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RC Pro Timeline Notification Not Received in Xcode
I'm having a heck of a time getting this to work. I'm trying to add an event notification at the end of a timeline animation to trigger something in code but I'm not receiving the notification from RC Pro. I've watched that Compose Interactive 3D Content video quite a few times now and have tried many different ways. RC Pro has the correct ID names on the notifications. I'm not a programmer at all. Just a lowly 3D artist. Here is my code... import SwiftUI import RealityKit import RealityKitContent extension Notification.Name { static let button1Pressed = Notification.Name("button1pressed") static let button2Pressed = Notification.Name("button2pressed") static let button3Pressed = Notification.Name("button3pressed") } struct MainButtons: View { @State private var transitionToNextSceneForButton1 = false @State private var transitionToNextSceneForButton2 = false @State private var transitionToNextSceneForButton3 = false @Environment(AppModel.self) var appModel @Environment(\.dismissWindow) var dismissWindow // Notification publishers for each button private let button1PressedReceived = NotificationCenter.default.publisher(for: .button1Pressed) private let button2PressedReceived = NotificationCenter.default.publisher(for: .button2Pressed) private let button3PressedReceived = NotificationCenter.default.publisher(for: .button3Pressed) var body: some View { ZStack { RealityView { content in // Load your RC Pro scene that contains the 3D buttons. if let immersiveContentEntity = try? await Entity(named: "MainButtons", in: realityKitContentBundle) { content.add(immersiveContentEntity) } } // Optionally attach a gesture if you want to debug a generic tap: .gesture( TapGesture().targetedToAnyEntity().onEnded { value in print("3D Object tapped") _ = value.entity.applyTapForBehaviors() // Do not post a test notification here—rely on RC Pro timeline events. } ) } .onAppear { dismissWindow(id: "main") // Remove any test notification posting code. } // Listen for distinct button notifications. .onReceive(button1PressedReceived) { (output) in print("Button 1 pressed notification received") transitionToNextSceneForButton1 = true } .onReceive(button2PressedReceived.receive(on: DispatchQueue.main)) { _ in print("Button 2 pressed notification received") transitionToNextSceneForButton2 = true } .onReceive(button3PressedReceived.receive(on: DispatchQueue.main)) { _ in print("Button 3 pressed notification received") transitionToNextSceneForButton3 = true } // Present next scenes for each button as needed. For example, for button 1: .fullScreenCover(isPresented: $transitionToNextSceneForButton1) { FacilityTour() .environment(appModel) } // You can add additional fullScreenCover modifiers for button 2 and 3 transitions. } }
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Sep ’25
Xcode Cloud builds don't work with *.usdz files in a RealityComposer package
In courses like Compose interactive 3D content in Reality Composer Pro Realitykit Engineers recommended working with Reality Composer Pro to create RealityKit packages to embed in our Realitykit Xcode projects. And, comparing the workflow to Unity/Unreal, I can see the reasoning since it is nice to prepare scenes/materials/assets visually. Now when we also want to run a Xcode Cloud CI/CD pipeline this seems to come into conflict: When adding a basic *.usdz to the RealityKitContent.rkassets folder, every build we run on Xcode cloud fails with: Compile Reality Asset RealityKitContent.rkassets ❌realitytool requires Metal for this operation and it is not available in this build environment I have also found this related forum post here but it was specifically about compiling a *.skybox.
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Sep ’25
Multiple-frames BlendShape (failed) Animation in Reality Composer Pro
Goal: To render in an apple vision pro app, the solid-mechanics 3D simulation results coming form an FEA code. Starting point: I have surface vtks with deformations on each node. Each time step has a a mesh with the nodal coordinates. This is straighforward translatable to a usd MeshSequence. Unfortunately, the results cannot be simplified to a scaling o linear transformation as you would do with other game-oriented animations. Tools: Right now, I am using Xcode and reality composer pro (RCP) to build the scenes. Technical limitations: I am aware that RCP can do animations with BlendMesh and skeletons and that MeshSequence is not a problem. Progress: Coverting to the sequence of vtk meshes to a usd MeshSequence is straighforward. This animates correctly in Preview and Blender (see screenshot). I managed to convert from MeshSequence to multiple keys and BlendMesh. This also animates correctly in Blender and preview. Unfortunately, the BlendMesh of multiple blended meshes shows a zero animation time in RCP (see screenshot below) Also, see below usda file scheme for the animation. Of course I am not showing full vectors such as faceVertexCounts, faceVertexIndex, normals. Question: what is the right set up to create a BlendMesh animation that RCP will correctly import and animate, form a set of Meshes or multiple key shapes? Blender animation Time zero RCP "animations" #usda 1.0 ( defaultPrim = "BlendMeshRoot" doc = "Blender v4.5.3 LTS" endTimeCode = 48 framesPerSecond = 24 metersPerUnit = 1 startTimeCode = 0 timeCodesPerSecond = 24 upAxis = "Z" ) def Xform "BlendMeshRoot" ( customData = { dictionary Blender = { bool generated = 1 } } ) { def SkelRoot "Mesh" { custom string userProperties:blender:object_name = "Mesh" float3 xformOp:rotateXYZ = (89.99999, -0, 0) float3 xformOp:scale = (0.009999999, 0.01, 0.01) double3 xformOp:translate = (0, 0, 0) uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"] def Mesh "Mesh" ( active = true prepend apiSchemas = ["MaterialBindingAPI", "SkelBindingAPI"] ) { uniform bool doubleSided = 1 float3[] extent = [(25.091871, -34.121277, -13.298501), (299.94482, 245.10088, 202.35126)] int[] faceVertexCounts = [3, 3, ... int[] faceVertexIndices = [0, 10293, ... rel material:binding = </BlendMeshRoot/_materials/MeshSequence_Default> normal3f[] normals = [(-0.3632836, -0.9102419, -0.19870725), .... point3f[] points = [(244.41148, 155.42062, 70.454926),..... float3[] primvars:node_displacement = [(93.54703, 110.9341, 48.37992).... float3[] primvars:Normals = [(-0.0050530406, -0.9910114, -0.13368203),... int[] primvars:skel:jointIndices = [0, 0, 0, 0, 0 ... float[] primvars:skel:jointWeights = [1, 1, 1, 1, 1... uniform token[] skel:blendShapes = ["frame_0000", "frame_0001", "frame_0002", "frame_0003", "frame_0004", "frame_0005"] rel skel:blendShapeTargets = [ </BlendMeshRoot/Mesh/Mesh/frame_0000>, ....... </BlendMeshRoot/Mesh/Mesh/frame_0005>, ] prepend rel skel:skeleton = </BlendMeshRoot/Mesh/Skel> uniform token subdivisionScheme = "none" custom string userProperties:blender:data_name = "Mesh" custom float userProperties:originalTime float userProperties:originalTime.timeSamples = { 0: 0, } def BlendShape "frame_0000" { uniform vector3f[] offsets = [(0, 0, 0), (0, 0, 0),..... uniform int[] pointIndices = [0, 1, 2, ..... } ..... ..... #### BlendShape frame to 0005 ..... def Skeleton "Skel" ( prepend apiSchemas = ["SkelBindingAPI"] ) { uniform matrix4d[] bindTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )] uniform token[] joints = ["joint1"] uniform matrix4d[] restTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )] prepend rel skel:animationSource = </BlendMeshRoot/Mesh/Skel/Anim> def SkelAnimation "Anim" { uniform token[] blendShapes = ["frame_0000", "frame_0001", "frame_0002", "frame_0003", "frame_0004", "frame_0005"] float[] blendShapeWeights.timeSamples = { 0: [1, 0, 0, 0, 0, 0], 1: [0.9697085, 0.03029152, 0, 0, 0, 0], 2: [0.88787615, 0.11212383, 0, 0, 0, 0], ..... 46: [0, 0, 0, 0, 0.11212379, 0.8878762], 47: [0, 0, 0, 0, 0.030291557, 0.96970844], 48: [0, 0, 0, 0, 0, 1], } } } } def Scope "_materials" { def Material "MeshSequence_Default" { token outputs:surface.connect = </BlendMeshRoot/_materials/MeshSequence_Default/Principled_BSDF.outputs:surface> custom string userProperties:blender:data_name = "MeshSequence_Default" def Shader "Principled_BSDF" { uniform token info:id = "UsdPreviewSurface" float inputs:clearcoat = 0 float inputs:clearcoatRoughness = 0.03 color3f inputs:diffuseColor = (0.8, 0.4, 0.3) float inputs:ior = 1.5 float inputs:metallic = 0 float inputs:opacity = 1 float inputs:roughness = 0.5 float inputs:specular = 0.2 token outputs:surface } } } def Scope "AnimationClips" { custom rel animations = </BlendMeshRoot/Mesh/Skel/Anim> } def RealityKitComponent "AnimationLibrary" { custom rel animations = </BlendMeshRoot/Mesh/Skel/Anim> custom token info:id = "RealityKit.AnimationLibrary" custom double realitykit:approximateDuration = 2 custom double[] realitykit:clipDurations = [2] custom string[] realitykit:clipNames = ["Anim"] custom rel realitykit:clipTargets = </BlendMeshRoot/Mesh/Skel/Anim> custom double realitykit:frameRate = 24 custom bool realitykit:isAnimationLibrary = 1 } }
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Oct ’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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Why don’t the dinosaurs in “Encounter Dinosaurs” respond to real-world light intensity?
I have a question about Apple’s preinstalled visionOS app “Encounter Dinosaurs.” In this app, the dinosaurs are displayed over the real-world background, but the PhysicallyBasedMaterial (PBM) in RealityKit doesn’t appear to respond to the actual brightness of the environment. Even when I change the lighting in the room, the dinosaurs’ brightness and shading remain almost the same. If this behavior is intentional — for example, if the app disables real-world lighting influence or uses a fixed lighting setup — could someone explain how and why it’s implemented that way?
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How to speed up build time when placing large USDZ files in RCP scenes
I’m currently developing a visionOS app that includes an RCP scene with a large USDZ file (around 2GB). Each time I make adjustments to the CG model in Blender, I export it as USDZ again, place it in the RCP scene, and then build the app using Xcode. However, because the USDZ file is quite large, the build process takes a long time, significantly slowing down my development speed. For example, I’d like to know if there are any effective ways to: Improve overall build performance Reduce the time between updating the USDZ file and completing the build Any advice or best practices for optimizing this workflow would be greatly appreciated. Best regards, Sadao
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Occlusion issues in Immersive Space - Breaking User Input Interaction
I'm developing a custom gesture-based visionOS project that uses hand tracking with collision detection spheres on fingers to register user interactions through collision components. I'm experiencing a critical occlusion issue where collision detection spheres are intermittently occluded by the background/depth buffer, causing fingers to pass through the 3D model entities without registering interactions. Detailed Description: I have added 3D entities in an immersive scene with collision spheres attached to fingers for detecting user interactions. Each sphere has: CollisionComponent with sphere shape Proper collision masks and groups configured Real-time position updates from hand joint transforms Each entity has: InputTarget components to register collisions The Issue: When users move their fingers to the entity to interact, some collision spheres (particularly on the pinkie and ring fingers) become occluded and pass directly through the 3D model without triggering collision events. Meanwhile, other fingers (like the index finger) continue to work correctly. This appears to be a depth perception/z-buffer issue between the model entity and the hand tracking collision spheres Questions: Is there a recommended approach for maintaining consistent depth ordering between hand-tracking entities and 3D models in immersive spaces to prevent occlusion issues? Should I be using AnchorEntities to anchor the entity to a plane or world position to establish a more stable depth reference? Are there specific RenderingComponent or material settings that could help ensure collision entities maintain their depth priority and don't get occluded? Could this be related to z-fighting when collision spheres and entity geometry occupy similar depth ranges? If so, what's the recommended depth bias approach? Is there a better architectural approach for implementing interactions with custom hand gesture tracking that avoids these depth perception issues? What Would Help: Implementation guidance for ensuring reliable collision detection between hand-tracked entities through custom gestures and 3D models. Best practices for depth management in immersive spaces with custom hand gesture tracking. Sample code demonstrating stable hand-to-object interaction patterns. Information about whether this is a known limitation or if there are specific APIs I should be leveraging This issue is significantly impacting the reliability of our app experience, as users cannot consistently interact with all model components. Any guidance from Apple engineers or developers who have solved similar depth/occlusion challenges would be greatly appreciated. Additional Context: This is for a productivity-focused application where accuracy and reliability are critical. Thank you for any assistance!
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Blender Geometry Nodes to Reality Composer Pro
Hello! Back from last week's amazing visit to Cupertino for the Game Dev session and diving back into Vision Pro experimentation. I've exported a simple geometry nodes with animation test from Blender for use in RCP, with intended output to Vision Pro. I've attached a few screenshots showing the node setup and how it animates over time. I select the Cube mesh and export as .usdc with animation. In the finder via quick look, I can actually see it working! If I try exporting as .usdz, however, i'm not seeing any animation in the finder preview. Next, I import the .usdc file to RCP and add an Animation Library component to the cube mesh, but am not seeing any animation selectable, even though I see animation playing back in preview. Next, I import the .usdc into Maya (via proper USD Stage pipeline - i'm learning to be USD compliant for authoring!) to verify if the animation is working, and it does. What step(s) am I missing to get this working in Reality Composer Pro? My goal is to experiment with animating these geometry node instances - along with color animation if possible - over to Vision Pro for full scale, immersive presentation. Of particular note, I am not a programmer, so I am trying my best to brute force this the only way I currently know possible, by keyframe animation and importing through Reality Composer Pro. I realize that, ideally, I should be learning how to leverage the code portion so I can start programatically controlling my 3d entities (with animation), but need more hand holding and real-world examples to help me get there. Thx!
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