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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ARView [.showStatistics] doesn't work on Xcode Canvas
Hi, I can't see RealityKit statistics on Xcode Canvas using: arView.debugOptions = [.showStatistics] The statistics only show on a physical device, not Xcode live canvas with #Preview. Testing in Xcode 26.0.1 (17A400) on Tahoe 26.0.1 (25A362). Use case: I'm using RealityKit as a non-AR 3D engine. Xcode Canvas is useful for live iterations. Is this expected behavior? How can I see FPS on Xcode canvas? SKView for example shows all debug options on both Xcode Canvas and physical devices.
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434
Oct ’25
VisionOS Spatial Accessory inputs help
The “explore spatial accessory input on visionOS” presentation from WDC25 interests me. I bought both the MUSE Logitech stylus and the PS VR2 sense controllers to try out with the sculpting app presented by the author, engineer Amanda Han. Unfortunately the app itself was not included. Could the app be made available for downloading as well as the Xcode project? I appreciate any assistance the author and your team could provide. Thank you.
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214
Nov ’25
PhotogrammetrySession crashes after update from iOS 18 to iOS 26
After updating iPad/iPhone devices from iOS 18 to iOS 26, PhotogrammetrySession intermittently crashes during photogrammetry processing. The same workflow was stable on iOS 18 with no code changes to the app. Environment: OS versions: Works on OS 18, crashes on OS 26 Device: iPad/iPhone (reproducible across devices) Source images: ~170-200 JPG files at 2160 x 3840 resolution Reproduction: The crash occurs consistently on the second or third sequential run of the photogrammetry session with the same image set. First run typically succeeds. Crash details: Xcode shows an uncaught exception during image processing: terminating due to uncaught exception of type std::bad_alloc: std::bad_alloc VTPixelTransferSession 420f sid 269 (2160.00 x 3840.00) [0.00 0.00 2160 3840] rowbytes( 2160, 2160 ) Color( (null), 0x0, (null), (null), ITU_R_601_4 ) => 24 sid 19 (2160.00 x 3840.00) [0.00 0.00 2160 3840] rowbytes( 6528 ) Color( 0x0, (null), (null), (null) ) This appears to be a memory allocation failure in VTPixelTransferSession during color space conversion. Has anyone else experienced similar crashes with CorePhotogrammetry on iOS 26, or found workarounds?
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297
Dec ’25
ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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372
Dec ’25
ParticleEmitterComponent Position Offset Issue After iOS 26.1 Update – Seeking Solutions & Workarounds
Problem Summary After upgrading to iOS 26.1 and 26.2, I'm experiencing a particle positioning bug in RealityKit where ParticleEmitterComponent particles render at an incorrect offset relative to their parent entity. This behavior does not occur on iOS 18.6.2 or earlier versions, suggesting a regression introduced in the newer OS builds. Environment Details Operating System: iOS 26.1 & iOS 26.2 Framework: RealityKit Xcode Version: 16.2 (16C5032a) Expected vs. Actual Behavior Expected: Particles should render at the position of the entity to which the ParticleEmitterComponent is attached, matching the behavior on iOS 18.6.2 and earlier. Actual: Particles appear away from their parent entity, creating a visual misalignment that breaks the intended AR experience. Steps to Reproduce Create or open an AR application with RealityKit that uses particle components Attach a ParticleEmitterComponent to an entity via a custom system Run the application on iOS 26.1 or iOS 26.2 Observe that particles render at an offset position away from the entity Minimal Code Example Here's the setup from my test case: Custom Component & System: struct SparkleComponent4: Component {} class SparkleSystem4: System { static let query = EntityQuery(where: .has(SparkleComponent4.self)) required init(scene: Scene) {} func update(context: SceneUpdateContext) { for entity in context.scene.performQuery(Self.query) { // Only add once if entity.components.has(ParticleEmitterComponent.self) { continue } var newEmitter = ParticleEmitterComponent() newEmitter.mainEmitter.color = .constant(.single(.red)) entity.components.set(newEmitter) } } } AR Setup: let material = SimpleMaterial(color: .gray, roughness: 0.15, isMetallic: true) let model = Entity() model.components.set(ModelComponent(mesh: boxMesh, materials: [material])) model.components.set(SparkleComponent4()) model.position = [0, 0.05, 0] model.name = "MyCube" let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: [0.2, 0.2])) anchor.addChild(model) arView.scene.addAnchor(anchor) Questions for the Community Has anyone else encountered this particle positioning issue after updating to iOS 26.1/26.2? Are there known workarounds or configuration changes to ParticleEmitterComponent that restore correct positioning? Is this a confirmed bug, or could there be a change in coordinate system handling or transform inheritance that I'm missing? Additional Information I've already submitted this issue via Feedback Assistant(FB21346746)
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492
Dec ’25
Particles rendered in the wrong order: back last instead of the back first
I've tried out a ParticleEmitter in Reality Composer Pro to produce a burst of particles that don't move (i.e. speed close to zero). When viewing from different angles, it clearly looks like the particles are rendered exactly in the wrong order, that is, front first and back last. In other words, back particles obscure front particles. I would prefer it the correct way around. I've only tried this interactively in Reality Composer Pro, not programmatically, but I assume I would get the same result. My Reality Composer Pro "File" (zipped): https://gert-rieger-edv.de/Posts/Post-1/RealityParticles.zip Screenshot: Click on the ParticleEmitter object, then on its Play button, then select the Particles tab and click on "Burst" a few times to get a few random particles. Mac Studio 2025 Apple M4 Max macOS 15.7.2 (24G325) Reality Composer Pro Version 2.0 (494.60.2)
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504
Dec ’25
'__abort_with_payload' from CompositorNonUI on visionOS 26.2 (device + simulator, Omniverse streaming)
I am developing a custom app for Apple Vision Pro using Compositor Services to stream content from NVIDIA Omniverse. The app is based on: https://github.com/NVIDIA-Omniverse/apple-configurator-sample Environment: Device: Apple Vision Pro OS Version: visionOS 26.2 Xcode Version: 26.2 The Issue: The application crashes hard (__abort_with_payload) in "libsystem_kernel.dylib" on Task 6 immediately after initialization. This appears to be a deliberate abort triggered by the compositor, not a typical crash. The issue occurs on both physical device and simulator. Important detail: The console output shows a specific CLIENT BUG assertion. By checking the metadata of the warning, I found that it is related to "Library: CompositorNonUI". Relevant console output before abort: Missed 'FrameLimiter' target of 90.0 Hz running compositor services to get IPD, FOV, etc fence tx observer 14f27 timed out after 0.600000 fence tx observer bc1b timed out after 0.600000 BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API
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2w
macOS SwiftUI app with external 4K camera & sensors for Hospital Avatar: ARKit, MLX, and Thermal feasibility?
We are developing a standalone AI avatar application for hospital reception kiosks using Mac mini (M2/M4). The app runs on SwiftUI + RealityKit, displays on a 75-inch monitor, and utilizes a USB-connected 4K camera and external sensors (LiDAR/mmWave). We have several technical concerns regarding the transition from iPadOS to macOS. Could you please provide insights on the following? ARKit/Vision Framework on macOS with External Camera On iPadOS, ARKit provides robust Face Tracking. On macOS with an external USB 4K camera: Can we achieve real-time face tracking (expression/gaze/depth) with Vision framework or ARKit comparable to iPadOS performance? Are there any specific limitations for accessing the Neural Engine via Vision framework for real-time 4K video analysis on macOS? Accessing External Hardware (LiDAR/Sensors) in Sandbox We plan to connect external LiDAR and mmWave sensors (e.g., Akara) via USB/Bluetooth. Is it feasible to communicate with these custom drivers/devices within the App Sandbox environment? Would DriverKit be required, or can we use standard serial communication APIs? On-Device LLM (MLX) & Thermals We intend to run a local LLM (e.g., Llama 3 using MLX framework) for offline conversation, alongside 3D rendering. With the M2/M4 Mac mini fan design, is there a risk of thermal throttling during 10+ hours of continuous operation (simultaneous CoreML + 3D rendering)? Is the Mac Studio recommended over the Mac mini for this thermal profile? Long-running Speech API Are there any known issues (memory leaks, API limits) when using Spherch framework and AVSpeechSynthesizer continuously for over 10 hours daily? 3D Display Output Are there any macOS constraints for rendering a SwiftUI window in a specific 3D format (e.g., Side-by-Side) and outputting it via HDMI to a 3D digital signage display (fixed refresh rate/resolution)? Thank you for your assistance.
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215
1w
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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708
Mar ’25
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.
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665
Apr ’25
USDZ File Crashes in QuickLook on iPad 9th Gen (iPadOS 18.3) – Urgent Help Needed
Hi everyone, I’m experiencing a critical issue with USDZ files created in Reality Composer on an iPad 9th Generation (iPadOS 18.3). The files work perfectly on iPads from the 10th Generation onwards and on iPad Pros. However, on older devices like the iPad 9th Generation and older iPhones, QuickLook (file preview) crashes when opening them. This is a major issue because these USDZ files are part of an exhibition where artworks are extended with AR elements via a web page. If some visitors cannot view the 3D content, it significantly impacts the experience. What’s puzzling is that two years ago, we exported USDZ files from Reality Composer, made them available via a website, and they worked flawlessly on all devices, including older iPads and iPhones. Now, with the latest iPadOS, they consistently crash on older devices. Has anyone encountered a similar issue? Are there known limitations with QuickLook on older devices, or is there a way to optimize the USDZ files to prevent crashes? Could this be related to changes in iPadOS or RealityKit? Any advice or workaround would be greatly appreciated! Thanks in advance!
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626
Feb ’25
Animating a RealityComposerPro shader's uniform input value
I'm trying to build a Shader in "Reality Composer Pro" that updates from a start time. Initially I tried the following: The idea was that when the startTime was 0, the output would be 0, but then I would set startTime from within code and this would be compared with the current GPU time, and difference used to drive another part of the shader graph: if let testEntity = root.findEntity(named: "Test"), var shaderGraphMaterial = testEntity.components[ModelComponent.self]?.materials.first as? ShaderGraphMaterial { let time = CFAbsoluteTimeGetCurrent() try! shaderGraphMaterial.setParameter(name: "StartTime", value: .float(Float(time))) testEntity.components[ModelComponent.self]?.materials[0] = shaderGraphMaterial } However, I haven't found a reference to the time the shader would be using. So now I am trying to write an EntityAction to achieve the same effect. Instead of comparing a start time to the GPU's time I'm trying to animate one of the shader's uniform input. However, I'm not sure how to specify the bind target. Here's my attempt so far: import RealityKit struct ShaderAction: EntityAction { let startValue: Float let targetValue: Float var animatedValueType: (any AnimatableData.Type)? { Float.self } static func registerEntityAction() { ShaderAction.subscribe(to: .updated) { event in guard let animationState = event.animationState else { return } let value = simd_mix(event.action.startValue, event.action.targetValue, Float(animationState.normalizedTime)) animationState.storeAnimatedValue(value) } } } extension Entity { func updateShader(from startValue: Float, to targetValue: Float, duration: Double) { let fadeAction = ShaderAction(startValue: startValue, targetValue: targetValue) if let shaderAnimation = try? AnimationResource.makeActionAnimation(for: fadeAction, duration: duration, bindTarget: .material(0).customValue) { playAnimation(shaderAnimation) } } } ''' Currently when I run this I get an assertion failure: 'Index out of range (operator[]:line 797) index = 260, max = 8' Furthermore, even if it didn't crash I don't understand how to pass a binding to the custom shader value "startValue". Any clues of how to achieve this effect - even if it's a completely different way.
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646
Feb ’25
ARMeshAnchor Data with RealityView
I want to use SwiftUI and RealityView to get AR scene understanding data (ARMeshAnchor) on iOS devices with LiDAR. The only way we can do that is by using ARSession (unless there is another way). However in previous iOS 18 builds there was this function: https://developer.apple.com/documentation/realitykit/spatialtrackingsession/run(_:session:arconfiguration:) , which worked with SpatialTrackingSession and a custom ARSession together. This function in the the latest iOS and Xcode has since been removed in the RealityKit framework but still there on documentation. I also wanted to get ARFaceAnchor data which I still cannot get without ARSession, the closest I can get is by using: let target = AnchoringComponent.Target.face let anchoringComponent = AnchoringComponent(target, trackingMode: .predicted) entity = Entity() entity!.components.set(anchoringComponent) But I still can't find a way to get the current frame (ARFrame) or the anchors ([ARAnchor]) in the view. Alternatively if I use if I use this function: https://developer.apple.com/documentation/realitykit/spatialtrackingsession/run(_:) and start the ARSession separately. The session (didUpdate and didAdd) only runs for a few frames before getting interrupted. And if I completely remove SpatialTrackingConfiguration and just run the ARSession. There still is a valid tracked entity for the AnchoringComponent.Target.face component. IF in the configuration for the ARSession I use the ARWorldTrackingConfiguration with face tracking. And I still get updated facial data each frame. But the ARSession didUpdate or didAdd functions don't get called passed the first few frames. Interestingly if I switch the RealityViewCameraContent.RealityViewCamera to .virtual. I get ARMeshAnchor and ARFaceAnchor data, but no camera feed (as expected). This with or without SpatialTrackingConfiguration. My overarching question is what is the proper way to access ARMeshAnchors and other ARAnchors created by the system and track them live while also using SwiftUI. GitHub Repo with sample project can be found here: https://github.com/bpate75/RealityViewTesting
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471
Feb ’25
alternative for CustomShader in visionOS
Following the post on https://developer.apple.com/documentation/realitykit/custommaterial it's simple to use shader for materials and get uniforms and params from each vertex. However it's not available for visionOS. Any alternative to use in this case? I want to write shader to fill material by myself. (I have shader experience from web, familiar with fragment shader)
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470
Feb ’25
EntityAction for MaterialBaseTint - incorrect colours
Hello, I'm writing an EntityAction that animates a material base tint between two different colours. However, the colour that is being actually set differs in RGB values from that requested. For example, trying to set an end target of R0.5, G0.5, B0.5, results in a value of R0.735357, G0.735357, B0.735357. I can also see during the animation cycle that intermediate actual tint values are also incorrect, versus those being set. My understanding is the the values of material base colour are passed as a SIMD4. Therefore I have a couple of helper extensions to convert a UIColor into this format and mix between two colours. Note however, I don't think the issue is with this functions - even if their outputs are wrong, the final value of the base tint doesn't match the value being set. I wondered if this was a colour space issue? import simd import RealityKit import UIKit typealias Float4 = SIMD4<Float> extension Float4 { func mixedWith(_ value: Float4, by mix: Float) -> Float4 { Float4( simd_mix(x, value.x, mix), simd_mix(y, value.y, mix), simd_mix(z, value.z, mix), simd_mix(w, value.w, mix) ) } } extension UIColor { var float4: Float4 { var r: CGFloat = 0.0 var g: CGFloat = 0.0 var b: CGFloat = 0.0 var a: CGFloat = 0.0 getRed(&r, green: &g, blue: &b, alpha: &a) return Float4(Float(r), Float(g), Float(b), Float(a)) } } struct ColourAction: EntityAction { let startColour: SIMD4<Float> let targetColour: SIMD4<Float> var animatedValueType: (any AnimatableData.Type)? { SIMD4<Float>.self } init(startColour: UIColor, targetColour: UIColor) { self.startColour = startColour.float4 self.targetColour = targetColour.float4 } static func registerEntityAction() { ColourAction.subscribe(to: .updated) { event in guard let animationState = event.animationState else { return } let interpolatedColour = event.action.startColour.mixedWith(event.action.targetColour, by: Float(animationState.normalizedTime)) animationState.storeAnimatedValue(interpolatedColour) } } } extension Entity { func updateColour(from currentColour: UIColor, to targetColour: UIColor, duration: Double, endAction: @escaping (Entity) -> Void = { _ in }) { let colourAction = ColourAction(startColour: currentColour, targetColour: targetColour, endedAction: endAction) if let colourAnimation = try? AnimationResource.makeActionAnimation(for: colourAction, duration: duration, bindTarget: .material(0).baseColorTint) { playAnimation(colourAnimation) } } } The EntityAction can only be applied to an entity with a ModelComponent (because of the material), so it can be called like so: guard let modelComponent = entity.components[ModelComponent.self], let material = modelComponent.materials.first as? PhysicallyBasedMaterial else { return } let currentColour = material.baseColor.tint let targetColour = UIColor(_colorLiteralRed: 0.5, green: 0.5, blue: 0.5, alpha: 1.0) entity.updateColour(from:currentColour, to: targetColour, duration: 2)
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594
Feb ’25
RealityKit particleEmitter delay starting when toggling isEmitting
I have a scene built up in RealityComposerPro, in which I've added a ParticleEmitter with isEmitting set to False and 'Loop' set to True. In my app, when I toggle isEmitting to True there can be a delay of a few seconds before the ParticleEmitter starts. However, if I programatically add the emitter in code at that point, it starts immediately. To be clear, I'm seeing this on the VisionOS simulator - I don't have access to a device at this time. Am I misunderstanding how to control the ParticleEmitter when I need precise control on when it starts.
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565
Feb ’25
Gestures not working correctly when setting the fov orientation to .horizontal
Hi there, I've discovered an issue with gesture handling in RealityKit when setting the camera’s fieldOfViewOrientation to horizontal. For instance, if I render a simple box at the center of the view with a collision shape that exactly matches its dimensions, the actual hit area behaves as if it's smaller than the box. Additionally, when attempting to drag the box away from the center, the hit area appears misaligned—offset slightly towards the center. Since the default fieldOfViewOrientation is vertical and everything works as expected in that mode, it seems that the gesture system might be assuming a vertical FOV. Given that the API allows setting it to horizontal, perhaps gestures should function correctly regardless of the orientation? Thank you!
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481
Mar ’25
VISION : getting real geometry reflections in reality kit ?
as in the environments we have real tiem reflections of movies on a screen or reflections of the surrounding hood in the background... could i get a metallic surface getting accurate reflections of a box on top ? i don't mean getting a rpobe or hdr cubemap, i mean the same accurate reflections as the water of the mt hood with movie i'm wacthing in other app
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121
Mar ’25