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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RealityKit not behaving as expected
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?
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320
Jul ’25
How to customize shader code for visionos ?
Hello experts, I'm trying to implement a material with custom shader code, but I saw that visionOS doesn't allow you to inject custom Metal functions or use CustomMaterial like iOS/macOS, nor can you directly write Metal Shading Language (.metal) and use it through ShaderGraphMaterial. So my question is, if i want to implement your own shader code, how should i do it?
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448
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.
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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.
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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.
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253
Jul ’25
PhotogrammetrySession fails with internal errors 4011 / 4012 when using iOS Object Capture (Area Mode) images
Hi all, I’m running into an issue when trying to reconstruct a 3D model using PhotogrammetrySession on macOS from a set of images captured via the iOS Object Capture sample app, specifically in Area mode. When I attempt to create the model from these images (using the raw Images/ folder exported directly from the capture session), I get the following errors: ERROR cv3dapi.pg: Internal error codes (2): 4011 4012 WARN cv3dapi.pg: Internal warning codes (1): 4507 Output error with code = -15 requestError: CoreOC.PhotogrammetrySession.Error.processError I use the "Images" directory directly exported from Object Capture with my iphone 12 pro max (has lidar) set to "area mode" in the object capture app here is an example heic image metadata from the sequence. heif-info Images/00044.869568833.HEIC MIME type: image/heic main brand: heic compatible brands: mif1, MiHE, MiPr, miaf, MiHB, heic image: 3024x4032 (id=49), primary tiles: 6x8, tile size: 512x512 colorspace: YCbCr, 4:2:0 bit depth: 8 thumbnail: 240x320 color profile: nclx alpha channel: no depth channel: yes size: 192x256 bits per pixel: 8 z-near: 1.173828 z-far: 2.552734 d-min: undefined d-max: undefined representation: uniform Z metadata: Exif: 960 bytes uri /tag:apple.com,2023:ObjectCapture#CameraTrackingState: 4 bytes uri /tag:apple.com,2023:ObjectCapture#CameraCalibrationData: 1015 bytes uri /tag:apple.com,2023:ObjectCapture#ObjectTransform: 48 bytes uri /tag:apple.com,2023:ObjectCapture#ObjectBoundingBox: 48 bytes uri /tag:apple.com,2023:ObjectCapture#RawFeaturePoints: 832 bytes uri /tag:apple.com,2023:ObjectCapture#PointCloudData: 23984 bytes uri /tag:apple.com,2023:ObjectCapture#BundleVersion: 5 bytes uri /tag:apple.com,2023:ObjectCapture#SegmentID: 4 bytes uri /tag:apple.com,2024:ObjectCapture#SessionUUID: 36 bytes uri /tag:apple.com,2024:ObjectCapture#CaptureMode: 4 bytes uri /tag:apple.com,2023:ObjectCapture#Feedback: 4 bytes uri /tag:apple.com,2023:ObjectCapture#WideToDepthCameraTransform: 48 bytes uri /tag:apple.com,2023:ObjectCapture#TemporalDepthPointClouds: 864026 bytes transformations: angle (ccw): 270 region annotations: none properties: camera intrinsic matrix: focal length: 2813.695557; 2813.695557 principal point: 1522.338502; 2002.843018 skew: 0.000000 camera extrinsic matrix: rotation matrix: -0.695 0.344 -0.632 0.007 -0.875 -0.483 -0.719 -0.340 0.606 Questions: • What do internal error codes 4011 and 4012 refer to? • Is there something specific about Area mode captures that require preprocessing before they’re compatible with PhotogrammetrySession? • Has anyone successfully reconstructed a model from an Area mode session using the stock Apple tools? NOTE: I can provide the folder of images for debugging if that would help!
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Jul ’25
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.
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Jul ’25
moveCharacter reports collision with itself
I'm running into an issue with collisions between two entities with a character controller component. In the collision handler for moveCharacter the collision has both hitEntity and characterEntity set to the same object. This object is the entity that was moved with moveCharacter() The below example configures 3 objects. stationary sphere with character controller falling sphere with character controller a stationary cube with a collision component if the falling sphere hits the stationary sphere then the collision handler reports both hitEntity and characterEntity to be the falling sphere. I would expect that the hitEntity would be the stationary sphere and the character entity would be the falling sphere. if the falling sphere hits the cube with a collision component the the hit entity is the cube and the characterEntity is the falling sphere as expected. Is this the expected behavior? The entities act as expected visually however if I want the spheres to react differently depending on what character they collided with then I am not getting the expected results. IE: If a player controlled character collides with a NPC then exchange resource with NPC. if player collides with enemy then take damage. import SwiftUI import RealityKit struct ContentView: View { @State var root: Entity = Entity() @State var stationary: Entity = createCharacter(named: "stationary", radius: 0.05, color: .blue) @State var falling: Entity = createCharacter(named: "falling", radius: 0.05, color: .red) @State var collisionCube: Entity = createCollisionCube(named: "cube", size: 0.1, color: .green) //relative to root @State var fallFrom: SIMD3<Float> = [0,0.5,0] var body: some View { RealityView { content in content.add(root) root.position = [0,-0.5,0.0] root.addChild(stationary) stationary.position = [0,0.05,0] root.addChild(falling) falling.position = fallFrom root.addChild(collisionCube) collisionCube.position = [0.2,0,0] collisionCube.components.set(InputTargetComponent()) } .gesture(SpatialTapGesture().targetedToAnyEntity().onEnded { tap in let tapPosition = tap.entity.position(relativeTo: root) falling.components.remove(FallComponent.self) falling.teleportCharacter(to: tapPosition + fallFrom, relativeTo: root) }) .toolbar { ToolbarItemGroup(placement: .bottomOrnament) { HStack { Button("Drop") { falling.components.set(FallComponent(speed: 0.4)) } Button("Reset") { falling.components.remove(FallComponent.self) falling.teleportCharacter(to: fallFrom, relativeTo: root) } } } } } } @MainActor func createCharacter(named name: String, radius: Float, color: UIColor) -> Entity { let character = ModelEntity(mesh: .generateSphere(radius: radius), materials: [SimpleMaterial(color: color, isMetallic: false)]) character.name = name character.components.set(CharacterControllerComponent(radius: radius, height: radius)) return character } @MainActor func createCollisionCube(named name: String, size: Float, color: UIColor) -> Entity { let cube = ModelEntity(mesh: .generateBox(size: size), materials: [SimpleMaterial(color: color, isMetallic: false)]) cube.name = name cube.generateCollisionShapes(recursive: true) return cube } struct FallComponent: Component { let speed: Float } struct FallSystem: System{ static let predicate: QueryPredicate<Entity> = .has(FallComponent.self) && .has(CharacterControllerComponent.self) static let query: EntityQuery = .init(where: predicate) let down: SIMD3<Float> = [0,-1,0] init(scene: RealityKit.Scene) { } func update(context: SceneUpdateContext) { let deltaTime = Float(context.deltaTime) for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) { let speed = entity.components[FallComponent.self]?.speed ?? 0.5 entity.moveCharacter(by: down * speed * deltaTime, deltaTime: deltaTime, relativeTo: nil) { collision in if collision.hitEntity == collision.characterEntity { print("hit entity has collided with itself") } print("\(collision.characterEntity.name) collided with \(collision.hitEntity.name) ") } } } } #Preview(windowStyle: .volumetric) { ContentView() }
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Aug ’25
RealityKit - How to change camera target in response of a touch event?
Hello, I’m porting my UIKit/SceneKit app to SwiftUI/RealityKit and I’m wondering how to change the camera target programmatically. I created a simple scene in Reality Composer Pro with two spheres. My goal is straightforward: when the user taps a sphere, the camera should look at it as the main target. Following Apple’s videos, I implemented the .gesture modifier and it is printing the tapped sphere correctly, but updating my targetEntity state doesn’t change anything, so the camera won't update its target. Is there a way to access the scene content at that level? Or what else should I do? Here’s my current code implementation: Thanks!
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210
Sep ’25
scenekit is deprecated but realitykit is for special computing what should i use ?
hello i am new to apple ecosystem and development i have some coding experience with c# now i like to develop my game for iphone 16 and up(due to ability to run ai models) but i am having hard time figuring out what to use there is a lot of resources for scene-kit but on its doc page it says its deprecated so i look at the reality-kit docs and tutorials and its strictly tells how to develop for visionos and i am really confused about this since there is no tutorials that shows how to develop a game for ios with reality-kit that does not focus visionos. i just want to develop for iphone 16 and up but i cant find resources focuses at that.
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176
Oct ’25
ARView ignores multi-touch events
Hi, How to enable multitouch on ARView? Touch functions (touchesBegan, touchesMoved, ...) seem to only handle one touch at a time. In order to handle multiple touches at a time with ARView, I have to either: Use SwiftUI .simultaneousGesture on top of an ARView representable Position a UIView on top of ARView to capture touches and do hit testing by passing a reference to ARView Expected behavior: ARView should capture all touches via touchesBegan/Moved/Ended/Cancelled. Here is what I tried, on iOS 26.1 and macOS 26.1: ARView Multitouch The setup below is a minimal ARView presented by SwiftUI, with touch events handled inside ARView. Multitouch doesn't work with this setup. Note that multitouch wouldn't work either if the ARView is presented with a UIViewController instead of SwiftUI. import RealityKit import SwiftUI struct ARViewMultiTouchView: View { var body: some View { ZStack { ARViewMultiTouchRepresentable() .ignoresSafeArea() } } } #Preview { ARViewMultiTouchView() } // MARK: Representable ARView struct ARViewMultiTouchRepresentable: UIViewRepresentable { func makeUIView(context: Context) -> ARView { let arView = ARViewMultiTouch(frame: .zero) let anchor = AnchorEntity() arView.scene.addAnchor(anchor) let boxWidth: Float = 0.4 let boxMaterial = SimpleMaterial(color: .red, isMetallic: false) let box = ModelEntity(mesh: .generateBox(size: boxWidth), materials: [boxMaterial]) box.name = "Box" box.components.set(CollisionComponent(shapes: [.generateBox(width: boxWidth, height: boxWidth, depth: boxWidth)])) anchor.addChild(box) return arView } func updateUIView(_ uiView: ARView, context: Context) { } } // MARK: ARView class ARViewMultiTouch: ARView { required init(frame: CGRect) { super.init(frame: frame) /// Enable multi-touch isMultipleTouchEnabled = true cameraMode = .nonAR automaticallyConfigureSession = false environment.background = .color(.gray) /// Disable gesture recognizers to not conflict with touch events /// But it doesn't fix the issue gestureRecognizers?.forEach { $0.isEnabled = false } } required dynamic init?(coder decoder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { for touch in touches { /// # Problem /// This should print for every new touch, up to 5 simultaneously on an iPhone (multi-touch) /// But it only fires for one touch at a time (single-touch) print("Touch began at: \(touch.location(in: self))") } } } Multitouch with an Overlay This setup works, but it doesn't seem right. There must be a solution to make ARView handle multi touch directly, right? import SwiftUI import RealityKit struct MultiTouchOverlayView: View { var body: some View { ZStack { MultiTouchOverlayRepresentable() .ignoresSafeArea() Text("Multi touch with overlay view") .font(.system(size: 24, weight: .medium)) .foregroundStyle(.white) .offset(CGSize(width: 0, height: -150)) } } } #Preview { MultiTouchOverlayView() } // MARK: Representable Container struct MultiTouchOverlayRepresentable: UIViewRepresentable { func makeUIView(context: Context) -> UIView { /// The view that SwiftUI will present let container = UIView() /// ARView let arView = ARView(frame: container.bounds) arView.autoresizingMask = [.flexibleWidth, .flexibleHeight] arView.cameraMode = .nonAR arView.automaticallyConfigureSession = false arView.environment.background = .color(.gray) let anchor = AnchorEntity() arView.scene.addAnchor(anchor) let boxWidth: Float = 0.4 let boxMaterial = SimpleMaterial(color: .red, isMetallic: false) let box = ModelEntity(mesh: .generateBox(size: boxWidth), materials: [boxMaterial]) box.name = "Box" box.components.set(CollisionComponent(shapes: [.generateBox(width: boxWidth, height: boxWidth, depth: boxWidth)])) anchor.addChild(box) /// The view that will capture touches let touchOverlay = TouchOverlayView(frame: container.bounds) touchOverlay.autoresizingMask = [.flexibleWidth, .flexibleHeight] touchOverlay.backgroundColor = .clear /// Pass an arView reference to the overlay for hit testing touchOverlay.arView = arView /// Add views to the container. /// ARView goes in first, at the bottom. container.addSubview(arView) /// TouchOverlay goes in last, on top. container.addSubview(touchOverlay) return container } func updateUIView(_ uiView: UIView, context: Context) { } } // MARK: Touch Overlay View /// A UIView to handle multi-touch on top of ARView class TouchOverlayView: UIView { weak var arView: ARView? override init(frame: CGRect) { super.init(frame: frame) isMultipleTouchEnabled = true isUserInteractionEnabled = true } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { let totalTouches = event?.allTouches?.count ?? touches.count print("--- Touches Began --- (New: \(touches.count), Total: \(totalTouches))") for touch in touches { let location = touch.location(in: self) /// Hit testing. /// ARView and Touch View must be of the same size if let arView = arView { let entity = arView.entity(at: location) if let entity = entity { print("Touched entity: \(entity.name)") } else { print("Touched: none") } } } } override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) { let totalTouches = event?.allTouches?.count ?? touches.count print("--- Touches Cancelled --- (Cancelled: \(touches.count), Total: \(totalTouches))") } }
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2w
GCControllerDidConnect notification not received in VisionOS 2.0
I am unable to get VisionOS 2.0 (simulator) to receive the GCControllerDidConnect notification and thus am unable to setup support for a gamepad. However, it works in VisionOS 1.2. For VisionOS 2.0 I've tried adding: .handlesGameControllerEvents(matching: .gamepad) attribute to the view Supports Controller User Interaction to Info.plist Supported game controller types -> Extended Gamepad to Info.plist ...but the notification still doesn't fire. It does when the code is run from VisionOS 1.2 simulator, both of which have the Send Game Controller To Device option enabled. Here is the example code. It's based on the Xcode project template. The only files updated were ImmersiveView.swift and Info.plist, as detailed above: import SwiftUI import GameController import RealityKit import RealityKitContent struct ImmersiveView: View { var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) } NotificationCenter.default.addObserver( forName: NSNotification.Name.GCControllerDidConnect, object: nil, queue: nil) { _ in print("Handling GCControllerDidConnect notification") } } .modify { if #available(visionOS 2.0, *) { $0.handlesGameControllerEvents(matching: .gamepad) } else { $0 } } } } extension View { func modify<T: View>(@ViewBuilder _ modifier: (Self) -> T) -> some View { return modifier(self) } }
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924
Dec ’24
Subdivision shows in RealityComposerPro but not when loaded in Simulator
Hello, I am trying to use the subdivision mesh rendering option. I can see it working in RealityComposerPro: But not when loading asset and displaying in Simulator: Using this code: import SwiftUI import RealityKit import RealityKitContent struct AirspaceView: View { // MARK: - VIEW BODY var body: some View { RealityView { content in if let a = try? await Entity(named: "Models/Test/Test.usdc", in: realityKitContentBundle) { content.add(a) } } } } Any ideas why?
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539
Feb ’25
Morphing Animation Not Playing in an Xcode VisionOS App
I have a 3D model with morphing animation that works correctly in Blender. I exported this model as a USDZ file and tried to display it in an Xcode-developed visionOS app, but the morphing animation does not play. What I Have Tried: Morphing animation works correctly in Blender. After exporting to USDZ, the morphing animation does not play in the Xcode app. Linear motion animations (such as object movement) work fine. Behavior in Reality Converter: GLB files do not display. USDZ files load, but morphing animations do not play. What I Want to Know: Is there a way to play morphing animations in an Xcode-developed app? Does RealityKit support morphing animations? Can morphing animations be played in an Xcode-developed app? If RealityKit does not support morphing animations, what alternative methods can be used to play them? I am looking for a way to use the existing animations without recreating them. Additional Information: I have both the Blender file (where animations work) and the USDZ file (where animations do not play). I am developing a visionOS app using Xcode. Any advice or solutions would be greatly appreciated. Thank you in advance!
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482
Feb ’25
ModelEntity(named:in:) fails to load USD file from RealityKitContent bundle with misleading error?
My experience has been that ModelEntity(named:in:) can be used to load a USD file with a simple structure consisting of entities and model entities, and, critically, it will flatten the entity hierarchy down to a single ModelEntity, presumably reducing the number of draw calls. However, can anyone verify that the following is true? If ModelEntity(named:in:) is used to load a USD file from a RealityKit content bundle, it may fail when the USD file contains more complex data, such as shader graph material definitions, or perhaps for some other reason. I am not sure. AND the error that ModelEntity(named:in:) throws in this case is Cannot load RealityKitContent entity: Failed to find resource with name "<name>" in bundle which would literally suggest that the file does not exist, instead of what I assume the error actually is, which is "the file exists but its entity hierarchy could not be flattened to a single ModelEntity" ? Is that an accurate description of the known behavior of ModelEntity:named:in:)? I understand that I could use Entity(named:in:) instead, without the flattening feature. My question is really more about the seemingly misleading error message. Thank you for any clarification you can provide.
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149
May ’25
Can spatial scene function be used outside of the Photo App?
I'm new here so I don't know what's this function belongs to which topic... Sorry about that! I watched the WWDC stream and I am really interested in this function, I'm wondering if this function could be used in my apps. I looked up the document but I find it only support visionOS(i'm not sure about that, but I saw the demo is base on the visionOS)
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186
Jun ’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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162
Aug ’25