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Configure AI Provider via Web login
In Xcode it's extremely convenient to be able to sign into AI providers by having an authentication workflow opened in a browser. Reality Composer Pro 3 Beta 5 requires you to manually configure the AI provider (Claude for example). Please provide the Web-based authentication workflow in Reality Composer Pro that is also available in Xcode.
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Is there currently a way to import 3D Gaussian Splatting data into Reality Composer Pro?
Hello, As far as I understand, RealityKit now supports 3D Gaussian Splatting through GaussianSplatComponent. I would like to ask whether there is currently a way to use 3D Gaussian Splatting data directly in Reality Composer Pro, for example by importing a .ply file containing Gaussian splats. More specifically: Can Reality Composer Pro import a 3D Gaussian Splatting .ply file? Is there a way to create or assign a GaussianSplatComponent to an entity directly within Reality Composer Pro? If this is not currently supported, is there any recommended workflow for creating a .usdz containing Gaussian Splatting data that can be opened in the Preview app on iPhone/iPad and displayed as an AR object? I tried opening the sample plant.usdz on an iPhone using the Preview app. However, the AR preview appears to be empty, so it seems that the Preview app may not currently support rendering the Gaussian Splatting content contained in that USDZ. My desired workflow would be: Gaussian Splatting .ply → Reality Composer Pro / USDZ → iPhone Preview → AR Is this workflow currently possible? If not, is there an official or recommended way to package a GaussianSplatComponent and its associated Gaussian splat data into a USD/USDZ file for AR preview on iOS? If the above functionality is not currently supported, does the development team have any plans to add or improve support for these features in future versions of Reality Composer Pro or the Preview app? Any clarification regarding the current capabilities, limitations, or future plans would be greatly appreciated. Thank you!
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Anchoring Invalid
Hello. I trained an ObjectTracker.referenceobject using ML, and am using it in RCP. After adding Anchoring to the entity, I set the Target mode to Object and applied the trained model data ObjectTracker.referenceobject. However, there is no tracking effect after building for VisionPro. Are any permissions required? What should I do?
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RCP 3 Beta 2–4: Create/Open silently fails before editor launch
Reality Composer Pro 3 cannot create a new project or open an existing project on my Mac. After I select Create New Project or Open Existing Project, the operation begins but the project editor never appears. The Reality Composer Pro process remains alive and idle, and no standard crash report is generated. Environment: MacBook Pro Mac15,9 Apple M3 Max, 48 GB unified memory macOS 26.6 (25G72) Reality Composer Pro 3 Beta 4, version 3.080.0.1.500.1 Built-in display only Steps to reproduce: Quit Reality Composer Pro. Launch /Applications/RealityComposerPro.app. Select Create New Project. Observe that the editor never appears. Open Existing Project fails in the same way. The problem is reproducible 100% of the time with Reality Composer Pro 3 Beta 2, Beta 3, and Beta 4. I have also reproduced it: With a completely blank new project With an existing project In a clean local macOS user account In Safe Mode With no external displays With local paths and iCloud disabled After verifying adequate free disk space and separately testing free-space conditions After resetting Reality Composer Pro state and preferences The application passes code-signature and Gatekeeper verification. Its temporary loader copy is created successfully, with no ENOSPC, failed-copy, or failed-write error. The failure occurs around libtm-welcome_window.dylib and libtm-plugin_support.dylib prepareToLoad. A small modal NSPanel repeatedly performs AppKit/SwiftUI constraint updates and reports: The window has been marked as needing another Update Constraints in Window pass, but it has already had more Update Constraints in Window passes than there are views in the window. The exception appears to be swallowed instead of crashing the process. A process sample then reports SOME_OTHER_THREAD_SWALLOWED_AT_LEAST_ONE_EXCEPTION while the main thread remains idle in the normal NSApplication event loop. This appears to be a constraint-update loop in the welcome-window loader/progress panel, rather than a problem with a particular project or its assets. Feedback Assistant report: FB24460905 Has anyone reproduced this on macOS 26 with Reality Composer Pro 3? Is there a supported workaround that bypasses the failing loader/progress panel? Is RCP 3 Beta 4 expected to work on macOS 26.6, or does it require macOS 27?Reality Composer Pro 3 cannot create a new project or open an existing project on my Mac. After I select Create New Project or Open Existing Project, the operation begins but the project editor never appears. The Reality Composer Pro process remains alive and idle, and no standard crash report is generated. Environment: MacBook Pro Mac15,9 Apple M3 Max, 48 GB unified memory macOS 26.6 (25G72) Reality Composer Pro 3 Beta 4, version 3.080.0.1.500.1 Built-in display only Steps to reproduce: Quit Reality Composer Pro. Launch /Applications/RealityComposerPro.app. Select Create New Project. Observe that the editor never appears. Open Existing Project fails in the same way. The problem is reproducible 100% of the time with Reality Composer Pro 3 Beta 2, Beta 3, and Beta 4. I have also reproduced it: With a completely blank new project With an existing project In a clean local macOS user account In Safe Mode With no external displays With local paths and iCloud disabled After verifying adequate free disk space and separately testing free-space conditions After resetting Reality Composer Pro state and preferences The application passes code-signature and Gatekeeper verification. Its temporary loader copy is created successfully, with no ENOSPC, failed-copy, or failed-write error. The failure occurs around libtm-welcome_window.dylib and libtm-plugin_support.dylib prepareToLoad. A small modal NSPanel repeatedly performs AppKit/SwiftUI constraint updates and reports: The window has been marked as needing another Update Constraints in Window pass, but it has already had more Update Constraints in Window passes than there are views in the window. The exception appears to be swallowed instead of crashing the process. A process sample then reports SOME_OTHER_THREAD_SWALLOWED_AT_LEAST_ONE_EXCEPTION while the main thread remains idle in the normal NSApplication event loop. This appears to be a constraint-update loop in the welcome-window loader/progress panel, rather than a problem with a particular project or its assets. Feedback Assistant report: FB24460905 Has anyone reproduced this on macOS 26 with Reality Composer Pro 3? Is there a supported workaround that bypasses the failing loader/progress panel? Is RCP 3 Beta 4 expected to work on macOS 26.6, or does it require macOS 27?
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AIVU 180 video suddenly got too laggy
Why do I play an AIVU 180 degree video, which has always been able to play smoothly, and then suddenly played too laggy recently? The video is embedded locally, without network factors, and the video parameters and program code have not changed at all. I also tested playing videos around 400m in size, and the CPU displayed 400-500%, but it was very smooth. When playing a video of 1G or so, the clip is 20-30%, but it is too laggy. Except for the different video duration, other parameters are the same. May I ask what caused the lag.
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GeometricPins not updating on entities loaded from reality files
I'm attempting to create GeometricPins on an entity so I can attach objects to game characters. If I load a character from the USD file I can query the joint names on the ModelEntity and create GeometricPins as attachment points. These pins will track the location of the associated joint and I can position my objects at the pin locations as expected. However, the pins do not update on characters loaded from a Reality File. In the below image, the Skeleton Mage character in the middle is loaded as a USDC file and I attach the hat with a GeometricPin so that it tracks the movement of the head as it animates. The animating Skeleton to the left is the same character (same .usdc file) but exported from RCP3 as a Reality File. Notice how the hat does not move with the character's head. The position and orientation of the GeometricPins attached to this character always return nil. I've also noticed that the jointNames array is empty for this entity as well. Should I be able to access the jointNames and create Geometric pins on entities loaded from Reality files? I'm adding the pin to the model entity with the following helper function. The helper function is called in the exact same way for the usd and reality entities. func pinToJoint(_ entity: Entity, to target: Entity, at jointName: String, offset: SIMD3<Float> = .zero, orientation: simd_quatf = .init(angle: 0, axis: [0,1,0])) { let pinName = "pin_at_\(jointName)" if let rig:ModelEntity = target.findModelEntity() { for jointName in rig.jointNames { log.info("\(target.name): \(jointName)") } rig.pins.set(named: pinName, skeletalJointName: jointName, position: offset, orientation: simd_quatf(angle: -.pi/2.0, axis: .init(1,0,0))) entity.components.set( PinnedEntityComponent( pinnedto: rig, pinName: pinName, ) ) } } The PinnedEntitySystem just assigns the location of the pin to the entity with the following guard let pinPosition = pin.position(relativeTo: nil) else { continue } guard let pinOrientation = pin.orientation(relativeTo: nil) else { continue } entity.setPosition( pinPosition , relativeTo: nil) entity.setOrientation( pinOrientation , relativeTo: nil)
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VisionOS RCP The model fades in and incorrectly displays the model outline on the UI
There is a UI panel with Attachment added in my scene. There are other models in the scene, and when the model fades in using OpacityComponent, the UI panel incorrectly displays the outline of the model, as shown in the red box in the picture. The model fade in code is like this: public func FadeInEntity( entity:Entity, duration: TimeInterval = 1.0, completion: (() -> Void)? = nil ) { entity.stopAllAnimations() if entity.components[OpacityComponent.self] == nil { entity.components.set(OpacityComponent(opacity: 0)) } else{ entity.components[OpacityComponent.self]?.opacity = 0 } EnableEntity(entity: entity) let action = FromToByAction<Float>( from: 0, to: 1, timing: .easeInOut ) do { let anim = try AnimationResource.makeActionAnimation( for: action, duration: duration, bindTarget: .opacity ) entity.playAnimation(anim) DispatchQueue.main.asyncAfter(deadline: .now() + duration) { completion?() } } catch { completion?() } }
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Null Truth error after deleting animation import
FB24108671 I have multiple animation files and characters that all share the same skeleton definition. This is required in order for the animations to be visible in the animation library. However, you can accidentally delete the import that contains the skeleton definition, this will break every animation that depends on that shared skeleton. This is silent until you attempt to play or inspect one of the remaining animations. To my knowledge, there is no indication as to which Import contains a skeleton definition nor is there a way to lock the file so that I cannot delete it. Repro Steps: Create a new RCP3 project and save the project. Import a USD file that contains a skeletal animation. Import one or more additional USD files that contains also contain skeletal animations. Note: The skeletons must match exactly between the imported USD files or they will not be available in RCP3. Verify that all imported animations have a valid target Skeleton. This is visible by clicking on an Import and expanding the Animation Settings section in the inspector. Select the skeletal animation and view the Target Skeleton field. Optional: Import a USD file that contains a character with a matching and valid skeleton. Create a new entity and reference the imported character. Add a new Animation Library and confirm that the skeletal animations appear in the list of available animations. Select one of the animations to auto play and hit the play button to simulate the animation. The animation should play. Open terminal and navigate to your saved RCP3 project. In the root of the project run the find command to locate the skeletal definition NullTruthDeletedAnimation.realitycomposerpro % find . -name '*.tm_skeleton_definition' ./animations/Running_B.import/skeletons/root_skeldef.tm_skeleton_definition Back in RCP3 delete the Import that contains the skeleton definition. In the above case, this would mean deleting RunningB.import. Save the RCP3 project. All animations that were assigned to the same Target Skeleton will now have an empty entry in the Animation Settings section of the inspector. If you created an entity earlier that referenced the animations then none of the animations that referenced the delete skeleton will play. In the console you will see an error reporting a missing timeline. ❌ GEN RESOURCE: tm_timeline_skeletal_clip object id: 00002dab0000024c - Resource generation failed. Error: Animation Timeline is missing a target skeleton If you assigned the deleted animation to this entity then it will still have an entry in the animation library but its value will be empty. After saving the project, close and reopen the RCP project. If you created an entity earlier, then open the created entity and simulate the scene. You may see the following errors. ❌ GEN RESOURCE: tm_timeline_skeletal_clip object id: 00002dab0000024c - Resource generation failed. Error: Animation Timeline is missing a target skeleton (2) ❌ error: Trying to lookup property of NULL truth object ❌ GEN RESOURCE: tm_timeline object id: 000023a700000248 - Resource generation failed. Error: Sampled USD anim - missing TM_TT_TYPE__ANIMATION dependency The GEN RESOURCE: tm_timeline_skeletal_clip object id error appears to be due to the broken animation library entry for the deleted animation. The error: Trying to lookup property of NULL truth object error appears to be the animation referencing the deleted skeleton. If you did not create an entity then you can see the errors by doing the following: Select one of the imported animations that referenced the now deleted skeleton. In the Inspector, expand the Animation Settings section. Select the skeletal animation, you will now see the following error repeating in the console. ❌ error: Trying to lookup property of NULL truth object ❌ (previous error repeated 59 times) ❌ error: Trying to lookup property of NULL truth object ❌ (previous error repeated 53 times) ❌ error: Trying to lookup property of NULL truth object ❌ (previous error repeated 59 times) You can fix this by importing a new animation with a valid and matching skeleton or reimporting the deleted animation. However, you MUST manually assign the Target Skeleton on each broken skeletal animation. You will also need to manually remove any animation library entries for deleted animations.
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Aug ’26
Reality Composer Pro Assistant does not list GPT-5.6 models
First of all, great work on the new Reality Composer Pro! I'm really enjoying it. Reality Composer Pro 3.0 (build 80.0.1.500.1/beta 4) currently shows GPT-5.5 as the newest OpenAI model in the Assistant model selector. The bundled configuration appears to contain a static model catalogue and does not include: gpt-5.6-sol gpt-5.6-terra gpt-5.6-luna Could Apple update Reality Composer Pro to support the current GPT-5.6 model family, or document whether users can add supported OpenAI model identifiers through the Custom Model Provider interface? It would also be helpful to clarify whether the Assistant supports GPT-5.6's tool-calling and reasoning behavior through its current Chat Completions integration. Thanks!
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Jul ’26
Unable to share animations across compatible skeletons in RCP3.
I’m working with an asset pack that contains multiple characters with a common skeletal hierarchy. This asset pack also contains animations for these characters as separate files. i.e.: run pick up idle throw In RCP2, I was able to add these animations to an Animation Library component without issue. However, in RCP3, I cannot add the skeletal animations to compatible characters. The only animations available are the transform animations, which do not animate the character. So in the animation library, I will see i.e.: run_transform idle_transform throw_transform But not run idle throw Is there something that I need to do to make the skeletal animations visible? I’ve tried adding the animation library at various levels across the hierarchy and it doesn’t seem to make a difference. Only the _transform animation is visible. I can verify that the animations themselves are compatible by manually editing the tm_entity for a character and adding the animation clip. I have to do this while RCP3 is closed but it works. I did notice that each animation is referencing a skeleton uuid. Is the UI only exposing skeletal animations with a matching skeleton uuid? Lastly, I can import both the character and the animation files as USD in a RealityKit app and successfully assign animations.
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Jul ’26
Reality Composer Pro 3 "Preview On Device" Connection Issues
When trying to preview a new scene in Reality Composer Pro 3 on my Vision Pro, the mac app is launching the preview app in the headset but not actually establishing the connection. The headset app shows a red Disconnected icon and says "Connect to this device form Reality Composer Pro on Mac" and then the mac side says "Connecting" for a few seconds before saying "Connection Failed". Neither app provides any other details of the connection issue and I could not find any helpful details in Console messages. I got this to work somehow on two scenes in beta 3 but have had no luck in Beta 4. It seems that once a scene does connect to the device once, it will happily reconnect in the future. But establishing that first connection seems to be the key hurdle and I cannot get over it tonight. Anyone else run into similar issues?
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Jul ’26
RCP 3 and USDZ exports
It appears that Reality Composer Pro 3 does not export a full USDZ file with textures, animations, etc. The best I can tell is that it exports only the mesh (as suggested by the menu name). I have been using Reality Composer Pro 2 to create USDZ files to use as website environments. Will we no longer be able to create website environments with RCP 3? Will there be any way to download and use the old RCP 2 after upgrading to macOS 27 and Xcode 27?
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Jul ’26
RCP3 to xcode? - bug or human error?
Hello, I have an app preset meant for none vr/ar game. Th RCP3 was linked to the xcode successfully. I want to do everything in code as much as possible. not inside RCP3. So i would like to load my assets into variables in xcode, and then initialize them the way i like. (Get entities, get each of their ModelComponents, and place those components in my own array) But for some reason i cant get xcode to load my linked content using the API commands. Maybe it have something to do with the fact im using the APP present not an visionOS preset? xcode cant find the RCP3 project. if i drag and drop the realitycomposerpro into my xcode outliner, it will find the project but will refuse to find any entity or root Is it possible to have please a baby step tutorial from start to finish how to import content from RCP3 beta 3 into xcode Version 26.5 using the app preset ? Thank you
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Jul ’26
Bake texture option in reality composer?
Hello guys, Reality composer pro really packed with a lot of math tools. i can easily create modular textures just as good as substance painter's smart materials and then reuse them across my games with minor node seed changes. The problem is, they will calculate in real time. Considering every game needs baked textures, Is there any future plans to develop a baking system inside reality composer pro ?
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Jul ’26
Configure AI Provider via Web login
In Xcode it's extremely convenient to be able to sign into AI providers by having an authentication workflow opened in a browser. Reality Composer Pro 3 Beta 5 requires you to manually configure the AI provider (Claude for example). Please provide the Web-based authentication workflow in Reality Composer Pro that is also available in Xcode.
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Views
873
Activity
3d
Is there currently a way to import 3D Gaussian Splatting data into Reality Composer Pro?
Hello, As far as I understand, RealityKit now supports 3D Gaussian Splatting through GaussianSplatComponent. I would like to ask whether there is currently a way to use 3D Gaussian Splatting data directly in Reality Composer Pro, for example by importing a .ply file containing Gaussian splats. More specifically: Can Reality Composer Pro import a 3D Gaussian Splatting .ply file? Is there a way to create or assign a GaussianSplatComponent to an entity directly within Reality Composer Pro? If this is not currently supported, is there any recommended workflow for creating a .usdz containing Gaussian Splatting data that can be opened in the Preview app on iPhone/iPad and displayed as an AR object? I tried opening the sample plant.usdz on an iPhone using the Preview app. However, the AR preview appears to be empty, so it seems that the Preview app may not currently support rendering the Gaussian Splatting content contained in that USDZ. My desired workflow would be: Gaussian Splatting .ply → Reality Composer Pro / USDZ → iPhone Preview → AR Is this workflow currently possible? If not, is there an official or recommended way to package a GaussianSplatComponent and its associated Gaussian splat data into a USD/USDZ file for AR preview on iOS? If the above functionality is not currently supported, does the development team have any plans to add or improve support for these features in future versions of Reality Composer Pro or the Preview app? Any clarification regarding the current capabilities, limitations, or future plans would be greatly appreciated. Thank you!
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6d
Anchoring Invalid
Hello. I trained an ObjectTracker.referenceobject using ML, and am using it in RCP. After adding Anchoring to the entity, I set the Target mode to Object and applied the trained model data ObjectTracker.referenceobject. However, there is no tracking effect after building for VisionPro. Are any permissions required? What should I do?
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2
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0
Views
1.4k
Activity
6d
RCP 3 Beta 2–4: Create/Open silently fails before editor launch
Reality Composer Pro 3 cannot create a new project or open an existing project on my Mac. After I select Create New Project or Open Existing Project, the operation begins but the project editor never appears. The Reality Composer Pro process remains alive and idle, and no standard crash report is generated. Environment: MacBook Pro Mac15,9 Apple M3 Max, 48 GB unified memory macOS 26.6 (25G72) Reality Composer Pro 3 Beta 4, version 3.080.0.1.500.1 Built-in display only Steps to reproduce: Quit Reality Composer Pro. Launch /Applications/RealityComposerPro.app. Select Create New Project. Observe that the editor never appears. Open Existing Project fails in the same way. The problem is reproducible 100% of the time with Reality Composer Pro 3 Beta 2, Beta 3, and Beta 4. I have also reproduced it: With a completely blank new project With an existing project In a clean local macOS user account In Safe Mode With no external displays With local paths and iCloud disabled After verifying adequate free disk space and separately testing free-space conditions After resetting Reality Composer Pro state and preferences The application passes code-signature and Gatekeeper verification. Its temporary loader copy is created successfully, with no ENOSPC, failed-copy, or failed-write error. The failure occurs around libtm-welcome_window.dylib and libtm-plugin_support.dylib prepareToLoad. A small modal NSPanel repeatedly performs AppKit/SwiftUI constraint updates and reports: The window has been marked as needing another Update Constraints in Window pass, but it has already had more Update Constraints in Window passes than there are views in the window. The exception appears to be swallowed instead of crashing the process. A process sample then reports SOME_OTHER_THREAD_SWALLOWED_AT_LEAST_ONE_EXCEPTION while the main thread remains idle in the normal NSApplication event loop. This appears to be a constraint-update loop in the welcome-window loader/progress panel, rather than a problem with a particular project or its assets. Feedback Assistant report: FB24460905 Has anyone reproduced this on macOS 26 with Reality Composer Pro 3? Is there a supported workaround that bypasses the failing loader/progress panel? Is RCP 3 Beta 4 expected to work on macOS 26.6, or does it require macOS 27?Reality Composer Pro 3 cannot create a new project or open an existing project on my Mac. After I select Create New Project or Open Existing Project, the operation begins but the project editor never appears. The Reality Composer Pro process remains alive and idle, and no standard crash report is generated. Environment: MacBook Pro Mac15,9 Apple M3 Max, 48 GB unified memory macOS 26.6 (25G72) Reality Composer Pro 3 Beta 4, version 3.080.0.1.500.1 Built-in display only Steps to reproduce: Quit Reality Composer Pro. Launch /Applications/RealityComposerPro.app. Select Create New Project. Observe that the editor never appears. Open Existing Project fails in the same way. The problem is reproducible 100% of the time with Reality Composer Pro 3 Beta 2, Beta 3, and Beta 4. I have also reproduced it: With a completely blank new project With an existing project In a clean local macOS user account In Safe Mode With no external displays With local paths and iCloud disabled After verifying adequate free disk space and separately testing free-space conditions After resetting Reality Composer Pro state and preferences The application passes code-signature and Gatekeeper verification. Its temporary loader copy is created successfully, with no ENOSPC, failed-copy, or failed-write error. The failure occurs around libtm-welcome_window.dylib and libtm-plugin_support.dylib prepareToLoad. A small modal NSPanel repeatedly performs AppKit/SwiftUI constraint updates and reports: The window has been marked as needing another Update Constraints in Window pass, but it has already had more Update Constraints in Window passes than there are views in the window. The exception appears to be swallowed instead of crashing the process. A process sample then reports SOME_OTHER_THREAD_SWALLOWED_AT_LEAST_ONE_EXCEPTION while the main thread remains idle in the normal NSApplication event loop. This appears to be a constraint-update loop in the welcome-window loader/progress panel, rather than a problem with a particular project or its assets. Feedback Assistant report: FB24460905 Has anyone reproduced this on macOS 26 with Reality Composer Pro 3? Is there a supported workaround that bypasses the failing loader/progress panel? Is RCP 3 Beta 4 expected to work on macOS 26.6, or does it require macOS 27?
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6d
vision RCP models Hover
Hello, I have multiple models that use different shaders to create hover effects. How can we make one of these models hover while the other models also switch to hover state?
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3w
AIVU 180 video suddenly got too laggy
Why do I play an AIVU 180 degree video, which has always been able to play smoothly, and then suddenly played too laggy recently? The video is embedded locally, without network factors, and the video parameters and program code have not changed at all. I also tested playing videos around 400m in size, and the CPU displayed 400-500%, but it was very smooth. When playing a video of 1G or so, the clip is 20-30%, but it is too laggy. Except for the different video duration, other parameters are the same. May I ask what caused the lag.
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878
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3w
GeometricPins not updating on entities loaded from reality files
I'm attempting to create GeometricPins on an entity so I can attach objects to game characters. If I load a character from the USD file I can query the joint names on the ModelEntity and create GeometricPins as attachment points. These pins will track the location of the associated joint and I can position my objects at the pin locations as expected. However, the pins do not update on characters loaded from a Reality File. In the below image, the Skeleton Mage character in the middle is loaded as a USDC file and I attach the hat with a GeometricPin so that it tracks the movement of the head as it animates. The animating Skeleton to the left is the same character (same .usdc file) but exported from RCP3 as a Reality File. Notice how the hat does not move with the character's head. The position and orientation of the GeometricPins attached to this character always return nil. I've also noticed that the jointNames array is empty for this entity as well. Should I be able to access the jointNames and create Geometric pins on entities loaded from Reality files? I'm adding the pin to the model entity with the following helper function. The helper function is called in the exact same way for the usd and reality entities. func pinToJoint(_ entity: Entity, to target: Entity, at jointName: String, offset: SIMD3<Float> = .zero, orientation: simd_quatf = .init(angle: 0, axis: [0,1,0])) { let pinName = "pin_at_\(jointName)" if let rig:ModelEntity = target.findModelEntity() { for jointName in rig.jointNames { log.info("\(target.name): \(jointName)") } rig.pins.set(named: pinName, skeletalJointName: jointName, position: offset, orientation: simd_quatf(angle: -.pi/2.0, axis: .init(1,0,0))) entity.components.set( PinnedEntityComponent( pinnedto: rig, pinName: pinName, ) ) } } The PinnedEntitySystem just assigns the location of the pin to the entity with the following guard let pinPosition = pin.position(relativeTo: nil) else { continue } guard let pinOrientation = pin.orientation(relativeTo: nil) else { continue } entity.setPosition( pinPosition , relativeTo: nil) entity.setOrientation( pinOrientation , relativeTo: nil)
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4w
There is a video penetration issue in the gradient area。
My project environment must be in mixed mode. When I use code to control OpacityComponent to fade Entity in and out, occasionally the gradient model outline area will appear with video penetration. What is the reason and how can it be resolved?
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506
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4w
VisionOS RCP The model fades in and incorrectly displays the model outline on the UI
There is a UI panel with Attachment added in my scene. There are other models in the scene, and when the model fades in using OpacityComponent, the UI panel incorrectly displays the outline of the model, as shown in the red box in the picture. The model fade in code is like this: public func FadeInEntity( entity:Entity, duration: TimeInterval = 1.0, completion: (() -> Void)? = nil ) { entity.stopAllAnimations() if entity.components[OpacityComponent.self] == nil { entity.components.set(OpacityComponent(opacity: 0)) } else{ entity.components[OpacityComponent.self]?.opacity = 0 } EnableEntity(entity: entity) let action = FromToByAction<Float>( from: 0, to: 1, timing: .easeInOut ) do { let anim = try AnimationResource.makeActionAnimation( for: action, duration: duration, bindTarget: .opacity ) entity.playAnimation(anim) DispatchQueue.main.asyncAfter(deadline: .now() + duration) { completion?() } } catch { completion?() } }
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335
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Null Truth error after deleting animation import
FB24108671 I have multiple animation files and characters that all share the same skeleton definition. This is required in order for the animations to be visible in the animation library. However, you can accidentally delete the import that contains the skeleton definition, this will break every animation that depends on that shared skeleton. This is silent until you attempt to play or inspect one of the remaining animations. To my knowledge, there is no indication as to which Import contains a skeleton definition nor is there a way to lock the file so that I cannot delete it. Repro Steps: Create a new RCP3 project and save the project. Import a USD file that contains a skeletal animation. Import one or more additional USD files that contains also contain skeletal animations. Note: The skeletons must match exactly between the imported USD files or they will not be available in RCP3. Verify that all imported animations have a valid target Skeleton. This is visible by clicking on an Import and expanding the Animation Settings section in the inspector. Select the skeletal animation and view the Target Skeleton field. Optional: Import a USD file that contains a character with a matching and valid skeleton. Create a new entity and reference the imported character. Add a new Animation Library and confirm that the skeletal animations appear in the list of available animations. Select one of the animations to auto play and hit the play button to simulate the animation. The animation should play. Open terminal and navigate to your saved RCP3 project. In the root of the project run the find command to locate the skeletal definition NullTruthDeletedAnimation.realitycomposerpro % find . -name '*.tm_skeleton_definition' ./animations/Running_B.import/skeletons/root_skeldef.tm_skeleton_definition Back in RCP3 delete the Import that contains the skeleton definition. In the above case, this would mean deleting RunningB.import. Save the RCP3 project. All animations that were assigned to the same Target Skeleton will now have an empty entry in the Animation Settings section of the inspector. If you created an entity earlier that referenced the animations then none of the animations that referenced the delete skeleton will play. In the console you will see an error reporting a missing timeline. ❌ GEN RESOURCE: tm_timeline_skeletal_clip object id: 00002dab0000024c - Resource generation failed. Error: Animation Timeline is missing a target skeleton If you assigned the deleted animation to this entity then it will still have an entry in the animation library but its value will be empty. After saving the project, close and reopen the RCP project. If you created an entity earlier, then open the created entity and simulate the scene. You may see the following errors. ❌ GEN RESOURCE: tm_timeline_skeletal_clip object id: 00002dab0000024c - Resource generation failed. Error: Animation Timeline is missing a target skeleton (2) ❌ error: Trying to lookup property of NULL truth object ❌ GEN RESOURCE: tm_timeline object id: 000023a700000248 - Resource generation failed. Error: Sampled USD anim - missing TM_TT_TYPE__ANIMATION dependency The GEN RESOURCE: tm_timeline_skeletal_clip object id error appears to be due to the broken animation library entry for the deleted animation. The error: Trying to lookup property of NULL truth object error appears to be the animation referencing the deleted skeleton. If you did not create an entity then you can see the errors by doing the following: Select one of the imported animations that referenced the now deleted skeleton. In the Inspector, expand the Animation Settings section. Select the skeletal animation, you will now see the following error repeating in the console. ❌ error: Trying to lookup property of NULL truth object ❌ (previous error repeated 59 times) ❌ error: Trying to lookup property of NULL truth object ❌ (previous error repeated 53 times) ❌ error: Trying to lookup property of NULL truth object ❌ (previous error repeated 59 times) You can fix this by importing a new animation with a valid and matching skeleton or reimporting the deleted animation. However, you MUST manually assign the Target Skeleton on each broken skeletal animation. You will also need to manually remove any animation library entries for deleted animations.
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500
Activity
Aug ’26
Reality Composer Pro Assistant does not list GPT-5.6 models
First of all, great work on the new Reality Composer Pro! I'm really enjoying it. Reality Composer Pro 3.0 (build 80.0.1.500.1/beta 4) currently shows GPT-5.5 as the newest OpenAI model in the Assistant model selector. The bundled configuration appears to contain a static model catalogue and does not include: gpt-5.6-sol gpt-5.6-terra gpt-5.6-luna Could Apple update Reality Composer Pro to support the current GPT-5.6 model family, or document whether users can add supported OpenAI model identifiers through the Custom Model Provider interface? It would also be helpful to clarify whether the Assistant supports GPT-5.6's tool-calling and reasoning behavior through its current Chat Completions integration. Thanks!
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2
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826
Activity
Jul ’26
Unable to share animations across compatible skeletons in RCP3.
I’m working with an asset pack that contains multiple characters with a common skeletal hierarchy. This asset pack also contains animations for these characters as separate files. i.e.: run pick up idle throw In RCP2, I was able to add these animations to an Animation Library component without issue. However, in RCP3, I cannot add the skeletal animations to compatible characters. The only animations available are the transform animations, which do not animate the character. So in the animation library, I will see i.e.: run_transform idle_transform throw_transform But not run idle throw Is there something that I need to do to make the skeletal animations visible? I’ve tried adding the animation library at various levels across the hierarchy and it doesn’t seem to make a difference. Only the _transform animation is visible. I can verify that the animations themselves are compatible by manually editing the tm_entity for a character and adding the animation clip. I have to do this while RCP3 is closed but it works. I did notice that each animation is referencing a skeleton uuid. Is the UI only exposing skeletal animations with a matching skeleton uuid? Lastly, I can import both the character and the animation files as USD in a RealityKit app and successfully assign animations.
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1.1k
Activity
Jul ’26
Reality Composer Pro 3 "Preview On Device" Connection Issues
When trying to preview a new scene in Reality Composer Pro 3 on my Vision Pro, the mac app is launching the preview app in the headset but not actually establishing the connection. The headset app shows a red Disconnected icon and says "Connect to this device form Reality Composer Pro on Mac" and then the mac side says "Connecting" for a few seconds before saying "Connection Failed". Neither app provides any other details of the connection issue and I could not find any helpful details in Console messages. I got this to work somehow on two scenes in beta 3 but have had no luck in Beta 4. It seems that once a scene does connect to the device once, it will happily reconnect in the future. But establishing that first connection seems to be the key hurdle and I cannot get over it tonight. Anyone else run into similar issues?
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1.1k
Activity
Jul ’26
RCP 3 and USDZ exports
It appears that Reality Composer Pro 3 does not export a full USDZ file with textures, animations, etc. The best I can tell is that it exports only the mesh (as suggested by the menu name). I have been using Reality Composer Pro 2 to create USDZ files to use as website environments. Will we no longer be able to create website environments with RCP 3? Will there be any way to download and use the old RCP 2 after upgrading to macOS 27 and Xcode 27?
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746
Activity
Jul ’26
How to create a custom component thru code ? RCP3
Hello I'm trying to create a custom component but I can't see to make It work on the RCP3. The video 'Extend Reality Composer Pro 3 functionality with Xcode' makes it seem too simple but I can't seem to work following the steps.
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5
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521
Activity
Jul ’26
RCP3 to xcode? - bug or human error?
Hello, I have an app preset meant for none vr/ar game. Th RCP3 was linked to the xcode successfully. I want to do everything in code as much as possible. not inside RCP3. So i would like to load my assets into variables in xcode, and then initialize them the way i like. (Get entities, get each of their ModelComponents, and place those components in my own array) But for some reason i cant get xcode to load my linked content using the API commands. Maybe it have something to do with the fact im using the APP present not an visionOS preset? xcode cant find the RCP3 project. if i drag and drop the realitycomposerpro into my xcode outliner, it will find the project but will refuse to find any entity or root Is it possible to have please a baby step tutorial from start to finish how to import content from RCP3 beta 3 into xcode Version 26.5 using the app preset ? Thank you
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353
Activity
Jul ’26
How to set the video transparently on the model?
Hello, everyone. How to paste a mov transparent video of a generation channel on a model in RCP? In addition, how to paste a video with a black background on the model and remove the black part to make it transparent.
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466
Activity
Jul ’26
Bake texture option in reality composer?
Hello guys, Reality composer pro really packed with a lot of math tools. i can easily create modular textures just as good as substance painter's smart materials and then reuse them across my games with minor node seed changes. The problem is, they will calculate in real time. Considering every game needs baked textures, Is there any future plans to develop a baking system inside reality composer pro ?
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418
Activity
Jul ’26
The particle system produced in RCP。
The particle system produced in RCP, when the VisionPro knob is long pressed to reset, the motion direction of the Motion parameter is misaligned. Is there a way to solve it?
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370
Activity
Jul ’26
Work with Reality Composer Pro content in Xcode
May I ask if there is a complete source code project for this instructional video that needs to be learned. Work with Reality Composer Pro content in Xcode
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5
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906
Activity
Jul ’26