Reality Composer Pro

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

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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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1
501
Jun ’25
How to trigger and timeline-control particle emitters in Reality Composer Pro (without Xcode or code)?
Hi, I’m currently using Reality Composer Pro on macOS, and I’m trying to work with particle emitters using only the built-in tools — no Xcode, no custom Swift code. Here’s what I’m trying to achieve: 1. Is it possible to trigger a particle emitter with a tap gesture, directly inside Reality Composer Pro? 2. Can I add a particle emitter to a timeline, so that it emits at a specific time during an animation or behavior sequence? 3. Most importantly, is there a way to precisely control emission behavior — such as when particles start or stop — using visual and intuitive controls, without scripting? My goal is to set up particle effects that are interactive and timeline-controlled, but managed entirely through Reality Composer Pro’s GUI, not through code. Any suggestions, tips, or examples would be very helpful. Thanks in advance!
1
0
157
Jun ’25
Reality Composer Pro "Create new scene in the project" doesn't work more than once
In Reality Composer Pro 2.0 (448.120.2), if I use the "Create new scene in the project" button more than once, this feature doesn't seem to work. The second time I use "Create new scene in the project", Reality Composer Pro displays a new empty USDA file in the project browser with the wrong icon (a yellow document icon instead of a 3D box icon). Also, it doesn't create the new scene's USDA file on disk or display the scene in entity hierarchy browser or create a new tab. Consequently, whenever I want to add more than one new scene to my project, I have to repeatedly quit and restart Reality Composer Pro. In my use of RCP just now, I had to quit and restart RCP six times to create seven new scenes. Is this a known issue? Repro steps: In a Reality Composer Pro project, create a new folder using the "add folder" icon button in the project browser. Inside the new folder, click the "Create new scene in the project" icon button. Click the "Create new scene in the project" icon button a second time. Expected behavior: A new USDA file is created on disk. The new USDA file's root entity appears in the entity hierarchy browser and a corresponding new tab is created. Observed behavior: The USDA file for this scene is not created on disk and it does not appear in the entity hierarchy browser in a new tab. In the project browser view, a yellow document icon appears and it does not appear to correspond to an actual USDA file. Thank you for any insight you can provide about this issue.
1
0
193
Jun ’25
AVQueuePlayer and AVPlayerLooper implementation.
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.
0
0
121
Jun ’25
VisionOS 26 new hand Tracking: how to use it for replacing hands in a virtual environment.
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?
0
0
130
Jun ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
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!
0
0
214
Jun ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
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!
0
0
321
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
Replies
2
Boosts
1
Views
501
Activity
Jun ’25
How to trigger and timeline-control particle emitters in Reality Composer Pro (without Xcode or code)?
Hi, I’m currently using Reality Composer Pro on macOS, and I’m trying to work with particle emitters using only the built-in tools — no Xcode, no custom Swift code. Here’s what I’m trying to achieve: 1. Is it possible to trigger a particle emitter with a tap gesture, directly inside Reality Composer Pro? 2. Can I add a particle emitter to a timeline, so that it emits at a specific time during an animation or behavior sequence? 3. Most importantly, is there a way to precisely control emission behavior — such as when particles start or stop — using visual and intuitive controls, without scripting? My goal is to set up particle effects that are interactive and timeline-controlled, but managed entirely through Reality Composer Pro’s GUI, not through code. Any suggestions, tips, or examples would be very helpful. Thanks in advance!
Replies
1
Boosts
0
Views
157
Activity
Jun ’25
Reality Composer Pro "Create new scene in the project" doesn't work more than once
In Reality Composer Pro 2.0 (448.120.2), if I use the "Create new scene in the project" button more than once, this feature doesn't seem to work. The second time I use "Create new scene in the project", Reality Composer Pro displays a new empty USDA file in the project browser with the wrong icon (a yellow document icon instead of a 3D box icon). Also, it doesn't create the new scene's USDA file on disk or display the scene in entity hierarchy browser or create a new tab. Consequently, whenever I want to add more than one new scene to my project, I have to repeatedly quit and restart Reality Composer Pro. In my use of RCP just now, I had to quit and restart RCP six times to create seven new scenes. Is this a known issue? Repro steps: In a Reality Composer Pro project, create a new folder using the "add folder" icon button in the project browser. Inside the new folder, click the "Create new scene in the project" icon button. Click the "Create new scene in the project" icon button a second time. Expected behavior: A new USDA file is created on disk. The new USDA file's root entity appears in the entity hierarchy browser and a corresponding new tab is created. Observed behavior: The USDA file for this scene is not created on disk and it does not appear in the entity hierarchy browser in a new tab. In the project browser view, a yellow document icon appears and it does not appear to correspond to an actual USDA file. Thank you for any insight you can provide about this issue.
Replies
1
Boosts
0
Views
193
Activity
Jun ’25
AVQueuePlayer and AVPlayerLooper implementation.
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.
Replies
0
Boosts
0
Views
121
Activity
Jun ’25
VisionOS 26 new hand Tracking: how to use it for replacing hands in a virtual environment.
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?
Replies
0
Boosts
0
Views
130
Activity
Jun ’25
Reality Composer Pro for iphone game
We are building an AR experience for deployment on iphones. We are using Unity but it looks as if Reality Composer Pro has better features for spatial audio. I am not sure if Reality Composer Pro can only be used for Vision Pro or can it also be used for deployment on Iphone or ipad.
Replies
1
Boosts
0
Views
635
Activity
Jun ’25
Is it possible to use a scale hover effect on an entity?
I see no way to scale an entity with a hover effect. The closest I can find is by using HoverEffectComponent with a shader hover effect. Maybe I can change the scale with a ShaderGraph, but I cannot figure out how.
Replies
1
Boosts
0
Views
174
Activity
Jun ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
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!
Replies
0
Boosts
0
Views
214
Activity
Jun ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
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!
Replies
0
Boosts
0
Views
321
Activity
May ’25
Looking for help on setting up shader graph nodes to create a gaussian blur effect.
Anyone could share ideas or nodes setup to implement a gaussian blur on shader graph material, with a blur size parameter? Thanks!
Replies
0
Boosts
0
Views
218
Activity
May ’25
My MacBook Screen is with little pixels Help!!
help me please i cant remove little messed up pixels and they are getting more and more please help me!! 2025 Macbook pro no protection screen actual screen
Replies
1
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0
Views
165
Activity
May ’25