RealityKit

RSS for tag

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

Posts under RealityKit tag

200 Posts

Post

Replies

Boosts

Views

Activity

RealityKit generates an excessive amount of logging
During regular use, RealityKit generates an excessive amount of internal logging that is not actionable by third party developers. When developing an iOS RealityKit/ARKit app, this makes the Xcode console challenging to use for regular work. (FB19173812) See screenshots below. Xcode does have an option for filtering out logging from specific SDKs, but enabling this feature to suppress the logging of RealityKit and related SDKs like PHASE is something developers have to do dozens of times each day. After a year of developing a RealityKit app, this process becomes frustrating. If SDKs like Foundation, UIKit, and SwiftUI generated as much logging as RealityKit and related SDKs, Xcode's console would be unusable. Is there any way to disable the logging of RealityKit and PHASE permanently? Thank you for any help you provide.
1
0
329
Jul ’25
Entities moved with Manipulation Component in visionOS Beta 4 are clipped by volume bounds
In Beta 1,2, and 3, we could pick up and inspect entities, bringing them closer while moving them outside of the bounds of a volume. As of Beta 4, these entities are now clipped by the bounds of the volume. I'm not sure if this is a bug or an intended change, but I files a Feedback report (FB19005083). The release notes don't mention a change in behavior–at least not that I can find. Is this an intentional change or a bug? Here is a video that shows the issue. https://youtu.be/ajBAaSxLL2Y In the previous versions of visionOS 26, I could move these entities out of the volume and inspect them close up. Releasing would return them to the volume. Now they are clipped as soon as they reach the end of the volume. I haven't had a chance to test with windows or with the SwiftUI modifier version of manipulation.
1
4
384
Jul ’25
RealityKit battery drain intuition?
Hi all, Is there a standard, good intuition about RealityKit battery drain vs how the Xcode profiler tends to display things? I have a realitykit ARview that i have permanently in my view hierarchy and the profiler is saying constantly 40% CPU spin, ~160mb increase of memory usage compared to when not using this view, and battery increased from Low to middle of the yellow bar for "high". Yet the actual battery drain attributed to my app is basically an order of magnitude lower than the battery drain of something like Tiktok for the same amount of foreground time (15% vs 2%) So I'm a little confused whether or not to trust the Xcode battery profiler when working with RealityKit and ARViews (unless Tiktok is in very high usage all the time!). Is this a largely ignorable signal, and more generally, how useful is this profiler? Doesn't seem immediately intuitive to me at first use. Thanks!
0
0
155
Jul ’25
When placing a TextField within a RealityViewAttachment, the virtual keyboard does not appear in front of the user as expected.
Hello, Thank you for your time. I have a question regarding visionOS app development. When placing a SwiftUI TextField inside RealityView.attachments, we found that focusing on the field does not bring up the virtual keyboard in front of the user. Instead, the keyboard appears around the user’s lower abdomen area. However, when placing the same TextField in a regular SwiftUI layer outside of RealityView, the keyboard appears in the correct position as expected. This suggests that the issue is specific to RealityView.attachments. We are currently exploring ways to have the virtual keyboard appear directly in front of the user when using TextField inside RealityViewAttachments. If there is any method to explicitly control the keyboard position or any known workarounds—including alternative UI approaches—we would greatly appreciate your guidance. Best regards, Sadao Tokuyama
3
1
625
Jul ’25
Portal crossing causes inconsistent lighting and visual artifacts between virtual and real spaces (visionOS 2.0)
Hello, I'm working with the new PortalComponent introduced in visionOS 2.0, and I've encountered some issues when transitioning entities between virtual and real-world spaces using crossingMode. Specifically: Lighting inconsistency: When CG content (ModelEntities with PhysicallyBasedMaterial) crosses the portal from virtual space into the real environment, the way light reflects on the objects changes noticeably. This causes a jarring visual effect, as the same material appears differently depending on the space it's in. Unnatural transition visuals: During the transition, the CG models often appear to "emerge from the wall," especially when crossing from virtual to real. This ruins the immersive illusion and feels visually unnatural. IBL adjustment attempts: I’ve tried adding an ImageBasedLightComponent to the world entity, and while it slightly improves the lighting consistency, the issue still remains to a noticeable degree. My goal is to create a seamless visual experience when CG entities cross between spaces, without sudden lighting shifts or immersion-breaking geometry reveals. Has anyone else experienced similar issues? Is there a recommended setup or workaround to better control lighting and visual fidelity when using crossingMode with portals in visionOS 2.0? Any guidance would be greatly appreciated. Thank you!
5
0
240
Jul ’25
How To Move Camera with PS5 Game Controller
Hello again! So, I am trying my best to figure out how to get a simple, fully Immersive scene that is navigable via the PS5 controller to work on Vision Pro. I am even using ChatGPT (both externally AND in Xcode when it makes fix recommendations) however, I seem to be moving around in circles, having to constantly send error messages back to ChatGPT, then try the new "confirmed to work" fixed code, only to have more errors. I also have explicitly let the AI know that I'm using all the current betas, only to learn there has been lots of stuff deprecated (of course!). This is my initial query to ChatGPT: "How can I create a fully immersive VR experience for Apple Vision Pro, using a PS5 game controller to navigate the user via first person view through a 3d scene?" And then down the rabbit hole the past few days. Seriously, I thought AI was supposed to be helpful! LOL Per Xcode logs, I'm seeing thumbstick movement, but simply cannot get the camera to move. Is this even possible?! Is it a camera defined in Reality Composer Pro? Or, does it need to be defined outside. I'm trying to follow along with the AI, but it seems to go back and forth with different solutions. Here is the latest it's spitting out: __ Thanks for this super clear log — and you’re absolutely right: the gamepad input is working, CameraRoot is moving as expected… but your actual camera view is not changing. This strongly suggests the issue is that RealityKit is not using your custom camera (PerspectiveCameraComponent) for rendering the view. ⸻ 🔍 What’s happening Even though CameraRoot is moving (with correct logs), RealityKit will default to its own internal camera unless: 1. You explicitly assign your camera entity to be the one used, or 2. Your camera is the only one and RealityKit picks it up automatically. But in visionOS 2.0 / Xcode 26, there seems to be a bug or behavior change where RealityKit no longer auto-uses your custom PerspectiveCameraComponent in RealityView unless it’s: • properly set with content.camera, or • part of a .usda/Reality Composer camera hierarchy that’s already active. Unfortunately: 🟥 RealityView.camera = .entity(cameraRoot) ❌ Is no longer allowed (we confirmed this breaks with a type error) ⸻ ✅ The Reliable Workaround: Attach your camera to the Immersive scene itself Since we’re loading a .usda scene (Reality Composer Pro), here’s the most reliable path forward: ✔️ Option A: Embed your camera into the Reality Composer Pro scene 1. Open your Reality Composer Pro scene 2. Add a Camera entity directly in your Immersive.usda scene 3. Name it something like "PlayerCamera" 4. Position it at [0, 1.6, 0] 5. Leave it selected as the default camera Then in your Swift code: • Find the camera entity with .findEntity(named:) • Move that entity instead of creating a new one. ⸻ ✔️ Option B: Force RealityKit to use your custom camera (via transform parenting) Since direct camera assignment is unavailable, we can use a trick: Move the whole RealityView scene via a parent entity with a camera. But let’s go with Option A, since you’ve already got a Reality Composer Pro scene. __ Can any developer over there can make a suggestion on how to move forward? I JUST want to create a sandbox template so I can start exploring 3d scenes created in Maya and sent over to headset. I'll deal with animation next, but come on, why is this so difficult to get working? I'm not a programmer, but have been trying to wrap my head around Xcode and SwiftUI. This needs to be much simpler. Or, you need to provide us creatives with better sample templates and non programmer speak on how to set this up properly. Ideally, you HIRE us 3d professionals to work side by side with the programmers to help make these tools useable - especially Reality Composer Pro. Seriously, I am making a concerted effort to use the native tools, even though I would love to be porting Unreal Engine scenes over. If anyone can help point me in the right direction, coming from a 3D Creator/Animator/Modeler perspective, I, and my fellow peers in the XR/AR/VR community would greatly appreciate it. Thank you.
8
0
728
Jul ’25
Unable to Drag 3D Model(Entity) in visionOS when UITextView Is in the Background
I'm running into an issue in Xcode when working on a visionOS app. Whenever I try to drag a 3D model entity in my scene, the drag gesture doesn't work if there's a UITextView (or SwiftUI TextEditor) in background of the 3D entity. It seems like the UITextView is intercepting the gesture or preventing the drag interaction from reaching the 3D content. Interestingly, when the 3D entity is placed infront of the ScrollView, the drag works as expected. Has anyone else experienced this behavior? Is this a known limitation or a bug in the current tooling? Any workarounds or fixes would be appreciated. Thanks!
0
0
198
Jul ’25
GestureComponent does not support DragGesture
The following code using the new GestureComponent demonstrates inconsistency. The tap gesture prints output, but the drag gesture does not. I already checked this post, which points to this seemingly outdated sample code I assume that example is deprecated in favour of the now built in version of GestureComponent. Nonetheless, there are no compiler warnings or errors, it just fails silently. TapGesture, LongPressGesture, MagnifyGesture, RotateGesture all work, so this feels like an oversight. RealityView { content in let testEntity = ModelEntity(mesh: .generateBox(size: .init(x: 1, y: 1, z: 1))) testEntity.position = SIMD3<Float>(0,0,-1) testEntity.components.set(InputTargetComponent()) testEntity.components.set(CollisionComponent( shapes: [.generateBox(size: .init(x: 1, y: 1, z: 1))] )) let testGesture = TapGesture() .onEnded { value in print("Tapped") } testEntity.components.set(GestureComponent(testGesture)) let dragGesture = DragGesture() .onEnded { value in print("Dragged") } testEntity.components.set(GestureComponent(dragGesture)) content.add(testEntity) }
3
1
388
Jul ’25
Subject: Handling Z-Up Blender USDZ Models in RealityKit (visionOS) for Transform Updates
Hello everyone, I'm working on a visionOS application using RealityKit and am encountering a common coordinate system challenge when integrating 3D models created in Blender. My goal is to display and dynamically update the Transform (position, rotation, scale) of models created in Blender within RealityKit. The issue arises because Blender's default coordinate system is Z-up, and while exporting to USD/USDZ, I don't have a reliable "Y-up" export option that correctly reorients the model and its transform data for RealityKit's Y-up convention. This means I'm essentially exporting models with their "up" direction along the Z-axis. When I load these Z-up exported models into RealityKit, they are often oriented incorrectly. To then programmatically update their Transform (e.g., move them, rotate them based on game logic, or apply physics), I need to ensure that the Transform values I set align with RealityKit's Y-up system, even though the original model data was authored in a Z-up context. My questions are: What is the recommended transformation process (e.g., using simd_quatf or simd_float4x4) to convert a Transform that was conceptually defined in a Z-up coordinate system to RealityKit's Y-up coordinate system? Specifically, when I have a Transform (or its translation, rotation, scale components) from a Z-up context, how should I apply this to a RealityKit Entity so it appears and behaves correctly in a Y-up world? Are there any existing convenience APIs or helper functions within RealityKit, simd, or other Apple frameworks that simplify this Z-up to Y-up Transform conversion process? Or is a manual application of a transformation quaternion (e.g., simd_quatf(angle: -.pi / 2, axis: [1, 0, 0])) the standard approach? Any guidance, code examples, or best practices from those who have faced similar challenges would be greatly appreciated! Thank you.
1
1
356
Jul ’25
How to Configure angularLimitInYZ for PhysicsSphericalJoint in RealityKit (Pendulum/Swing Behavior)
Hello RealityKit developers, I'm currently working on physics simulations in my visionOS app and am trying to adapt the concepts from the official sample Simulating physics joints in your RealityKit app. In the sample, a sphere is connected to the ceiling using a PhysicsRevoluteJoint to create a hinge-like simulation. I've successfully modified this setup to use a PhysicsSphericalJoint instead. The basic replacement works as expected: pin1 (attached to the sphere) rotates freely around pin0 (attached to the ceiling), much like a ball-and-socket joint should, removing all translational degrees of freedom. My challenge lies with the PhysicsSphericalJoint's angularLimitInYZ property. The documentation mentions that this property allows limiting the rotation around the Y and Z axes, defining an "elliptical cone shape around the x-axis of pin0." However, I'm struggling to understand how to specify these values to achieve a desired rotational limit. If I have a sphere that is currently capable of rotating 360 degrees around pin0 (like a free-spinning ball on a string), how would I use angularLimitInYZ to restrict its rotation to a certain height or angular range, preventing it from completing a full circle? Specifically, I'm trying to achieve a "swing" like behavior where the sphere oscillates back and forth but cannot rotate completely overhead or underfoot. What values or approach should I use for the angularLimitInYZ tuple to define such a restricted pendulum-like motion? Any insights, code examples, or explanations on how to properly configure angularLimitInYZ for this kind of behavior would be incredibly helpful! The following code is modified from the sample. extension MainView { func addPinsTo(ballEntity: Entity, attachmentEntity: Entity) throws { let hingeOrientation = simd_quatf(from: [1, 0, 0], to: [0, 0, 1]) let attachmentPin = attachmentEntity.pins.set( named: "attachment_hinge", position: .zero, orientation: hingeOrientation ) let relativeJointLocation = attachmentEntity.position( relativeTo: ballEntity ) let ballPin = ballEntity.pins.set( named: "ball_hinge", position: relativeJointLocation, orientation: hingeOrientation ) // Create a PhysicsSphericalJoint between the two pins. let revoluteJoint = PhysicsSphericalJoint(pin0: attachmentPin, pin1: ballPin) try revoluteJoint.addToSimulation() } } The following image is a screenshot of the operation when changing to PhysicsSphericalJoint. Thank you in advance for your assistance.
1
0
263
Jul ’25
Can developers use spatial image in third App's Spatial widget
Spatial widget is a new feature of visionos 26. I notice The system’s Photo app can add a Spatial Image in the widget. I wonder if third apps can use spatial image or any 3D content in it's widget? I try to use RealityView in widget and it run with a crash. So does spatial Image in widget only supported by the system Photo app, and not available to developers now?
1
1
724
Jul ’25
Photogrammetry Session - new model?
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
5
1
586
Jul ’25
Loading USDZ asset into Model3D causes visionOS 2.0 beta 5 to crash
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!
3
1
564
Jul ’25
RealityKit and Reality Composer Pro aren't forward or backward compatible with each other
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.
1
0
438
Jul ’25
new algorithm significantly improves PhotogrammetrySession?
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?
0
0
323
Jul ’25
Alternatives to SceneView
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!
4
0
184
Jul ’25