RealityKit

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Simulate and render 3D content for use in your augmented reality apps using RealityKit.

RealityKit Documentation

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Scene with over 12,000 duplicate entities
I am creating a RealityKit scene that will contain over 12,000 duplicate cubes arranged in a circle (see image below). This is for some high-energy physical simulations I am doing. I accomplish this scene by creating a single cube and cloning it a bunch of times. So, I there is a single MeshResource and Material even though there are a lot of entities. I have confirmed this by checking with Swift's === operator. Even with this, the program is unworkably slow. Any suggestions or tricks that could help with this type of scene? Using a single geometry was the trick to getting SceneKit to work fast with geometries like this. I've been updating my software to RealityKit because I far prefer the structure of RealityKit over SceneKit.
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1.4k
Nov ’21
Per-vertex color. in a custom RealityKit mesh? (macOS)
I'm working on an application for viewing AMF models on macOS, using RealityKit. AMF supports several different ways to color models, including per-vertex color (where the color of a triangle is interpolated from vertex to vertex) as well as per-face color (where the color of the triangle is the same across the entire face). I'm trying to figure out how to support those color models using a RealityKit mesh. Apple's documentation (https://developer.apple.com/documentation/realitykit/modifying-realitykit-rendering-using-custom-materials) talks about per-vertex colors, but I haven't found a way to create a mesh that includes per-vertex colors, other than use a texture map (which might be the correct solution). Can someone give me some pointers?
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1.8k
Jun ’23
How to convert `DragGesture().onEnded`'s velocity CGSize to the SIMD3<Float> required in `PhysicsMotionComponent(linearVelocity, angularVelocity)`?
So if I drag an entity in RealityView I have to disable the PhysicsBodyComponent to make sure nothing fights dragging the entity around. This makes sense. When I finish a drag, this closure gets executed: .gesture( DragGesture() .targetedToAnyEntity() .onChanged { e in // ... } .onEnded { e in let velocity: CGSize = e.gestureValue.velocity } If I now re-add PhysicsBodyComponent to the component I just dragged, and I make it mode: .dynamic it will loose all velocity and drop straight down through gravity. Instead the solution is to apply mode: .kinematic and also apply a PhysicsMotionComponent component to the entity. This should retain velocity after letting go of the object. However, I need to instatiate it with PhysicsMotionComponent(linearVelocity: SIMD3<Float>, angularVelocity: SIMD3<Float>). How can I calculate the linearVelocity and angularVelocity when the e.gestureValue.velocity I get is just a CGSize? Is there another prop of gestureValue I should be looking at?
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822
Aug ’23
VisionOS VideoMaterial on 3D Mesh
I'm trying to get video material to work on an imported 3D asset, and this asset is a USDC file. There's actually an example in this WWDC video from Apple. You can see it running on the flag in this airplane, but there are no examples of this, and there are no other examples on the internet. Does anybody know how to do this? You can look at 10:34 in this video. https://developer.apple.com/documentation/realitykit/videomaterial
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909
Feb ’24
How can I simultaneously apply the drag gesture to multiple entities?
I wanted to drag EntityA while also dragging EntityB independently. I've tried to separate them by entity but it only recognizes the latest drag gesture RealityView { content, attachments in ... } .gesture( DragGesture() .targetedToEntity(EntityA) .onChanged { value in ... } ) .gesture( DragGesture() .targetedToEntity(EntityB) .onChanged { value in ... } ) also tried using the simultaneously but didn't work too, maybe i'm missing something .gesture( DragGesture() .targetedToEntity(EntityA) .onChanged { value in ... } .simultaneously(with: DragGesture() .targetedToEntity(EntityB) .onChanged { value in ... } )
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677
Feb ’24
Disable Foveation for ImmersiveSpace?
Does anyone know how I can disable foveation for an ImmersiveSpace? I'm aware that I could use a CompositorLayer and my own Metal rendering to control foveation, but I'm hoping that I can configure an existing/underlying LayerRenderer (or similar) to disable it for an immersive scene. Or if there's another approach I should be taking, any pointers are appreciated. Thank you!
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620
Mar ’24
RealityKit Instanced Rendering on visionOS
Hello, I've been trying to leverage instanced rendering in RealityKit on visionOS but have not had success. RealityKit states this is supported: https://developer.apple.com/documentation/realitykit/validating-usd-files https://developer.apple.com/videos/play/wwdc2021/10075/?time=1373 https://developer.apple.com/videos/play/wwdc2023/10099/?time=772 RealityKit Trace metrics Validating instancing is working: To test I made a base visionOS app with immersive space and the entity replaced with my test usdz file. I've been using the RealityKit Trace profiling template in xcode instruments in the immersive space and volume closed. This gets consistent draw call results. If I have a single sphere mesh with one material I get one draw call, but the number of draw calls grows linearly with mesh count no matter how my entity is configured. What I've tried Create a test scene in blender, export with instancing enabled Create a test scene in Reality Composer Pro using references Author usda files by hand based on the OpenUSD spec Programatically create a MeshResource with Contents at runtime References https://openusd.org/release/api/_usd__page__scenegraph_instancing.html https://developer.apple.com/documentation/realitykit/meshresource https://developer.apple.com/documentation/realitykit/meshresource/instance Thank you
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1.4k
Mar ’24
Walking an entity around an immersive space in visionOS like the window drag bar
I'm trying to understand how Apple handles dragging windows around in an immersive space. 3d Gestures seem to be only half of the solution in that they are great if you're standing still and want to move the window an exaggerated amount around the environment, but if you then start walking while dragging, the amplified gesture sends the entity flying off into the distance. It seems they quickly transition from one coordinate system to another depending on if the user is physically moving. If you drag a window and start walking the movement suddenly matches your speed. When you stop moving, you can push and pull the windows around again like a super hero. Am I missing something obvious in how to copy this behavior? Hello world, which uses the 3d gesture has the same problem. You can move the world around but if you walk with it, it flies off. Are they tracking the head movement and if it's moved more than a certain amount it uses that offset instead? Is there anything out of the box that can do this before I try and hack my own solution?
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1k
May ’24
Anchor an Reality scene on an image anchor
Developing a prototype Vision Pro app and would like to render a 3D scene made from Reality Composer Pro on an image anchor in a RealityView. But I have no luck so far to make it work and need some guidance to move on. I got the image file stored in the assets like below: And from below is the source codes: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @State var imageEntity: Entity = { let anchorEntity = AnchorEntity(.image(group: "AR Resources", name: "reanchor")) return anchorEntity }() var body: some View { RealityView { content in do { // Add the initial RealityKit content if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle) { imageEntity.addChild(scene) content.add(imageEntity) } } catch { print("Error occurs when adding reality view content: \(error)") } } } }
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1.2k
May ’24
Game Center breaks RealityView world tracking
Has anyone come across the issue that setting GKLocalPlayer.local.authenticateHandler breaks a RealityView's world tracking on iOS / iPadOS 18 beta 5? I'm in the process of upgrading my app to make use of the much appreciated RealityView unification, using RealityView not only on visionOS but now also on iOS and iPadOS. In my RealityView, I enable world tracking on iOS like this: content.camera = .worldTracking However, device position and orientation were ignored (the camera remained static) and there was no camera pass-through. Then I discovered that the issue disappeared when I remove the line GKLocalPlayer.local.authenticateHandler = { viewController, error in // ... some more code ... } So I filed FB14731139 and hope that it will be resolved before the release of iOS / iPadOS 18.
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896
Aug ’24
Reality Composer Pro 2.0 shader graphs can't be loaded on visionOS 1
Using Reality Composer Pro 2.0, I created a simple shader graph that displays a texture on an unlit surface: On visionOS 2 beta, I can successfully use ShaderGraphMaterial(named:from:in:) to load that shader graph material and assign it to a model entity. However, on visionOS 1.2 and earlier, either in Simulator or on the device, ShaderGraphMaterial(named:from:in:) fails and I see the following logged to the console: If, using Reality Composer Pro 1.0, I experimentally open the same project and delete and recreate exactly the same nodes above, then ShaderGraphMaterial(named:from:in:) works as expected on visionOS 1.2. Is it a known issue that Reality Composer 2 can't be used with visionOS 1? Is this intentional behavior? I've submitted feedback as FB14828873, including a sample project and repro steps. If possible, I would appreciate guidance from an Apple engineer, like "This is a known issue for [list of node types]" or "Reality Composer Pro 2 is not supported for visionOS 1 development, please refer to [documentation]" or "We recommend [workaround]." Thank you.
7
0
1.5k
Aug ’24
Pink Screen with VideoMaterial in ARKit
Hi everyone, I'm developing an ARKit app using RealityKit and encountering an issue where a video displayed on a 3D plane shows up as a pink screen instead of the actual video content. Here's a simplified version of my setup: func createVideoScreen(video: AVPlayerItem, canvasWidth: Float, canvasHeight: Float, aspectRatio: Float, fitsWidth: Bool = true) -> ModelEntity { let width = (fitsWidth) ? canvasWidth : canvasHeight * aspectRatio let height = (fitsWidth) ? canvasWidth * (1/aspectRatio) : canvasHeight let screenPlane = MeshResource.generatePlane(width: width, depth: height) let videoMaterial: Material = createVideoMaterial(videoItem: video) let videoScreenModel = ModelEntity(mesh: screenPlane, materials: [videoMaterial]) return videoScreenModel } func createVideoMaterial(videoItem: AVPlayerItem) -> VideoMaterial { let player = AVPlayer(playerItem: videoItem) let videoMaterial = VideoMaterial(avPlayer: player) player.play() return videoMaterial } Despite following the standard process, the video plane renders pink. Has anyone encountered this before, or does anyone know what might be causing it? Thanks in advance!
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1.2k
Aug ’24
Updated Object Capure -- needs LiDAR?
I have two apps released -- ReefScan and ReefBuild -- that are based on the WWDC21 sample photogrammetry apps for iOS and MacOS. Those run fine without LiDAR and are used mostly for underwater models where LiDAR does not work at all. It now appears that the updated photogrammetry session requires LiDAR data, and building my app on current xcode results in a non-working app. Has the "old" version of photgrammetry session been broken by this update? It worked very well previously so I would hate to see this regression to needing LiDAR. Most of my users do not have that.
3
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550
Nov ’24
EXC_BAD_ACCESS when removing IKComponent from Entity
I'm trying to position an Entity with inverse kinematics while dragging the handle only, but use forward kinematics (pose jointTransforms) otherwise. The System, Components, Gestures and Rig all seem to work individually. My approach is to add the IKComponent when dragging starts on the handle and removing the IKComponent it is released. The switch into IK works, but when removing the IKComponent the App crashes * thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x8) * frame #0: 0x00000001aa5bb188 CoreRE`(anonymous namespace)::IKComponentSolverWrapper::getSolver() + 60 frame #1: 0x00000001aa5bafb0 CoreRE`re::internal::ikParametersNodeCallback(re::Slice<re::StringID>, re::Slice<re::RigDataValue>, re::Slice<re::StringID>, re::MutableSlice<re::RigDataValue>, void*) + 48 frame #2: 0x00000001aa52d090 CoreRE`re::(anonymous namespace)::resolveEvaluationContextCallback(re::EvaluationContext&, void*) + 152 frame #3: 0x00000001aa68c024 CoreRE`re::(anonymous namespace)::$_76::__invoke(re::Slice<unsigned long>, re::(anonymous namespace)::RegisterTable&) + 1080 frame #4: 0x00000001aa678c94 CoreRE`re::EvaluationModelSingleThread::evaluate(re::EvaluationContextSlices&) + 1188 frame #5: 0x00000001aa866984 CoreRE`re::SkeletalPoseRuntimeData::executeEvaluationTree() + 136 frame #6: 0x00000001aadf37ec CoreRE`re::ecs2::SkeletalPoseComponent::calculateSkeletalPoseBufferWithRig(re::ecs2::MeshComponent*, re::ecs2::RigComponent*, re::ecs2::SkeletalPoseBufferComponent*) + 492 frame #7: 0x00000001aadf4a84 CoreRE`re::ecs2::SkeletalPoseComponentStateImpl::processPreparingComponents(re::ecs2::System::UpdateContext const&, re::ecs2::BasicComponentStateSceneData<re::ecs2::SkeletalPoseComponent>*, re::ecs2::ComponentBuckets<re::ecs2::SkeletalPoseComponent>::BucketIteration, void*) + 268 frame #8: 0x00000001aadf54b0 CoreRE`re::ecs2::SkeletalPoseSystem::update(re::ecs2::System::UpdateContext) const + 732 frame #9: 0x00000001aaed3e54 CoreRE`re::internal::Callable<re::ecs2::ECSManager::configurePhaseECSSystems(re::Scheduler::ScheduleDescriptor&, re::ecs2::ECSSystemGroup, unsigned long)::$_1, void (float)>::operator()(float&&) const + 168 frame #10: 0x00000001ab40eda4 CoreRE`re::Scheduler::executePhase(unsigned long) + 440 frame #11: 0x00000001aa6a3b74 CoreRE`re::Engine::executePhase(re::FramePhase) + 144 frame #12: 0x000000023173de9c RealitySystemSupport`RCPSharedSimulationExecuteUpdate + 64 frame #13: 0x00000002276c9820 MRUIKit`__65-[MRUISharedSimulation _doJoinWithConnectionConfiguration:error:]_block_invoke.35 + 168 frame #14: 0x00000002276c8530 MRUIKit`__addCAPreFenceHandler_block_invoke + 32 frame #15: 0x000000018af22058 QuartzCore`CA::Transaction::run_commit_handlers(CATransactionPhase) + 112 frame #16: 0x000000018aef2ad4 QuartzCore`CA::Context::commit_transaction(CA::Transaction*, double, double*) + 592 frame #17: 0x000000018af21898 QuartzCore`CA::Transaction::commit() + 652 frame #18: 0x000000018af22dac QuartzCore`CA::Transaction::flush_as_runloop_observer(bool) + 68 frame #19: 0x0000000185a26820 UIKitCore`_UIApplicationFlushCATransaction + 48 frame #20: 0x0000000184f97af0 UIKitCore`_UIUpdateSequenceRun + 76 frame #21: 0x0000000185954290 UIKitCore`schedulerStepScheduledMainSection + 168 frame #22: 0x00000001859536d8 UIKitCore`runloopSourceCallback + 80 frame #23: 0x00000001804157fc CoreFoundation`__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 24 frame #24: 0x0000000180415744 CoreFoundation`__CFRunLoopDoSource0 + 172 frame #25: 0x0000000180414eb0 CoreFoundation`__CFRunLoopDoSources0 + 232 frame #26: 0x000000018040f454 CoreFoundation`__CFRunLoopRun + 788 frame #27: 0x000000018040ecd4 CoreFoundation`CFRunLoopRunSpecific + 552 frame #28: 0x0000000190104b70 GraphicsServices`GSEventRunModal + 160 frame #29: 0x0000000185a27e30 UIKitCore`-[UIApplication _run] + 796 frame #30: 0x0000000185a2c058 UIKitCore`UIApplicationMain + 124 frame #31: 0x00000001d29558b4 SwiftUI`closure #1 (Swift.UnsafeMutablePointer<Swift.Optional<Swift.UnsafeMutablePointer<Swift.Int8>>>) -> Swift.Never in SwiftUI.KitRendererCommon(Swift.AnyObject.Type) -> Swift.Never + 164 frame #32: 0x00000001d29555dc SwiftUI`SwiftUI.runApp<τ_0_0 where τ_0_0: SwiftUI.App>(τ_0_0) -> Swift.Never + 84 frame #33: 0x00000001d265ecdc SwiftUI`static SwiftUI.App.main() -> () + 164 frame #34: 0x000000010303f1c4 Playground.debug.dylib`static PlaygroundApp.$main() at <compiler-generated>:0 frame #35: 0x000000010303f290 Playground.debug.dylib`main at PlaygroundApp.swift:7:8 frame #36: 0x0000000102f6d410 dyld_sim`start_sim + 20 frame #37: 0x000000010312e274 dyld`start + 2840 Is there a workaround or another way to switch between IK and FK?
1
0
452
Dec ’24
Collision Shape not work in Reality Composer
I’m having issues getting Collision Shapes working in Reality Composer on iPadOS, or with Reality Composer Pro via Xcode on macOS? I’ve posted a video recorded through my Vision Pro showing the issue. The project i’m working on is a Dice Rolling application. The dice don’t appear to be working set as Collision Shape=Automatic, which I assume takes into account the actual silhouette of the shape. https://youtu.be/upPtQY4QOAk?si=yyx6rbSSmVkLxBLg They also don’t rest on their face when they land. Anyone experience this type of behavior and found a solution? I’m currently doing this with Reality Composer, but most likely will also be wanting to get it to work properly in Reality Composer Pro as well. Thx!
6
1
769
Dec ’24
Recursively searching the realityKitContentBundle
Hi Hopefully someone can share some ideas on how to accomplish this. I know we can load models from realityKitContentBundle like let model = try? await Entity(named: “testModel”, in: realityKitContentBundle) But this is in the root of RealityKitContent.rkassets , if I have the models in some subfolder then I have to add the complete path like let model = try? await Entity(named: “/superModels/testModel”, in: realityKitContentBundle) What I want is to be able to search recursively in all folders for that file as I have several subfolders with different models. Any suggestion ? Thanks in advance. Guillermo
3
0
696
Dec ’24
USDZ files with camera can't be opened on IOS 18.2/iPadOS 18.2 correctly.
Hi experts, When I open a USDZ file which contains perspective cameras by "Files" app in IOS 18.2/iPadOS 18.2, I can't see anything. And when I open the USDZ file in IOS 18.1/iPadOS 18.1, it works well. On the other hand, when I open a USDZ file which contains orthographic cameras in IOS 18.1 or IOS 18.2, the scene is stuck. Could you help to solve these issues please? Thanks.
4
2
651
Dec ’24
Disable IBL in IOS QUICKLOOK
https://developer.apple.com/documentation/arkit/arkit_in_ios/specifying_a_lighting_environment_in_ar_quick_look How can I disable it? or at least use a custom texture that's just black? I don't see the purpose of having the real-time environment probe that captures IBL, but always add this fake studio IBL that you can't remove...
0
0
352
Dec ’24
BillboardComponent causing Model Entity tap recognition issues on iOS 18
Hi, When I attach BillboardComponent to anchor entities, I am no longer able to retrieve the tapped entity anymore because the collision shapes of the entity are messed up due to always orienting it towards the camera. And it does not updated the collision shapes because if I try pressing everywhere that is not my model entity, I get a hit out of nowhere. I tried updating the collision shapes of the entity every frame: for child in existingPassport.mainEntity!.children { child.generateCollisionShapes(recursive: true) } However, nothing comes of it, and it is not a smart solution in the first places because it is too heavy to recreate the shapes every frame. I am using the usual AR View Controller that works when I comment out the BillboardComponent line just fine: private func setupTapRecognizer() { let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap)) arView.addGestureRecognizer(tapRecognizer) } @objc func handleTap(_ recognizer: UITapGestureRecognizer) { print("handle tap URL 1") let location = recognizer.location(in: arView) if let entity = arView.entity(at: location) { print("handle tap URL 2") // Assuming each entity has a URL stored in a component if let urlComponent = entity.components[URLComponent.self] { webViewPresenter?.presentFullScreenWebView(url: urlComponent.url) print("handle tap URL: \(urlComponent.url)") } } } How should we tackle this issue on iOS 18? Thanks!
1
0
700
Dec ’24
RealityKit fails with EXC_BAD_ACCESS at CMClockGetAnchorTime in the simulator
Starting with iOS 18.0 beta 1, I've noticed that RealityKit frequently crashes in the simulator when an app launches and presents an ARView. I was able to create a small sample app with repro steps that demonstrates the issue, and I've submitted feedback: FB16144085 I've included a crash log with the feedback. If possible, I'd appreciate it if an Apple engineer could investigate and suggest a workaround. It's awkward to be restricted to the iOS 17 simulator, which does not exhibit this behavior. Please let me know if there's anything I can do to help. Thank you.
1
0
641
Dec ’24