RealityKit

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

RealityKit Documentation

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visionOS + Unity PolySpatial: Is 15,970 MeshFilters the True Upper Limit for Industrial Scenes?
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)
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534
Jul ’25
RealityKit and USDZ: Winding Order Issue with Negatively Scaled Meshes
Hi all, I've encountered a potential issue with how the winding order of geometry is handled when their transformations involve negative scaling. I created a simple test asset, a single triangle, to demonstrate this. The triangle's vertices are defined in a counter-clockwise ("right-handed") winding order, and its transform has a negative scale on the X-axis. According to the OpenUSD specification, this negative determinant in the transformation matrix should effectively reverse the winding order of the geometry: However, any given gprim's local-to-world transformation can flip its effective orientation, when it contains an odd number of negative scales. This condition can be reliably detected using the (Jacobian) determinant of the local-to-world transform: if the determinant is less than zero, then the gprim's orientation has been flipped, and therefore one must apply the opposite handedness rule when computing its surface normals (or just flip the computed normals) for the purposes of hidden surface detection and lighting calculations. When I view the asset in tools like Blender or Preview on macOS, it behaves as expected. The triangle's effective orientation is flipped to CW. However, when the same asset is viewed in Reality Composer Pro or with QuickLook on iOS, its effective orientation remains CCW. In other words, the triangle faces the opposite direction. My questions for the community and Apple are: Is this behavior in RealityKit a known issue? If this is a known issue, is there official guidance for DCC tools on how to export USDZ assets to ensure they appear correctly in the Apple ecosystem? Any insights or recommendations would be greatly appreciated.
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293
Jul ’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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122
Aug ’25
RealityKit Blend Modes
I have 2 planes with textures on. I want these planes to intersect [ –|– ], and I want the blend mode to be additive. Currently I get z fighting on the planes, and I can't see how to set blend modes. I've done this before in Unity and Godot in a fairly straight forward manner. How do I accomplish this with RealityKit, preferably using code only (my scene is quite dynamic)? Do I need to do it with a shader manually? How can I stop the z fighting?
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694
4w
How to convert `DragGesture().onEnded`'s velocity CGSize to the SIMD3<Float> required in `PhysicsMotionComponent(linearVelocity, angularVelocity)`?
So if I drag an entity in RealityView I have to disable the PhysicsBodyComponent to make sure nothing fights dragging the entity around. This makes sense. When I finish a drag, this closure gets executed: .gesture( DragGesture() .targetedToAnyEntity() .onChanged { e in // ... } .onEnded { e in let velocity: CGSize = e.gestureValue.velocity } If I now re-add PhysicsBodyComponent to the component I just dragged, and I make it mode: .dynamic it will loose all velocity and drop straight down through gravity. Instead the solution is to apply mode: .kinematic and also apply a PhysicsMotionComponent component to the entity. This should retain velocity after letting go of the object. However, I need to instatiate it with PhysicsMotionComponent(linearVelocity: SIMD3<Float>, angularVelocity: SIMD3<Float>). How can I calculate the linearVelocity and angularVelocity when the e.gestureValue.velocity I get is just a CGSize? Is there another prop of gestureValue I should be looking at?
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787
Jan ’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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620
Mar ’25
Disable Foveation for ImmersiveSpace?
Does anyone know how I can disable foveation for an ImmersiveSpace? I'm aware that I could use a CompositorLayer and my own Metal rendering to control foveation, but I'm hoping that I can configure an existing/underlying LayerRenderer (or similar) to disable it for an immersive scene. Or if there's another approach I should be taking, any pointers are appreciated. Thank you!
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588
Dec ’24
Are these RealityKit warnings a cause for concern?
I've created a minimal iOS RealityKit/ARKit app with only this view controller: import UIKit import RealityKit import ARKit class ViewController: UIViewController { var arView: ARView! override func viewDidLoad() { super.viewDidLoad() arView = ARView(frame: view.bounds, cameraMode: .nonAR, automaticallyConfigureSession: true) arView.autoresizingMask = [.flexibleWidth, .flexibleHeight] view.addSubview(arView) } } When I run this app in the iOS 18.1 simulator using Xcode 16.1 beta 2 (16B5014f), RealityKit logs the warnings included below to the console. I see similar warnings on the device, running iOS 18.0. Should I be concerned about any of these warnings? Please let me know if I should submit feedback reporting this issue. Thank you. Could not locate file 'default-binaryarchive.metallib' in bundle. Registering library (/Library/Developer/CoreSimulator/Volumes/iOS_22B5045f/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.1.simruntime/Contents/Resources/RuntimeRoot/System/Library/PrivateFrameworks/CoreRE.framework/default.metallib) that already exists in shader manager. Library will be overwritten. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/suFeatheringCreateMergedOcclusionMask.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arKitPassthrough.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arSegmentationComposite.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute0.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute1.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute2.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute3.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute4.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute5.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute6.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute7.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute8.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute9.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute10.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute11.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute12.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. ... Compiler failed to build request makeRenderPipelineState failed [reading from a rendertarget is not supported]. Pipeline for technique meshShadowCasterProgrammableBlending failed compilation!
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1.1k
Oct ’24
How use custom segmentation occlusion in RealityKit?
I have a neural network model for segmentation, I successfully integrated it and am getting a grayscale image. Next, I need to apply the segmentation mask in RealityKit to achieve the occlusion effect (like person segmentation). I tried doing it through post-processing and other methods, but none of them worked. Is there any example of how this can be done in RealityKit?
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638
Oct ’24
How to Disable Object Occlusion in a RealityView?
Hi everyone, I’m working on a project using RealityKit and encountering an issue with object occlusion. Specifically, I need to disable the occlusion of real-world objects (e.g., tables, walls) in my RealityView. I want virtual entities to render fully, even if real-world objects would normally block their view. I’ve explored options in ARSession and ARWorldTrackingConfiguration but haven’t found anything that affects occlusion in RealityView. I suspect there might be a setting or approach I’ve missed. Has anyone dealt with a similar scenario or knows how to achieve this? Any insights or pointers would be greatly appreciated! Thanks in advance, Nicolas
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487
Nov ’24
EXC_BAD_ACCESS when removing IKComponent from Entity
I'm trying to position an Entity with inverse kinematics while dragging the handle only, but use forward kinematics (pose jointTransforms) otherwise. The System, Components, Gestures and Rig all seem to work individually. My approach is to add the IKComponent when dragging starts on the handle and removing the IKComponent it is released. The switch into IK works, but when removing the IKComponent the App crashes * thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x8) * frame #0: 0x00000001aa5bb188 CoreRE`(anonymous namespace)::IKComponentSolverWrapper::getSolver() + 60 frame #1: 0x00000001aa5bafb0 CoreRE`re::internal::ikParametersNodeCallback(re::Slice<re::StringID>, re::Slice<re::RigDataValue>, re::Slice<re::StringID>, re::MutableSlice<re::RigDataValue>, void*) + 48 frame #2: 0x00000001aa52d090 CoreRE`re::(anonymous namespace)::resolveEvaluationContextCallback(re::EvaluationContext&, void*) + 152 frame #3: 0x00000001aa68c024 CoreRE`re::(anonymous namespace)::$_76::__invoke(re::Slice<unsigned long>, re::(anonymous namespace)::RegisterTable&) + 1080 frame #4: 0x00000001aa678c94 CoreRE`re::EvaluationModelSingleThread::evaluate(re::EvaluationContextSlices&) + 1188 frame #5: 0x00000001aa866984 CoreRE`re::SkeletalPoseRuntimeData::executeEvaluationTree() + 136 frame #6: 0x00000001aadf37ec CoreRE`re::ecs2::SkeletalPoseComponent::calculateSkeletalPoseBufferWithRig(re::ecs2::MeshComponent*, re::ecs2::RigComponent*, re::ecs2::SkeletalPoseBufferComponent*) + 492 frame #7: 0x00000001aadf4a84 CoreRE`re::ecs2::SkeletalPoseComponentStateImpl::processPreparingComponents(re::ecs2::System::UpdateContext const&, re::ecs2::BasicComponentStateSceneData<re::ecs2::SkeletalPoseComponent>*, re::ecs2::ComponentBuckets<re::ecs2::SkeletalPoseComponent>::BucketIteration, void*) + 268 frame #8: 0x00000001aadf54b0 CoreRE`re::ecs2::SkeletalPoseSystem::update(re::ecs2::System::UpdateContext) const + 732 frame #9: 0x00000001aaed3e54 CoreRE`re::internal::Callable<re::ecs2::ECSManager::configurePhaseECSSystems(re::Scheduler::ScheduleDescriptor&, re::ecs2::ECSSystemGroup, unsigned long)::$_1, void (float)>::operator()(float&&) const + 168 frame #10: 0x00000001ab40eda4 CoreRE`re::Scheduler::executePhase(unsigned long) + 440 frame #11: 0x00000001aa6a3b74 CoreRE`re::Engine::executePhase(re::FramePhase) + 144 frame #12: 0x000000023173de9c RealitySystemSupport`RCPSharedSimulationExecuteUpdate + 64 frame #13: 0x00000002276c9820 MRUIKit`__65-[MRUISharedSimulation _doJoinWithConnectionConfiguration:error:]_block_invoke.35 + 168 frame #14: 0x00000002276c8530 MRUIKit`__addCAPreFenceHandler_block_invoke + 32 frame #15: 0x000000018af22058 QuartzCore`CA::Transaction::run_commit_handlers(CATransactionPhase) + 112 frame #16: 0x000000018aef2ad4 QuartzCore`CA::Context::commit_transaction(CA::Transaction*, double, double*) + 592 frame #17: 0x000000018af21898 QuartzCore`CA::Transaction::commit() + 652 frame #18: 0x000000018af22dac QuartzCore`CA::Transaction::flush_as_runloop_observer(bool) + 68 frame #19: 0x0000000185a26820 UIKitCore`_UIApplicationFlushCATransaction + 48 frame #20: 0x0000000184f97af0 UIKitCore`_UIUpdateSequenceRun + 76 frame #21: 0x0000000185954290 UIKitCore`schedulerStepScheduledMainSection + 168 frame #22: 0x00000001859536d8 UIKitCore`runloopSourceCallback + 80 frame #23: 0x00000001804157fc CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 24 frame #24: 0x0000000180415744 CoreFoundation`__CFRunLoopDoSource0 + 172 frame #25: 0x0000000180414eb0 CoreFoundation`__CFRunLoopDoSources0 + 232 frame #26: 0x000000018040f454 CoreFoundation`__CFRunLoopRun + 788 frame #27: 0x000000018040ecd4 CoreFoundation`CFRunLoopRunSpecific + 552 frame #28: 0x0000000190104b70 GraphicsServices`GSEventRunModal + 160 frame #29: 0x0000000185a27e30 UIKitCore`-[UIApplication _run] + 796 frame #30: 0x0000000185a2c058 UIKitCore`UIApplicationMain + 124 frame #31: 0x00000001d29558b4 SwiftUI`closure #1 (Swift.UnsafeMutablePointer<Swift.Optional<Swift.UnsafeMutablePointer<Swift.Int8>>>) -> Swift.Never in SwiftUI.KitRendererCommon(Swift.AnyObject.Type) -> Swift.Never + 164 frame #32: 0x00000001d29555dc SwiftUI`SwiftUI.runApp<τ_0_0 where τ_0_0: SwiftUI.App>(τ_0_0) -> Swift.Never + 84 frame #33: 0x00000001d265ecdc SwiftUI`static SwiftUI.App.main() -> () + 164 frame #34: 0x000000010303f1c4 Playground.debug.dylib`static PlaygroundApp.$main() at <compiler-generated>:0 frame #35: 0x000000010303f290 Playground.debug.dylib`main at PlaygroundApp.swift:7:8 frame #36: 0x0000000102f6d410 dyld_sim`start_sim + 20 frame #37: 0x000000010312e274 dyld`start + 2840 Is there a workaround or another way to switch between IK and FK?
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427
Dec ’24
Object Capture Not Working – Blank Screen Displayed
Hello everyone, Since last night, the Object Capture feature in my app has stopped working. Whenever I try to use it, a blank screen is displayed instead of the expected functionality. I’ve also tested several other apps that rely on Object Capture, and they are experiencing the same issue. This makes me think it might not be a problem specific to my device or app. I’ve already tried restarting my device and ensuring all apps are up to date, but the issue persists. Does anyone have more information about this issue? If so, is there any update on when it might be resolved? Thank you in advance for your help! Best regards
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482
Dec ’24
Issues importing Tiled Image Material X shader node into Reality Composer Pro
Hey, I am having issues getting my Material X shaders to work properly in Reality Composer Pro that I've authored in Houdini. The shader is very simple. It starts with a tiled image node that is written to the diffuse color of the preview surface node. This node is called mtxltileimage2. When I create a tiled image node in RCP and configure it to have the same parameter values I get the texture to show up correctly. This node is called TiledImage. One difference I can identify is that the second node has a grey icon whereas the first node has a blue icon. Could this be related to this issue? Here is the USD viewer output for the two variants of the tiled image node. Any pointers, misconceptions and help would be greatly appreciated. My goal is to be able and author these shaders in Houdini and import them into RCP. Trying to figure out the right pipeline for this workflow.
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649
Dec ’24
BillboardComponent causing Model Entity tap recognition issues on iOS 18
Hi, When I attach BillboardComponent to anchor entities, I am no longer able to retrieve the tapped entity anymore because the collision shapes of the entity are messed up due to always orienting it towards the camera. And it does not updated the collision shapes because if I try pressing everywhere that is not my model entity, I get a hit out of nowhere. I tried updating the collision shapes of the entity every frame: for child in existingPassport.mainEntity!.children { child.generateCollisionShapes(recursive: true) } However, nothing comes of it, and it is not a smart solution in the first places because it is too heavy to recreate the shapes every frame. I am using the usual AR View Controller that works when I comment out the BillboardComponent line just fine: private func setupTapRecognizer() { let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap)) arView.addGestureRecognizer(tapRecognizer) } @objc func handleTap(_ recognizer: UITapGestureRecognizer) { print("handle tap URL 1") let location = recognizer.location(in: arView) if let entity = arView.entity(at: location) { print("handle tap URL 2") // Assuming each entity has a URL stored in a component if let urlComponent = entity.components[URLComponent.self] { webViewPresenter?.presentFullScreenWebView(url: urlComponent.url) print("handle tap URL: \(urlComponent.url)") } } } How should we tackle this issue on iOS 18? Thanks!
1
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670
Dec ’24
RealityKit fails with EXC_BAD_ACCESS at CMClockGetAnchorTime in the simulator
Starting with iOS 18.0 beta 1, I've noticed that RealityKit frequently crashes in the simulator when an app launches and presents an ARView. I was able to create a small sample app with repro steps that demonstrates the issue, and I've submitted feedback: FB16144085 I've included a crash log with the feedback. If possible, I'd appreciate it if an Apple engineer could investigate and suggest a workaround. It's awkward to be restricted to the iOS 17 simulator, which does not exhibit this behavior. Please let me know if there's anything I can do to help. Thank you.
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561
Apr ’25
How to clip ModelEntity
I am trying to model something similar to an odometer in RealityKit, where 3D numbers scroll up or down, as they increase or decrease, within a container entity. Is there a way for an Entity to clip its children so that anything that extends beyond its dimensions is not rendered?
1
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496
Dec ’24