Reality Composer Pro

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Prototype and produce content for AR experiences using Reality Composer Pro.

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How to setup PS5 Controller to move character with animation, and VR camera
Hello! I would like to do exactly this: https://youtu.be/Cun8K7ctKp0?si=TgWvtdw-VdlBVL0R I can't seem to find any documentation on getting a PS5 controller hooked up properly in Reality Composer Pro and Xcode, driving a character with animation (or, moving an object around freely) then over to the Vision Pro. Additionally, I would also like to learn how to use a controller to move a VR camera around a scene, so that we can navigate in custom built spaces - similar to Meta virtual environments, or Steam VR home environments. Typically, I would do this with Unreal Engine, but unfortunately, AVP support is still in its infancy there. So I figured, why not try to do it natively? Any help with concrete tutorials or documentation would be greatly appreciated. Thx!
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597
Oct ’24
How to use CubeMap in Reality Composer Pro?
I just do as the document in https://developer.apple.com/documentation/shadergraph/realitykit/cube-image-(realitykit) I have a .ktx file, and use CubeImage node to load it, then Convert node, but it shows black. I check it on my Vision Pro, it's still black, I don't know why? Is it something wrong? ps: I also use Image node to load .ktx file, it shows one image, so I belive .ktx file is right. I alse checked it on Vision Pro.
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886
Oct ’24
Tips for developing shader graphs in Reality Composer Pro
I am new to the graph editor and was able to achieve some results. However, I am noticing that my graphs are getting very tangled, confusing, and hard to debug. I was wondering whether: is it possible to define variables, to store the value of computations, and refer to them in other parts of the graph, without having to link them graphically? This would help in tidying the tangled mess I created. In the "Explore materials in Reality Composer Pro" video, I saw that it is possible to create "instances", but I am not sure if that is what I need. For example: does the shader compiler optimize them, so that there is no need to recompute each instance? Is there any functionality to debug the graph, trying inputs and seeing what the numeric outputs would be?
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752
Oct ’24
How to define parameters for custom Node Graph
I am able to create a custom node graph by selecting nodes and then choosing the "Compose Node Graph" option in the context menu. After that, when I select my custom node graph, I see in the top-right panel that it is possible to define inputs and outputs. However, I was not able to figure out how to link those to the inputs and outputs in the underlying nodes.
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663
Oct ’24
How to use KTX file Image3D in ShaderGraph?
I've tried importing a 3D KTX file into Reality Composer Pro ShaderGraph, but got nothing output. Realitykit doesn't support Image3D yet? First, I use pyktx to create a 3D KTX texture file and it seems correct in Finder preview. import numpy as np from pyktx import KtxTexture2, KtxTextureCreateInfo, KtxTextureCreateStorage, VkFormat size = 32 image = np.zeros((size, size, size, 3), dtype=np.uint8) for i in range(size): image[i, :, :, 0] = np.interp(i, [0, size], [50, 255]) image[:, i, :, 1] = np.interp(i, [0, size], [100, 255]) image[:, :, i, 2] = np.interp(i, [0, size], [150, 255]) info = KtxTextureCreateInfo( gl_internal_format=None, vk_format=VkFormat.VK_FORMAT_R8G8B8_SRGB, base_width=image.shape[2], base_height=image.shape[1], base_depth=image.shape[0], num_dimensions=3, num_levels=1, num_layers=1, num_faces=1, generate_mipmaps=False, is_array=False, ) texture = KtxTexture2.create(info, KtxTextureCreateStorage.ALLOC) for _ in range(1): texture.set_image_from_memory(0, 0, _, image[_].tobytes()) texture.write_to_named_file(f'{size}.ktx') Then I import it into ShaderGraph like this but seems nothing could be read. In addition, I tested 2D KTX file and it worked. I also tested different vk_format or KTX1/KTX2 but did not work. I also tested Image3DPixel/Image2DArray/Image3DRead and none of them work as long as it's 3D.
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791
Oct ’24
Beginner question: Keyframes?
I am new here, my name is Axel - Hi! 👋 I am both a visionOS beginner and an expert in things 3D, now figuring my way into Reality Composer Pro. Most things are intuitive and easy to understand, yet there is one thing I cannot seem to figure out, and I feel really stupid because it must be there, and that's Keyframing: I would simply make a new Timeline and animate published parameters in a Shader Graph over time. I know how to do this via Xcode and Custom Components, but that can't be it because that will break even on simple to medium animation in terms of previewing and fine-tuning, complete overkill for a simple value animation. Since key framing is the most basic functionality of 3D apps next to move, I am sure it is in RCP somewhere. Anyone got a pointer for me?
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705
Oct ’24
[Reality Composer Pro] How to Enable Entities Mid-Timeline Without Early Appearance?
Hi! I'm using timeline in Reality Composer Pro. I tried to enable entities that were disabled at the beginning of the scene to be enabled in the middle of the Timeline playback using the 'Enable Entities'. But it didn't work well as I imagined. (It was keep appearing before starting Timeline) How do I solve this problem? Are there good solutions about it?
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602
Nov ’24
Rendering bug when layering transparent textures front and back
If I put an alpha image texture on a model created in Blender and run it on RCP or visionOS, the rendering between the front and back due to alpha will result in an unintended rendering. Details are below. I expor ted a USDC file of a Blender-created cylindrical object wit h a PNG (wit h alpha) texture applied to t he inside, and t hen impor ted it into Reality Composer Pro. When multiple objects t hat make extensive use of transparent textures are placed in front of and behind each ot her, t he following behaviors were obser ved in t he transparent areas ・The transparent areas do not become transparent ・The transparent areas become transparent toget her wit h t he image behind t hem the order of t he images becomes incorrect Best regards.
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703
Nov ’24
Quadrophonic
Hi, In the downloadable WWDC sample project "CreatingASpaceshipGame" there is an audio file named "WorkMusic.aiff", as well mentioned in the video. Info says it's PCM 4-channel Quadrophonic. Where can I find further information on how this file was authored? Was it simply exported from Logic Pro with Quadrophonic Surround settings or did it have any other specific treatment? Thanks, Axel
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668
Dec ’24
[Reality Composer Pro] Detecting Collision in RealityComposerPro scene
Hello! https://forums.developer.apple.com/forums/thread/762763 I read this thread, and this is similar to what I'm trying to do. I have two entities in the scene, "HandTrackingEntity", "HandScanner". "HandTrackingEntity": I put Anchoring Component, Collision Component (Trigger) here. "HandScanner": I put Behaviors Component(OnCollision), and Collision Component here. Here is the pictures how I set the components. and I set physicsSimulation property to .none. I was expecting that Timeline will be played when I put my hand(with HandTrackingEntity) on "HandScanner" entity. But it didn't work. Am I missing some steps? And I need sample codes to understand how to apply 'physicsSimulation' property. I'd appreciate it if you could let me know about it.
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502
Dec ’24
Values for SIMD3 and SIMD2 not showing up in Reality Composer Pro
Reality Composer Pro question related to custom components My custom component defines some properties to edit in RCP. Simple ones work find, but SIMD3 and SIMD2 do not. I'd expect to see default values but instead I get this 0s. If I try to run this the scene doesn't load. Once I enter some values it does and build and run again it works fine. More generally, does Apple have documentation on creating properties for components? The only examples I've seen show simple strings and floats. There are no details about vectors, conditional options, grouping properties, etc. public struct EntitySpawnerComponent: Component, Codable { public enum SpawnShape: String, Codable { case domeUpper case domeLower case sphere case box case plane case circle } // These prooerties get their default values in RCP /// The number of clones to create public var Copies: Int = 12 /// The shape to spawn entities in public var SpawnShape: SpawnShape = .domeUpper /// Radius for spherical shapes (dome, sphere, circle) public var Radius: Float = 5.0 // These properties DO NOT get their default values in RCP. The all show 0 /// Dimensions for box spawning (width, height, depth) public var BoxDimensions: SIMD3<Float> = SIMD3(2.0, 2.0, 2.0) /// Dimensions for plane spawning (width, depth) public var PlaneDimensions: SIMD2<Float> = SIMD2(2.0, 2.0) /// Track if we've already spawned copies public var HasSpawned: Bool = false public init() { } }
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498
Dec ’24
RealityKit texture sampling behaviour
Hey there, I am working on an app that displays environmental data using PNG color channels to represent data ranges, which gets overlayed on a map. The sampled values aren't what I'm expecting though... for example an RGB value of 0x7f0000 (R = 0.5, G = 0, B = 0) would be seen as 0.21, 0, 0 in the shader. This basically makes it unusable if I'm trying to show scientific data... I'm half wondering if I am completely misunderstanding how sampling works in RealityKit / RealityComposerPro. Anybody have any idea why it works like this? Actual result (chart labels added in photoshop): Expected: Red > 0.1 Shader Graph
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658
Dec ’24
RealityKit and MacOS - How to load Reality Composer Scene? Documentation Incomplete/Innacurate
"Although Xcode generates loading methods for all Reality Composer files in your Xcode project" I do not find this to be true, sadly. Does anyone have any luck or insight on how one can build just a simple MacOS app that will import a scene from a Reality File? The documentation suggests that the simple act of bringing a .Reality File in (What about .realitycomposerpro?) will generate code, but that doesn't seem to happen. The sample code (Spaceship) does not compile for MacOS. I'd really love just the most generic template of an Xcode Project that compiles with a button that pops open a scene., Like the VisionOS default immersive project.
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786
Dec ’24
ObjectCaptureSession Crashes When Storage Space Is Insufficient
I’m currently using the RealityKit/ObjectCaptureSession API to develop my app, and I’ve noticed that Apple’s official Reality Composer app also uses the same API. However, both my app and the Reality Composer app crash if the device doesn’t have enough storage space (approximately 4 GB free). Here is the debug log I’m seeing: Insufficient storage: required 4000000000 Switch to error state. Got error = insufficientStorage(requiredBytes: 4000000000) fromState == toState so punting transition! from=disabled toState=disabled Punting transition since states match: disabled Got error starting session! insufficientStorage(requiredBytes: 4000000000) I would like to request: A fix for the crash in the official Reality Composer app. Guidance on how to properly handle this crash or error when using the ObjectCaptureSession API in my own app. Thank you!
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533
Jan ’25
Reflection Diffuse only show white
sample repo: https://github.com/ckse93/VideoDiffusionIssueSHowcase Repo has detailed step by step workflow. as well as screenshot, python script compute result, and parameters after running computeDiffuseReflectionUVs.py and mapping textures and reflection diffuse to objects, I noticed that reflection diffuse does not produce any color. expected result is shown below, diffused light has color
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540
Jan ’25
How to Disable Default Background Audio in RealityKit’s ObjectCaptureSession?
I am using RealityKit's ObjectCaptureSession API to capture objects, presenting the process with ObjectCaptureView. During the object capture session, there is default background audio that plays automatically. I noticed this same audio behavior in Apple's official Composer app, which seems to use the same API. I'd like to disable this audio in my app, but I have not been able to find any API or configuration option to do so. However, the audio persists, and I cannot find a way to turn it off. Is there an official method or workaround to disable this default audio in the ObjectCaptureSession API? Any guidance would be appreciated. Thank you!
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641
Jan ’25
Custom Component causing exc_bad_access
Hello, After watching the Work with Reality Composer Pro content in Xcode, I had created the following custom component. public struct TestComponent : Component, Codable{ public var text : String = "helloWorld" public init() {} } I had registered the custom component as suggested in App.init function init() { RealityKitContent.TestComponent.registerComponent() } The custom component is decoded and realityView shows the sphere, when I load the "Scene" from realityKitContent bundle. But if I export the scene to a separate file named "test_scene.usdz" on disk and shared to the simulator and then trying to load it load in reality view causes EXC_BAD_ACCESS #0 0x0000000194c8d508 in Swift._StringObject.getSharedUTF8Start() -> Swift.UnsafePointer<Swift.UInt8> () Printing the loaded entity, shows the customComponent but when trying to load in show realityview , crashes the app immediately. Is there a way to fix it?
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716
Jan ’25