In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets.
I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity.
In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging:
Low-complexity images are compressed more aggressively
The final packaged file size varies based on content complexity
Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment.
Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro?
Or any best practices to optimize .ktx sizes based on image complexity?
Thanks!
Reality Composer Pro
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In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets.
I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity.
In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging:
Low-complexity images are compressed more aggressively
The final packaged file size varies based on content complexity
Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment.
Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro?
Or any best practices to optimize .ktx sizes based on image complexity?
Thanks!
I am still not finding resources to know how to replace hands in a full immersive Space.... I reached the goal by creating a ARKit session that can detect the USDZ hand mesh Joints and connect to the hand-tracked-joints.... but I feel that's not the best solution... I really want to use the RealityKit potential to track and replace hands (with USDZ skinned ones) in an immersive environment, but the only resources I found are from November 2023.... :(
Can someone help me?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
I am trying to loop my videoMaterial. I have researched the AXQueuePlayer and AVPlayerLooper and tried to implement them into my code.
Please see attached.
There are no errors showing up but the videoMaterial is no longer working.
Please see the attached for the working code that plays the videoMaterial.
I am stumped can anyone help me solve this?
Thank you.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
I have a simple visionOS app that creates an Entity, writes it to the device, and then attempts to load it. However, when the entity file get overwritten, it affects the ability for the app to load it correctly.
Here is my code for saving the entity.
import SwiftUI
import RealityKit
import UniformTypeIdentifiers
struct ContentView: View {
var body: some View {
VStack {
ToggleImmersiveSpaceButton()
Button("Save Entity") {
Task {
// if let entity = await buildEntityHierarchy(from: urdfPath) {
let type = UTType.realityFile
let filename = "testing.\(type.preferredFilenameExtension ?? "bin")"
let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0]
let fileURL = documentsURL.appendingPathComponent(filename)
do {
let mesh = MeshResource.generateBox(size: 1, cornerRadius: 0.05)
let material = SimpleMaterial(color: .blue, isMetallic: true)
let modelComponent = ModelComponent(mesh: mesh, materials: [material])
let entity = Entity()
entity.components.set(modelComponent)
print("Writing \(fileURL)")
try await entity.write(to: fileURL)
} catch {
print("Failed writing")
}
}
}
}
.padding()
}
}
Every time I press "Save Entity", I see a warning similar to:
Writing file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality
Failed to set dependencies on asset 1941054755064863441 because NetworkAssetManager does not have an asset entity for that id.
When I open the immersive space, I attempt to load the same file:
import SwiftUI
import RealityKit
import UniformTypeIdentifiers
struct ImmersiveView: View {
@Environment(AppModel.self) private var appModel
var body: some View {
RealityView { content in
guard
let type = UTType.realityFile.preferredFilenameExtension
else {
return
}
let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0]
let fileURL = documentsURL.appendingPathComponent("testing.\(type)")
guard FileManager.default.fileExists(atPath: fileURL.path) else {
print("❌ File does not exist at path: \(fileURL.path)")
return
}
if let entity = try? await Entity(contentsOf: fileURL) {
content.add(entity)
}
}
}
}
I also get errors after I overwrite the entity (by pressing "Save Entity" after I have successfully loaded it once). The warnings that appear when the Immersive space attempts to load the new entity are:
Asset 13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'.
Asset 8308977590385781534 Scene (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Scene_0.compiledscene failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to read archive entry.
AssetLoadRequest failed because asset failed to load '13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh' (Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'.)
The order of operations to make this happen:
Launch app
Press "Save Entity" to save the entity
"Open Immersive Space" to view entity
Press "Save Entity" to overwrite the entity
"Open Immersive Space" to view entity, failed asset load request
Also
Launch app, the entity should still be save from last time the app ran
"Open Immersive Space" to view entity
Press "Save Entity" to overwrite the entity
"Open Immersive Space" to view entity, failed asset load request
NOTE: It appears I can get it to work slightly better by pressing the "Save Entity" button twice before attempting to view it again in the immersive space.
Is there any way to convert TextureResource to Image
After writing the code, when debugging on VisionPro, the program will encounter a blocking situation when running from Xcode to VisionPro. It will take a long time for the execution information to appear on the Xcode console
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?
In Reality Composer Pro, why is the Sky Sphere so much larger than the Sky Dome?
By my estimate, the Sky Sphere has a radius of 100m, while the Sky only has a radius of only 12m.
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
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!
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
How can I create 180-degree apple immersive videos using game engine
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
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!
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
ARKit
Reality Composer
AR / VR
visionOS