running into an issue when importing a .usdz asset into Reality Composer Pro 3. The exact same asset was working perfectly in Reality Composer Pro 2, and it also works correctly when previewed in Xcode 27.0 beta or loaded directly in RealityKit from code. However, in Reality Composer Pro 3, the asset does not import correctly: The material appears completely broken and looks different from the original asset. The animations are not working. The same .usdz works as expected in Reality Composer Pro 2, including materials and animations. The same .usdz also works as expected in Xcode / RealityKit. I also noticed that the Preview app does not seem to import the asset correctly either. In Preview, the asset has the wrong orientation and it looks like the skeleton and animations may not be recognized properly. Here are a few screenshots showing how the asset appears in each app: Reality Composer Pro 2: asset works correctly, including materials and animations. Xcode 27.0 beta preview: asset works correctly, including materials and animations. Reality Composer Pro 3: material is broken and animations are not working. Preview app: wrong orientation, possible skeleton / animation import issue. I filed a ticket FB23214120 that contains an example Xcode project and RCP2 & RCP3 projects. Is there anything specific that changed in the USDZ import pipeline in Composer Pro 3 that could explain this behavior? Thanks!
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WorldAnchor instantly removed when SpatialTrackingSession and ARKitSession run together
Bug: When SpatialTrackingSession and ARKitSession + WorldTrackingProvider are running concurrently, any WorldAnchor added via WorldTrackingProvider.addAnchor() triggers .added followed immediately by .removed—without any user call to removeAnchor(). The anchor never persists in allAnchors. import SwiftUI import RealityKit import ARKit struct ImmersiveView: View { @State private var worldTracking: WorldTrackingProvider? @State private var arSession: ARKitSession? @State private var processWorldTrackingUpdatesTask: Task<Void, Never>? var body: some View { RealityView { content in let configuration = SpatialTrackingSession.Configuration(tracking: [.world]) if let unavailableCapabilities = await SpatialTrackingSession().run(configuration) { if unavailableCapabilities.anchor.contains(.world) { fatalError("World tracking is not available on this device.") } } let worldTracking = WorldTrackingProvider() let arSession = ARKitSession() self.arSession = arSession try! await arSession.run([worldTracking]) self.worldTracking = worldTracking processWorldTrackingUpdatesTask = Task { @MainActor [weak worldTracking] in guard let worldTracking else { return } for await update in worldTracking.anchorUpdates { let worldAnchor = update.anchor switch update.event { case .added: print("Anchor added: \(worldAnchor.id)") case .updated: print("Anchor updated: \(worldAnchor.id)") case .removed: fatalError("Anchor removed unexpectedly — this should not happen in this demo scenario.") } } } } .task { try? await Task.sleep(for: .seconds(3)) guard let worldTracking else { return } do { try await worldTracking.addAnchor(.init(originFromAnchorTransform: Transform.identity.matrix)) } catch { print("Error adding anchor: \(error)") } } } } Expected: Anchors persist until explicitly removed or out of range. Actual: SpatialTrackingSession interferes with WorldTrackingProvider's anchor lifecycle, causing immediate removal. This was originally reported in 2025 (https://developer.apple.com/forums/thread/773351) , but remains unfixed in visionOS 27.0 beta. I've re-filed as FB23420195.
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Allow External Apps to Remain Visible in an Immersive Space
Many apps utilize ImmersiveSpace simply to render large-scale, custom geometry (such as curved screens, wide-canvas media players, or specialized data visualizations) that cannot be achieved within a standard volumetric window limitations. However, users often still want to multitask—check Messages, reference Safari, access YouTube, etc. Forcing the user to exit the immersive space just to see their other apps breaks their workflow and creates a disjointed user experience. Proposed Solution: I propose adding a property to ImmersionStyle (or a similar API configuration) such as allowSharedSpaceVisibility. When enabled, this would: Allow the ImmersiveSpace to render its custom RealityKit content as usual and prevent the system from automatically hiding the user's existing Shared Space windows. Do me a solid here VisionOS team and please consider this feedback request. 🙏 FB: FB22973973 FB: FB21630340
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MaterialX definitions download link is broken in ShaderGraph documentation
The link to download “MaterialX definitions” is broken on the main page of ShaderGraph documentation in the Interoperability section. See here: https://developer.apple.com/documentation/ShaderGraph#Interoperability Link in the page is https://developer.apple.com/augmented-reality/realitykit/files/MaterialX-definitions.zip but leads nowhere now. Since Reality Composer Pro 3 has been released, it would be good to have these definitions available to download again and to know if it’s still MaterialX 1.38 being used in the updated RCP & RealityKit. Opened a ticket about this: FB23258836
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EnvironmentBlendingComponent(.occluded(by: .surroundings)) culling entities entirely?
Hi there! While building my visionOS app, I’ve encountered some strange behaviour with EnvironmentBlendingComponent. Entities using .occluded(by: .surroundings) are culled entirely whenever a Mac Virtual Display or Apple Immersive Environment is behind them, regardless of the entities’ actual depth, and even when the environment is set to coexist. This feels like it could be a bug, although I’m fairly new to visionOS development, so I may be missing something! In a .mixed immersive space with plain passthrough, the component behaves as I would expect: an entity is occluded accurately when a real-world object is placed in front of it. However, when either of the following is visible behind the entity: a Mac Virtual Display window; or an Apple Immersive Environment enabled using the Digital Crown, the entity carrying EnvironmentBlendingComponent disappears completely. This happens even when the entity is physically closer to the viewer than the virtual surface. An otherwise identical entity without the component remains visible. Moving the virtual surface out of the line of sight, disabling the Immersive Environment, or removing the component immediately makes the entity visible again. Is it intended that .occluded(by: .surroundings) treats Mac Virtual Display and Apple Immersive Environments as occluders? The documentation describes this mode as depth-based occlusion against static “real-world objects”, so it isn’t clear whether these system-rendered virtual surfaces should participate. Even if they are intended to participate, the observed behaviour appears depth-independent: the entire entity is hidden when the virtual surface is behind it, rather than only when the surface is closer to the viewer. That seems inconsistent with the documented depth-based behaviour. I can reproduce this on an M5 Apple Vision Pro running visionOS 26.5 using the following minimal example: import SwiftUI import RealityKit import UIKit @main struct OcclusionReproApp: App { var body: some SwiftUI.Scene { WindowGroup { OcclusionReproLauncher() } ImmersiveSpace(id: "immersive") { RealityView { content in // Control: opaque, no component — proves the bare setup renders. let control = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .green, isMetallic: false)] ) control.position = [-0.25, 1.2, -1.3] // ~1.3 m ahead, eye height // Under test: identical opaque sphere plus the occlusion component. let occluded = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) occluded.position = [0.25, 1.2, -1.3] occluded.components.set( EnvironmentBlendingComponent(preferredBlendingMode: .occluded(by: .surroundings)) ) content.add(control) content.add(occluded) } } .immersionStyle(selection: .constant(.mixed), in: .mixed) // Let the app's mixed space coexist with an Apple Immersive Environment, // as visionOS suppresses Environments while an immersive space is open otherwise. // The same bug can be reproduced with just a Mac Virtual Display, but // this provides a second way to reproduce the same behaviour: .immersiveEnvironmentBehavior(.coexist) } } struct OcclusionReproLauncher: View { @Environment(\.openImmersiveSpace) private var openImmersiveSpace var body: some View { Button("Open immersive space") { Task { await openImmersiveSpace(id: "immersive") } } .padding() } } To reproduce (on a Vision Pro, as the Simulator won't provide passthrough): Open the immersive space in plain passthrough. Both spheres should be visible. Place a real object in front of the red sphere. It should be occluded correctly according to depth. Open a Mac Virtual Display or enable an Apple Immersive Environment, with its visible surface behind the red sphere. The red sphere disappears entirely, despite being in front of that surface. The green control sphere remains visible. Move the virtual surface out of view or disable it, and the red sphere reappears. Please let me know if this is expected behaviour, or if I'm doing something wrong - thanks! Jack
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Is there a way at all to create a shadow catcher object in RealityKit?
As the title says. I am developing an app for IOS 18, which involves adding a building relatively far away from the user's place (around 10-20m.), and I need to building to show contact shadows with the floor for added realism. Now, I know that RealityKit has automatic contact shadows using GroundingShadowComponent, but this only works if the object is placed in a plane that has been detected by ARKit... and ARKIt doesn't detect floors so far away, so I need to add my own shadows: add an invisible plane acting as a floor below my building, and have it receive shadows and show only the shadows. The problem is that, from what I see, RealityKit has no materials that can do this: UnlitMaterial ignores all lighting, including shadows. SimpleMaterial does display the shadows, but the floor is displayed too. I can make the material almost transparent (setting the opacity to 0.01 or something), but the floor is still visible. OcclusionMaterial with receiveDynamicLighting is a solution, but it doesn't work either. If I declare it using OcclusionMaterial(receivesDynamicLighting: true), all I get is an invisible plane with no contact shadows in it. What do other people do for this? Do people just bake in the contact shadows in the 3D model?
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PhotogrammetrySession(input: [PhotogrammetrySample]) Hangs or terminates
Providing a response and feedback to this: https://origin-devforums.apple.com/forums/thread/827311 and https://developer.apple.com/forums/thread/827043?page=1#889020022 I have a created a feedback/bug report with ID FB22823733 Feedback Report: I have created a feedback report as well like recommended with this ID: FB22823733, with more elaborate images of my implementation, also see here More clarity: Yes, this is for an iOS app(iOS 18+) but testing and debugging on Xcode(MacOS 15.7.7, M4 24GB), which traps or hangs on getting to [PhotogrammetrySample] even while using the lazy sequence and the contentsOf as specified in your docs. I also tried using the PhotogrammetrySession folder run but its still failed with : CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing.
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Reconstruction with Object Mask in PhotogrammetrySession Fails .
Reconstruction with Object Mask in PhotogrammetrySession Fails and doesn't complete because of alignment and object masks with thing segmentation even after increasing the mask region . Also the PhotogrammetrySample hangs with EXC_BREAKPOINTwhen I usePhotogrammetrySession(input: [PhotogrammetrySample])withobjectMask set and the Apple Developer Forums report crashes (“HelloPhotogrammetry” / sample+mask), and (EXC_BREAKPOINT` was being observed at ~4 GB) with freezing the execution and Xcode interface
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PhotogrammetrySession(input: [PhotogrammetrySample]) Hangs or terminates
Xcode hangs when I call PhotogrammetrySession(input: [PhotogrammetrySample]) with objectMask set and traps on some devices, see the attached screenshot, it gets to the function and hangs. Even the folder reconstruction also doesn't complete as it can't find alignment and displays the CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. In this case it failed while object masking was ON, so RealityKit could not find enough consistent feature tracks inside the masked pixels across the image set. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing. I will appreciate a timely response and willing to provide more clarity and informations, thank you so much for your understanding
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Memory leak on processing stereoscopic video frame, makeMutablePixelBuffer()
Hi, I downloaded and ran https://developer.apple.com/documentation/realitykit/rendering-stereoscopic-video-with-realitykit and noticed that memory usage grows linearly. I replaced the sample video with a different 8k side by side video, and the app crashed almost immediately due to memory leak. it looks like the culprit is from makeMutablePixelBuffer() function and the allocated pixelBuffers are not recycled after being used. screenshot is from a physical device.
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Jun ’26
Lack of documentation on RealityKit
SceneKit was perfect to import 3D assets directly into our app scene. Since it's soft deprecation and the coming out of RealityKit, tutorials or documentation on how to bridge old possibilities are missing, everything seems to be about AR. More specifically, I am not able to find any resources on how to create a scene, load 3D assets, add a light and a camera, and everything within the app itself. No augmented reality. Is it intended to add some support about this? Any guidance would be appreciated.
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Reality Composer 3 iOS versions support
I'm building an iOS game with RealityKit + Reality Composer Pro and was hoping to migrate to Reality Composer Pro 3. I created a new project in RCP and used the "link a new xcode project" flow. It built and rendered correctly on iOS 27. However, I encountered two issues when trying to build for iOS 26. The new RealityKitScripting package threw an error indicating <iOS 27 is not supported. I removed the related code, as I do not intend on using any Script Graphs. The iOS 27 scene still loaded correctly after removing this package. Are there any other consequences to removing this package other than not being able to use Script Graphs? Once the scene loading was working on iOS 26, I noticed that no materials built with the Shader Graph would render. Unlit and Physically Based materials render correctly, but Shader Graph materials do not. Even a simple Shader Graph with one Unlit material node input would not work. Is this expected behavior? My main question is, should I not expect to be able to use Reality Composer Pro 3 if I'm going to target an OS version <27?
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Jun ’26
Handling Animations in Reality Kit
Hello, In the past my apps using animations were unable to use multiple animations. Following online guides, I put together sequences of animations and then used timestamps to playback the animation I wanted. Is there any intention for realitykit to support better selection of animations within our entities? Its somewhat of a limiting factor in what I am willing to do within reality kit. Thanks for the improvements to realitykit
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Jun ’26
How Did Apple Create the Fitness App Awards Animation?
Open your Apple Fitness app, I am facinated by the animation of the Awards screen, it is so smooth. Any idea how this was transiton created from a Grid/CollectionView to a RealityView? I assume the interative badge is a RealityView with a 3D model in there, but how the hell the transition was so smooth from the parent list screen to the detail screen.
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59
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4d
Why is this framework marketed as AR/VR ?
Its an honest question, while VR and AR are a cool thing, they are a bit far from what the vast majority of gaming is. (wither mobile or none mobile) Im only a few weeks with the system, but it think its insanely powerful as a game dev tool.Data orient based with ECS, fast, seamless, frictionless, well thought, optimized and packed everything needed. Just my humble opinion, Maybe consider naming it Apple Game Engine / Apple Game Framework - it will attract a lot of developers who just want to make games and are tired of the bloated and messy unreal and unity, tired of being chained into a bloated OOP hierarchy. "Reality" within the name of the kit, as a concept scares away a lot of developers, they think its just a tool only for VR, they dont know its actually a complete powerful and optimized framework to create any game you want. It have so many advantages over unreal. Unreal wraps everything in proprietary objects, forcing you learn mountains of made up keywords even if you already know native C++ A lot of developers are attracted to rayLib because of how bloated commercial game engines are, they dont know Reality Kit is actually a better solution then a lot of framework libraries out there. Just my thoughts,Maybe it finds its way to some folks in marketing. Either way thank you for creating this framework. its absolutely amazing to use
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79
Activity
5d
Is GaussianSplatComponent different than other Components?
I have been analyzing Apple's Gaussian-Splats-on-visionOS demo project, and it appears that the GaussianSplatComponent is treated differently than other Components. In the function makeSplatEntity(), a GaussianSplatComponent is created and added to an Entity's components: let comp = try assembleSplatComponent(from: buffers, isLinear: isLinear) let entity = Entity() entity.components.set(comp) But when I check the entity's components collection before and after the add/set, nothing has changed. The entity still has the same children. Is the GaussianSplatComponent stored in a different location in the Entity? If so, is it a public property I can inspect? (Or is my interpretation of the components system wrong?) Here are the results of print statements before and after the set() BEFORE ADDING COMPONENT Entity number of components: 2 Component: Transform(scale: SIMD3<Float>(1.0, 1.0, 1.0), rotation: simd_quatf(real: 1.0, imag: SIMD3<Float>(0.0, 0.0, 0.0)), translation: SIMD3<Float>(0.0, 0.0, 0.0)) Component: RealityKit.SynchronizationComponent AFTER ADDING COMPONENT Entity number of components: 2 Component: Transform(scale: SIMD3<Float>(1.0, 1.0, 1.0), rotation: simd_quatf(real: 1.0, imag: SIMD3<Float>(0.0, 0.0, 0.0)), translation: SIMD3<Float>(0.0, 0.0, 0.0)) Component: RealityKit.SynchronizationComponent
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1w
Viewing Gaussian splats while inside the model
I am trying to view immersive environments that are Gaussian Splats created by marble [dot] worldlabs [dot] ai. For example, here is one named "Steampunk City Night View": (Note: the low-res version is 500,000 splats, so I am just testing the first 200,000 splats). But when I try to view it at scale, nothing appears. I tried shrinking it down (scale factor of 0.00595458) and positioning it in front of me, and I could see the content, so the parsing of the PLY file is working. Example: But when I move into the model, it goes clear, also hiding virtual content behind it that is also in the splats' space (like the Mac virtual screen). Example: It is as if when I move inside the Gaussian Splats' bounding box, it sets an opacity material on the splats. This prevents me from using these Gaussian Splats as immersive environments. Is there any way to disable this behavior?
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168
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1w
Reality Kit 3 large scale practices - what is under the hood
Hello guys I want to use Reality Kit 3 for none AR games. Coming from unreal (7y) I have a few technical questions if i may please: (all questions are assuming my game will handle 50-500 enemies on screen) How does RTK3 handle everything under the hood? its easy to create a struct that hold multiple floats as a data blocks for the system to handle (like hp, dmg, ect), but, what happen when i want generic ASSET data (materials, meshes) ? What if i want to construct a material and hand a cheap id to the processor (system) ? while make sure i packed it nicely to the cpu's cache line . There is not much in the documentation to explain the under the hood architecture of the system for me to make educated decision abut my code. i try to avoid reference bloat in my game, and make sure the system does not coupled new material or new mesh every time it want to perform a generic command on the entity (in 60 fps) For example, in unreal mass, as bloated and over complicated it is - its pretty clear to me what is construction phase, what is the recommended way to generate my data blocks (called fragments there) and how exactly to use them in the system so its all tightly packed At this moment my only assumption is to create a 3 layers custom system to make sure its all running properly: The builder of the pool - it will do the " let shinyMetal = SimpleMaterial(color: ... ect" and save it on some dictionary map the data block - just a simple struct that hold a thin reference to the pool that can be use as a component in the ECS the system - The RTK3 built is system real time . can use the struct as a component and even swap the id in real time is this safe consider how RTK3 build under the hood? or is this even slower ? i have very little to go by. if reality kit engineer can reply and help me here it would be awesome :) Thank you so much for reading guys ! was kinda long. cheers
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270
Activity
1w
Reality Composer Pro 3 is unable to properly import my .usdz file
Hi, I’m running into an issue when importing a .usdz asset into Reality Composer Pro 3. The exact same asset was working perfectly in Reality Composer Pro 2, and it also works correctly when previewed in Xcode 27.0 beta or loaded directly in RealityKit from code. However, in Reality Composer Pro 3, the asset does not import correctly: The material appears completely broken and looks different from the original asset. The animations are not working. The same .usdz works as expected in Reality Composer Pro 2, including materials and animations. The same .usdz also works as expected in Xcode / RealityKit. I also noticed that the Preview app does not seem to import the asset correctly either. In Preview, the asset has the wrong orientation and it looks like the skeleton and animations may not be recognized properly. Here are a few screenshots showing how the asset appears in each app: Reality Composer Pro 2: asset works correctly, including materials and animations. Xcode 27.0 beta preview: asset works correctly, including materials and animations. Reality Composer Pro 3: material is broken and animations are not working. Preview app: wrong orientation, possible skeleton / animation import issue. I filed a ticket FB23214120 that contains an example Xcode project and RCP2 & RCP3 projects. Is there anything specific that changed in the USDZ import pipeline in Composer Pro 3 that could explain this behavior? Thanks!
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438
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Mesh boolean subtraction operation with SceneKit/RealityKit
I ma trying to figure out if there is a Boolean subtraction functionality native in SceneKit or RealityKit. Simple operation like cutting a hole in a box from a sphere. If not, are there any libraries (free) that I can look into?
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1w
WorldAnchor instantly removed when SpatialTrackingSession and ARKitSession run together
Bug: When SpatialTrackingSession and ARKitSession + WorldTrackingProvider are running concurrently, any WorldAnchor added via WorldTrackingProvider.addAnchor() triggers .added followed immediately by .removed—without any user call to removeAnchor(). The anchor never persists in allAnchors. import SwiftUI import RealityKit import ARKit struct ImmersiveView: View { @State private var worldTracking: WorldTrackingProvider? @State private var arSession: ARKitSession? @State private var processWorldTrackingUpdatesTask: Task<Void, Never>? var body: some View { RealityView { content in let configuration = SpatialTrackingSession.Configuration(tracking: [.world]) if let unavailableCapabilities = await SpatialTrackingSession().run(configuration) { if unavailableCapabilities.anchor.contains(.world) { fatalError("World tracking is not available on this device.") } } let worldTracking = WorldTrackingProvider() let arSession = ARKitSession() self.arSession = arSession try! await arSession.run([worldTracking]) self.worldTracking = worldTracking processWorldTrackingUpdatesTask = Task { @MainActor [weak worldTracking] in guard let worldTracking else { return } for await update in worldTracking.anchorUpdates { let worldAnchor = update.anchor switch update.event { case .added: print("Anchor added: \(worldAnchor.id)") case .updated: print("Anchor updated: \(worldAnchor.id)") case .removed: fatalError("Anchor removed unexpectedly — this should not happen in this demo scenario.") } } } } .task { try? await Task.sleep(for: .seconds(3)) guard let worldTracking else { return } do { try await worldTracking.addAnchor(.init(originFromAnchorTransform: Transform.identity.matrix)) } catch { print("Error adding anchor: \(error)") } } } } Expected: Anchors persist until explicitly removed or out of range. Actual: SpatialTrackingSession interferes with WorldTrackingProvider's anchor lifecycle, causing immediate removal. This was originally reported in 2025 (https://developer.apple.com/forums/thread/773351) , but remains unfixed in visionOS 27.0 beta. I've re-filed as FB23420195.
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301
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Allow External Apps to Remain Visible in an Immersive Space
Many apps utilize ImmersiveSpace simply to render large-scale, custom geometry (such as curved screens, wide-canvas media players, or specialized data visualizations) that cannot be achieved within a standard volumetric window limitations. However, users often still want to multitask—check Messages, reference Safari, access YouTube, etc. Forcing the user to exit the immersive space just to see their other apps breaks their workflow and creates a disjointed user experience. Proposed Solution: I propose adding a property to ImmersionStyle (or a similar API configuration) such as allowSharedSpaceVisibility. When enabled, this would: Allow the ImmersiveSpace to render its custom RealityKit content as usual and prevent the system from automatically hiding the user's existing Shared Space windows. Do me a solid here VisionOS team and please consider this feedback request. 🙏 FB: FB22973973 FB: FB21630340
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222
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2w
MaterialX definitions download link is broken in ShaderGraph documentation
The link to download “MaterialX definitions” is broken on the main page of ShaderGraph documentation in the Interoperability section. See here: https://developer.apple.com/documentation/ShaderGraph#Interoperability Link in the page is https://developer.apple.com/augmented-reality/realitykit/files/MaterialX-definitions.zip but leads nowhere now. Since Reality Composer Pro 3 has been released, it would be good to have these definitions available to download again and to know if it’s still MaterialX 1.38 being used in the updated RCP & RealityKit. Opened a ticket about this: FB23258836
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303
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3w
EnvironmentBlendingComponent(.occluded(by: .surroundings)) culling entities entirely?
Hi there! While building my visionOS app, I’ve encountered some strange behaviour with EnvironmentBlendingComponent. Entities using .occluded(by: .surroundings) are culled entirely whenever a Mac Virtual Display or Apple Immersive Environment is behind them, regardless of the entities’ actual depth, and even when the environment is set to coexist. This feels like it could be a bug, although I’m fairly new to visionOS development, so I may be missing something! In a .mixed immersive space with plain passthrough, the component behaves as I would expect: an entity is occluded accurately when a real-world object is placed in front of it. However, when either of the following is visible behind the entity: a Mac Virtual Display window; or an Apple Immersive Environment enabled using the Digital Crown, the entity carrying EnvironmentBlendingComponent disappears completely. This happens even when the entity is physically closer to the viewer than the virtual surface. An otherwise identical entity without the component remains visible. Moving the virtual surface out of the line of sight, disabling the Immersive Environment, or removing the component immediately makes the entity visible again. Is it intended that .occluded(by: .surroundings) treats Mac Virtual Display and Apple Immersive Environments as occluders? The documentation describes this mode as depth-based occlusion against static “real-world objects”, so it isn’t clear whether these system-rendered virtual surfaces should participate. Even if they are intended to participate, the observed behaviour appears depth-independent: the entire entity is hidden when the virtual surface is behind it, rather than only when the surface is closer to the viewer. That seems inconsistent with the documented depth-based behaviour. I can reproduce this on an M5 Apple Vision Pro running visionOS 26.5 using the following minimal example: import SwiftUI import RealityKit import UIKit @main struct OcclusionReproApp: App { var body: some SwiftUI.Scene { WindowGroup { OcclusionReproLauncher() } ImmersiveSpace(id: "immersive") { RealityView { content in // Control: opaque, no component — proves the bare setup renders. let control = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .green, isMetallic: false)] ) control.position = [-0.25, 1.2, -1.3] // ~1.3 m ahead, eye height // Under test: identical opaque sphere plus the occlusion component. let occluded = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) occluded.position = [0.25, 1.2, -1.3] occluded.components.set( EnvironmentBlendingComponent(preferredBlendingMode: .occluded(by: .surroundings)) ) content.add(control) content.add(occluded) } } .immersionStyle(selection: .constant(.mixed), in: .mixed) // Let the app's mixed space coexist with an Apple Immersive Environment, // as visionOS suppresses Environments while an immersive space is open otherwise. // The same bug can be reproduced with just a Mac Virtual Display, but // this provides a second way to reproduce the same behaviour: .immersiveEnvironmentBehavior(.coexist) } } struct OcclusionReproLauncher: View { @Environment(\.openImmersiveSpace) private var openImmersiveSpace var body: some View { Button("Open immersive space") { Task { await openImmersiveSpace(id: "immersive") } } .padding() } } To reproduce (on a Vision Pro, as the Simulator won't provide passthrough): Open the immersive space in plain passthrough. Both spheres should be visible. Place a real object in front of the red sphere. It should be occluded correctly according to depth. Open a Mac Virtual Display or enable an Apple Immersive Environment, with its visible surface behind the red sphere. The red sphere disappears entirely, despite being in front of that surface. The green control sphere remains visible. Move the virtual surface out of view or disable it, and the red sphere reappears. Please let me know if this is expected behaviour, or if I'm doing something wrong - thanks! Jack
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198
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3w
WindowGrop How to customize bending styles?
How should I set the window of WindowGrop to resemble a curved screen style?
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3
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878
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3w
Is there a way at all to create a shadow catcher object in RealityKit?
As the title says. I am developing an app for IOS 18, which involves adding a building relatively far away from the user's place (around 10-20m.), and I need to building to show contact shadows with the floor for added realism. Now, I know that RealityKit has automatic contact shadows using GroundingShadowComponent, but this only works if the object is placed in a plane that has been detected by ARKit... and ARKIt doesn't detect floors so far away, so I need to add my own shadows: add an invisible plane acting as a floor below my building, and have it receive shadows and show only the shadows. The problem is that, from what I see, RealityKit has no materials that can do this: UnlitMaterial ignores all lighting, including shadows. SimpleMaterial does display the shadows, but the floor is displayed too. I can make the material almost transparent (setting the opacity to 0.01 or something), but the floor is still visible. OcclusionMaterial with receiveDynamicLighting is a solution, but it doesn't work either. If I declare it using OcclusionMaterial(receivesDynamicLighting: true), all I get is an invisible plane with no contact shadows in it. What do other people do for this? Do people just bake in the contact shadows in the 3D model?
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203
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3w
PhotogrammetrySession(input: [PhotogrammetrySample]) Hangs or terminates
Providing a response and feedback to this: https://origin-devforums.apple.com/forums/thread/827311 and https://developer.apple.com/forums/thread/827043?page=1#889020022 I have a created a feedback/bug report with ID FB22823733 Feedback Report: I have created a feedback report as well like recommended with this ID: FB22823733, with more elaborate images of my implementation, also see here More clarity: Yes, this is for an iOS app(iOS 18+) but testing and debugging on Xcode(MacOS 15.7.7, M4 24GB), which traps or hangs on getting to [PhotogrammetrySample] even while using the lazy sequence and the contentsOf as specified in your docs. I also tried using the PhotogrammetrySession folder run but its still failed with : CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing.
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5
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586
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3w
Reconstruction with Object Mask in PhotogrammetrySession Fails .
Reconstruction with Object Mask in PhotogrammetrySession Fails and doesn't complete because of alignment and object masks with thing segmentation even after increasing the mask region . Also the PhotogrammetrySample hangs with EXC_BREAKPOINTwhen I usePhotogrammetrySession(input: [PhotogrammetrySample])withobjectMask set and the Apple Developer Forums report crashes (“HelloPhotogrammetry” / sample+mask), and (EXC_BREAKPOINT` was being observed at ~4 GB) with freezing the execution and Xcode interface
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4
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765
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4w
PhotogrammetrySession(input: [PhotogrammetrySample]) Hangs or terminates
Xcode hangs when I call PhotogrammetrySession(input: [PhotogrammetrySample]) with objectMask set and traps on some devices, see the attached screenshot, it gets to the function and hangs. Even the folder reconstruction also doesn't complete as it can't find alignment and displays the CoreOC.PhotogrammetrySession.Error 6 and I understand to mean alignment failed. In this case it failed while object masking was ON, so RealityKit could not find enough consistent feature tracks inside the masked pixels across the image set. What can be done or do you guys expose any functions that can be used to aid, or handle these internally, can't find any internally. The ObjectMasks are actually segmentation masks from an ML algorithm . To replicate try calling PhotogrammetrySession(input: [PhotogrammetrySample]) with contentsOf as captured on your documentation, even with like 30 image set or is there something I'm missing. I will appreciate a timely response and willing to provide more clarity and informations, thank you so much for your understanding
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1.9k
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4w
Memory leak on processing stereoscopic video frame, makeMutablePixelBuffer()
Hi, I downloaded and ran https://developer.apple.com/documentation/realitykit/rendering-stereoscopic-video-with-realitykit and noticed that memory usage grows linearly. I replaced the sample video with a different 8k side by side video, and the app crashed almost immediately due to memory leak. it looks like the culprit is from makeMutablePixelBuffer() function and the allocated pixelBuffers are not recycled after being used. screenshot is from a physical device.
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671
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Jun ’26
Lack of documentation on RealityKit
SceneKit was perfect to import 3D assets directly into our app scene. Since it's soft deprecation and the coming out of RealityKit, tutorials or documentation on how to bridge old possibilities are missing, everything seems to be about AR. More specifically, I am not able to find any resources on how to create a scene, load 3D assets, add a light and a camera, and everything within the app itself. No augmented reality. Is it intended to add some support about this? Any guidance would be appreciated.
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2
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317
Activity
Jun ’26
Reality Composer 3 iOS versions support
I'm building an iOS game with RealityKit + Reality Composer Pro and was hoping to migrate to Reality Composer Pro 3. I created a new project in RCP and used the "link a new xcode project" flow. It built and rendered correctly on iOS 27. However, I encountered two issues when trying to build for iOS 26. The new RealityKitScripting package threw an error indicating <iOS 27 is not supported. I removed the related code, as I do not intend on using any Script Graphs. The iOS 27 scene still loaded correctly after removing this package. Are there any other consequences to removing this package other than not being able to use Script Graphs? Once the scene loading was working on iOS 26, I noticed that no materials built with the Shader Graph would render. Unlit and Physically Based materials render correctly, but Shader Graph materials do not. Even a simple Shader Graph with one Unlit material node input would not work. Is this expected behavior? My main question is, should I not expect to be able to use Reality Composer Pro 3 if I'm going to target an OS version <27?
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315
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Jun ’26
Handling Animations in Reality Kit
Hello, In the past my apps using animations were unable to use multiple animations. Following online guides, I put together sequences of animations and then used timestamps to playback the animation I wanted. Is there any intention for realitykit to support better selection of animations within our entities? Its somewhat of a limiting factor in what I am willing to do within reality kit. Thanks for the improvements to realitykit
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227
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Jun ’26