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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CompositorServices Or RealityKit
I have been concentrating on developing the visionOS application. While I am currently quite familiar with RealityKit, CompositorServices has also captured my attention. I have not yet acquired knowledge of CompositorServices. Could you please clarify whether it is essential for me to learn CompositorServices? Additionally, I would appreciate it if you could provide insights into the advantages of RealityKit and CompositorServices.
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Mar ’25
A question about adding grounding shadow in visionPro
I want adding grounding shadow on my Entity in RealityView on visionPro. However it seems that the shadow can only appear on another Entity. So I using plane detection in ARKit and add a transparent plane on it to render shadow. let planeEntity = ModelEntity(mesh: .generatePlane(width: anchor.geometry.extent.width, height: anchor.geometry.extent.height), materials: [material]) planeEntity.components.set(OpacityComponent(opacity: 0.0)) But sometimes there will be a border around my Entityon the plane. I do not know why it will happen, and I want remove the border.
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379
Mar ’25
VNDetectHumanBodyPose3DRequest failing on Vision Pro
Hi! I attempted running a sample project for detecting human pose in 3D with vision framework, that can be found here: https://developer.apple.com/documentation/vision/detecting-human-body-poses-in-3d-with-vision. It works perfectly on my Macbook Pro M1, but fails on Apple Vision Pro. After selecting a photo, an endless loading screen is displayed and the following message is produced in the console: Failed to initialize 2D Detection Algorithm. Failed to initialize 2D Pose Estimation Algorithm. Failed to initialize algorithm modules Network path is nil: (null) Failed to initialize 2D Detection Algorithm. Failed to initialize 2D Pose Estimation Algorithm. Failed to initialize algorithm modules Unable to perform the request: Error Domain=com.apple.Vision Code=9 "Async status object reported as failed but without an error" UserInfo={NSLocalizedDescription=Async status object reported as failed but without an error}. de-activating session 70138 after timeout Is human pose detection expected to work on VisionOS? Is there any special configuration required, that I might be missing?
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Mar ’25
Adding reference image failed in visionos
I am trying the image tracking of ARKit on VisionPro, but there seems to be some problem when adding reference image. Here is my code: let images = ReferenceImage.loadReferenceImages(inGroupNamed: "photos") print("Images: \(images)") try await appState!.arkitSession.run([imageTracking]) It can successfully print those images, however sometimes it will print the error message like this: ARImageTrackingRemoteService: Adding reference image <ARReferenceImage: 0x3032399e0 name="chair" physicalSize=(0.070, 0.093)> failed. When this error message is printed, the corresponding image can not be tracked. I do not understand why this will happen, because sometimes the image can be successfully added, but other time not, even for the same image. It makes my app not stable. Besides, there are some other error messages, and I do not know whether it is related: ARPredictorRemoteService <0x1042154a0>: Query queue is not running. Execution of the command buffer was aborted due to an error during execution. Insufficient Permission (to submit GPU work from background) (00000006:kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted)
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328
Mar ’25
Hidden window/volume system overlays in Full Space
When I show a window while a sky sphere is shown, the handles to drag/close/resize the window are hidden. The colliders still work, so they are there, but only the visuals are hidden. I already know from another project, that this also happens to volumes. They only appear once you get closer to the window or if the sky sphere gets removed. Is this a known issue or is there a fix for that? .persistentSystemOverlays(.visible)does not fix it Xcode 16.3.0 Beta, visionOS 2.4
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Mar ’25
Human Body joint tracking in VisionOS
The goal is to achieve precise joint tracking for clinical assessment. The Doctor is wearing the AVP and observing the Patients movement. Do you have any recommended best practices for integrating real-time joint tracking and displaying them on the patient within visionOS? We attempted to use VNHumanBodyPose3DObservation, which theoretically should work, but we are unable to display the detected joints in an Immersive Space for real-time validation. This makes it difficult for the doctor to ensure accurate tracking and if possible a photo or video of the Range of Motion assessment would be needed for the patient record. Are there alternative methods to achieve precise real-time joint tracking without requiring main camera access (com.apple.developer.arkit.main-camera-access.allow)?
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273
Mar ’25
Merge MeshAnchor from Scene Reconstruction for Vision Pro
Hi there, I'm trying to merge the mesh anchor into a single mesh, but couldn't find any resources on this. Here is the code where I make the mesh from each mesh anchor, and assigned it to a model component with a shader graph material. func run(_ sceneRec: SceneReconstructionProvider) async { for await update in sceneRec.anchorUpdates { switch update.event { case .added, .updated: // Get or create entity for this anchor let anchorEntity = anchors[update.anchor.id] ?? { let entity = ModelEntity() root?.addChild(entity) anchors[update.anchor.id] = entity return entity }() // Remove any existing children for child in anchorEntity.children { child.removeFromParent() } // Generate the mesh from the anchor guard let mesh = try? await MeshResource(from: update.anchor) else { return } guard let shape = try? await ShapeResource.generateStaticMesh(from: update.anchor) else { continue } print("Mesh added, vertices: \(update.anchor.geometry.vertices.count), bounds: \(mesh.bounds)") // Get the material to use var material: RealityKit.Material if isMaterialLoaded, let loadedMaterial = self.shaderMaterial { material = loadedMaterial } else { // Use a temporary material until the shader loads var tempMaterial = UnlitMaterial() tempMaterial.color = .init(tint: .purple.withAlphaComponent(0.5)) material = tempMaterial } await MainActor.run { anchorEntity.components.set(ModelComponent(mesh: mesh, materials: [material])) anchorEntity.setTransformMatrix(update.anchor.originFromAnchorTransform, relativeTo: nil) // Add collision component with static flag - required for spatial interactions anchorEntity.components.set(CollisionComponent( shapes: [shape], isStatic: true, filter: .default )) // Make entity interactive - enables spatial taps, drags, etc. anchorEntity.components.set(InputTargetComponent()) let shadowComponent = GroundingShadowComponent( castsShadow: true, receivesShadow: true ) anchorEntity.components.set(shadowComponent) } I then use a spatial tap gesture to set the position parameter in the shader graph material that creates a nice gradient from the tap position on the mesh to the rest of the mesh. SpatialTapGesture() .targetedToAnyEntity() .onEnded { value in let tappedEntity = value.entity // Check if the tapped entity is a child of tracking.meshAnchors if isChildOfMeshAnchors(entity: tappedEntity) { // Get local position (in the entity's coordinate space) let localPosition = value.location3D // Convert to world position (scene coordinate space) let worldPosition = value.convert(localPosition, from: .local, to: .scene) print("Tapped mesh anchor at local position: \(localPosition)") print("Tapped mesh anchor at world position: \(worldPosition)") // Update the material parameter with the tap position updateMaterialTapPosition(entity: tappedEntity, position: worldPosition) } else { print("Tapped entity is not a mesh anchor") } } } My issue is that because there are several mesh anchors, the gradient often gets cut off by the edge of the mesh generated from the mesh anchor as suppose to a nice continuous gradient across the entire scene reconstructed mesh I couldn't find any documentations on how to merge mesh from mesh anchors, any tips would be helpful! Thank you!
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Mar ’25
Is there any way, I can use the Object Tracking applications on an iOS (iPhone) AR App.
I have been referencing the Object Tracking Tutorial from WWDC 2024 on Vision OS, how Create ML is used to create a reference object, and we can track them in the ARSession. I am looking forward to building this feature on an AR app for iPhone, I am using iPhone 13 Pro Max. I have created couple of reference objects from the Create ML.
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307
Mar ’25
RealityKit Entity ComponentSet does not conform to Sequence?
Hello, I'm trying to view the components of an Entity I'm creating in RealityKit by reading from a USDZ file. I have the following code snippet in my app. if let appleEntity = try? Entity.loadModel(named: "apple_tile") { let c = appleEntity.components for comp in c { // <- compiler error here print(comp) } } The compiler error I'm receiving says "For-in loop requires 'Entity.ComponentSet' to conform to 'Sequence'". However, I thought this was the case, according to the documentation for Entity.ComponentSet? Curious if anyone else has had this problem. Running XCode 15.4, and my Swift version is xcrun swift -version swift-driver version: 1.90.11.1 Apple Swift version 5.10 (swiftlang-5.10.0.13 clang-1500.3.9.4) Target: x86_64-apple-macosx14.0
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Mar ’25
Can iOS and visionOS Devices Share the Same Spatial World in a Multiuser AR Session?
Hey everyone, I'm working on an object viewer where users can place objects in a real room using AR, and I want both visionOS (Apple Vision Pro) and iOS devices (iPad, iPhone) to participate in the same shared spatial experience. The idea is that a user with a Vision Pro can place an object, and peers using iPhones/iPads can see the same object in the same position in their AR view. I've looked into ARKit's Shared ARWorldMap and MultipeerConnectivity, but I'm not sure if this extends seamlessly to visionOS or if Apple has an official way to sync spatial data between visionOS and iOS devices. Has anyone tried sharing a spatial world between visionOS and iOS? Are there any built-in frameworks that allow for a shared multiuser AR session across these devices? If not, what would be the best way to sync object positions between them? Would love to hear if anyone has insights or experience with this! 🚀 Thanks!
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523
Mar ’25
Missing Properties in BillboardComponent
In an earlier beta, BillboardComponent had rotationAxis and upDirection properties which allowed more fine-grained control of how an entity rotates towards the camera. Currently, it is only possible to orient the z axis of the entity. Looking at the robot in the documentation, the rotation of its z axis causes its feet to lift off the ground. Before, it was possible to restrain the rotation to one axis (y, for example) so that the robot's feet stayed on the ground with billboard.upDirection = [0, 1, 0] billboard.rotationAxis = [0, 1, 0] Is there an alternative way to achieve this? Are these properties (or similar) coming back?
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282
Mar ’25
How can I simultaneously apply the drag gesture to multiple entities?
I wanted to drag EntityA while also dragging EntityB independently. I've tried to separate them by entity but it only recognizes the latest drag gesture RealityView { content, attachments in ... } .gesture( DragGesture() .targetedToEntity(EntityA) .onChanged { value in ... } ) .gesture( DragGesture() .targetedToEntity(EntityB) .onChanged { value in ... } ) also tried using the simultaneously but didn't work too, maybe i'm missing something .gesture( DragGesture() .targetedToEntity(EntityA) .onChanged { value in ... } .simultaneously(with: DragGesture() .targetedToEntity(EntityB) .onChanged { value in ... } )
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634
Mar ’25
How to programmatically update Model Position Offset of GeometryModifier?
is it possible to dynamically update ModelPositionOffset of GeometryModifier with a depth map image? in my code I set up the parameter for "DepthMapTexture" universal input node and tried setting the depth map for depthTextureResource. I have 2 DrawableQueues. One for setting InputTexture, and one for setting DepthMapTexture. This only shows the part that concerns setting DepthMapTexture this is where I define the plane entity. and this is the shader graph what I noticed with GeometryModifier is that, the depthMap image has to be same as input image's dimensions. and when I applied this material to usdz file, with pre-assigned image and depth map from RCP, and loaded that Entity from code, depth map was applied correctly. what I am unsure is that if it is impossible to define a model entity from code, apply ShaderGraphMaterial from RCP, and dynamically update the image used in GeometryModifier. Maybe I'm missing something when defining Entity, something that allows geometric modifications?
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275
Mar ’25
Game Center breaks RealityView world tracking
Has anyone come across the issue that setting GKLocalPlayer.local.authenticateHandler breaks a RealityView's world tracking on iOS / iPadOS 18 beta 5? I'm in the process of upgrading my app to make use of the much appreciated RealityView unification, using RealityView not only on visionOS but now also on iOS and iPadOS. In my RealityView, I enable world tracking on iOS like this: content.camera = .worldTracking However, device position and orientation were ignored (the camera remained static) and there was no camera pass-through. Then I discovered that the issue disappeared when I remove the line GKLocalPlayer.local.authenticateHandler = { viewController, error in // ... some more code ... } So I filed FB14731139 and hope that it will be resolved before the release of iOS / iPadOS 18.
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858
Mar ’25
ARKit hand tracking
Hello, I am developing a visionOS application and am interested in obtaining detailed data of users’ hands through ARKit, including but not limited to Transform and rotation angle. I have reviewed Happy Beem, but it appears to only introduce the method of identifying the user’s specific gestures. Could you please advise on how to obtain the Transform and rotation angle of the user’s hand? Thank you.
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438
Mar ’25
Loading USDZ with particle system crashes on Intel Macs
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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406
Mar ’25