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RealityKit
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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?
Hey there, I’m currently planning to use RealityKit in a new multiplatform app I’m building. Unfortunately, I noticed that WatchOS is not supported for RealityKit, while SceneKit is getting deprecated. However, I’d like to maintain the same codebase across platforms. What are my options?
Hello,
Question re: iOS RealityView postProcess. I've got a working postProcess kernel and I'd like to add some depth-based effects to it. Theoretically I should be able to just do:
encoder.setTexture(context.sourceDepthTexture, index: 1)
and then in the kernel:
texture2d<float, access::read> depthIn [[texture(1)]]
...
outTexture.write(depthIn.read(gid), gid);
And I consistently see all black rendered to the view. The postProcess shader works, so that's not the issue. It just seems to not be receiving actual depth information.
(If I set a breakpoint at the encoder setTexture step, I can see preview the color texture of the scene, but the context's depthTexture looks like all NaN / blank.)
I've looked at all the WWDC samples, but they include ARView for all the depth sample code, which has a different set of configuration options than RealityView. So far I haven't seen anywhere to explicitly tell RealityView "include the depth information". So I'm not sure if I'm missing something there.
It appears that there is indeed a depth texture being passed, but it looks blank.
Is there a working example somewhere that we can reference?
Is there any support pr plans for support for for raytraced reflections in RealityKit on the Vision Pro M5? I cannot find any documentation regarding this topic.
Developing a prototype Vision Pro app and would like to render a 3D scene made from Reality Composer Pro on an image anchor in a RealityView. But I have no luck so far to make it work and need some guidance to move on.
I got the image file stored in the assets like below:
And from below is the source codes:
import SwiftUI
import RealityKit
import RealityKitContent
struct AnchorView: View {
@State var imageEntity: Entity = {
let anchorEntity = AnchorEntity(.image(group: "AR Resources", name: "reanchor"))
return anchorEntity
}()
var body: some View {
RealityView { content in
do
{
// Add the initial RealityKit content
if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle)
{
imageEntity.addChild(scene)
content.add(imageEntity)
}
}
catch
{
print("Error occurs when adding reality view content: \(error)")
}
}
}
}
I have two apps released -- ReefScan and ReefBuild -- that are based on the WWDC21 sample photogrammetry apps for iOS and MacOS. Those run fine without LiDAR and are used mostly for underwater models where LiDAR does not work at all. It now appears that the updated photogrammetry session requires LiDAR data, and building my app on current xcode results in a non-working app. Has the "old" version of photgrammetry session been broken by this update? It worked very well previously so I would hate to see this regression to needing LiDAR. Most of my users do not have that.
Topic:
Graphics & Games
SubTopic:
RealityKit
Hi
Hopefully someone can share some ideas on how to accomplish this.
I know we can load models from realityKitContentBundle like
let model = try? await Entity(named: “testModel”, in: realityKitContentBundle)
But this is in the root of RealityKitContent.rkassets , if I have the models in some subfolder then I have to add the complete path like
let model = try? await Entity(named: “/superModels/testModel”, in: realityKitContentBundle)
What I want is to be able to search recursively in all folders for that file as I have several subfolders with different models.
Any suggestion ?
Thanks in advance.
Guillermo
When importing FBX animations (generated by Cinema 4d or Blender) the models come in very far way and cannot resize or zoomed in. I have tried every setting from both programs to no avail. Is there a secret to providing the right export options? When importing without animations/and rigging the model imports fine and correct size. But once motion is included, something is awry. I also tried changing base units in Converter, but did not work. I have attache my model heirarchy in C4D as well as the imported result. It appears the animation is imported, as I can see it move, but can barely see it :)
I can't create any breakpoint in my Xcode after I upgraded to macOS 15.4
macOS: Version 15.4 (24E248)
visionOS Simulator: 2.3
Xcode: Version 16.2 (16C5032a)
My app works well without any breakpoints.
But if I create any breakpoint it shows me this:
Couldn't find the Objective-C runtime library in loaded images.
Message from debugger: The LLDB RPC server has crashed. You may need to manually terminate your process. The crash log is located in ~/Library/Logs/DiagnosticReports and has a prefix 'lldb-rpc-server'. Please file a bug and attach the most recent crash log.
Hi, following the recent deprecation of SceneKit, I'm trying to move a couple of my SceneKit projects to RealityKit.
One thing I can't seem to find is how to change the content scale factor when using a RealityView in SwiftUI. It was really easy to do in SceneKit with just a SCNView property, and it seems that it's also possible when using ARView, but I can't find a way to do it with a RealityView. Maybe it's a SwiftUI limitation?
Topic:
Graphics & Games
SubTopic:
RealityKit
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)
}
Hi everyone,
I’m running into an issue with RealityKit when trying to animate BlendShapes (ShapeKeys) while a skeletal animation is playing. The model is a rigged character in .usdz format with both predefined skeletal animations and BlendShapes (exported from Blender).
The problem: when I play any animation using entity.playAnimation(...), the BlendShapes stop responding. Calling setBlendShapes(...) still logs that weights are being updated, but the visual changes are not visible.
The exact same blend shape animation works perfectly when no animation is playing.
In SceneKit the same model works as expected: shape keys get animated during animation playback. But not in realitykit
Still, as soon as an animation starts, the shape keys don’t animate anymore.
Here’s the test project on GitHub that demonstrates the issue clearly:
https://github.com/IAMTHEBURT/RealityKitWitnBlendShapesSample
The goal is to play facial expressions (like blinking or talking) while a body animation (like waving) is playing.
Is this a known limitation in RealityKit? Or is there a recommended way to combine skeletal animations with real-time BlendShape updates?
Thanks in advance for any insights.
Hi team, I'm looking for the RealityKit debugger in Xcode 26 beta 3. I'm running a RealityKit app on my iPad running iPadOS 26 b3, but the debugger option is not there in Xcode.
I am rewriting an unfinished SceneKit project as RealityKit (NonAR). As far as I can see, RealityKit is missing basic fog functionality?
Fog was simple & easy to implement in SCeneKit (fogStartDistance / fogEndDistance / fogDensityExponent / fogColor). Are there any plans to implement something like this in RealityKit?
Are there any simple workarounds?
Topic:
Graphics & Games
SubTopic:
RealityKit
I’m trying to play an Apple Immersive video in the .aivu format using VideoPlayerComponent using the official documentation found here:
https://developer.apple.com/documentation/RealityKit/VideoPlayerComponent
Here is a simplified version of the code I'm running in another application:
import SwiftUI
import RealityKit
import AVFoundation
struct ImmersiveView: View {
var body: some View {
RealityView { content in
let player = AVPlayer(url: Bundle.main.url(forResource: "Apple_Immersive_Video_Beach", withExtension: "aivu")!)
let videoEntity = Entity()
var videoPlayerComponent = VideoPlayerComponent(avPlayer: player)
videoPlayerComponent.desiredImmersiveViewingMode = .full
videoPlayerComponent.desiredViewingMode = .stereo
player.play()
videoEntity.components.set(videoPlayerComponent)
content.add(videoEntity)
}
}
}
Full code is here:
https://github.com/tomkrikorian/AIVU-VideoPlayerComponentIssueSample
But the video does not play in my project even though the file is correct (It can be played in Apple Immersive Video Utility) and I’m getting this error when the app crashes:
App VideoPlayer+Component Caption: onComponentDidUpdate Media Type is invalid
Domain=SpatialAudioServicesErrorDomain Code=2020631397 "xpc error" UserInfo={NSLocalizedDescription=xpc error}
CA_UISoundClient.cpp:436 Got error -4 attempting to SetIntendedSpatialAudioExperience
[0x101257490|InputElement #0|Initialize] Number of channels = 0 in AudioChannelLayout does not match number of channels = 2 in stream format.
Video I’m using is the official sample that can be found here but tried several different files shot from my clients and the same error are displayed so the issue is definitely not the files but on the RealityKit side of things:
https://developer.apple.com/documentation/immersivemediasupport/authoring-apple-immersive-video
Steps to reproduce the issue:
- Open AIVUPlayerSample project and run. Look at the logs.
All code can be found in ImmersiveView.swift
Sample file is included in the project
Expected results:
If I followed the documentation and samples provided, I should see my video played in full immersive mode inside my ImmersiveSpace.
Am i doing something wrong in the code? I'm basically following the documentation here.
Feedback ticket: FB19971306
A bit of background on what our app is doing:
We have a RealityKit ARView session running.
During this period we place objects in RealityKit.
At some point user can "take photo" and we use session.captureHighResolutionFrame to capture a frame.
We then use captured frame and frame.camera.projectPoint to project my objects back to 2D
Issue we found is that on devices that have iOS26, first photo user takes and the first frame received from session.captureHighResolutionFrame gives incorrect CGPoint for frame.camera.projectPoint. If user takes the second photo with the same camera phostion, second frame received from session.captureHighResolutionFrame gives correct CGPoint for frame.camera.projectPoint
I notices some difference between first and subsequent frames that i believe is corresponding with the issue. Yaw value of camera (frame.camera.eulerAngles.y) on first frame is not correct ( inconsistent with any subsequent frame)
I also created a small example app and i followed Building an Immersive Experience with RealityKit example to create it. The issue exists in this app for iOS26, while iOS18.* has consistent values between first and subsequent captured frames.
Note:
The yaw value seems to differ more if we start session in portrait but take photo in landscape.
Example result for 3 captured frames:
Frame captured with yaw: 1.4855177402496338
Frame captured with yaw: -0.08803760260343552
Frame captured with yaw: -0.08179682493209839
Example code:
class CustomARView: ARView, ARSessionDelegate {
required init(frame: CGRect) { super.init(frame: frame) }
required init?(coder decoder: NSCoder) { fatalError("init(coder:) has not been implemented")}
func setup() {
let singleTap = UITapGestureRecognizer(target: self, action: #selector(handleTap))
addGestureRecognizer(singleTap)
}
@objc
func handleTap(_ gestureRecognizer: UIGestureRecognizer) {
Task {
do {
let frame = try await session.captureHighResolutionFrame()
print("Frame captured with yaw: \(Double(frame.camera.eulerAngles.y))")
} catch { }
}
}
}
struct CustomARViewUIViewRepresentable: UIViewRepresentable {
func makeUIView(context: Context) -> some UIView {
let arView = CustomARView(frame: .zero)
arView.setup()
return arView
}
func updateUIView(_ uiView: UIViewType, context: Context) { }
}
struct ContentView: View {
var body: some View {
CustomARViewUIViewRepresentable()
.frame(maxWidth: .infinity, maxHeight: .infinity)
.ignoresSafeArea()
}
}
What is the current [most recent] best practice to instancing Meshes in RealityKit?
I see both MeshInstanceComponent and MeshInstanceCollection.
My intent is to bind a transform to a Circle Agent (GameplayKit Agent), and feed that result to Instancing.
I am creating a RealityKit scene that will contain over 12,000 duplicate cubes arranged in a circle (see image below). This is for some high-energy physical simulations I am doing. I accomplish this scene by creating a single cube and cloning it a bunch of times. So, I there is a single MeshResource and Material even though there are a lot of entities. I have confirmed this by checking with Swift's === operator. Even with this, the program is unworkably slow.
Any suggestions or tricks that could help with this type of scene?
Using a single geometry was the trick to getting SceneKit to work fast with geometries like this. I've been updating my software to RealityKit because I far prefer the structure of RealityKit over SceneKit.
Hello,
I've been trying to leverage instanced rendering in RealityKit on visionOS but have not had success.
RealityKit states this is supported:
https://developer.apple.com/documentation/realitykit/validating-usd-files
https://developer.apple.com/videos/play/wwdc2021/10075/?time=1373
https://developer.apple.com/videos/play/wwdc2023/10099/?time=772
RealityKit Trace metrics
Validating instancing is working:
To test I made a base visionOS app with immersive space and the entity replaced with my test usdz file. I've been using the RealityKit Trace profiling template in xcode instruments in the immersive space and volume closed. This gets consistent draw call results.
If I have a single sphere mesh with one material I get one draw call, but the number of draw calls grows linearly with mesh count no matter how my entity is configured.
What I've tried
Create a test scene in blender, export with instancing enabled
Create a test scene in Reality Composer Pro using references
Author usda files by hand based on the OpenUSD spec
Programatically create a MeshResource with Contents at runtime
References
https://openusd.org/release/api/_usd__page__scenegraph_instancing.html
https://developer.apple.com/documentation/realitykit/meshresource
https://developer.apple.com/documentation/realitykit/meshresource/instance
Thank you