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.
Reality Composer Pro
RSS for tagPrototype and produce content for AR experiences using Reality Composer Pro.
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`error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift
error: [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults")
error: Tool exited with code 1
I'm having a heck of a time getting this to work. I'm trying to add an event notification at the end of a timeline animation to trigger something in code but I'm not receiving the notification from RC Pro. I've watched that Compose Interactive 3D Content video quite a few times now and have tried many different ways. RC Pro has the correct ID names on the notifications. I'm not a programmer at all. Just a lowly 3D artist. Here is my code...
import SwiftUI
import RealityKit
import RealityKitContent
extension Notification.Name {
static let button1Pressed = Notification.Name("button1pressed")
static let button2Pressed = Notification.Name("button2pressed")
static let button3Pressed = Notification.Name("button3pressed")
}
struct MainButtons: View {
@State private var transitionToNextSceneForButton1 = false
@State private var transitionToNextSceneForButton2 = false
@State private var transitionToNextSceneForButton3 = false
@Environment(AppModel.self) var appModel
@Environment(\.dismissWindow) var dismissWindow
// Notification publishers for each button
private let button1PressedReceived = NotificationCenter.default.publisher(for: .button1Pressed)
private let button2PressedReceived = NotificationCenter.default.publisher(for: .button2Pressed)
private let button3PressedReceived = NotificationCenter.default.publisher(for: .button3Pressed)
var body: some View {
ZStack {
RealityView { content in
// Load your RC Pro scene that contains the 3D buttons.
if let immersiveContentEntity = try? await Entity(named: "MainButtons", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
}
}
// Optionally attach a gesture if you want to debug a generic tap:
.gesture(
TapGesture().targetedToAnyEntity().onEnded { value in
print("3D Object tapped")
_ = value.entity.applyTapForBehaviors()
// Do not post a test notification here—rely on RC Pro timeline events.
}
)
}
.onAppear {
dismissWindow(id: "main")
// Remove any test notification posting code.
}
// Listen for distinct button notifications.
.onReceive(button1PressedReceived) { (output) in
print("Button 1 pressed notification received")
transitionToNextSceneForButton1 = true
}
.onReceive(button2PressedReceived.receive(on: DispatchQueue.main)) { _ in
print("Button 2 pressed notification received")
transitionToNextSceneForButton2 = true
}
.onReceive(button3PressedReceived.receive(on: DispatchQueue.main)) { _ in
print("Button 3 pressed notification received")
transitionToNextSceneForButton3 = true
}
// Present next scenes for each button as needed. For example, for button 1:
.fullScreenCover(isPresented: $transitionToNextSceneForButton1) {
FacilityTour()
.environment(appModel)
}
// You can add additional fullScreenCover modifiers for button 2 and 3 transitions.
}
}
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Graphics and Games
Xcode
SwiftUI
Reality Composer Pro
I have a scene that has been assembled in RCP but I'm losing the correct hierarchy and transforms when running the scene in the headset or the simulator.
This is in RCP:
This is at runtime with the debugger:
As you can see the "MAIN_WAGON" entity is gone and part of the hierarchy are now children of "TRAIN_ROOT" instead.
Another issue is that not only part of the hieararchy disappears, it also reverts back to default values of the transform instead of what is set in RCP:
This is in RCP:
This is in the simulator/headset:
I'm filing a feedback ticket too and will post the number here.
Anyone had a similar issue and found a fix or workaround ?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Reality Composer
RealityKit
Reality Composer Pro
I exported some usd assets from IsaacSim but they are not showing up correctly on my Apple Vision Pro.
Even though the mesh looks to be the correct color in Finder and I can see the Diffuse Color looks correct, the object is still just gray. It should be green!
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