Camera/Player Start

On visionOS the user's viewpoint isn't directly movable, so we currently invert world movement to simulate locomotion — translating the scene root rather than the camera. With RCP 3 / RealityKit this year, is there a supported way to define or animate a starting viewpoint — a "player start" transform — for an immersive scene, or is world-relative transform still the only sanctioned approach?

Answered by Vision Pro Engineer in 891250022

Hi @SteveTalkowski

Translating the root entity of your scene remains the recommended way to simulate camera motion on visionOS.

In Reality Composer Pro 3, you can also now create a Sequence with a Motion Path Action, which allows you to define a custom animation path for an entity to follow using key points. One approach would be to use a motion path to animate camera motion (by defining key points for the root entity of your scene to follow). See Creating animation sequences for more information on working with sequences in Reality Composer Pro 3.

Accepted Answer

Hi @SteveTalkowski

Translating the root entity of your scene remains the recommended way to simulate camera motion on visionOS.

In Reality Composer Pro 3, you can also now create a Sequence with a Motion Path Action, which allows you to define a custom animation path for an entity to follow using key points. One approach would be to use a motion path to animate camera motion (by defining key points for the root entity of your scene to follow). See Creating animation sequences for more information on working with sequences in Reality Composer Pro 3.

Thanks - I reluctantly accepted the answer. ;) Come on guys, this is veering into Game Engine territory, let us treat the camera as a player/pawn, pretty please?! I had to ask Claude to reverse-engineer a simple USDZ environment and got Half-Life ALYX style navigation working with the PSVR2 controllers. I would LOVE to do this more easily in RCP3.

https://youtu.be/LebC4UixO3A?si=rBP5vvOnVK3DdnRz

Camera/Player Start
 
 
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