I downloaded Xcode 16 and updated my macOS to 15, but I keep getting this error when trying to build the game in simulator or in device
[xrsimulator] Exception thrown: The operation couldn’t be completed. (realitytool.RKAssetsCompiler.RKAssetsCompilerError error 3.)
RealityKit
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Hello,
I'm getting started for my project with Xcode Cloud since I upgraded to the macOS Sequioa Beta and Xcode 16 now refuses to archive builds for TestFlight.
Somewhere very late in the build process I get the following error:
realitytool requires Metal for this operation and it is not available in this build environment
The log says this happens at:
Compile Skybox urban.skybox
My project uses RealityKit. How can I fix this issue?
Thanks!
Hi Apple Team,
We noticed the following exciting changelog in the latest macOS 26 beta:
A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451)
However after trying this on the latest beta and running some tests we do not see any differences on objects with low textures such as single coloured surfaces. Is there anything we are missing? the machine is definitely connected to the internet but we have no way of knowing from the logs if the new model is being used?
thanks
We've recently discovered that our app crashes on startup on the latest visionOS 2.0 beta 5 (22N5297g) build. In fact, the entire field of view would dim down and visionOS would then restart, showing the Apple logo. Interestingly, no app crash is reported by Xcode during debug.
After investigation, we have isolated the issue to a specific USDZ asset in our app. Loading it in a sample, blank project also causes visionOS to reliably crash, or become extremely unresponsive with rendering artifacts everywhere.
This looks like a potentially serious issue. Even if the asset is problematic, loading it should not crash the entire OS. We have filed feedback FB14756285, along with a demo project. Hopefully someone can take a look. Thanks!
Breaking Through PolySpatial's ~8k Object Limit – Seeking Alternative Approaches for Large-Scale Digital Twins
Confirmed: PolySpatial make Doubles MeshFilter Count – Hard Limit at ~8k Active Objects (15.9k Total)
Project Context & Research Goals
I’m developing an industrial digital twin application for Apple Vision Pro using Unity’s PolySpatial framework (RealityKit rendering in Unbounded_Volume mode). The scene contains complex factory environments with:
Production line equipment Many fragmented grid objects need to be merged.)
Dynamic product racks (state-switchable assets)
Animated worker avatars
To optimize performance, I’m systematically testing visionOS’s rendering capacity limits. Through controlled stress tests, I’ve identified a critical threshold:
Key Finding
When the total MeshFilter count reaches 15,970 (system baseline + 7,985 user-created objects × 2 due to PolySpatial cloning), the application crashes consistently. This suggests:
PolySpatial’s mirroring mechanism effectively doubles GameObject overhead
An apparent hard limit exists around ~8k active mesh objects in practice
Objectives for This Discussion
Verify if others have encountered similar limits with PolySpatial/RealityKit
Understand whether this is a:
Memory constraint (per-app allocation)
Render pipeline limit (Metal draw calls)
Unity-specific PolySpatial behavior
Explore optimization strategies beyond brute-force object reduction
Why This Matters
Industrial metaverse applications require rendering thousands of interactive objects . Confirming these limits will help our team:
Design safer content guidelines
Prioritize GPU instancing/LOD investments
Potentially contribute back to PolySpatial’s optimization
I’d appreciate insights from engineers who’ve:
Pushed similar large-scale scenes in visionOS
Worked around PolySpatial’s cloning overhead
Discovered alternative capacity limits (vertices/draw calls)
TL;DR: RealityKit and Reality Composer Pro aren't forward or backward compatible with each other, and the resulting error message is terse and unhelpful. (FB14828873)
So far, I've been sticking with Xcode 16.4 for development and only using Xcode 26.0 beta experimentally.
Yesterday, I used xcode-select to switch to Xcode 26.0 beta 3 to test it, but I forgot to switch back.
Consequently, this morning I unintentionally used the future Reality Composer Pro (the version included with Xcode 26) to make a small change to a USD file.
Now I realize that if I'm unlucky, it's possible Reality Composer Pro may have silently introduced a small change into the USD file that may make RealityKit fail to read the file on iOS 18 and visionOS 2, which in the past has resulted in hours of debugging to track down the source of the failure, often a single line in the USD file that RealityKit can't communicate to me other than with the error "the operation couldn't be completed".
As an analogy, this situation is as if, during regular development (not involving Reality Composer Pro), Xcode didn't warn you about specific API version conflicts, but instead failed with a generic error message, without highlighting the line in your Swift file that was the source of the error.
I noticed in the latest macOS beta 3 that there was this update:
A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451)
I am not noticing any difference to before with the reconstructions I tested so I am assuming it's reverting to the old model but in the logs there is no way to see if it succeeds or fails to download that new model.
do you have any more information on what was improved here with some examples and what we should be looking for? also how can confirm the download of that new model has not failed?
Hey there,
since SceneView has been marked as „deprecated“ for SwiftUI, I‘m wondering which alternatives should be considered for the following situation:
I have a SwiftUI app (for iOS and iPadOS) where users can view (with rotate, scale, move gestures) 3D models (USDZ) in a scene. The models will be downloaded from web backend and called via local URL paths.
What I tested:
I‘ve tried ARView in .nonAR mode, RealityView, however I didn‘t get the expected response -> User can rotate, scale the 3D models in a virtual space.
ARView in nonAR mode still shows the object like in normal AR mode without camera stream.
I tried to add Gestures to the RealityView on iOS - loading USDZ 3D models worked but the gestures didn’t).
Model3D is only available for visionOS (that would be amazing to have it for iOS)
I also checked QuickLook Preview however it works pretty strange via Filepicker etc, which is not the way how the user should load the 3D models in my app.
Maybe I missed something, I couldn’t find anything which can help me. I‘m pretty much stucked adopting the latest and greatest frameworks/APIs in my App and taking the next steps porting my app to visionOS.
Long story short 😃:
Does someone have an idea what is the alternative to SceneView for USDZ 3D models?
I appreciate your support!!
Thanks in advance!
Hello since updating to beta 3 the sculpting sample app doesn't work it crashes on running.
seems to be something in AnchorEntity or AccessoryAnchoringSource
Referenced from: <00B81486-1A74-30A0-B75B-4B39E3AF57DF> /private/var/containers/Bundle/Application/3D2EBF59-19F0-4BF4-8567-6962AA36A2C6/delete.app/delete.debug.dylib
Expected in: <BAA9B221-78A1-3B99-AA2F-B8DFCD179FC7> /System/Library/Frameworks/RealityFoundation.framework/RealityFoundation
Hi everyone! I am working on AR app and wanted to implement object occlusion because it removes drift pretty much from the object. This working great with RealityKit sample But I am unable to replicate such behaviour it with scenekit. Because scenekit does not offer object occlusion. Can we say scenekit is getting depricated, and we should re-write app in RealityKit (which is obviously a big task)?
Hello
I would like to know how to combine 2 animations with RealityKit (one animation for the arms and one for the legs for example)
I saw this apple demo that seems to explain it but I don't understand at all how to do it...
Thanks
Is there any limitation in Vision Pro when loading scenes with large-scale models?
Test Case:
Asset: Composite USDA file containing 10 individual models (total triangles count: ~4.2M)
Simulator: Loads and renders correctly
Real Device:
Loads asset successfully but failure during rendering phase:
Environment abruptly dims
System spontaneously reboots
How can we resolve this issue?
Below are excerpted logs preceding the crash:
<<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606
Attempted to add ornament: <MRUIPlatterOrnament: 0x10a658f00; _isInternal: YES; _displaceWindowChrome: NO; _canCaptureUI: NO; _isBeingRemoved: NO; contentAnchorPoint3D: "{0.5, 0.5, 0}"; position: <MRUIPlatterOrnamentRelativePosition: 0x105b68e70; anchorPoint: {0.5, 0.5, 1}>; rotation: "{{0, 0, 0}, 0}"; opacity: 1.000000; canFollowUser: YES; effectiveOffset: "{0, 0, 0}"; presentingViewController: 0x0; billboardingBehavior: 0x0; scalingBehavior: 0x0; relativeToParent: NO; nonHeritableDepthDisplacement: 0.000000; order: 0.000000; _window._determinedSize: {0, 0}; _window: (null)> to nil or non-supporting UIScene: <UIWindowScene: 0x10a8a0000; role: UISceneSessionRoleImmersiveSpaceApplication; persistentIdentifier: test.test:SFBSystemService-BA3A21A3-D1AB-42E2-8AF0-AE0AB83BE528; activationState: UISceneActivationStateUnattached>. No action taken.
Failed to set dependencies on asset 2823930584475958382 because NetworkAssetManager does not have an asset entity for that id.
apply fence tx failed (client=0x98490e18) [0x10000003 (ipc/send) invalid destination port]
Failed to commit transaction (client=0xa86516e2) [0x10000003 (ipc/send) invalid destination port]
My app for framing and arranging pictures from Photos on visionOS allows users to write the arrangements they create to .reality files using RealityKit entity.write(to:) that they then display to customers on their websites. This works perfectly on visionOS 2, but fails with a fatal protection error on visionOS 26 beta 1 and beta 2 when write(to:) attempts to write to its internal cache:
2025-06-29 14:03:04.688 Failed to write reality file Error Domain=RERealityFileWriterErrorDomain Code=10 "Could not create parent folders for file path /var/mobile/Containers/Data/Application/81E1DDC4-331F-425D-919B-3AB87390479A/Library/Caches/com.GeorgePurvis.Photography.FrameItVision/RealityFileBundleZippingTmp_A049685F-C9B2-479B-890D-CF43D13B60E9/41453BC9-26CB-46C5-ADBE-C0A50253EC27."
UserInfo={NSLocalizedDescription=Could not create parent folders for file path /var/mobile/Containers/Data/Application/81E1DDC4-331F-425D-919B-3AB87390479A/Library/Caches/com.GeorgePurvis.Photography.FrameItVision/RealityFileBundleZippingTmp_A049685F-C9B2-479B-890D-CF43D13B60E9/41453BC9-26CB-46C5-ADBE-C0A50253EC27.}
Has anyone else encountered this problem? Do you have a workaround? Have you filed a feedback?
ChatGPT analysis of the error and my code reports:
Why there is no workaround
• entity.write(to:) is a black box — you cannot override where it builds its staging bundle
• it always tries to create those random folders itself
• you cannot supply a parent or working directory to RealityFileWriter
• so if the system fails to create that folder, you cannot patch it
👉 This is why you see a fatal error with no recovery.
See also feedbacks: FB18494954, FB18036627, FB18063766
I'm playing about with the hand tracking systems in reality kit / Vision Pro
I thought it would be interesting if I could attach a virtual object to a hand when the hand is gripping (thought it would be fun to attach a basic cylinder to mimic a wand from Harry Potter)
I'm able to detect when the user is gripping but having trouble placing an object as though it's within the hand.
The simplest version of this is using an AnchorEntity pointing to the user's palm which kind of works, but quickly breaks the illusion when you rotate the wrist or hand.
It seems as though I will have to roll my own anchor entity using the various points of the user's hand and I thought calculating some median point between the thumb and little finger tips would be a good start but it's proven a little difficult as we need both rotation and position.
I'm already out of my depth with reality kit and matrices (and thanks to ChatGPT) I have some code, but as soon as I apply the position manually (as opposed to a hand anchor entity) it fails to render on the user's hand.
It feels like this should already have been something someone has looked in to, any ideas on what might be the issue here?
Note: HandTrackingSystem.handTracking is a HandTrackingProvider()
guard let anchors = HandTrackingSystem.handTracking.latestAnchors.leftHand else {
return
}
if
let thumb = anchors.handSkeleton?.joint(.thumbTip),
let little = anchors.handSkeleton?.joint(.littleFingerTip)
{
let thumbPos = simd_make_float3(thumb.anchorFromJointTransform.columns.3)
let littlePos = simd_make_float3(little.anchorFromJointTransform.columns.3)
let midPos = (thumbPos + littlePos) / 2
let direction = normalize(littlePos - thumbPos)
let rotation = simd_quatf(from: [0, 1, 0], to: direction)
wandEntity.transform.translation = midPos
wandEntity.transform.rotation = rotation
content.add(wandEntity)
}
I am an AR developer working on Apple Silicon Macs. Currently, Reality Composer Pro does not allow exporting .reality files, and Reality Composer (classic) is not available for Apple Silicon. This creates a gap in the workflow for ARKit/RealityKit developers who need interactive .reality files for use in Xcode projects.
Having the ability to export .reality files directly from Reality Composer Pro on Mac would greatly streamline development and enable a fully native workflow on modern Macs. Alternatively, bringing Reality Composer (classic) to Apple Silicon would also resolve this issue.
I have submitted this as a feature request via Feedback Assistant (FB17900386). I encourage others with similar needs to reply or submit feedback as well.
Thank you!
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
ARKit
Reality Composer
RealityKit
Reality Composer Pro
This week, I developed a small multiplatform RealityKit project. I also created a demo scene in Reality Composer Pro. Afterward, I imported the local package into the project. Running the project on macOS works perfectly. However, when I tried to run it on my iPhone, I encountered a permission error indicating that it couldn’t read the package. This seems unusual to me because I assumed that the dependency is bundled into the binary file. In an attempt to resolve the issue, I pushed the RCP package to GitHub, hoping it would work. Fortunately, everything compiles successfully now, but the loading time is significantly long, and the animations don’t play on tap gestures.
Could someone please help me identify the root cause of this problem?
I've loaded a ShaderGraphMaterial from a RealityKit content bundle and I'm attempting to access the initial values of its parameters using getParameter(handle:), but this method appears to always return nil:
let shaderGraphMaterial = try await ShaderGraphMaterial(named: "MyMaterial", from: "MyFile")
let namedParameterValue = shaderGraphMaterial.getParameter(name: "myParameter")
// This prints the value of the `myParameter` parameter, as expected.
print("namedParameterValue = \(namedParameterValue)")
let handle = ShaderGraphMaterial.parameterHandle(name: "myParameter")
let handleParameterValue = shaderGraphMaterial.getParameter(handle: handle)
// Expected behavior: prints the value of the `myParameter` parameter, as above.
// Observed behavior: prints `nil`.
print("handleParameterValue = \(handleParameterValue)")
Is this expected behavior?
Based on the documentation at https://developer.apple.com/documentation/realitykit/shadergraphmaterial/getparameter(handle:) I'd expect getParameter(handle:) to return the value of the parameter, just as getParameter(name:) does.
I've tested this on iOS 18.5 and iOS 26.0 beta 2.
Assuming this getParameter(handle:) works as designed, is the following ShaderGraphMaterial extension an appropriate workaround, or can you recommend a better approach?
Thank you.
public extension ShaderGraphMaterial {
/// Reassigns the values of all named material parameters using the handle-based API.
///
/// This works around an issue where, at least as of RealityKit 26.0 beta 2 and
/// earlier, `getParameter(handle:)` will always return `nil` when used to read the
/// initial value of a shader graph material parameter read using
/// `ShaderGraphMaterial(named:from:in:)`, whereas `getParameter(name:)` will work
/// as expected.
private mutating func copyNamedParametersToHandles() {
for parameterName in self.parameterNames {
if let value = self.getParameter(name: parameterName) {
let handle = ShaderGraphMaterial.parameterHandle(name: parameterName)
do {
try self.setParameter(handle: handle, value: value)
} catch {
assertionFailure("Cannot set parameter value")
}
}
}
}
}
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
visionOS
Is there a way to permanently disable PHASE SDK logging? It seems to be a lot chattier than Apple's other SDKs.
While developing a RealityKit app that uses AudioPlaybackController, I must manually hide the PHASE SDK log output several times each day so I can see my app's log messages.
Thank you.
Hi,
we've been through the Explore Object Tracking for visionOS and worked through the sample code ExploringObjectTrackingWithARKit.
What we'd really like to see is Object Tracking for iOS using devices with either LiDAR or the TrueDepth/RGB cameras.
Has anyone had success with MeshInstancesComponent? I tried to follow the sample code from What's New in RealityKit but it wouldn't compile. I was able to use one of the init overloads to get it to compile, but using it crashes both my device and the simulator. Even with one instance.