Reality Composer Pro

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

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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
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
Developer Capture and microphone input for audio-based apps
Hi Apple engineers, I'm currently working on an app that uses the incoming microphone audio and gives visual feedback to the user about the incoming audio. I would like to use Reality Composer Pro's Developer Capture to get a high quality recording of the app and its use cases for the App Store — but any time I have an in-progress capture, my app stops receiving the incoming audio. It almost seems as if the microphone audio is getting 'hijacked' during the screen capture, which prevents me from demonstrating the app's core features. Could you please advise on how to proceed?
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517
Jan ’25
ShaderGraphMaterial on entity
Hi I try to make a 360 stereo viewer, and I have made a ShaderGraphMaterial on Reality Composer Pro. Im trying to use that material on a inverted sphere whitch is generated in Swift. When I try to attach the material I get this error "Type of expression is ambiguous without a type annotation" Here is the code (sorry im noob =) ): import SwiftUI import RealityKit import RealityKitContent import PhotosUI struct ImmersiveView: View { @Environment(AppModel.self) var appModel var body: some View { RealityView { content in // Add the initial RealityKit content guard let skyBoxEntity = await createSkybox() else { return } content.add(skyBoxEntity) } } } private func createSkybox () async -> Entity? { var matX = try? await ShaderGraphMaterial(named: "/Root/Mat_Stereo360", from: "360Stereo.usda", in: realityKitContentBundle) let sphere = await MeshResource.generateSphere(radius:1000) let entity = await Entity() entity.components.set(ModelComponent(mesh: sphere, materials: [matX])). //ERROR HERE: Type of expression is ambiguous without a type annotation //entity.scale *= .init(x:-1, y:1, z:1) return entity } I hope someone can help me =) Best regards, Kim
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557
Jan ’25
Can iOS and visionOS Devices Share the Same Spatial World in a Multiuser AR Session?
Hey everyone, I'm working on an object viewer where users can place objects in a real room using AR, and I want both visionOS (Apple Vision Pro) and iOS devices (iPad, iPhone) to participate in the same shared spatial experience. The idea is that a user with a Vision Pro can place an object, and peers using iPhones/iPads can see the same object in the same position in their AR view. I've looked into ARKit's Shared ARWorldMap and MultipeerConnectivity, but I'm not sure if this extends seamlessly to visionOS or if Apple has an official way to sync spatial data between visionOS and iOS devices. Has anyone tried sharing a spatial world between visionOS and iOS? Are there any built-in frameworks that allow for a shared multiuser AR session across these devices? If not, what would be the best way to sync object positions between them? Would love to hear if anyone has insights or experience with this! 🚀 Thanks!
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518
Mar ’25
Having an issue with using a custom component with Reality Composer Pro
We have a project which is currently being built as a XCFramework. The framework contains a custom component to be used with entities in Reality Composer Pro. I have tried to se set the RCP Package.swift file to reference the framework package for the in the dependancies. Nothing that I do with the folder path to reference the code is working. Do I need to change the project to be using Swift source code instead of a XCFramework? The component needs to be in the framework as there is a class in the framework that works directly with the custom compoent. I am able to reference the XCFramework as a Swift Package with other projects.
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94
Apr ’25
Reality Composer to Reality Composer Pro?
I sketched a idea for a project in Reality Composer on my iPad, thinking when I had a chance to sit down I would work it up in Xcode. However, when I got back to my computer, I discovered I cannot open a file created in Reality Composer (or the exported Reality file) in Reality Composer Pro. Am I missing something obvious here, because this seems like a huge oversight. If anyone, can let me know how to open a file created in Reality Composer in Reality Composer Pro, I would greatly appreciate it. Partly, because there seems to be objects available in Reality Composer that are not in Reality Composer Pro. Thanks Stan
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124
Jun ’25
How to get multiple animations into USDZ
Most models are only available as glb or fbx, so I usually reexport them into usdz using Blender. When I import them into Reality Composer Pro, Mesh, Textures etc look great, but in the Animation Library subsection all I can see is one default subtree animation. In Blender I can see all available animations and play them individually. The default subtree animation just plays the default idle animation. In fact when I open the nonlinear animation view in Blender and select a different animation as the default animation, the exported usdz shows the newly selected animation as default subtree animation. I can see in the Apple sample apps models can have multiple animations in their Animation Library. I'm using the latest Blender 4.5 and the usdz exporter should be working properly?
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358
Aug ’25
How to create Lunar Rover USDZ Animated Sample File
Hello! I’ve got a USDZ export from Maya pipeline working with animation, and they load up nicely in the Vision Pro. I’ve been checking out the animated sample files in the Augmented Reality/Quick Loop sample page, specifically, the first three at the top of the page. I would like to know how they are created. I’m a 3d modeler and animator, not a programmer, so dipping my toe in RCP and Xcode/SwiftUI, but could used some informative tutorials for proper workflow. For example, in the Lunar Rover sample, there are lines emanating from the model, then text windows appear. Would I need to create all these extras inside Reality Composer Pro? I’d like to start creating immersive, narrative experiences (both in a volume, and fully immersive) but for prototyping, I want to learn the proper way to add this type of functionality. I think I remember seeing something to do with “schemas” involved. I’m assuming there might be some coding to setup in RCP for when items are selected, then an associated animation is triggered. Can anyone point me towards the relevant documentation to help me get started? Remember, I don’t code. ;) Here are my recent Vision Pro experimentations. https://youtube.com/playlist?list=PLCH753rZ9r6eqXxpIemaSlcyYxjFgR210&si=P_7AY2aL97Upm61i I’m also proficient with Unreal Engine, but getting content packaged and over to AVP is still not ready for prime time, so i’m exploring the native approach. Thanks for helping point me in the right direction!
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Nov ’24
How to trigger actions by OnCollision in Behaviors Component
It's all about notifications to trigger actions from RCP's new Timeline system. From Compose interactive 3D content in Reality Composer Pro I am actually starting to confuse why there was need to use Entity.applyTapForBehaviors in code to trigger content in Behaviors Component. Simply because in Behaviors Component, we have chosen OnTap to allow a "Tap Notification" to trigger our action (on a selected target object). Then I guess by selecting OnCollision this trigger, I should write something like CollisionEvent.entityA.applyCollisionForBehaviors, which we don't have. And ofc the collision on my object won't trigger this action (because I only did things in RCP not in code). Ignoring this post has pointed out we could use Behaviors Component's OnNotification to trigger something for now. I found that I could still use OnTap trigger but actually put my code Entity.applyTapForBehaviors under my subscribed collision's begin event. That actually works better than OnCollision So what is the design principles here? And how could I trigger a collision notification to let my Behaviors Component's OnCollision actually works?
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575
Mar ’25
Blurred Background (RealityKit) Shader Graph Node not working on iOS/macOS
The ShaderGraph Node Blurred Background (RealityKit) – https://developer.apple.com/documentation/shadergraph/realitykit/blurred-background-(realitykit) works fine within the RealityComposer Pro 2 editor but isn't working on iOS 18 or macOS 15. Instead of the blurred content it just renders as opaque in a single color (Screenshot 2). Interestingly it also fails to render within RealityComposer Pro when no other entities are within the scene, e.g only a background skybox set. Expected Behavior: It would be great if this node worked the same way as it does on visionOS since this would allow for really interesting and nice effects for scenes. Feedback ID: FB15081190
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Jan ’25
ShaderGraphMaterial with Occlusion Surface Output fails to load on iOS and macOS
A ShaderGraphMaterial with an Occlusion Surface Output generated with RealityComposer 2 fails to load on iOS 18 and macOS 15 with the following error: RealityFoundation.ShaderGraphMaterial.LoadError.invalidTypeFound (https://developer.apple.com/documentation/realitykit/shadergraphmaterial/loaderror/invalidtypefound) This happens with both https://developer.apple.com/documentation/shadergraph/realitykit/occlusion-surface-(realitykit) and https://developer.apple.com/documentation/shadergraph/realitykit/shadow-receiving-occlusion-surface-(realitykit) RealityView { content in do { let bgEntity = ModelEntity(mesh: .generateCone(height: 0.5, radius: 0.1), materials: [SimpleMaterial(color: .red, isMetallic: true)]) bgEntity.position.z = -0.2 content.add(bgEntity) let occlusionMaterial = try await ShaderGraphMaterial(named: "/Root/OcclusionMaterial", from: "OcclusionMaterial") let testEntity = ModelEntity(mesh: .generateSphere(radius: 0.4), materials: [occlusionMaterial]) content.add(testEntity) content.cameraTarget = testEntity } catch { print("Shader Graph Load Error:") dump(error) } } .realityViewCameraControls(.orbit) .edgesIgnoringSafeArea(.all) Feedback ID: FB15081296
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703
Jan ’25