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Reply to Does VisionOS have the equivalent of ARView.physicsOrigin?
There is a general strategy to run rendering and physics at different scales: scale the parent entity before the physics step, then scale it back after the physics step. Example: import RealityKit import Combine var subscriptions = Set<AnyCancellable>() func setupPhysicsScaling(scene: RealityKit.Scene, physicsAncestor: Entity) { let willSimulate = scene.subscribe(to: PhysicsSimulationEvents.WillSimulate.self) { event in physicsAncestor.setScale([10, 10, 10], relativeTo: nil) /// do work to prepare for simulation } willSimulate.store(in: &subscriptions) let didSimulate = scene.subscribe(to: PhysicsSimulationEvents.DidSimulate.self) { event in physicsAncestor.setScale([1, 1, 1], relativeTo: nil) /// do work to prepare for rendering } didSimulate.store(in: &subscriptions) } With the setup above, entities that are children of the physics ancestor entity will physically behave as if they were 10 times bigger, but their rendering will remain at nominal scale. This strategy works but needs careful setup. The key is to reason in terms of per frame update. Before a physics tick, prepare for simulation and maintain coherence. After the physics tick, set the rendering goal.
Topic: Graphics & Games SubTopic: RealityKit Tags:
Mar ’26
Reply to RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
Explore lighting: by default, ARView applies an image based light (HDRI, or skybox) to the environment, which would make colors appear lighter. In order to remove the default lighting, apply a black image instead: class MyARView: ARView { required init(frame: CGRect) { super.init(frame: frame) Task { let iblResource = try await EnvironmentResource(named: "black") environment.lighting.resource = iblResource } } } See EnvironmentResource and Construct an immersive environment. Search for how to create IBL resources for RealityKit.
Topic: Graphics & Games SubTopic: RealityKit Tags:
1w
Reply to Does VisionOS have the equivalent of ARView.physicsOrigin?
There is a general strategy to run rendering and physics at different scales: scale the parent entity before the physics step, then scale it back after the physics step. Example: import RealityKit import Combine var subscriptions = Set<AnyCancellable>() func setupPhysicsScaling(scene: RealityKit.Scene, physicsAncestor: Entity) { let willSimulate = scene.subscribe(to: PhysicsSimulationEvents.WillSimulate.self) { event in physicsAncestor.setScale([10, 10, 10], relativeTo: nil) /// do work to prepare for simulation } willSimulate.store(in: &subscriptions) let didSimulate = scene.subscribe(to: PhysicsSimulationEvents.DidSimulate.self) { event in physicsAncestor.setScale([1, 1, 1], relativeTo: nil) /// do work to prepare for rendering } didSimulate.store(in: &subscriptions) } With the setup above, entities that are children of the physics ancestor entity will physically behave as if they were 10 times bigger, but their rendering will remain at nominal scale. This strategy works but needs careful setup. The key is to reason in terms of per frame update. Before a physics tick, prepare for simulation and maintain coherence. After the physics tick, set the rendering goal.
Topic: Graphics & Games SubTopic: RealityKit Tags:
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Mar ’26
Reply to Xcode 26.4 Editor Tab Bar is low density
I filed feedback FB22335783, "Regression: reduced editor tab density in Xcode 26".
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Mar ’26
Reply to RealityKit crashes when rendering SpriteKit scene with SKShapeNode in postProcess callback
Explore lighting: by default, ARView applies an image based light (HDRI, or skybox) to the environment, which would make colors appear lighter. In order to remove the default lighting, apply a black image instead: class MyARView: ARView { required init(frame: CGRect) { super.init(frame: frame) Task { let iblResource = try await EnvironmentResource(named: "black") environment.lighting.resource = iblResource } } } See EnvironmentResource and Construct an immersive environment. Search for how to create IBL resources for RealityKit.
Topic: Graphics & Games SubTopic: RealityKit Tags:
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1w