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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Volumetric window not sharing in SharePlay session for VisionOS
I've been struggling with this for far too long so I've decided to finally come here and see if anyone can point me to the documentation that I'm missing. I'm sure it's something so simple but I just can't figure it out. I can SharePlay our test app with my brother (device to device) but when I open a volumetric window, it says "not shared" under it. I assume this will likely fix the video sharing problem we have as well. Everything else works so smooth but SharePlay has just been such a struggle for me. It's the last piece to the puzzle before we can put it on the App Store.
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132
Sep ’25
Rendering scene in RealityView to an Image
Is there any way to render a RealityView to an Image/UIImage like we used to be able to do using SCNView.snapshot() ? ImageRenderer doesn't work because it renders a SwiftUI view hierarchy, and I need the currently presented RealityView with camera background and 3D scene content the way the user sees it I tried UIHostingController and UIGraphicsImageRenderer like extension View { func snapshot() -> UIImage { let controller = UIHostingController(rootView: self) let view = controller.view let targetSize = controller.view.intrinsicContentSize view?.bounds = CGRect(origin: .zero, size: targetSize) view?.backgroundColor = .clear let renderer = UIGraphicsImageRenderer(size: targetSize) return renderer.image { _ in view?.drawHierarchy(in: view!.bounds, afterScreenUpdates: true) } } } but that leads to the app freezing and sending an infinite loop of [CAMetalLayer nextDrawable] returning nil because allocation failed. Same thing happens when I try return renderer.image { ctx in view.layer.render(in: ctx.cgContext) } Now that SceneKit is deprecated, I didn't want to start a new app using deprecated APIs.
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1.1k
Sep ’25
visionOS plane anchor rotation and wall direction are inconsistent
I have a problem with the wall plane detection using visionOS/ARKit: I am using ARKitSession's PlaneDetectionProvider detection.wall in the space of visionOS. I recorded the position and rotation information of the first detected plane, but found that the rotation value will be facing when the user starts the space. There is a deviation in different directions. That is to say, even if the plane is located on the same wall, the rotation quaternion will be different. I hope that no matter from which direction the user enters the scan, the real direction of the wall can be correctly obtained so that the virtual content can be accurately aligned with the wall. I have tried to use anchor.originFromAnchorTransform or Transform.rotation directly, but the rotation value is still affected by the user's initial orientation. In addition, I would like to know whether the user's initial orientation will affect the location information. If so, please provide a solution. Thank you!
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519
Sep ’25
How to apply the same SystemImage to both mainEmitter and spawnedEmitter without clipping in ParticleEmitterComponent?
Hi everyone, I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation. In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues: The image applied to mainEmitter appears clipped or cropped. The image on spawnedEmitter does not update to the selected SystemImage. What I want to achieve: Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping. Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size. Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated. Thanks in advance!
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Sep ’25
Unable to play .aivu with VideoPlayerComponent
I’m trying to play an Apple Immersive video in the .aivu format using VideoPlayerComponent using the official documentation found here: https://developer.apple.com/documentation/RealityKit/VideoPlayerComponent Here is a simplified version of the code I'm running in another application: import SwiftUI import RealityKit import AVFoundation struct ImmersiveView: View { var body: some View { RealityView { content in let player = AVPlayer(url: Bundle.main.url(forResource: "Apple_Immersive_Video_Beach", withExtension: "aivu")!) let videoEntity = Entity() var videoPlayerComponent = VideoPlayerComponent(avPlayer: player) videoPlayerComponent.desiredImmersiveViewingMode = .full videoPlayerComponent.desiredViewingMode = .stereo player.play() videoEntity.components.set(videoPlayerComponent) content.add(videoEntity) } } } Full code is here: https://github.com/tomkrikorian/AIVU-VideoPlayerComponentIssueSample But the video does not play in my project even though the file is correct (It can be played in Apple Immersive Video Utility) and I’m getting this error when the app crashes: App VideoPlayer+Component Caption: onComponentDidUpdate Media Type is invalid Domain=SpatialAudioServicesErrorDomain Code=2020631397 "xpc error" UserInfo={NSLocalizedDescription=xpc error} CA_UISoundClient.cpp:436 Got error -4 attempting to SetIntendedSpatialAudioExperience [0x101257490|InputElement #0|Initialize] Number of channels = 0 in AudioChannelLayout does not match number of channels = 2 in stream format. Video I’m using is the official sample that can be found here but tried several different files shot from my clients and the same error are displayed so the issue is definitely not the files but on the RealityKit side of things: https://developer.apple.com/documentation/immersivemediasupport/authoring-apple-immersive-video Steps to reproduce the issue: - Open AIVUPlayerSample project and run. Look at the logs. All code can be found in ImmersiveView.swift Sample file is included in the project Expected results: If I followed the documentation and samples provided, I should see my video played in full immersive mode inside my ImmersiveSpace. Am i doing something wrong in the code? I'm basically following the documentation here. Feedback ticket: FB19971306
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Aug ’25
Ornaments in Presentations
We can add ornaments to popovers shown by PresentationComponent, but I’m not sure if we should. While working on the editor for entities in a Volume-based app, I had the idea to add ornaments to the presented views. The entire app exists inside a volume. A user can tap a item to present a popoverUI to edit it. This is displayed using the new PresentationComponent in visionOS 26. Ornaments have a new attachment anchor option this year: .parent(). .ornament(attachmentAnchor: .parent(.top), ornament: {...}) This works well in the Simulator. We can add ornaments around this popover view just like we would with a window. Unfortunately, when I run this on device I get a different experience. Any part of the ornament that overlaps with the popover content isn’t rendered correctly. Sometimes it entirely disappears, other times it becomes partially transparent. We could use content alignment to try to make sure the ornament doesn’t overlap the popover content. .ornament(attachmentAnchor: .parent(.top), contentAlignment: .bottom, ornament: {...}) This works sometimes–but not all the time. It’s not clear if this is a bug or not, because I’m not sure if we are even supposed to be able to use ornaments in this way. Here is my hierarchy: An app opens as a Volume Volume presenting a RealityView, with its own ornament using .scene() anchor Multiple Entities with Presentation Component show an edit view The view uses .parent() anchor to add ornaments. What makes me unsure is that other methods for drawing UI in RealityView don’t seem to work with ornaments. For example, if I add an attachment to show a view with the ornament–even when I use the .parent() anchor–the ornament is anchor to the volume, not the attachment view. So what do we think? Is this a rendering bug? Are ornaments intended to work with attachments and presentations?
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Aug ’25
[visionOS] How to render side-by-side stereo video?
I want to render a 3d/stereoscopic video in an Apple Vision Pro window using RealityKit/RealityView. The video is a left-right stereo. The straight forward approach would be to spawn a quad, and give it a custom Shader Graph material, which has a CameraIndexSwitch. The CameraIndexSwitch chooses between the right texture vs the left texture. https://i.sstatic.net/XawqjNcg.png The issue I have here is that I have to extract the video frames from my AVSampleBufferVideoRenderer. This should work ok, but not if I'm playing FairPlay content. So, my question is, how to render stereo FairPlay videos in a SwiftUI RealityView?
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Aug ’25
How to mix Animation and IKRig in RealityKit
I want an AR character to be able to look at a position while still playing the characters animation. So far, I managed to manually adjust a single bone rotation using skeletalComponent.poses.default = Transform( scale: baseTransform.scale, rotation: lookAtRotation, translation: baseTransform.translation ) which I run at every rendering update, while a full body animation is running. But of course, hardcoding single joints to point into a direction (in my case the head) does not look as nice, as if I were to run some inverse cinematic that includes, hips + neck + head joints. I found some good IKRig code in Composing interactive 3D content with RealityKit and Reality Composer Pro. But when I try to adjust rigs while animations are playing, the animations are usually winning over the IKRig changes to the mesh.
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512
Aug ’25
Perspective problem
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model. When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same. Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5. I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
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255
Aug ’25
FromToByAnimation triggers availableAnimations not the single bone animation
So, I was trying to animate a single bone using FromToByAnimation, but when I start the animation, the model instead does the full body animation stored in the availableAnimations. If I don't run testAnimation nothing happens. If I run testAnimation I see the same animation as If I had called entity.playAnimation(entity.availableAnimations[0],..) here's the full code I use to animate a single bone: func testAnimation() { guard let jawAnim = jawAnimation(mouthOpen: 0.4) else { print("Failed to create jawAnim") return } guard let creature, let animResource = try? AnimationResource.generate(with: jawAnim) else { return } let controller = creature.playAnimation(animResource, transitionDuration: 0.02, startsPaused: false) print("controller: \(controller)") } func jawAnimation(mouthOpen: Float) -> FromToByAnimation<JointTransforms>? { guard let basePose else { return nil } guard let index = basePose.jointNames.firstIndex(of: jawBoneName) else { print("Target joint \(self.jawBoneName) not found in default pose joint names") return nil } let fromTransforms = basePose.jointTransforms let baseJawTransform = fromTransforms[index] let maxAngle: Float = 40 let angle: Float = maxAngle * mouthOpen * (.pi / 180) let extraRot = simd_quatf(angle: angle, axis: simd_float3(x: 0, y: 0, z: 1)) var toTransforms = basePose.jointTransforms toTransforms[index] = Transform( scale: baseJawTransform.scale * 2, rotation: baseJawTransform.rotation * extraRot, translation: baseJawTransform.translation ) let fromToBy = FromToByAnimation<JointTransforms>( jointNames: basePose.jointNames, name: "jaw-anim", from: fromTransforms, to: toTransforms, duration: 0.1, bindTarget: .jointTransforms, repeatMode: .none, ) return fromToBy } PS: I can confirm that I can set this bone to a specific position if I use guard let index = newPose.jointNames.firstIndex(of: boneName) ... let baseTransform = basePose.jointTransforms[index] newPose.jointTransforms[index] = Transform( scale: baseTransform.scale, rotation: baseTransform.rotation * extraRot, translation: baseTransform.translation ) skeletalComponent.poses.default = newPose creatureMeshEntity.components.set(skeletalComponent) This works for manually setting the bone position, so the jawBoneName and the joint-transformation can't be that wrong.
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Aug ’25
Unexpected behavior when writing entities and loading realityFiles.
I have a simple visionOS app that creates an Entity, writes it to the device, and then attempts to load it. However, when the entity file get overwritten, it affects the ability for the app to load it correctly. Here is my code for saving the entity. import SwiftUI import RealityKit import UniformTypeIdentifiers struct ContentView: View { var body: some View { VStack { ToggleImmersiveSpaceButton() Button("Save Entity") { Task { // if let entity = await buildEntityHierarchy(from: urdfPath) { let type = UTType.realityFile let filename = "testing.\(type.preferredFilenameExtension ?? "bin")" let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] let fileURL = documentsURL.appendingPathComponent(filename) do { let mesh = MeshResource.generateBox(size: 1, cornerRadius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: true) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) print("Writing \(fileURL)") try await entity.write(to: fileURL) } catch { print("Failed writing") } } } } .padding() } } Every time I press "Save Entity", I see a warning similar to: Writing file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality Failed to set dependencies on asset 1941054755064863441 because NetworkAssetManager does not have an asset entity for that id. When I open the immersive space, I attempt to load the same file: import SwiftUI import RealityKit import UniformTypeIdentifiers struct ImmersiveView: View { @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in guard let type = UTType.realityFile.preferredFilenameExtension else { return } let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] let fileURL = documentsURL.appendingPathComponent("testing.\(type)") guard FileManager.default.fileExists(atPath: fileURL.path) else { print("❌ File does not exist at path: \(fileURL.path)") return } if let entity = try? await Entity(contentsOf: fileURL) { content.add(entity) } } } } I also get errors after I overwrite the entity (by pressing "Save Entity" after I have successfully loaded it once). The warnings that appear when the Immersive space attempts to load the new entity are: Asset 13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'. Asset 8308977590385781534 Scene (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Scene_0.compiledscene failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to read archive entry. AssetLoadRequest failed because asset failed to load '13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh' (Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'.) The order of operations to make this happen: Launch app Press "Save Entity" to save the entity "Open Immersive Space" to view entity Press "Save Entity" to overwrite the entity "Open Immersive Space" to view entity, failed asset load request Also Launch app, the entity should still be save from last time the app ran "Open Immersive Space" to view entity Press "Save Entity" to overwrite the entity "Open Immersive Space" to view entity, failed asset load request NOTE: It appears I can get it to work slightly better by pressing the "Save Entity" button twice before attempting to view it again in the immersive space.
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Aug ’25
GCMouse causes onDisappear to not run after dismissImmersiveSpace?
I have created a simple app that enters and exits an immersive space. I have not changed the basic code that gets created when you start a new visionOS project. I have connected a Magic Mouse to the AVP using BT. I have added a simple call to print(GCMouse.mice())and I have also tried print(GCController.controllers()) when the RealityView is launched inside the body closure. If I do not have the GCMouse/GCController call, everything works fine. However, with this perfect storm (Magic Mouse connected, enter immersive space, call GCMouse/GCController, exit immersive space) the onDisappear closure is never called, so I cannot reset my ToggleImmersiveSpace button out of disabled state due to transition. Once I power off and disconnect the mouse, the onDisappear closure is finally called. I have attempted to profile the issue, and I see that right before the onDisappear is called after the controllers are disconnected (which is long after the dismissImmersiveSpace was called), I see two mentions of some deallocation/destruction of GameController: -[GCMouse.cxx_destruct] -[GCPhysicalInputProfile(Pooling) release]
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Aug ’25
How to detect which entity was tapped?
Hi, I'm rewriting my game from SceneKit to RealityKit, and I'm having trouble implementing the following scenario: I tap on the iPhone screen to select an Entity that I want to drag. If an Entity was tapped, it should then be possible to drag it left, right, etc. SceneKit solution: func CGPointToSCNVector3(_ view: SCNView, depth: Float, point: CGPoint) -> SCNVector3 { let projectedOrigin = view.projectPoint(SCNVector3Make(0, 0, Float(depth))) let locationWithz = SCNVector3Make(Float(point.x), Float(point.y), Float(projectedOrigin.z)) return view.unprojectPoint(locationWithz) } and then I was calling: SCNView().hitTest(location, options: [SCNHitTestOption.firstFoundOnly:true]) the code was called inside of the UIPanGestureRecognizer in my UIViewController. Could I reuse that code or should I go with the SwiftUI approach - something like that: var body: some View { RealityView { .... } .gesture(TapGesture().onEnded { }) ? I already have this code: @State private var location: CGPoint? .onTapGesture { location in self.location = location } I'm trying to identify the entity that was tapped within the RealityView like that: RealityView { content in let box: ModelEntity = createBox() // for now there is only one box, however there will be many boxes content.add(box) let anchor = AnchorEntity(world: [0, 0, 0]) content.add(anchor) _ = content.subscribe(to: SceneEvents.Update.self) { event in //TODO: find tapped entity, so that it could be dragged inside of the DragGesture() } Any help would be appreciated. I also noticed that if I create a TapGesture like that: TapGesture(count: 1) .targetedToAnyEntity() and add it to my view using .gesture() then it is not triggered.
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200
Aug ’25