RealityKit

RSS for tag

Simulate and render 3D content for use in your augmented reality apps using RealityKit.

RealityKit Documentation

Posts under RealityKit subtopic

Post

Replies

Boosts

Views

Activity

RealityKit generates an excessive amount of logging
During regular use, RealityKit generates an excessive amount of internal logging that is not actionable by third party developers. When developing an iOS RealityKit/ARKit app, this makes the Xcode console challenging to use for regular work. (FB19173812) See screenshots below. Xcode does have an option for filtering out logging from specific SDKs, but enabling this feature to suppress the logging of RealityKit and related SDKs like PHASE is something developers have to do dozens of times each day. After a year of developing a RealityKit app, this process becomes frustrating. If SDKs like Foundation, UIKit, and SwiftUI generated as much logging as RealityKit and related SDKs, Xcode's console would be unusable. Is there any way to disable the logging of RealityKit and PHASE permanently? Thank you for any help you provide.
1
0
515
Jul ’25
moveCharacter reports collision with itself
I'm running into an issue with collisions between two entities with a character controller component. In the collision handler for moveCharacter the collision has both hitEntity and characterEntity set to the same object. This object is the entity that was moved with moveCharacter() The below example configures 3 objects. stationary sphere with character controller falling sphere with character controller a stationary cube with a collision component if the falling sphere hits the stationary sphere then the collision handler reports both hitEntity and characterEntity to be the falling sphere. I would expect that the hitEntity would be the stationary sphere and the character entity would be the falling sphere. if the falling sphere hits the cube with a collision component the the hit entity is the cube and the characterEntity is the falling sphere as expected. Is this the expected behavior? The entities act as expected visually however if I want the spheres to react differently depending on what character they collided with then I am not getting the expected results. IE: If a player controlled character collides with a NPC then exchange resource with NPC. if player collides with enemy then take damage. import SwiftUI import RealityKit struct ContentView: View { @State var root: Entity = Entity() @State var stationary: Entity = createCharacter(named: "stationary", radius: 0.05, color: .blue) @State var falling: Entity = createCharacter(named: "falling", radius: 0.05, color: .red) @State var collisionCube: Entity = createCollisionCube(named: "cube", size: 0.1, color: .green) //relative to root @State var fallFrom: SIMD3<Float> = [0,0.5,0] var body: some View { RealityView { content in content.add(root) root.position = [0,-0.5,0.0] root.addChild(stationary) stationary.position = [0,0.05,0] root.addChild(falling) falling.position = fallFrom root.addChild(collisionCube) collisionCube.position = [0.2,0,0] collisionCube.components.set(InputTargetComponent()) } .gesture(SpatialTapGesture().targetedToAnyEntity().onEnded { tap in let tapPosition = tap.entity.position(relativeTo: root) falling.components.remove(FallComponent.self) falling.teleportCharacter(to: tapPosition + fallFrom, relativeTo: root) }) .toolbar { ToolbarItemGroup(placement: .bottomOrnament) { HStack { Button("Drop") { falling.components.set(FallComponent(speed: 0.4)) } Button("Reset") { falling.components.remove(FallComponent.self) falling.teleportCharacter(to: fallFrom, relativeTo: root) } } } } } } @MainActor func createCharacter(named name: String, radius: Float, color: UIColor) -> Entity { let character = ModelEntity(mesh: .generateSphere(radius: radius), materials: [SimpleMaterial(color: color, isMetallic: false)]) character.name = name character.components.set(CharacterControllerComponent(radius: radius, height: radius)) return character } @MainActor func createCollisionCube(named name: String, size: Float, color: UIColor) -> Entity { let cube = ModelEntity(mesh: .generateBox(size: size), materials: [SimpleMaterial(color: color, isMetallic: false)]) cube.name = name cube.generateCollisionShapes(recursive: true) return cube } struct FallComponent: Component { let speed: Float } struct FallSystem: System{ static let predicate: QueryPredicate<Entity> = .has(FallComponent.self) && .has(CharacterControllerComponent.self) static let query: EntityQuery = .init(where: predicate) let down: SIMD3<Float> = [0,-1,0] init(scene: RealityKit.Scene) { } func update(context: SceneUpdateContext) { let deltaTime = Float(context.deltaTime) for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) { let speed = entity.components[FallComponent.self]?.speed ?? 0.5 entity.moveCharacter(by: down * speed * deltaTime, deltaTime: deltaTime, relativeTo: nil) { collision in if collision.hitEntity == collision.characterEntity { print("hit entity has collided with itself") } print("\(collision.characterEntity.name) collided with \(collision.hitEntity.name) ") } } } } #Preview(windowStyle: .volumetric) { ContentView() }
1
0
181
Aug ’25
RealityKit - How to change camera target in response of a touch event?
Hello, I’m porting my UIKit/SceneKit app to SwiftUI/RealityKit and I’m wondering how to change the camera target programmatically. I created a simple scene in Reality Composer Pro with two spheres. My goal is straightforward: when the user taps a sphere, the camera should look at it as the main target. Following Apple’s videos, I implemented the .gesture modifier and it is printing the tapped sphere correctly, but updating my targetEntity state doesn’t change anything, so the camera won't update its target. Is there a way to access the scene content at that level? Or what else should I do? Here’s my current code implementation: Thanks!
1
0
329
Sep ’25
scenekit is deprecated but realitykit is for special computing what should i use ?
hello i am new to apple ecosystem and development i have some coding experience with c# now i like to develop my game for iphone 16 and up(due to ability to run ai models) but i am having hard time figuring out what to use there is a lot of resources for scene-kit but on its doc page it says its deprecated so i look at the reality-kit docs and tutorials and its strictly tells how to develop for visionos and i am really confused about this since there is no tutorials that shows how to develop a game for ios with reality-kit that does not focus visionos. i just want to develop for iphone 16 and up but i cant find resources focuses at that.
1
0
229
Oct ’25
RealityKit - Full 3D experience
I have a question I guess more for the Apple team. But why are there no totally 3D experiences for the Vision Pro lineup? I know they have given us tools to implement unity 3D games into iPhone and I guess you can also build it in RealityKit. But why at this moment are 3D games limited to just iPad and iPhone and can't you bring that into Vision Pro? Just to explain. When I say a totally 3D game, I mean games like Gorn. I mean the Vision Pro is definitely powerful enough, but it just feels limited to tabletop games and AR games. Is this something Apple is thinking about implementing?
1
0
1.4k
1w
RealityKit fill the background environment
I am new to RealityKit and Metal and I am building a RealityKit app that renders a procedural LowLevelMesh road. But the left and right side of the road is a complete green terrain mesh object and it doesn't look great. What I want is to add some rocks, tall trees and dence bushes (or weed) to make it look like the player is in the woods. But when I add many of those objects then the performance drains. What is the best approach to fill background empty spaces in the scene?
1
0
132
3d
Portals do not occlude CollisionComponent and InputTargetComponent
Hello If you add a ModelEntity to a world inside a portal, the drawing of the model will be occluded properly to the portal bounds. However the invisible shape of the InputTargetComponent and CollisionComponent are not occluded. They are able to cross the portal, and if you have gestures on your ModelEntity you can trigger them in areas outside the portal bounds. This happens even if the ModelEntity has no PortalCrossingComponent.
0
1
92
Mar ’25
Reality Composer Pro Transparent Textures
Hey everyone, I am currently developing an app in visionOS and using RealityComposerPro create scenes in put in my app. I have a humanoid model with hair strands, and each strand of hair has an opacity map. However, some reflections are still visible even though the opacity is zero. There are also some weird culling among hair strands (in the left circle) and weird reflections in hair cards (in the right circle). Here's my settings for the materials. Since all the hair strands are interconnected with each other, it is hard to decide the drawing order in Xcode, so I am wondering if there's an easier way to handle transparency objects. Please let me know if you know anything helpful, much appreciated!
0
0
162
Apr ’25
Is Using Metal Compute Shaders for Efficient Resource Copying to RealityKit the Best Approach for Streaming Data in Real-Time Rendering?
Hi Apple, In VisionOS, for real-time streaming of large 3D scenes, I plan to create Metal buffers and textures in multiple threads and then use a compute shader on the main thread to copy the Metal resources into RealityKit, minimizing main thread usage. Given that most of RealityKit's default APIs require execution on the main actor (main thread), it is not ideal for streaming data. Is this approach the best way to handle streaming data and real-time rendering? Thank you very much.
0
0
136
Apr ’25
How to use CharacterControllerComponent.
I am trying to implement a ChacterControllerComponent using the following URL. https://developer.apple.com/documentation/realitykit/charactercontrollercomponent I have written sample code, but PhysicsSimulationEvents.WillSimulate is not executed and nothing happens. import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { let gravity: SIMD3<Float> = [0, -50, 0] let jumpSpeed: Float = 10 enum PlayerInput { case none, jump } @State private var testCharacter: Entity = Entity() @State private var myPlayerInput = PlayerInput.none var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) testCharacter = immersiveContentEntity.findEntity(named: "Capsule")! testCharacter.components.set(CharacterControllerComponent()) let _ = content.subscribe(to: PhysicsSimulationEvents.WillSimulate.self, on: testCharacter) { event in print("subscribe run") let deltaTime: Float = Float(event.deltaTime) var velocity: SIMD3<Float> = .zero var isOnGround: Bool = false // RealityKit automatically adds `CharacterControllerStateComponent` after moving the character for the first time. if let ccState = testCharacter.components[CharacterControllerStateComponent.self] { velocity = ccState.velocity isOnGround = ccState.isOnGround } if !isOnGround { // Gravity is a force, so you need to accumulate it for each frame. velocity += gravity * deltaTime } else if myPlayerInput == .jump { // Set the character's velocity directly to launch it in the air when the player jumps. velocity.y = jumpSpeed } testCharacter.moveCharacter(by: velocity * deltaTime, deltaTime: deltaTime, relativeTo: nil) { event in print("playerEntity collided with \(event.hitEntity.name)") } } } } } } The scene is loaded from RCP. It is simple, just a capsule on a pedestal. Do I need a separate code to run testCharacter from this state?
0
0
179
May ’25
iOS Simulator can only render 1 RealityView
I'm using RealityView in my iOS game mxied with SwiftUI. For the following 2 example usages, the simulator will only render the first RealityView, and the second one is either super laggy or show a black model. Running on the real device is all good, just simualtor has this issue. Have a TabView and each tab has a RealityView. Have a root view and detail view connected via a push navigation, both root and detail have a RealityView. In the Simulator, the second RealityView is going to be very choppy and basically unusable, but on a real iPhone everything looks great. Is this a known simulator issue or I did something bad?
0
0
145
Jun ’25
How to attach SwiftUI Views to entities on non-visionOS platforms?
What is the recommended way to attach SwiftUI views to RealityKit entities on macOS, iOS, etc? All the APIs seem to be visionOS only: https://developer.apple.com/documentation/realitykit/realityviewattachments https://developer.apple.com/documentation/realitykit/viewattachmentcomponent https://developer.apple.com/documentation/realitykit/presentationcomponent https://developer.apple.com/documentation/realitykit/imagepresentationcomponent My only idea is to do it "manually" with a ZStack and RealityView somehow? I submitted this as a feedback since it seemed like an oversight: FB18034856.
0
2
145
Jun ’25
ProjectiveTransformCameraComponent with custom matrix
I'm looking to create an effect on iOS that tracks the user's face position with ARKit and shifts nearer/more prominent geometry in the scene around while more "distant" geometry stays fixed to the XY plane - making it look like the geometry on screen "sticks out" I've managed to implement most of this successfully, but it's not perfect when using PerspectiveCameraComponent in RealityKit because as I shift the camera (and change its field of view based on the user's distance) the backplane changes its orientation (it's always orthogonal to camera's direction). I've tried adopting ProjectiveTransformCameraComponent instead. The idea is that the camera shifts around the scene, mirroring the user's head's position, looking at (0,0,0) and the back plane is adjusted to be parallel with the X,Y plane (animation replicated in Blender below). However, I can't manage to set up ProjectiveTransformCameraComponent with an appropriate matrix or update its transform property in a RealityKit System correctly. I also tried setting many simpler projection matrices as described in a number of guides on camera projection matrices on the internet and all I get is a blank view. Does anyone have some guidance on what the projection matrix that ProjectiveTransformCameraComponent expects is meant to look like or how I would go about accomplishing my goal?
0
0
145
Jun ’25
Export Armatures from Blender to USDC for use in RealityKit
I'm an experienced SceneKit developer and I want to begin work on a new project using RealityKit. So I appreciated as timely, the WWDC 2025 Session, "Bring your SceneKit project to RealityKit". However, now I am finding that: Blender does not properly support exporting armatures in usdc files, and usdc is really the only file format that should be used for creating 3D assets for RealityKit. The option of exporting from Blender to fbx or some other intermediate format, and then converting that to usdc, is a challenge. Apple's Reality Converter App, which supposedly can support importing and converting fbx files to usdc, is no longer available from Apple's website. And an older copy of it I found at the Kodeco website requires Rosetta on Apple Silicon. As well, this older copy does not in fact import fbx or anything else - I find it doesn't work at all. Apple's Reality Composer Pro, at least as far as I can tell, only supports importing usdc - it is not a file conversion tool. Alternatively, I am under the impression that Maya supports producing usdc files with armatures, but Maya costs over $2000 per year and I am skilled with Blender, so I believe strongly that I should be able to continue with Blender. Maya's expense and skillset simply shouldn't be a requirement for building RealityKit applications. What are my options then, if any, to produce assets with armatures and armature based animations using Blender, and then bring them into RealityKit?
0
4
272
Jun ’25
Regression: RealityKit spatial audio crackles and pops on iOS 26.0 beta 5 (FB19423059)
RealityKit spatial audio crackles and pops on iOS 26.0 beta 5. It works correctly on iOS 18.6 and visionOS 26.0 beta 5. The APIs used are AudioPlaybackController, Entity.prepareAudio, Entity.play Videos of the expected and observed behavior are attached to the feedback FB19423059. The audio should be a consistent, repeating sound, but it seems oddly abbreviated and the volume varies unexpectedly. Thank you for investigating this issue.
0
0
314
Aug ’25
How to apply the same SystemImage to both mainEmitter and spawnedEmitter without clipping in ParticleEmitterComponent?
Hi everyone, I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation. In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues: The image applied to mainEmitter appears clipped or cropped. The image on spawnedEmitter does not update to the selected SystemImage. What I want to achieve: Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping. Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size. Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated. Thanks in advance!
0
0
485
Sep ’25
Custom EntityAction - different behaviour VisionOS 2.6 vs 26
I implemented an EntityAction to change the baseColor tint - and had it working on VisionOS 2.x. import RealityKit import UIKit typealias Float4 = SIMD4<Float> extension UIColor { var float4: Float4 { if cgColor.numberOfComponents == 4, let c = cgColor.components { Float4(Float(c[0]), Float(c[1]), Float(c[2]), Float(c[3])) } else { Float4() } } } struct ColourAction: EntityAction { // MARK: - PUBLIC PROPERTIES let startColour: Float4 let targetColour: Float4 // MARK: - PUBLIC COMPUTED PROPERTIES var animatedValueType: (any AnimatableData.Type)? { Float4.self } // MARK: - INITIATION init(startColour: UIColor, targetColour: UIColor) { self.startColour = startColour.float4 self.targetColour = targetColour.float4 } // MARK: - PUBLIC STATIC FUNCTIONS @MainActor static func registerEntityAction() { ColourAction.subscribe(to: .updated) { event in guard let animationState = event.animationState else { return } let interpolatedColour = event.action.startColour.mixedWith(event.action.targetColour, by: Float(animationState.normalizedTime)) animationState.storeAnimatedValue(interpolatedColour) } } } extension Entity { // MARK: - PUBLIC FUNCTIONS func changeColourTo(_ targetColour: UIColor, duration: Double) { guard let modelComponent = components[ModelComponent.self], let material = modelComponent.materials.first as? PhysicallyBasedMaterial else { return } let colourAction = ColourAction(startColour: material.baseColor.tint, targetColour: targetColour) if let colourAnimation = try? AnimationResource.makeActionAnimation(for: colourAction, duration: duration, bindTarget: .material(0).baseColorTint) { playAnimation(colourAnimation) } } } This doesn't work in VisionOS 26. My current fix is to directly set the material base colour - but this feels like the wrong approach: @MainActor static func registerEntityAction() { ColourAction.subscribe(to: .updated) { event in guard let animationState = event.animationState, let entity = event.targetEntity, let modelComponent = entity.components[ModelComponent.self], var material = modelComponent.materials.first as? PhysicallyBasedMaterial else { return } let interpolatedColour = event.action.startColour.mixedWith(event.action.targetColour, by: Float(animationState.normalizedTime)) material.baseColor.tint = UIColor(interpolatedColour) entity.components[ModelComponent.self]?.materials[0] = material animationState.storeAnimatedValue(interpolatedColour) } } So before I raise this as a bug, was I doing anything wrong in the former version and got lucky? Is there a better approach?
0
0
155
Sep ’25
RealityKit generates an excessive amount of logging
During regular use, RealityKit generates an excessive amount of internal logging that is not actionable by third party developers. When developing an iOS RealityKit/ARKit app, this makes the Xcode console challenging to use for regular work. (FB19173812) See screenshots below. Xcode does have an option for filtering out logging from specific SDKs, but enabling this feature to suppress the logging of RealityKit and related SDKs like PHASE is something developers have to do dozens of times each day. After a year of developing a RealityKit app, this process becomes frustrating. If SDKs like Foundation, UIKit, and SwiftUI generated as much logging as RealityKit and related SDKs, Xcode's console would be unusable. Is there any way to disable the logging of RealityKit and PHASE permanently? Thank you for any help you provide.
Replies
1
Boosts
0
Views
515
Activity
Jul ’25
moveCharacter reports collision with itself
I'm running into an issue with collisions between two entities with a character controller component. In the collision handler for moveCharacter the collision has both hitEntity and characterEntity set to the same object. This object is the entity that was moved with moveCharacter() The below example configures 3 objects. stationary sphere with character controller falling sphere with character controller a stationary cube with a collision component if the falling sphere hits the stationary sphere then the collision handler reports both hitEntity and characterEntity to be the falling sphere. I would expect that the hitEntity would be the stationary sphere and the character entity would be the falling sphere. if the falling sphere hits the cube with a collision component the the hit entity is the cube and the characterEntity is the falling sphere as expected. Is this the expected behavior? The entities act as expected visually however if I want the spheres to react differently depending on what character they collided with then I am not getting the expected results. IE: If a player controlled character collides with a NPC then exchange resource with NPC. if player collides with enemy then take damage. import SwiftUI import RealityKit struct ContentView: View { @State var root: Entity = Entity() @State var stationary: Entity = createCharacter(named: "stationary", radius: 0.05, color: .blue) @State var falling: Entity = createCharacter(named: "falling", radius: 0.05, color: .red) @State var collisionCube: Entity = createCollisionCube(named: "cube", size: 0.1, color: .green) //relative to root @State var fallFrom: SIMD3<Float> = [0,0.5,0] var body: some View { RealityView { content in content.add(root) root.position = [0,-0.5,0.0] root.addChild(stationary) stationary.position = [0,0.05,0] root.addChild(falling) falling.position = fallFrom root.addChild(collisionCube) collisionCube.position = [0.2,0,0] collisionCube.components.set(InputTargetComponent()) } .gesture(SpatialTapGesture().targetedToAnyEntity().onEnded { tap in let tapPosition = tap.entity.position(relativeTo: root) falling.components.remove(FallComponent.self) falling.teleportCharacter(to: tapPosition + fallFrom, relativeTo: root) }) .toolbar { ToolbarItemGroup(placement: .bottomOrnament) { HStack { Button("Drop") { falling.components.set(FallComponent(speed: 0.4)) } Button("Reset") { falling.components.remove(FallComponent.self) falling.teleportCharacter(to: fallFrom, relativeTo: root) } } } } } } @MainActor func createCharacter(named name: String, radius: Float, color: UIColor) -> Entity { let character = ModelEntity(mesh: .generateSphere(radius: radius), materials: [SimpleMaterial(color: color, isMetallic: false)]) character.name = name character.components.set(CharacterControllerComponent(radius: radius, height: radius)) return character } @MainActor func createCollisionCube(named name: String, size: Float, color: UIColor) -> Entity { let cube = ModelEntity(mesh: .generateBox(size: size), materials: [SimpleMaterial(color: color, isMetallic: false)]) cube.name = name cube.generateCollisionShapes(recursive: true) return cube } struct FallComponent: Component { let speed: Float } struct FallSystem: System{ static let predicate: QueryPredicate<Entity> = .has(FallComponent.self) && .has(CharacterControllerComponent.self) static let query: EntityQuery = .init(where: predicate) let down: SIMD3<Float> = [0,-1,0] init(scene: RealityKit.Scene) { } func update(context: SceneUpdateContext) { let deltaTime = Float(context.deltaTime) for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) { let speed = entity.components[FallComponent.self]?.speed ?? 0.5 entity.moveCharacter(by: down * speed * deltaTime, deltaTime: deltaTime, relativeTo: nil) { collision in if collision.hitEntity == collision.characterEntity { print("hit entity has collided with itself") } print("\(collision.characterEntity.name) collided with \(collision.hitEntity.name) ") } } } } #Preview(windowStyle: .volumetric) { ContentView() }
Replies
1
Boosts
0
Views
181
Activity
Aug ’25
Why does CanyonCrosser use both Class and Struct for RealityKit Systems?
In the CanyonCrosser example project, some RealityKit systems are implemented as classes while others are structs. What’s the reason for using different types?
Replies
1
Boosts
1
Views
208
Activity
Aug ’25
RealityKit - How to change camera target in response of a touch event?
Hello, I’m porting my UIKit/SceneKit app to SwiftUI/RealityKit and I’m wondering how to change the camera target programmatically. I created a simple scene in Reality Composer Pro with two spheres. My goal is straightforward: when the user taps a sphere, the camera should look at it as the main target. Following Apple’s videos, I implemented the .gesture modifier and it is printing the tapped sphere correctly, but updating my targetEntity state doesn’t change anything, so the camera won't update its target. Is there a way to access the scene content at that level? Or what else should I do? Here’s my current code implementation: Thanks!
Replies
1
Boosts
0
Views
329
Activity
Sep ’25
scenekit is deprecated but realitykit is for special computing what should i use ?
hello i am new to apple ecosystem and development i have some coding experience with c# now i like to develop my game for iphone 16 and up(due to ability to run ai models) but i am having hard time figuring out what to use there is a lot of resources for scene-kit but on its doc page it says its deprecated so i look at the reality-kit docs and tutorials and its strictly tells how to develop for visionos and i am really confused about this since there is no tutorials that shows how to develop a game for ios with reality-kit that does not focus visionos. i just want to develop for iphone 16 and up but i cant find resources focuses at that.
Replies
1
Boosts
0
Views
229
Activity
Oct ’25
RealityKit - Full 3D experience
I have a question I guess more for the Apple team. But why are there no totally 3D experiences for the Vision Pro lineup? I know they have given us tools to implement unity 3D games into iPhone and I guess you can also build it in RealityKit. But why at this moment are 3D games limited to just iPad and iPhone and can't you bring that into Vision Pro? Just to explain. When I say a totally 3D game, I mean games like Gorn. I mean the Vision Pro is definitely powerful enough, but it just feels limited to tabletop games and AR games. Is this something Apple is thinking about implementing?
Replies
1
Boosts
0
Views
1.4k
Activity
1w
RealityKit, Attachments - not working
I am trying the simplest use of attachment in realityKit and get Contextual closure type @MainActor, @Sendable (inout RealityViewCameraContent) async -> void expects 1 argument, but 2 were used in closure body. Also i get cannot find Attachment in scope
Replies
1
Boosts
0
Views
503
Activity
Dec ’25
RealityKit fill the background environment
I am new to RealityKit and Metal and I am building a RealityKit app that renders a procedural LowLevelMesh road. But the left and right side of the road is a complete green terrain mesh object and it doesn't look great. What I want is to add some rocks, tall trees and dence bushes (or weed) to make it look like the player is in the woods. But when I add many of those objects then the performance drains. What is the best approach to fill background empty spaces in the scene?
Replies
1
Boosts
0
Views
132
Activity
3d
Portals do not occlude CollisionComponent and InputTargetComponent
Hello If you add a ModelEntity to a world inside a portal, the drawing of the model will be occluded properly to the portal bounds. However the invisible shape of the InputTargetComponent and CollisionComponent are not occluded. They are able to cross the portal, and if you have gestures on your ModelEntity you can trigger them in areas outside the portal bounds. This happens even if the ModelEntity has no PortalCrossingComponent.
Replies
0
Boosts
1
Views
92
Activity
Mar ’25
Reality Composer Pro Transparent Textures
Hey everyone, I am currently developing an app in visionOS and using RealityComposerPro create scenes in put in my app. I have a humanoid model with hair strands, and each strand of hair has an opacity map. However, some reflections are still visible even though the opacity is zero. There are also some weird culling among hair strands (in the left circle) and weird reflections in hair cards (in the right circle). Here's my settings for the materials. Since all the hair strands are interconnected with each other, it is hard to decide the drawing order in Xcode, so I am wondering if there's an easier way to handle transparency objects. Please let me know if you know anything helpful, much appreciated!
Replies
0
Boosts
0
Views
162
Activity
Apr ’25
Is Using Metal Compute Shaders for Efficient Resource Copying to RealityKit the Best Approach for Streaming Data in Real-Time Rendering?
Hi Apple, In VisionOS, for real-time streaming of large 3D scenes, I plan to create Metal buffers and textures in multiple threads and then use a compute shader on the main thread to copy the Metal resources into RealityKit, minimizing main thread usage. Given that most of RealityKit's default APIs require execution on the main actor (main thread), it is not ideal for streaming data. Is this approach the best way to handle streaming data and real-time rendering? Thank you very much.
Replies
0
Boosts
0
Views
136
Activity
Apr ’25
How to use CharacterControllerComponent.
I am trying to implement a ChacterControllerComponent using the following URL. https://developer.apple.com/documentation/realitykit/charactercontrollercomponent I have written sample code, but PhysicsSimulationEvents.WillSimulate is not executed and nothing happens. import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { let gravity: SIMD3<Float> = [0, -50, 0] let jumpSpeed: Float = 10 enum PlayerInput { case none, jump } @State private var testCharacter: Entity = Entity() @State private var myPlayerInput = PlayerInput.none var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) testCharacter = immersiveContentEntity.findEntity(named: "Capsule")! testCharacter.components.set(CharacterControllerComponent()) let _ = content.subscribe(to: PhysicsSimulationEvents.WillSimulate.self, on: testCharacter) { event in print("subscribe run") let deltaTime: Float = Float(event.deltaTime) var velocity: SIMD3<Float> = .zero var isOnGround: Bool = false // RealityKit automatically adds `CharacterControllerStateComponent` after moving the character for the first time. if let ccState = testCharacter.components[CharacterControllerStateComponent.self] { velocity = ccState.velocity isOnGround = ccState.isOnGround } if !isOnGround { // Gravity is a force, so you need to accumulate it for each frame. velocity += gravity * deltaTime } else if myPlayerInput == .jump { // Set the character's velocity directly to launch it in the air when the player jumps. velocity.y = jumpSpeed } testCharacter.moveCharacter(by: velocity * deltaTime, deltaTime: deltaTime, relativeTo: nil) { event in print("playerEntity collided with \(event.hitEntity.name)") } } } } } } The scene is loaded from RCP. It is simple, just a capsule on a pedestal. Do I need a separate code to run testCharacter from this state?
Replies
0
Boosts
0
Views
179
Activity
May ’25
iOS Simulator can only render 1 RealityView
I'm using RealityView in my iOS game mxied with SwiftUI. For the following 2 example usages, the simulator will only render the first RealityView, and the second one is either super laggy or show a black model. Running on the real device is all good, just simualtor has this issue. Have a TabView and each tab has a RealityView. Have a root view and detail view connected via a push navigation, both root and detail have a RealityView. In the Simulator, the second RealityView is going to be very choppy and basically unusable, but on a real iPhone everything looks great. Is this a known simulator issue or I did something bad?
Replies
0
Boosts
0
Views
145
Activity
Jun ’25
How to attach SwiftUI Views to entities on non-visionOS platforms?
What is the recommended way to attach SwiftUI views to RealityKit entities on macOS, iOS, etc? All the APIs seem to be visionOS only: https://developer.apple.com/documentation/realitykit/realityviewattachments https://developer.apple.com/documentation/realitykit/viewattachmentcomponent https://developer.apple.com/documentation/realitykit/presentationcomponent https://developer.apple.com/documentation/realitykit/imagepresentationcomponent My only idea is to do it "manually" with a ZStack and RealityView somehow? I submitted this as a feedback since it seemed like an oversight: FB18034856.
Replies
0
Boosts
2
Views
145
Activity
Jun ’25
ProjectiveTransformCameraComponent with custom matrix
I'm looking to create an effect on iOS that tracks the user's face position with ARKit and shifts nearer/more prominent geometry in the scene around while more "distant" geometry stays fixed to the XY plane - making it look like the geometry on screen "sticks out" I've managed to implement most of this successfully, but it's not perfect when using PerspectiveCameraComponent in RealityKit because as I shift the camera (and change its field of view based on the user's distance) the backplane changes its orientation (it's always orthogonal to camera's direction). I've tried adopting ProjectiveTransformCameraComponent instead. The idea is that the camera shifts around the scene, mirroring the user's head's position, looking at (0,0,0) and the back plane is adjusted to be parallel with the X,Y plane (animation replicated in Blender below). However, I can't manage to set up ProjectiveTransformCameraComponent with an appropriate matrix or update its transform property in a RealityKit System correctly. I also tried setting many simpler projection matrices as described in a number of guides on camera projection matrices on the internet and all I get is a blank view. Does anyone have some guidance on what the projection matrix that ProjectiveTransformCameraComponent expects is meant to look like or how I would go about accomplishing my goal?
Replies
0
Boosts
0
Views
145
Activity
Jun ’25
Export Armatures from Blender to USDC for use in RealityKit
I'm an experienced SceneKit developer and I want to begin work on a new project using RealityKit. So I appreciated as timely, the WWDC 2025 Session, "Bring your SceneKit project to RealityKit". However, now I am finding that: Blender does not properly support exporting armatures in usdc files, and usdc is really the only file format that should be used for creating 3D assets for RealityKit. The option of exporting from Blender to fbx or some other intermediate format, and then converting that to usdc, is a challenge. Apple's Reality Converter App, which supposedly can support importing and converting fbx files to usdc, is no longer available from Apple's website. And an older copy of it I found at the Kodeco website requires Rosetta on Apple Silicon. As well, this older copy does not in fact import fbx or anything else - I find it doesn't work at all. Apple's Reality Composer Pro, at least as far as I can tell, only supports importing usdc - it is not a file conversion tool. Alternatively, I am under the impression that Maya supports producing usdc files with armatures, but Maya costs over $2000 per year and I am skilled with Blender, so I believe strongly that I should be able to continue with Blender. Maya's expense and skillset simply shouldn't be a requirement for building RealityKit applications. What are my options then, if any, to produce assets with armatures and armature based animations using Blender, and then bring them into RealityKit?
Replies
0
Boosts
4
Views
272
Activity
Jun ’25
Combine 2 animations in RealityKit
Hello I would like to know how to combine 2 animations with RealityKit (one animation for the arms and one for the legs for example) I saw this apple demo that seems to explain it but I don't understand at all how to do it... Thanks
Replies
0
Boosts
0
Views
495
Activity
Jul ’25
Regression: RealityKit spatial audio crackles and pops on iOS 26.0 beta 5 (FB19423059)
RealityKit spatial audio crackles and pops on iOS 26.0 beta 5. It works correctly on iOS 18.6 and visionOS 26.0 beta 5. The APIs used are AudioPlaybackController, Entity.prepareAudio, Entity.play Videos of the expected and observed behavior are attached to the feedback FB19423059. The audio should be a consistent, repeating sound, but it seems oddly abbreviated and the volume varies unexpectedly. Thank you for investigating this issue.
Replies
0
Boosts
0
Views
314
Activity
Aug ’25
How to apply the same SystemImage to both mainEmitter and spawnedEmitter without clipping in ParticleEmitterComponent?
Hi everyone, I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation. In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues: The image applied to mainEmitter appears clipped or cropped. The image on spawnedEmitter does not update to the selected SystemImage. What I want to achieve: Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping. Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size. Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated. Thanks in advance!
Replies
0
Boosts
0
Views
485
Activity
Sep ’25
Custom EntityAction - different behaviour VisionOS 2.6 vs 26
I implemented an EntityAction to change the baseColor tint - and had it working on VisionOS 2.x. import RealityKit import UIKit typealias Float4 = SIMD4<Float> extension UIColor { var float4: Float4 { if cgColor.numberOfComponents == 4, let c = cgColor.components { Float4(Float(c[0]), Float(c[1]), Float(c[2]), Float(c[3])) } else { Float4() } } } struct ColourAction: EntityAction { // MARK: - PUBLIC PROPERTIES let startColour: Float4 let targetColour: Float4 // MARK: - PUBLIC COMPUTED PROPERTIES var animatedValueType: (any AnimatableData.Type)? { Float4.self } // MARK: - INITIATION init(startColour: UIColor, targetColour: UIColor) { self.startColour = startColour.float4 self.targetColour = targetColour.float4 } // MARK: - PUBLIC STATIC FUNCTIONS @MainActor static func registerEntityAction() { ColourAction.subscribe(to: .updated) { event in guard let animationState = event.animationState else { return } let interpolatedColour = event.action.startColour.mixedWith(event.action.targetColour, by: Float(animationState.normalizedTime)) animationState.storeAnimatedValue(interpolatedColour) } } } extension Entity { // MARK: - PUBLIC FUNCTIONS func changeColourTo(_ targetColour: UIColor, duration: Double) { guard let modelComponent = components[ModelComponent.self], let material = modelComponent.materials.first as? PhysicallyBasedMaterial else { return } let colourAction = ColourAction(startColour: material.baseColor.tint, targetColour: targetColour) if let colourAnimation = try? AnimationResource.makeActionAnimation(for: colourAction, duration: duration, bindTarget: .material(0).baseColorTint) { playAnimation(colourAnimation) } } } This doesn't work in VisionOS 26. My current fix is to directly set the material base colour - but this feels like the wrong approach: @MainActor static func registerEntityAction() { ColourAction.subscribe(to: .updated) { event in guard let animationState = event.animationState, let entity = event.targetEntity, let modelComponent = entity.components[ModelComponent.self], var material = modelComponent.materials.first as? PhysicallyBasedMaterial else { return } let interpolatedColour = event.action.startColour.mixedWith(event.action.targetColour, by: Float(animationState.normalizedTime)) material.baseColor.tint = UIColor(interpolatedColour) entity.components[ModelComponent.self]?.materials[0] = material animationState.storeAnimatedValue(interpolatedColour) } } So before I raise this as a bug, was I doing anything wrong in the former version and got lucky? Is there a better approach?
Replies
0
Boosts
0
Views
155
Activity
Sep ’25