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

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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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653
Oct ’25
What's in Reality Composer Pro 26
That title would have made a great WWDC Sessions. Unfortunately, it seems like nothing is new in Reality Composer Pro this year. I've noticed at all versions of the Xcode Beta this summer have shipped with Reality Composer Pro version 2.0. There have been slight bumps in the build number. I haven't found any new features or seen any documentation to indicate that anything has changed. So the question is, what is the state of Reality Composer Pro? Should we continue to use this tool or start doing everything in code? A huge number of Sample Projects use Reality Composer Pro, so it seems like Apple is still using it even if they didn't update it this year.
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472
Aug ’25
Exporting .reality files from Reality Composer Pro
I've been using the MacOS XCode Reality Composer to export interactive .reality files that can be hosted on the web and linked to, triggering QuickLook to open the interactive AR experience. That works really well. I've just downloaded XCode 15 Beta which ships with the new Reality Composer Pro and I can't see a way to export to .reality files anymore. It seems that this is only for building apps that ship as native iOS etc apps, rather than that can be viewed in QuickLook. Am I missing something, or is it no longer possible to export .reality files? Thanks.
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2k
Jul ’25
Blender to Reality Composer Pro 2.0 to SwiftUI + RealityKit visionOS Best Practices
Hi, I'm very new to 3D and am currently porting a SwiftUI iOS app to visionOS 2.0. I saw WWDC24 feature Blender in multiple spatial videos, and have begun integrating Blender models and animations into my VisionOS app (I would also like to integrate skeletons and programmatic rigging, more on that later). I'm wondering if there are “Best Practices” for this workflow - from Blender to USD to RCP 2.0 to visionOS 2 in Xcode. I’ve cobbled together the following that has some obvious holes: I’ve been able to find some pre-rigged and pre-animated models online that can serve as a great starting point. As a reference, here is a free model from SketchFab - a simple rigged skeleton with 6 built in animations: https://sketchfab.com/3d-models/skeleton-character-low-poly-8856e0138f424d68a8e0b40e185951f6 When exporting to USD from Blender, I haven’t been able to export more than one animation per USD file. Is there a workflow to export multiple animations in a single USDC file, or is this just not possible? As a temporary workaround, here is a python script I’ve been using to loop through all Blender animations, and export a model for each animation: import bpy import os # Set the directory where you want to save the USD files output_directory = “/path/to/export” # Ensure the directory exists if not os.path.exists(output_directory): os.makedirs(output_directory) # Function to export current scene as USD def export_scene_as_usd(output_path, start_frame, end_frame): bpy.context.scene.frame_start = start_frame bpy.context.scene.frame_end = end_frame # Export the scene as a USD file bpy.ops.wm.usd_export( filepath=output_path, export_animation=True ) # Save the current scene name original_scene = bpy.context.scene.name # Iterate through each action and export it as a USD file for action in bpy.data.actions: # Create a new scene for each action bpy.context.window.scene = bpy.data.scenes[original_scene].copy() new_scene = bpy.context.scene # Link the action to all relevant objects for obj in new_scene.objects: if obj.animation_data is not None: obj.animation_data.action = action # Determine the frame range for the action start_frame, end_frame = action.frame_range # Export the scene as a USD file output_path = os.path.join(output_directory, f"{action.name}.usdc") export_scene_as_usd(output_path, int(start_frame), int(end_frame)) # Delete the temporary scene to free memory bpy.data.scenes.remove(new_scene) print("Export completed.") I have also been able to successfully export rigging armatures as a single Skeleton - each “bone” showing getting imported into Reality Composer Pro 2.0 when exporting/importing manually. I would like to have all of these animations available in a single scene to be used in a RealityView in visionOS - so I have placed all animation models in a RCP scene and created named Timeline Action animations for each, showing the correct model and hiding the rest when triggering specific animations. I apply materials/textures to each so they appear the same, using Shader Graph. Then in SwiftUI I use notifications (as shown here - https://forums.developer.apple.com/forums/thread/756978) to trigger each RCP Timeline Action animation from code. Two questions: Is there a better way than to have multiple models of the same skeleton - each with a different animation - in a scene to be able to trigger multiple animations? Or would this require recreating Blender animations using skeleton rigging and keyframes from within RCP Timelines? If I want to programmatically create custom animations and move parts of the skeleton/armatures - do I need to do this by defining custom components in RCP, using IKRig and define movement of each of the “bones” in Xcode? I’m looking for any tips/tricks/workflow from experienced engineers or 3D artists that can create a more efficient/optimized workflow using Blender, USD, RCP 2 and visionOS 2 with SwiftUI. Thanks so much, I appreciate any help! I am very excited about all the new tools that keep evolving to make spatial apps really fun to build!
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1.2k
Apr ’25
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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618
Mar ’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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412
Oct ’25
Auto Rig Pro Mixamo Animation to RC Pro
Hi! I have been struggling with this for a little while and most of what I've found has not helped much. I hope to find more success here. Essentially, I have a model I've made in Blender. I rigged it using Auto Rig Pro, and I've also used ARP to add a Mixamo animation to it. That all works fine in Blender. However, when I try to import this model into RCP, I don't get the animation. The "default subtree animation" is completely empty. I attribute this to my lack of experience in this field but here's what I've attempted thus far: Pushing the Mixamo keyframes into an NLA strip. I'm pretty sure this is the correct line of action, but I'm definitely not doing something right. Baking the animation (?) I've made sure that I have animation checked when I export the model! Any ideas or reference projects would be lovely. I haven't really found much that has pushed me in the right direction. This project is, unfortunately, kind of time sensitive, so I would appreciate help ASAP. Thank you and let me know if I can add anymore context!
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5d
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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1.3k
Nov ’25
[xrsimulator] Exception thrown during compile: cannotGetRkassetsContents
My friend cannot build my visionOS project in the simulator. He gets the following error. Error: [xrsimulator] Exception thrown during compile: cannotGetRkassetsContents(path: "/Users/path/to/Packages/RealityKitContent/Sources/RealityKitContent/RealityKitContent.rkassets") In Xcode, he is able to open the RealityKitContent package in realityComposer Pro by clicking on the Package.realitycomposerpro file. No warnings show up wrt this error in RCP either. All scenes appear to be usable/navigable in RCP. This error only comes up when he tries to build the project in Xcode command+b. The is no other information in the Report Navigator's Build logs for this error. The error is always followed by this next error. Error: Tool exited with code 1 Yikes, please help!
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506
Feb ’25
Launching a timeline on a specific model via notification
Hello! I’m familiar with the discussion on “Sending messages to the scene”, and I’ve successfully used that code. However, I have several instances of the same model in my scene. Is it possible to make only one specific model respond to a notification? For example, can I pass something like RealityKit.NotificationTrigger.SourceEntity in userInfo or use another method to target just one instance?
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133
May ’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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201
Jun ’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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477
Sep ’25
Scene not found after changes in Reality Composer Pro
randomly, the app does not work after small changes in Reality Composer. Small changes like scaling a object a tiny bit. to fix the error, i have to change another element in reality composer and hope for the best. if this does not help, i change (transform) something else, or deactive/activate something to get the project working again. I can't see a pattern why the Reality Composer Project sometimes gets in a state where it does not compile anymore.
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1.7k
2d
Animations exported from Blender does not shoe in Reality Composer Pro
I made an animation in Blender using geometry nodes that I exported to USDC file (then I used Reality Converter to convert to USDZ) and I can see the animation when viewing from the finder but does not play after importing to RCP. Any idea how I can play the animation? Or can the animation be accessed through Xcode? Thanks!
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1.1k
Apr ’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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765
Jan ’25
Reality Composer Pro Audio "On Tap" Behaviors Help
Looking for help on getting "On Tap" to work inside RCP for my AVP project. I can get it to work when using "on added to scene" but if I switch to "on tap", the audio will not play when attaching the audio to an entity in my scene. I'm using the same entity for the tap gesture that the audio is using for the emitter. Here is my work flow for the "on added to scene" that works correctly to help troubleshoot my non working "on tap". Behaviors: "on added to scene". action - timeline Input target: check mark enabled, allowed all Collision set to default Audio library: source mp3 file Chanel Audio: resource mp3 file above Timeline: Play Audio with mp3 file added This set up in RCP allows my AVP project to launch correctly with audio "on added to scene". But when switching behaviors to "on tap", the audio will no longer play and I can not figure out why. I've tried several different options and nothing works. Please help!
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644
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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587
Jan ’25
Releasing a TextureObject from memory
Hi there! I´m trying to make a 360 image carousel in RealityView/SwiftUI with very large textures. I´ve managed to load one 12K 360 image and showing it on a inverted sphere with a ShaderMaterialGraph made in Reality Composer Pro. When I try to load the next image I get an out of memory error. The carousel works fine with smaller textures. My question is. How do I release the memory from the current texture before loading the next? In theory the garbagecollector should erase it eventually? Hope someone can help =) Thanks in advance! Best regards, Kim
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708
Jan ’25