Reality Composer Pro

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

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Backwards Compatibility
No technical justification is strong enough to erase months of developer work through incompatible project migrations without a reliable upgrade path. Reality Composer Pro has evolved quickly, but projects built around timelines, behaviors, transforms, spin, orbit, hide actions, and synchronized audio represent hundreds of hours of creative work. When those projects import with missing actions or stripped timelines, the cost isn’t just technical—it is developer time, money, and eduction that cannot be recovered. Please prioritize migration tools or compatibility layers that preserve existing timeline projects. Backward compatibility is not just about code; it is about respecting the investment developers make in your platform. Xcode 27 Beta 2 Reality Composer Pro 3 Import reports: Missing Transform To Missing Transform By Missing Spin Missing Orbit Missing Hide Missing timelines and behavior Audio synchronization no longer present 60 others. Basically any movement or action. For a new developer, this isn’t the loss of a feature. It’s the loss of two years of blindly learning, invested in a workflow that no longer exists. That work now survives only in memories of an app that never had the chance to be approved. Can i revert to the previous version? Thank you for any replies and the time taken.
2
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74
1d
Can a RealityKit ShaderGraph read a custom-named USD primvar?
In Reality Composer Pro I try to read it with a Primvar Reader / Geometric Property node (type float), setting the name field to AttributeTest and also to primvars:AttributeTest. In both cases the node only returns its fallback value never the actual per-vertex data. No error or warning. If I instead author the data as a vertex Color Attribute so it exports as primvars:displayColor, the Geometry Color node reads it correctly. So the data pipeline works for the color slot, but not for a custom-named primvar. I actually verified in RCP 3 too i have the same issue, but at least you can see in RCP 3 that the attribute does actually live on the mesh when selecting it. Thanks.
0
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79
5d
Reality Composer Pro should expose Assistant and project automation through MCP or a CLI
Reality Composer Pro 3 Assistant appears to have useful project-aware tool categories for working with scenes, assets, materials, animation, behavior trees, navigation, skeletons, audio, planning, documentation, and ShaderGraph material creation. It would be very helpful if a supported subset of these capabilities could be exposed to external developer tools through an Apple-provided MCP server, command-line tool, or similar local automation interface. Similar to what's possible with Xcode: https://developer.apple.com/documentation/Xcode/giving-external-agents-access-to-xcode Possible exposed capabilities could include: Querying and modifying scene hierarchy, entities, and components. Inspecting and managing project assets and structure. Working with materials and ShaderGraph/SSL material creation. Reading and editing animation libraries, timelines, skeletons, and rigs. Inspecting behavior trees and navigation data. Reading audio components and playback settings. Querying Reality Composer Pro documentation through the Assistant. Returning structured JSON responses for external tools. Letting external coding agents request project-aware plans or safe editor actions. Expected Result: Reality Composer Pro provides a documented, permission-aware MCP server, CLI, or similar interface that allows external developer tools to safely use supported Assistant/project capabilities. Actual Result: Reality Composer Pro Assistant is available only inside the app UI. External coding agents such as Codex or Claude Code cannot reliably inspect or automate Reality Composer Pro projects except through unsupported package/file manipulation. Why This Matters: Many developers now use coding agents alongside Xcode and Reality Composer Pro. A supported interface would make app development smoother by allowing those tools to coordinate Swift code, RealityKit assets, scene state, materials, animations, and Assistant workflows through an official integration point. Feedback ticket: FB23276072
0
2
115
1w
Reality Composer Pro Assistant should support current provider APIs and latest frontier models
Reality Composer Pro Assistant currently appears limited to a fixed OpenAI model list and the legacy /v1/chat/completions endpoint. On Reality Composer Pro 3.0 (75.0.14.500.1), the OpenAI provider exposes only a small set of models such as gpt-4.1, gpt-4o, gpt-4o-mini, o1, and o3-mini. Newer models available through OpenAI’s current APIs are not usable. It would be nice to add support for current provider APIs, including OpenAI’s /v1/responses endpoint, and allow dynamic model discovery or manual custom model IDs. Feedback ticket: FB23274502
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98
1w
Reality Composer Pro exports to 'reality' file
I had planned on using the new version of Reality Composer Pro to export USDZ files for interactivity, but I noticed it can only export selected objects, and they export to a new '.reality' file type. I can't open these on MacOS26.6 or MacOS27. On the old version of Reality Composer Pro you could export the entire project as a USZ file, which was really cool since it was kind of universal and maintained many of the interactions. is this something that just hasn't been integrated yet?
4
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261
1w
How complicated should a tap-to-open animation for a box be in RCP3?
Before WWDC I had built a fairly simple tap-to-open suitcase where you could tap on an object inside to activate it. (Play audio, no are, etc) all of this was managed in the timeline, which no longer exists. This was really nice because the usdz file was easily shared as a storytelling tool. in the new version… do I really need a model with a closed state, an open state and an opening and closing animations to do something like this? Is there a transform I can perform on an object with a tap instead of creating a specific animation separately? And then using script graphing and animation graphing? I appreciate the in-depth tutorials to showcase the awesomefeatures, but I’m finding it hard to take the information for something as basic like this out of them. even a simple description of how to tap and open a door would make things easier to understand.
5
1
189
1w
Reality Composer Pro 3 is unable to properly import my .usdz file
Hi, I’m running into an issue when importing a .usdz asset into Reality Composer Pro 3. The exact same asset was working perfectly in Reality Composer Pro 2, and it also works correctly when previewed in Xcode 27.0 beta or loaded directly in RealityKit from code. However, in Reality Composer Pro 3, the asset does not import correctly: The material appears completely broken and looks different from the original asset. The animations are not working. The same .usdz works as expected in Reality Composer Pro 2, including materials and animations. The same .usdz also works as expected in Xcode / RealityKit. I also noticed that the Preview app does not seem to import the asset correctly either. In Preview, the asset has the wrong orientation and it looks like the skeleton and animations may not be recognized properly. Here are a few screenshots showing how the asset appears in each app: Reality Composer Pro 2: asset works correctly, including materials and animations. Xcode 27.0 beta preview: asset works correctly, including materials and animations. Reality Composer Pro 3: material is broken and animations are not working. Preview app: wrong orientation, possible skeleton / animation import issue. I filed a ticket FB23214120 that contains an example Xcode project and RCP2 & RCP3 projects. Is there anything specific that changed in the USDZ import pipeline in Composer Pro 3 that could explain this behavior? Thanks!
2
2
205
1w
RCP Assistant provenance
For the Reality Composer Pro Assistant that generates 3D objects and materials: what's the commercial-use and licensing status of generated assets in shipped apps, and what data underpins the model? Alternatively, am I able to upload an original image and use that for 3D generation?
1
5
164
1w
Interactive Surfaces
I have been building a visionOS app that converts anaglyphs and SBS to 3D experiences, and my current approach has been hamstrung by my dependency on a shader graph which separates imagery into right and left eye. It works very well, but ultimately is just a material. The way I have implemented this so far is with VNC to show a 3d Blender window and browser experiences. Ideally, I'd be able to have interactivity in both that didn't depend on an attached computer. Is there any way to accomplish that?
2
0
166
1w
How to make an animation stop at the last frame after playing with xcode+RCP
This is my animation playback method, there are two issues. 1.How to make the animation stop until the last frame after playing once when isLoop=false? When I specify the name of an animClipName animation clip, I cannot play the corresponding animation name. How do I set it up? The animation structure is shown in the figure. PlayAnim(animEntityName: "Book",animClipName: "Open",isLoop: false) private func PlayAnim(animEntityName: String,animClipName: String? = nil,isLoop:Bool = true,transitionDuration: Double = 0.5){ guard let XR = XR else { return } guard let entity = XR.findEntity(named: animEntityName) else { return } let availableAnims = entity.availableAnimations let targetAnimResource: AnimationResource? if let clipName = animClipName { targetAnimResource = availableAnims.first(where: { $0.name == clipName }) } else { targetAnimResource = availableAnims.first } guard let animClip = targetAnimResource else { return } let anim = animClip.repeat(count: isLoop ? 0 : 1) entity.playAnimation(anim,transitionDuration: transitionDuration) }
1
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283
1w
Creation of 3d Assets and Inclusion in RCP3 for use in Package called by visionOS App
Currently, I have a very basic entity in RCP that I call in my app's immersive view based on an included Package. I'm trying to get a much better 3d asset to use in my app instead. I've been afraid to put much effort into learning Blender to create and export an USDx asset for import into RCP3 (it's a whole world of learning itself...). I may be able to start using agents like Codex tied into Blender to see if I can more quickly create a 3d asset. I tried using the new AI assistant in RCP3 and it seems like I could create a 3d entity, but I'm not sure it will be the level of detail I want. Any high-level advice for the workflow (nowadays with AI agents) to create a desirable 3d asset, get it into RCP3, and then into Xcode?
1
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143
2w
Baked Lighting How-To
Good Morning! Following the RCP 3 lightmap workflow: I've added Lightmap components to my entities and hit Bake, but I get "Lightmap bake failed: no lightmappable entities found — enable Process for Lightmaps in an asset's Geometry Transform Settings." I can't locate that flag anywhere in the GUI, and my scene objects are prototype instances. Could you walk through the complete end-to-end setup for baking lighting: where the Process for Lightmaps flag actually lives (on the instance or the source asset?), whether lightmap UVs must be authored or are auto-generated, and how the Lightmap component relates to that eligibility flag?
2
3
215
2w
Reality Composer 3 iOS versions support
I'm building an iOS game with RealityKit + Reality Composer Pro and was hoping to migrate to Reality Composer Pro 3. I created a new project in RCP and used the "link a new xcode project" flow. It built and rendered correctly on iOS 27. However, I encountered two issues when trying to build for iOS 26. The new RealityKitScripting package threw an error indicating <iOS 27 is not supported. I removed the related code, as I do not intend on using any Script Graphs. The iOS 27 scene still loaded correctly after removing this package. Are there any other consequences to removing this package other than not being able to use Script Graphs? Once the scene loading was working on iOS 26, I noticed that no materials built with the Shader Graph would render. Unlit and Physically Based materials render correctly, but Shader Graph materials do not. Even a simple Shader Graph with one Unlit material node input would not work. Is this expected behavior? My main question is, should I not expect to be able to use Reality Composer Pro 3 if I'm going to target an OS version <27?
0
0
205
2w
LowLevelRenderer: visionOS custom shaders, composition with RealityView, custom surface shader ABI
A few questions about the intended usage of LowLevelRenderer / LowLevelRenderContextStandalone for custom rendering (custom Metal materials, dynamic meshes, custom splat compositing): visionOS custom shaders in immersive space LowLevelRenderer is listed as available on visionOS 27. Does that include user-authored Metal surface shaders via makeSurfaceShader when rendering in an immersive space, or are custom fragment shaders restricted there the way CustomMaterial was? Any foveation / Compositor Services constraints we should know about? Composition with RealityView Is LowLevelRenderer (via LowLevelRenderContextStandalone) intended only for fully standalone/offscreen rendering where the caller composites the output, or can it inject draws into an existing RealityView's managed render pass? On visionOS specifically, what's the supported way to get its output onto the drawable alongside RealityKit-rendered content with correct depth interaction (mutual occlusion between custom draws and normal entities)? Custom surface shader ABI For makeSurfaceShader with a user-authored Metal function: what's the function signature contract? Specifically — which [[buffer(n)]] / [[texture(n)]] slots are reserved by the renderer vs. available to the caller, how do camera and per-instance uniforms arrive in the shader, and how do LowLevelArgumentTable bindings map to argument indices? A pointer to sample code or header documentation for the shader-authoring contract would be ideal. Hot reload / resource lifetime For an authoring tool that recompiles shaders frequently: can LowLevelRenderContextStandalone.Resources be rebuilt incrementally, and what's the cost of re-init via the synchronous init(resources:) path? Any guidance on reusing resources across context instances? Relationship to GaussianSplatComponent Is GaussianSplatComponent built on LowLevelRenderer internally? For 4D / animated splats and counts above the component's internal limit, is implementing custom splat rendering directly on LowLevelRenderer a path you'd recommend, or discourage? Thank you!
3
3
202
2w
Cloth on skinned characters
Can the new cloth sim be driven on a skinned character mesh — a cape pinned to the shoulders following skeletal animation — and does it run at interactive rates on visionOS, or is it aimed at non-real-time/hero content? Can a sim be cached/baked for deterministic playback?
2
0
163
2w
Backwards Compatibility
No technical justification is strong enough to erase months of developer work through incompatible project migrations without a reliable upgrade path. Reality Composer Pro has evolved quickly, but projects built around timelines, behaviors, transforms, spin, orbit, hide actions, and synchronized audio represent hundreds of hours of creative work. When those projects import with missing actions or stripped timelines, the cost isn’t just technical—it is developer time, money, and eduction that cannot be recovered. Please prioritize migration tools or compatibility layers that preserve existing timeline projects. Backward compatibility is not just about code; it is about respecting the investment developers make in your platform. Xcode 27 Beta 2 Reality Composer Pro 3 Import reports: Missing Transform To Missing Transform By Missing Spin Missing Orbit Missing Hide Missing timelines and behavior Audio synchronization no longer present 60 others. Basically any movement or action. For a new developer, this isn’t the loss of a feature. It’s the loss of two years of blindly learning, invested in a workflow that no longer exists. That work now survives only in memories of an app that never had the chance to be approved. Can i revert to the previous version? Thank you for any replies and the time taken.
Replies
2
Boosts
0
Views
74
Activity
1d
Will the Chaparral Village sample code be available for download?
Hi, several WWDC26 sessions this year feature the Chaparral Village project. However, I can't find a download for it anywhere. Will the Chaparral Village project be published as downloadable sample code? Thanks!
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2
Boosts
0
Views
224
Activity
2d
Work with Reality Composer Pro content in Xcode
May I ask if there is a complete source code project for this instructional video that needs to be learned. Work with Reality Composer Pro content in Xcode
Replies
4
Boosts
0
Views
470
Activity
3d
Can a RealityKit ShaderGraph read a custom-named USD primvar?
In Reality Composer Pro I try to read it with a Primvar Reader / Geometric Property node (type float), setting the name field to AttributeTest and also to primvars:AttributeTest. In both cases the node only returns its fallback value never the actual per-vertex data. No error or warning. If I instead author the data as a vertex Color Attribute so it exports as primvars:displayColor, the Geometry Color node reads it correctly. So the data pipeline works for the color slot, but not for a custom-named primvar. I actually verified in RCP 3 too i have the same issue, but at least you can see in RCP 3 that the attribute does actually live on the mesh when selecting it. Thanks.
Replies
0
Boosts
0
Views
79
Activity
5d
Reality Composer Pro should expose Assistant and project automation through MCP or a CLI
Reality Composer Pro 3 Assistant appears to have useful project-aware tool categories for working with scenes, assets, materials, animation, behavior trees, navigation, skeletons, audio, planning, documentation, and ShaderGraph material creation. It would be very helpful if a supported subset of these capabilities could be exposed to external developer tools through an Apple-provided MCP server, command-line tool, or similar local automation interface. Similar to what's possible with Xcode: https://developer.apple.com/documentation/Xcode/giving-external-agents-access-to-xcode Possible exposed capabilities could include: Querying and modifying scene hierarchy, entities, and components. Inspecting and managing project assets and structure. Working with materials and ShaderGraph/SSL material creation. Reading and editing animation libraries, timelines, skeletons, and rigs. Inspecting behavior trees and navigation data. Reading audio components and playback settings. Querying Reality Composer Pro documentation through the Assistant. Returning structured JSON responses for external tools. Letting external coding agents request project-aware plans or safe editor actions. Expected Result: Reality Composer Pro provides a documented, permission-aware MCP server, CLI, or similar interface that allows external developer tools to safely use supported Assistant/project capabilities. Actual Result: Reality Composer Pro Assistant is available only inside the app UI. External coding agents such as Codex or Claude Code cannot reliably inspect or automate Reality Composer Pro projects except through unsupported package/file manipulation. Why This Matters: Many developers now use coding agents alongside Xcode and Reality Composer Pro. A supported interface would make app development smoother by allowing those tools to coordinate Swift code, RealityKit assets, scene state, materials, animations, and Assistant workflows through an official integration point. Feedback ticket: FB23276072
Replies
0
Boosts
2
Views
115
Activity
1w
Reality Composer Pro Assistant should support current provider APIs and latest frontier models
Reality Composer Pro Assistant currently appears limited to a fixed OpenAI model list and the legacy /v1/chat/completions endpoint. On Reality Composer Pro 3.0 (75.0.14.500.1), the OpenAI provider exposes only a small set of models such as gpt-4.1, gpt-4o, gpt-4o-mini, o1, and o3-mini. Newer models available through OpenAI’s current APIs are not usable. It would be nice to add support for current provider APIs, including OpenAI’s /v1/responses endpoint, and allow dynamic model discovery or manual custom model IDs. Feedback ticket: FB23274502
Replies
0
Boosts
0
Views
98
Activity
1w
Reality Composer Pro exports to 'reality' file
I had planned on using the new version of Reality Composer Pro to export USDZ files for interactivity, but I noticed it can only export selected objects, and they export to a new '.reality' file type. I can't open these on MacOS26.6 or MacOS27. On the old version of Reality Composer Pro you could export the entire project as a USZ file, which was really cool since it was kind of universal and maintained many of the interactions. is this something that just hasn't been integrated yet?
Replies
4
Boosts
0
Views
261
Activity
1w
How complicated should a tap-to-open animation for a box be in RCP3?
Before WWDC I had built a fairly simple tap-to-open suitcase where you could tap on an object inside to activate it. (Play audio, no are, etc) all of this was managed in the timeline, which no longer exists. This was really nice because the usdz file was easily shared as a storytelling tool. in the new version… do I really need a model with a closed state, an open state and an opening and closing animations to do something like this? Is there a transform I can perform on an object with a tap instead of creating a specific animation separately? And then using script graphing and animation graphing? I appreciate the in-depth tutorials to showcase the awesomefeatures, but I’m finding it hard to take the information for something as basic like this out of them. even a simple description of how to tap and open a door would make things easier to understand.
Replies
5
Boosts
1
Views
189
Activity
1w
Reality Composer Pro 3 is unable to properly import my .usdz file
Hi, I’m running into an issue when importing a .usdz asset into Reality Composer Pro 3. The exact same asset was working perfectly in Reality Composer Pro 2, and it also works correctly when previewed in Xcode 27.0 beta or loaded directly in RealityKit from code. However, in Reality Composer Pro 3, the asset does not import correctly: The material appears completely broken and looks different from the original asset. The animations are not working. The same .usdz works as expected in Reality Composer Pro 2, including materials and animations. The same .usdz also works as expected in Xcode / RealityKit. I also noticed that the Preview app does not seem to import the asset correctly either. In Preview, the asset has the wrong orientation and it looks like the skeleton and animations may not be recognized properly. Here are a few screenshots showing how the asset appears in each app: Reality Composer Pro 2: asset works correctly, including materials and animations. Xcode 27.0 beta preview: asset works correctly, including materials and animations. Reality Composer Pro 3: material is broken and animations are not working. Preview app: wrong orientation, possible skeleton / animation import issue. I filed a ticket FB23214120 that contains an example Xcode project and RCP2 & RCP3 projects. Is there anything specific that changed in the USDZ import pipeline in Composer Pro 3 that could explain this behavior? Thanks!
Replies
2
Boosts
2
Views
205
Activity
1w
How to make RCP start playing Timeline from scratch when receiving OnNotification.
How to make RCP start playing Timeline from scratch when receiving OnNotification. At present, I have only played the timeline once after receiving the OnNotification, and cannot replay it again after receiving the OnNotification again.
Replies
1
Boosts
0
Views
110
Activity
1w
RCP Assistant provenance
For the Reality Composer Pro Assistant that generates 3D objects and materials: what's the commercial-use and licensing status of generated assets in shipped apps, and what data underpins the model? Alternatively, am I able to upload an original image and use that for 3D generation?
Replies
1
Boosts
5
Views
164
Activity
1w
WindowGrop How to customize bending styles?
How should I set the window of WindowGrop to resemble a curved screen style?
Replies
3
Boosts
0
Views
769
Activity
1w
Interactive Surfaces
I have been building a visionOS app that converts anaglyphs and SBS to 3D experiences, and my current approach has been hamstrung by my dependency on a shader graph which separates imagery into right and left eye. It works very well, but ultimately is just a material. The way I have implemented this so far is with VNC to show a 3d Blender window and browser experiences. Ideally, I'd be able to have interactivity in both that didn't depend on an attached computer. Is there any way to accomplish that?
Replies
2
Boosts
0
Views
166
Activity
1w
How to make an animation stop at the last frame after playing with xcode+RCP
This is my animation playback method, there are two issues. 1.How to make the animation stop until the last frame after playing once when isLoop=false? When I specify the name of an animClipName animation clip, I cannot play the corresponding animation name. How do I set it up? The animation structure is shown in the figure. PlayAnim(animEntityName: "Book",animClipName: "Open",isLoop: false) private func PlayAnim(animEntityName: String,animClipName: String? = nil,isLoop:Bool = true,transitionDuration: Double = 0.5){ guard let XR = XR else { return } guard let entity = XR.findEntity(named: animEntityName) else { return } let availableAnims = entity.availableAnimations let targetAnimResource: AnimationResource? if let clipName = animClipName { targetAnimResource = availableAnims.first(where: { $0.name == clipName }) } else { targetAnimResource = availableAnims.first } guard let animClip = targetAnimResource else { return } let anim = animClip.repeat(count: isLoop ? 0 : 1) entity.playAnimation(anim,transitionDuration: transitionDuration) }
Replies
1
Boosts
0
Views
283
Activity
1w
Creation of 3d Assets and Inclusion in RCP3 for use in Package called by visionOS App
Currently, I have a very basic entity in RCP that I call in my app's immersive view based on an included Package. I'm trying to get a much better 3d asset to use in my app instead. I've been afraid to put much effort into learning Blender to create and export an USDx asset for import into RCP3 (it's a whole world of learning itself...). I may be able to start using agents like Codex tied into Blender to see if I can more quickly create a 3d asset. I tried using the new AI assistant in RCP3 and it seems like I could create a 3d entity, but I'm not sure it will be the level of detail I want. Any high-level advice for the workflow (nowadays with AI agents) to create a desirable 3d asset, get it into RCP3, and then into Xcode?
Replies
1
Boosts
0
Views
143
Activity
2w
Baked Lighting How-To
Good Morning! Following the RCP 3 lightmap workflow: I've added Lightmap components to my entities and hit Bake, but I get "Lightmap bake failed: no lightmappable entities found — enable Process for Lightmaps in an asset's Geometry Transform Settings." I can't locate that flag anywhere in the GUI, and my scene objects are prototype instances. Could you walk through the complete end-to-end setup for baking lighting: where the Process for Lightmaps flag actually lives (on the instance or the source asset?), whether lightmap UVs must be authored or are auto-generated, and how the Lightmap component relates to that eligibility flag?
Replies
2
Boosts
3
Views
215
Activity
2w
Reality Composer 3 iOS versions support
I'm building an iOS game with RealityKit + Reality Composer Pro and was hoping to migrate to Reality Composer Pro 3. I created a new project in RCP and used the "link a new xcode project" flow. It built and rendered correctly on iOS 27. However, I encountered two issues when trying to build for iOS 26. The new RealityKitScripting package threw an error indicating <iOS 27 is not supported. I removed the related code, as I do not intend on using any Script Graphs. The iOS 27 scene still loaded correctly after removing this package. Are there any other consequences to removing this package other than not being able to use Script Graphs? Once the scene loading was working on iOS 26, I noticed that no materials built with the Shader Graph would render. Unlit and Physically Based materials render correctly, but Shader Graph materials do not. Even a simple Shader Graph with one Unlit material node input would not work. Is this expected behavior? My main question is, should I not expect to be able to use Reality Composer Pro 3 if I'm going to target an OS version <27?
Replies
0
Boosts
0
Views
205
Activity
2w
LowLevelRenderer: visionOS custom shaders, composition with RealityView, custom surface shader ABI
A few questions about the intended usage of LowLevelRenderer / LowLevelRenderContextStandalone for custom rendering (custom Metal materials, dynamic meshes, custom splat compositing): visionOS custom shaders in immersive space LowLevelRenderer is listed as available on visionOS 27. Does that include user-authored Metal surface shaders via makeSurfaceShader when rendering in an immersive space, or are custom fragment shaders restricted there the way CustomMaterial was? Any foveation / Compositor Services constraints we should know about? Composition with RealityView Is LowLevelRenderer (via LowLevelRenderContextStandalone) intended only for fully standalone/offscreen rendering where the caller composites the output, or can it inject draws into an existing RealityView's managed render pass? On visionOS specifically, what's the supported way to get its output onto the drawable alongside RealityKit-rendered content with correct depth interaction (mutual occlusion between custom draws and normal entities)? Custom surface shader ABI For makeSurfaceShader with a user-authored Metal function: what's the function signature contract? Specifically — which [[buffer(n)]] / [[texture(n)]] slots are reserved by the renderer vs. available to the caller, how do camera and per-instance uniforms arrive in the shader, and how do LowLevelArgumentTable bindings map to argument indices? A pointer to sample code or header documentation for the shader-authoring contract would be ideal. Hot reload / resource lifetime For an authoring tool that recompiles shaders frequently: can LowLevelRenderContextStandalone.Resources be rebuilt incrementally, and what's the cost of re-init via the synchronous init(resources:) path? Any guidance on reusing resources across context instances? Relationship to GaussianSplatComponent Is GaussianSplatComponent built on LowLevelRenderer internally? For 4D / animated splats and counts above the component's internal limit, is implementing custom splat rendering directly on LowLevelRenderer a path you'd recommend, or discourage? Thank you!
Replies
3
Boosts
3
Views
202
Activity
2w
I can’t complete assistant setup up in Reality Composer Pro 3 beta
I can’t complete assistant setup up in Reality Composer Pro 3 beta. I filled in the set up fields for OpenAI and clicked done. However, when I click connect nothing happens.
Replies
12
Boosts
1
Views
264
Activity
2w
Cloth on skinned characters
Can the new cloth sim be driven on a skinned character mesh — a cape pinned to the shoulders following skeletal animation — and does it run at interactive rates on visionOS, or is it aimed at non-real-time/hero content? Can a sim be cached/baked for deterministic playback?
Replies
2
Boosts
0
Views
163
Activity
2w