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Null Truth error after deleting animation import
FB24108671 I have multiple animation files and characters that all share the same skeleton definition. This is required in order for the animations to be visible in the animation library. However, you can accidentally delete the import that contains the skeleton definition, this will break every animation that depends on that shared skeleton. This is silent until you attempt to play or inspect one of the remaining animations. To my knowledge, there is no indication as to which Import contains a skeleton definition nor is there a way to lock the file so that I cannot delete it. Repro Steps: Create a new RCP3 project and save the project. Import a USD file that contains a skeletal animation. Import one or more additional USD files that contains also contain skeletal animations. Note: The skeletons must match exactly between the imported USD files or they will not be available in RCP3. Verify that all imported animations have a valid target Skeleton. This is visible by clicking on an Import and expanding the Animation Settings section in the inspector. Select the skeletal animation and view the Target Skeleton field. Optional: Import a USD file that contains a character with a matching and valid skeleton. Create a new entity and reference the imported character. Add a new Animation Library and confirm that the skeletal animations appear in the list of available animations. Select one of the animations to auto play and hit the play button to simulate the animation. The animation should play. Open terminal and navigate to your saved RCP3 project. In the root of the project run the find command to locate the skeletal definition NullTruthDeletedAnimation.realitycomposerpro % find . -name '*.tm_skeleton_definition' ./animations/Running_B.import/skeletons/root_skeldef.tm_skeleton_definition Back in RCP3 delete the Import that contains the skeleton definition. In the above case, this would mean deleting RunningB.import. Save the RCP3 project. All animations that were assigned to the same Target Skeleton will now have an empty entry in the Animation Settings section of the inspector. If you created an entity earlier that referenced the animations then none of the animations that referenced the delete skeleton will play. In the console you will see an error reporting a missing timeline. ❌ GEN RESOURCE: tm_timeline_skeletal_clip object id: 00002dab0000024c - Resource generation failed. Error: Animation Timeline is missing a target skeleton If you assigned the deleted animation to this entity then it will still have an entry in the animation library but its value will be empty. After saving the project, close and reopen the RCP project. If you created an entity earlier, then open the created entity and simulate the scene. You may see the following errors. ❌ GEN RESOURCE: tm_timeline_skeletal_clip object id: 00002dab0000024c - Resource generation failed. Error: Animation Timeline is missing a target skeleton (2) ❌ error: Trying to lookup property of NULL truth object ❌ GEN RESOURCE: tm_timeline object id: 000023a700000248 - Resource generation failed. Error: Sampled USD anim - missing TM_TT_TYPE__ANIMATION dependency The GEN RESOURCE: tm_timeline_skeletal_clip object id error appears to be due to the broken animation library entry for the deleted animation. The error: Trying to lookup property of NULL truth object error appears to be the animation referencing the deleted skeleton. If you did not create an entity then you can see the errors by doing the following: Select one of the imported animations that referenced the now deleted skeleton. In the Inspector, expand the Animation Settings section. Select the skeletal animation, you will now see the following error repeating in the console. ❌ error: Trying to lookup property of NULL truth object ❌ (previous error repeated 59 times) ❌ error: Trying to lookup property of NULL truth object ❌ (previous error repeated 53 times) ❌ error: Trying to lookup property of NULL truth object ❌ (previous error repeated 59 times) You can fix this by importing a new animation with a valid and matching skeleton or reimporting the deleted animation. However, you MUST manually assign the Target Skeleton on each broken skeletal animation. You will also need to manually remove any animation library entries for deleted animations.
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GeometricPins not updating on entities loaded from reality files
I'm attempting to create GeometricPins on an entity so I can attach objects to game characters. If I load a character from the USD file I can query the joint names on the ModelEntity and create GeometricPins as attachment points. These pins will track the location of the associated joint and I can position my objects at the pin locations as expected. However, the pins do not update on characters loaded from a Reality File. In the below image, the Skeleton Mage character in the middle is loaded as a USDC file and I attach the hat with a GeometricPin so that it tracks the movement of the head as it animates. The animating Skeleton to the left is the same character (same .usdc file) but exported from RCP3 as a Reality File. Notice how the hat does not move with the character's head. The position and orientation of the GeometricPins attached to this character always return nil. I've also noticed that the jointNames array is empty for this entity as well. Should I be able to access the jointNames and create Geometric pins on entities loaded from Reality files? I'm adding the pin to the model entity with the following helper function. The helper function is called in the exact same way for the usd and reality entities. func pinToJoint(_ entity: Entity, to target: Entity, at jointName: String, offset: SIMD3<Float> = .zero, orientation: simd_quatf = .init(angle: 0, axis: [0,1,0])) { let pinName = "pin_at_\(jointName)" if let rig:ModelEntity = target.findModelEntity() { for jointName in rig.jointNames { log.info("\(target.name): \(jointName)") } rig.pins.set(named: pinName, skeletalJointName: jointName, position: offset, orientation: simd_quatf(angle: -.pi/2.0, axis: .init(1,0,0))) entity.components.set( PinnedEntityComponent( pinnedto: rig, pinName: pinName, ) ) } } The PinnedEntitySystem just assigns the location of the pin to the entity with the following guard let pinPosition = pin.position(relativeTo: nil) else { continue } guard let pinOrientation = pin.orientation(relativeTo: nil) else { continue } entity.setPosition( pinPosition , relativeTo: nil) entity.setOrientation( pinOrientation , relativeTo: nil)
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Adding a ManipulationComponent detaches the whole RealityView content hierarchy on visionOS 27
On visionOS 27 (27.0 Seed 4, 24M5326g), adding a ManipulationComponent to a single entity makes RealityKit remove the RealityView's ENTIRE content hierarchy from the scene and re-add it about 30ms later. Not just the manipulated entity — everything. Same app binary on visionOS 26: never happens. FB24092291. Bisected on the same build and device: two entities, neither with manipulation -> no detach add one entity with a ManipulationComponent -> detach, every time same entity, manipulation swapped for my own drag/rotate/ scale gesture handling -> no detach Everything else is identical between the last two cases — same entity, same collision shape, same InputTargetComponent, same ViewAttachmentComponent, same scene, same view hierarchy. The only variable is whether the component is installed. Setup: an immersive space containing a SwiftUI RealityView. One root entity added to the RealityViewContent in the make closure; all app content built as its descendants. The detach is brief but not harmless: every entity in the hierarchy gets SceneEvents.WillRemoveEntity and then DidAddEntity, so anything keyed to those events runs a full teardown and re-add for content that was never meant to go anywhere. In my app that cascade is what makes the scene visibly empty and rebuild. Nothing in my code removes it. Stack captured from a WillRemoveEntity subscription on the root — frame 0 is my callback, everything above it is framework: SwiftUI (AttributeGraph StatefulRule.withObservation ...) -> RealityFoundation -> CoreRE -> entity removal Ruled out before landing on the component: make runs exactly once, the root re-enters a scene with the same ObjectIdentifier (not a re-host), the hosting controller is never deallocated, there is exactly one RealityViewContent.add(_:) in the whole app, and with Self._printChanges() in the view's body the detach happens in an update pass where the body is not re-evaluated at all. Also ruled out: transient overlay UI (suppressed entirely, still detached) and entity count. Workaround if this is biting you: skip ManipulationComponent on 27 and handle drag/rotate/scale yourself. That is what I am doing for now. If you are debugging something similar: SceneEvents.WillRemoveEntity also fires when an entity merely leaves a scene, so a teardown-looking log is not proof anything was destroyed. Check whether make ran twice and whether the scene identity changed before suspecting your own code.
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VisionOS 27 Custom Spatial Accessories ASA Host Version remains 0.0
I am implementing a custom generic spatial accessory according to Section 20 of the Accessory Design Guidelines dated 2026-06-08. Apple Vision Pro discovers the accessory, completes BLE pairing and encryption, reads the Apple Spatial Accessory Version and Uniform Type Identifiers characteristics, and recognizes the device in the accessory tracking debug view. However, visionOS writes ASA protocol version 00.00 to the Apple Spatial Accessory Host Version characteristic instead of selecting version 01.01. Here is the log message when I connected my spatial accessory with apple vision pro with os27 beta 3. The error is the ASA part. BLE advertising: ZemScannerASA15; BLE ATT MTU tx=23,rx=23; BLE conn timing connected: interval=30000; us,latency=0,timeout=72; TimeSync anchor report enabled: h=0x011f; BLE connected TimeSync anchor #1 ce=0,int=30000,delay=0 TimeSync anchor #2 ce=3,int=30000,delay=0 TimeSync anchor #3 ce=4,int=30000,delay=0 BLE ATT MTU tx=293,rx=65 BLE security level 2 BLE pairing complete, bonded ASA version read #1 off=0 req=64 hex=02 01 01 01 01 ASA UTI read #2 off=0 req=64 total=49 ASA host wr #3 o=0 l=4 f=00 hex=00 00 01 31 ASA host raw: off=0,write=4,total=4,hex=00 00 01 31 ASA host version: >len=4,ver=0.0,features_len=1,features=0x31 ASA host selected no common protocol HID direct input report sent HID notif #4 report=3 enabled HID IMU stream started HID notif #5 report=2 enabled HID IMU report sent BLE conn params updated: interval=7500 us,latency=4,timeout=100
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Generic spatial accessory receives LED reports but never produces an AccessoryAnchor
We are developing a generic spatial accessory for Apple Vision Pro using the “Working with generic spatial accessories” sample and a trained .referenceaccessory file. Environment: visionOS: [version/build] Xcode: [version/build] Hardware: Apple Vision Pro + nRF52840-based BLE accessory IMU: 6-axis IMU, 400 Hz HID reports LED constellation: 8 x 850 nm IR LEDs, driven through MOSFETs The BLE/HID and timing path appears to be working: The accessory connects successfully over BLE. ASA/HID enumeration succeeds. The firmware receives continuous LED Output Reports from visionOS. The Accessory Tracking Clock reaches READY. PWM scheduling reports no late events and no queue overflow. In the Accessory Tracking Debug View, multiple independent IR LED blobs are visible and stable at approximately 0.7 m. At least 4 LEDs are visible from normal viewing angles. The app resolves the .referenceaccessory and starts AccessoryTrackingProvider. However, ARKit never produces an AccessoryAnchor. We also have no diagnostic signal indicating whether the failure occurs at: LED candidate-point detection, constellation matching against the .referenceaccessory, or IMU/optical fusion. Questions: Is there a supported diagnostic API, log category, or Debug View indicator that distinguishes candidate-point rejection from constellation-match or fusion rejection? Are there known acquisition prerequisites in the current visionOS beta beyond the published Accessory Design Guidelines? Can Apple recommend a minimal validation procedure using the generic spatial accessory sample to confirm that the LED constellation is accepted by the tracking system? Is this expected to work in a volumetric window, or are there additional lifecycle/session requirements that can prevent initial acquisition? I can provide sanitized HID LED-report logs, timing data, Debug View captures, and a minimal reproducible project if useful.
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Reality Composer Pro Assistant does not list GPT-5.6 models
First of all, great work on the new Reality Composer Pro! I'm really enjoying it. Reality Composer Pro 3.0 (build 80.0.1.500.1/beta 4) currently shows GPT-5.5 as the newest OpenAI model in the Assistant model selector. The bundled configuration appears to contain a static model catalogue and does not include: gpt-5.6-sol gpt-5.6-terra gpt-5.6-luna Could Apple update Reality Composer Pro to support the current GPT-5.6 model family, or document whether users can add supported OpenAI model identifiers through the Custom Model Provider interface? It would also be helpful to clarify whether the Assistant supports GPT-5.6's tool-calling and reasoning behavior through its current Chat Completions integration. Thanks!
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Unable to share animations across compatible skeletons in RCP3.
I’m working with an asset pack that contains multiple characters with a common skeletal hierarchy. This asset pack also contains animations for these characters as separate files. i.e.: run pick up idle throw In RCP2, I was able to add these animations to an Animation Library component without issue. However, in RCP3, I cannot add the skeletal animations to compatible characters. The only animations available are the transform animations, which do not animate the character. So in the animation library, I will see i.e.: run_transform idle_transform throw_transform But not run idle throw Is there something that I need to do to make the skeletal animations visible? I’ve tried adding the animation library at various levels across the hierarchy and it doesn’t seem to make a difference. Only the _transform animation is visible. I can verify that the animations themselves are compatible by manually editing the tm_entity for a character and adding the animation clip. I have to do this while RCP3 is closed but it works. I did notice that each animation is referencing a skeleton uuid. Is the UI only exposing skeletal animations with a matching skeleton uuid? Lastly, I can import both the character and the animation files as USD in a RealityKit app and successfully assign animations.
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How do I create Enterprise.license file?
Hello, I did get an email that I now have access to the Enterprise APIs and I should create the license file. However, I can't figure out a way to create the license file. I did go check out that button, it did have the buttons to "renew" the licenses I got a while ago (via email). but no way to create new ones. and I am enrolled in the "Apple Developer Program as an organization " Where can I create Enterprise.license file?
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Reality Composer Pro 3 "Preview On Device" Connection Issues
When trying to preview a new scene in Reality Composer Pro 3 on my Vision Pro, the mac app is launching the preview app in the headset but not actually establishing the connection. The headset app shows a red Disconnected icon and says "Connect to this device form Reality Composer Pro on Mac" and then the mac side says "Connecting" for a few seconds before saying "Connection Failed". Neither app provides any other details of the connection issue and I could not find any helpful details in Console messages. I got this to work somehow on two scenes in beta 3 but have had no luck in Beta 4. It seems that once a scene does connect to the device once, it will happily reconnect in the future. But establishing that first connection seems to be the key hurdle and I cannot get over it tonight. Anyone else run into similar issues?
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ARKit tracking eyebrows with a unified motion instead of individually.
Hello, I'm a VTuber, or a content creator who uses a virtual avatar instead of my real life face for presentation. I've been trying to use the iOS implementation of ARKit to get face tracking working, but noticed a major issue, especially for my purposes. ARKit appears to move both eyebrows the same, regardless of whether or not I am physically moving my eyebrows the same. Every ARKit based application I've used simply mirrors eyebrow movement. Is there a fix to this, or is this just a bug currently in the software?
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Technical specifications for a macOS immersive 180° video application (Apple Vision Pro)
Hello, I am not a developer, and I am programming a macOS application in Xcode with the help of Claude (Anthropic). Claude writes the code for me, but I need your help regarding the technical specifications. I am not trying to understand every technical detail, nor am I looking for someone to write the code for me. My goal is to obtain the most accurate technical information possible so that I can pass it directly to Claude, who will then generate the corresponding code in Xcode. This application is a personal project. It is not intended to be published on the App Store. Its sole purpose is to automatically process my own videos recorded with two DJI Action 6 cameras. It requires no user settings : the optimal parameters are defined by default within the application, and it directly outputs the final video file. My objective is to create an application that takes as input the two videos from the DJI Action 6 cameras mounted on a rig, and then produces a file that delivers a 180° immersive video with the highest possible quality. Claude has already conducted research in Apple's documentation as well as various online resources to determine the correct output format, encoding parameters, and necessary constraints. Despite this, the current result is not satisfactory. Currently, my application does not directly generate a file in the Apple Immersive format. Instead, it produces a stereoscopic video file containing both the left and right views side-by-side. I then use Moonlink on my Mac Studio and on my Apple Vision Pro, to play this video (the video is on the Mac and sent to the vision pro, wich works perfectly fine on some videos I have found on internet). The file is correctly recognized and can be opened, but the result presents two major issues: Playback is extremely choppy (about one second of playback followed by several seconds of freezing); The image is pinched at the top and bottom, which likely indicates an issue with the format, projection, or how the player interprets the file. I have no preference regarding the final format. If the best solution is to directly generate a file in the Apple Immersive format compatible with the Apple Vision Pro, that works for me. If, on the other hand, the best approach is to produce a high-quality stereoscopic video with the left and right views side-by-side, which can then be interpreted by a player application on the Apple Vision Pro or potentially other headsets, that works for me as well. My sole objective is to obtain: The best possible image quality (even though I am aware it will not match the quality produced by a Blackmagic URSA Cine Immersive camera); Perfectly smooth playback, without any stuttering or freezing; A correctly displayed 180° immersive video. Here are the specifications of my source videos: Two DJI Action 6 cameras. Interpupillary/Inter-axial distance (between optical centers): 6.5 cm. FOV Boost lens mounted on each camera (182° coverage). Video mode: 4K Custom 3840 \times 3840 at 60 fps. Color profile: D-Log M. Color conversion planned in the application via a DJI D-Log M to Rec.709 LUT in .cube format (.cube provided to the app). In FOV Boost mode, DJI enforces Electronic Image Stabilization (EIS) and removes gyroscope data from the MP4 files. Stereoscopic alignment is therefore performed via image analysis within the application (using ORB feature detection). With no FOV Boost I do not reach 180° with is the target. Fixed aperture. Both cameras are triggered simultaneously using the DJI GPS remote control. Fine synchronization is subsequently performed in the application via audio cross-correlation. My question is therefore the following : What exactly are the output specifications that my application should produce (format, codec, resolution, projection, metadata, encoding parameters, and any other technical constraints) in order to achieve the best possible result for a 180° immersive video on the Apple Vision Pro? I will pass all this information directly to Claude so that he can generate the corresponding code in Xcode. Therefore, I am not looking for a code example, but rather the technical specifications to follow. I would also welcome any advice or recommendations that a specialist in Vision Pro, immersive video, or Apple technologies might deem useful to improve the quality of the result or simplify my approach. Thank you in advance for your help. Best regards, Georges attached is a screen capture of the pinched image in the Vision Pro, this happens both at top and bottom, only displayed bottom.
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BloomComponent lags behind the camera on iOS/macOS but not visionOS
BloomComponent (RealityKit 27) lags behind the geometry that produces it while the camera moves. The halo trails the emissive geometry by roughly one to three frames (eyeballed) and snaps back once the camera stops. Video attached — it's obvious at normal playback speed. visionOS renders the identical scene correctly. Only iOS and macOS / Mac Catalyst lag, which points at the non-visionOS compositing path rather than the effect itself. Filed as FB23960052. This should be fixed before 27 ships — bloom is unusable for anything with a moving camera in its current state on those platforms. Ruled out: Scope. Identical with BloomComponent(scope: .hierarchical) and .unbounded. .unbounded computes no per-entity screen-space bounds, so stale bounds are not the cause. Input handling. The camera is RealityKit's own .realityViewCameraControls(.orbit) — no gesture code of mine involved. Per-frame component writes. BloomOptionsComponent is set once and untouched during the drag. Geometry and camera transform. Both track perfectly; only the glow lags. Reproducer is ~130 lines, no assets — five emissive spheres inside a large inward-facing dark sphere: var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: .black) material.emissiveColor = .init(color: .cyan) material.emissiveIntensity = 4 // ... root.components.set(BloomComponent(scope: .unbounded)) var options = BloomOptionsComponent() options.strength = 1 options.threshold = 1 options.blurRadius = 1 root.components.set(options) shown in: RealityView { content in content.camera = .virtual content.add(root) } .realityViewCameraControls(.orbit) Xcode 27.0 beta 4, iOS 27.0 SDK, Apple Silicon. Affected: iOS 27, macOS 27 / Mac Catalyst 27. Not affected: visionOS 27 (immersive space). Full project and screen recording attached to my radar.
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GaussianSplatComponent — stale visibility set after close-range camera approach
Title: GaussianSplatComponent — stale visibility set after close-range camera approach (iOS 27 beta 4, still unfixed) Filed this as a radar during beta 3; still reproduces unchanged on beta 4, so posting here in case anyone from the RealityKit team can confirm it's tracked before this ships. Radar: FB23749559 (filed against beta 3, re-verified on beta 4) Summary On iOS, GaussianSplatComponent keeps a stale visibility set after the camera moves close to and then away from the splat. Moving the camera in close causes a large portion of splats to be culled — expected. But pulling the camera back out does not repopulate them. The visible set stays stale for as long as the current camera transform is held. The missing splats only return once the camera transform changes again — any pan/orbit/zoom delta triggers a recompute and the full splat snaps back. Net effect: after any close inspection, the splat renders permanently partially-culled until the user happens to nudge the camera. The recovery-on-movement / no-recovery-when-stationary signature suggests the iOS render path recomputes splat residency on camera-transform change events rather than every frame. This also reproduces in AR mode, with a completely different camera driver. Since the only thing the two paths share is the splat residency code, that's where the stale set has to be coming from — which also means there's no app-side fix available to me. The camera transform in AR is driven by ARKit, not by my code, so I can't force the perturbation that would otherwise work around it. visionOS 27, running the same component, is unaffected — the visible set is re-evaluated per frame and the splat stays complete. Steps to reproduce Attach a GaussianSplatComponent (~400k splats) to an entity in a bounded RealityView with orbit controls. Move the camera close until a visible portion of the splats is culled. Move the camera back out so the full splat is within the frustum. Hold the camera still. Expected: full splat visible once pulled back. Actual: previously-culled splats stay missing while the camera is stationary; they reappear only on the next camera transform delta. Configuration iOS 27 beta 4 (originally filed against beta 3) iPhone 16 Pro ~400k splats Bounded RealityView + orbit controls; also reproduces in AR Screenshots attached: full splat, stale-culled state after pull-back, and the close-range view that triggers it. This is still present in beta 4 and in the public beta. I'd like to know whether it's tracked, or whether I should plan around splats being unreliable on iOS 27. Thanks!
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RCP 3 and USDZ exports
It appears that Reality Composer Pro 3 does not export a full USDZ file with textures, animations, etc. The best I can tell is that it exports only the mesh (as suggested by the menu name). I have been using Reality Composer Pro 2 to create USDZ files to use as website environments. Will we no longer be able to create website environments with RCP 3? Will there be any way to download and use the old RCP 2 after upgrading to macOS 27 and Xcode 27?
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Regarding the camera API support available for developer accounts in the enterprise version
Hello Apple Developer Team, We are currently developing an enterprise medical navigation application for Apple Vision Pro and would like to request clarification regarding the currently available visionOS Enterprise APIs related to camera access. Our application scenario involves real-time medical/surgical navigation and instrument tracking in a professional enterprise environment. We would like to better understand the following: How many cameras on Apple Vision Pro are currently accessible through the Enterprise APIs? Which specific cameras are accessible? For example: Main RGB cameras Passthrough cameras Tracking cameras Front-facing cameras Depth sensors LiDAR or structured-light related sensors Are simultaneous multi-camera streams supported? Does the Enterprise API provide: Real-time image frames Camera intrinsic/extrinsic parameters Stereo camera data Depth information Low-latency tracking-related data Are there any restrictions regarding the use of Vision Pro cameras for: Medical navigation Surgical guidance Instrument tracking Enterprise healthcare software Is Apple Vision Pro currently permitted or recommended for medical enterprise spatial-navigation workflows under the Enterprise APIs? We would greatly appreciate any official clarification regarding the current capabilities and limitations of camera access on Apple Vision Pro for enterprise medical applications.
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VisionPro Enterprise.license file
I have read in the apple documentation and on forums that in order to access the camera and capture images on VisionPro, both an Entitlement and an Enterprise.license are required. I already have the Entitlement, but I don’t yet have the Enterprise.license. I would like to ask: is the Enterprise.license strictly required to gain camera access for capturing images? How can I obtain this file, and does it require an Enterprise account? Currently, my developer account is a regular Developer 99$, not an Enterprise account.
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RCP3 to xcode? - bug or human error?
Hello, I have an app preset meant for none vr/ar game. Th RCP3 was linked to the xcode successfully. I want to do everything in code as much as possible. not inside RCP3. So i would like to load my assets into variables in xcode, and then initialize them the way i like. (Get entities, get each of their ModelComponents, and place those components in my own array) But for some reason i cant get xcode to load my linked content using the API commands. Maybe it have something to do with the fact im using the APP present not an visionOS preset? xcode cant find the RCP3 project. if i drag and drop the realitycomposerpro into my xcode outliner, it will find the project but will refuse to find any entity or root Is it possible to have please a baby step tutorial from start to finish how to import content from RCP3 beta 3 into xcode Version 26.5 using the app preset ? Thank you
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Null Truth error after deleting animation import
FB24108671 I have multiple animation files and characters that all share the same skeleton definition. This is required in order for the animations to be visible in the animation library. However, you can accidentally delete the import that contains the skeleton definition, this will break every animation that depends on that shared skeleton. This is silent until you attempt to play or inspect one of the remaining animations. To my knowledge, there is no indication as to which Import contains a skeleton definition nor is there a way to lock the file so that I cannot delete it. Repro Steps: Create a new RCP3 project and save the project. Import a USD file that contains a skeletal animation. Import one or more additional USD files that contains also contain skeletal animations. Note: The skeletons must match exactly between the imported USD files or they will not be available in RCP3. Verify that all imported animations have a valid target Skeleton. This is visible by clicking on an Import and expanding the Animation Settings section in the inspector. Select the skeletal animation and view the Target Skeleton field. Optional: Import a USD file that contains a character with a matching and valid skeleton. Create a new entity and reference the imported character. Add a new Animation Library and confirm that the skeletal animations appear in the list of available animations. Select one of the animations to auto play and hit the play button to simulate the animation. The animation should play. Open terminal and navigate to your saved RCP3 project. In the root of the project run the find command to locate the skeletal definition NullTruthDeletedAnimation.realitycomposerpro % find . -name '*.tm_skeleton_definition' ./animations/Running_B.import/skeletons/root_skeldef.tm_skeleton_definition Back in RCP3 delete the Import that contains the skeleton definition. In the above case, this would mean deleting RunningB.import. Save the RCP3 project. All animations that were assigned to the same Target Skeleton will now have an empty entry in the Animation Settings section of the inspector. If you created an entity earlier that referenced the animations then none of the animations that referenced the delete skeleton will play. In the console you will see an error reporting a missing timeline. ❌ GEN RESOURCE: tm_timeline_skeletal_clip object id: 00002dab0000024c - Resource generation failed. Error: Animation Timeline is missing a target skeleton If you assigned the deleted animation to this entity then it will still have an entry in the animation library but its value will be empty. After saving the project, close and reopen the RCP project. If you created an entity earlier, then open the created entity and simulate the scene. You may see the following errors. ❌ GEN RESOURCE: tm_timeline_skeletal_clip object id: 00002dab0000024c - Resource generation failed. Error: Animation Timeline is missing a target skeleton (2) ❌ error: Trying to lookup property of NULL truth object ❌ GEN RESOURCE: tm_timeline object id: 000023a700000248 - Resource generation failed. Error: Sampled USD anim - missing TM_TT_TYPE__ANIMATION dependency The GEN RESOURCE: tm_timeline_skeletal_clip object id error appears to be due to the broken animation library entry for the deleted animation. The error: Trying to lookup property of NULL truth object error appears to be the animation referencing the deleted skeleton. If you did not create an entity then you can see the errors by doing the following: Select one of the imported animations that referenced the now deleted skeleton. In the Inspector, expand the Animation Settings section. Select the skeletal animation, you will now see the following error repeating in the console. ❌ error: Trying to lookup property of NULL truth object ❌ (previous error repeated 59 times) ❌ error: Trying to lookup property of NULL truth object ❌ (previous error repeated 53 times) ❌ error: Trying to lookup property of NULL truth object ❌ (previous error repeated 59 times) You can fix this by importing a new animation with a valid and matching skeleton or reimporting the deleted animation. However, you MUST manually assign the Target Skeleton on each broken skeletal animation. You will also need to manually remove any animation library entries for deleted animations.
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2h
GeometricPins not updating on entities loaded from reality files
I'm attempting to create GeometricPins on an entity so I can attach objects to game characters. If I load a character from the USD file I can query the joint names on the ModelEntity and create GeometricPins as attachment points. These pins will track the location of the associated joint and I can position my objects at the pin locations as expected. However, the pins do not update on characters loaded from a Reality File. In the below image, the Skeleton Mage character in the middle is loaded as a USDC file and I attach the hat with a GeometricPin so that it tracks the movement of the head as it animates. The animating Skeleton to the left is the same character (same .usdc file) but exported from RCP3 as a Reality File. Notice how the hat does not move with the character's head. The position and orientation of the GeometricPins attached to this character always return nil. I've also noticed that the jointNames array is empty for this entity as well. Should I be able to access the jointNames and create Geometric pins on entities loaded from Reality files? I'm adding the pin to the model entity with the following helper function. The helper function is called in the exact same way for the usd and reality entities. func pinToJoint(_ entity: Entity, to target: Entity, at jointName: String, offset: SIMD3<Float> = .zero, orientation: simd_quatf = .init(angle: 0, axis: [0,1,0])) { let pinName = "pin_at_\(jointName)" if let rig:ModelEntity = target.findModelEntity() { for jointName in rig.jointNames { log.info("\(target.name): \(jointName)") } rig.pins.set(named: pinName, skeletalJointName: jointName, position: offset, orientation: simd_quatf(angle: -.pi/2.0, axis: .init(1,0,0))) entity.components.set( PinnedEntityComponent( pinnedto: rig, pinName: pinName, ) ) } } The PinnedEntitySystem just assigns the location of the pin to the entity with the following guard let pinPosition = pin.position(relativeTo: nil) else { continue } guard let pinOrientation = pin.orientation(relativeTo: nil) else { continue } entity.setPosition( pinPosition , relativeTo: nil) entity.setOrientation( pinOrientation , relativeTo: nil)
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Activity
12h
Adding a ManipulationComponent detaches the whole RealityView content hierarchy on visionOS 27
On visionOS 27 (27.0 Seed 4, 24M5326g), adding a ManipulationComponent to a single entity makes RealityKit remove the RealityView's ENTIRE content hierarchy from the scene and re-add it about 30ms later. Not just the manipulated entity — everything. Same app binary on visionOS 26: never happens. FB24092291. Bisected on the same build and device: two entities, neither with manipulation -> no detach add one entity with a ManipulationComponent -> detach, every time same entity, manipulation swapped for my own drag/rotate/ scale gesture handling -> no detach Everything else is identical between the last two cases — same entity, same collision shape, same InputTargetComponent, same ViewAttachmentComponent, same scene, same view hierarchy. The only variable is whether the component is installed. Setup: an immersive space containing a SwiftUI RealityView. One root entity added to the RealityViewContent in the make closure; all app content built as its descendants. The detach is brief but not harmless: every entity in the hierarchy gets SceneEvents.WillRemoveEntity and then DidAddEntity, so anything keyed to those events runs a full teardown and re-add for content that was never meant to go anywhere. In my app that cascade is what makes the scene visibly empty and rebuild. Nothing in my code removes it. Stack captured from a WillRemoveEntity subscription on the root — frame 0 is my callback, everything above it is framework: SwiftUI (AttributeGraph StatefulRule.withObservation ...) -> RealityFoundation -> CoreRE -> entity removal Ruled out before landing on the component: make runs exactly once, the root re-enters a scene with the same ObjectIdentifier (not a re-host), the hosting controller is never deallocated, there is exactly one RealityViewContent.add(_:) in the whole app, and with Self._printChanges() in the view's body the detach happens in an update pass where the body is not re-evaluated at all. Also ruled out: transient overlay UI (suppressed entirely, still detached) and entity count. Workaround if this is biting you: skip ManipulationComponent on 27 and handle drag/rotate/scale yourself. That is what I am doing for now. If you are debugging something similar: SceneEvents.WillRemoveEntity also fires when an entity merely leaves a scene, so a teardown-looking log is not proof anything was destroyed. Check whether make ran twice and whether the scene identity changed before suspecting your own code.
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67
Activity
16h
VisionOS 27 Custom Spatial Accessories ASA Host Version remains 0.0
I am implementing a custom generic spatial accessory according to Section 20 of the Accessory Design Guidelines dated 2026-06-08. Apple Vision Pro discovers the accessory, completes BLE pairing and encryption, reads the Apple Spatial Accessory Version and Uniform Type Identifiers characteristics, and recognizes the device in the accessory tracking debug view. However, visionOS writes ASA protocol version 00.00 to the Apple Spatial Accessory Host Version characteristic instead of selecting version 01.01. Here is the log message when I connected my spatial accessory with apple vision pro with os27 beta 3. The error is the ASA part. BLE advertising: ZemScannerASA15; BLE ATT MTU tx=23,rx=23; BLE conn timing connected: interval=30000; us,latency=0,timeout=72; TimeSync anchor report enabled: h=0x011f; BLE connected TimeSync anchor #1 ce=0,int=30000,delay=0 TimeSync anchor #2 ce=3,int=30000,delay=0 TimeSync anchor #3 ce=4,int=30000,delay=0 BLE ATT MTU tx=293,rx=65 BLE security level 2 BLE pairing complete, bonded ASA version read #1 off=0 req=64 hex=02 01 01 01 01 ASA UTI read #2 off=0 req=64 total=49 ASA host wr #3 o=0 l=4 f=00 hex=00 00 01 31 ASA host raw: off=0,write=4,total=4,hex=00 00 01 31 ASA host version: >len=4,ver=0.0,features_len=1,features=0x31 ASA host selected no common protocol HID direct input report sent HID notif #4 report=3 enabled HID IMU stream started HID notif #5 report=2 enabled HID IMU report sent BLE conn params updated: interval=7500 us,latency=4,timeout=100
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613
Activity
22h
Generic spatial accessory receives LED reports but never produces an AccessoryAnchor
We are developing a generic spatial accessory for Apple Vision Pro using the “Working with generic spatial accessories” sample and a trained .referenceaccessory file. Environment: visionOS: [version/build] Xcode: [version/build] Hardware: Apple Vision Pro + nRF52840-based BLE accessory IMU: 6-axis IMU, 400 Hz HID reports LED constellation: 8 x 850 nm IR LEDs, driven through MOSFETs The BLE/HID and timing path appears to be working: The accessory connects successfully over BLE. ASA/HID enumeration succeeds. The firmware receives continuous LED Output Reports from visionOS. The Accessory Tracking Clock reaches READY. PWM scheduling reports no late events and no queue overflow. In the Accessory Tracking Debug View, multiple independent IR LED blobs are visible and stable at approximately 0.7 m. At least 4 LEDs are visible from normal viewing angles. The app resolves the .referenceaccessory and starts AccessoryTrackingProvider. However, ARKit never produces an AccessoryAnchor. We also have no diagnostic signal indicating whether the failure occurs at: LED candidate-point detection, constellation matching against the .referenceaccessory, or IMU/optical fusion. Questions: Is there a supported diagnostic API, log category, or Debug View indicator that distinguishes candidate-point rejection from constellation-match or fusion rejection? Are there known acquisition prerequisites in the current visionOS beta beyond the published Accessory Design Guidelines? Can Apple recommend a minimal validation procedure using the generic spatial accessory sample to confirm that the LED constellation is accepted by the tracking system? Is this expected to work in a volumetric window, or are there additional lifecycle/session requirements that can prevent initial acquisition? I can provide sanitized HID LED-report logs, timing data, Debug View captures, and a minimal reproducible project if useful.
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878
Activity
22h
Reality Composer Pro Assistant does not list GPT-5.6 models
First of all, great work on the new Reality Composer Pro! I'm really enjoying it. Reality Composer Pro 3.0 (build 80.0.1.500.1/beta 4) currently shows GPT-5.5 as the newest OpenAI model in the Assistant model selector. The bundled configuration appears to contain a static model catalogue and does not include: gpt-5.6-sol gpt-5.6-terra gpt-5.6-luna Could Apple update Reality Composer Pro to support the current GPT-5.6 model family, or document whether users can add supported OpenAI model identifiers through the Custom Model Provider interface? It would also be helpful to clarify whether the Assistant supports GPT-5.6's tool-calling and reasoning behavior through its current Chat Completions integration. Thanks!
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641
Activity
2d
Unable to share animations across compatible skeletons in RCP3.
I’m working with an asset pack that contains multiple characters with a common skeletal hierarchy. This asset pack also contains animations for these characters as separate files. i.e.: run pick up idle throw In RCP2, I was able to add these animations to an Animation Library component without issue. However, in RCP3, I cannot add the skeletal animations to compatible characters. The only animations available are the transform animations, which do not animate the character. So in the animation library, I will see i.e.: run_transform idle_transform throw_transform But not run idle throw Is there something that I need to do to make the skeletal animations visible? I’ve tried adding the animation library at various levels across the hierarchy and it doesn’t seem to make a difference. Only the _transform animation is visible. I can verify that the animations themselves are compatible by manually editing the tm_entity for a character and adding the animation clip. I have to do this while RCP3 is closed but it works. I did notice that each animation is referencing a skeleton uuid. Is the UI only exposing skeletal animations with a matching skeleton uuid? Lastly, I can import both the character and the animation files as USD in a RealityKit app and successfully assign animations.
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964
Activity
2d
How do I create Enterprise.license file?
Hello, I did get an email that I now have access to the Enterprise APIs and I should create the license file. However, I can't figure out a way to create the license file. I did go check out that button, it did have the buttons to "renew" the licenses I got a while ago (via email). but no way to create new ones. and I am enrolled in the "Apple Developer Program as an organization " Where can I create Enterprise.license file?
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1.1k
Activity
3d
Reality Composer Pro 3 "Preview On Device" Connection Issues
When trying to preview a new scene in Reality Composer Pro 3 on my Vision Pro, the mac app is launching the preview app in the headset but not actually establishing the connection. The headset app shows a red Disconnected icon and says "Connect to this device form Reality Composer Pro on Mac" and then the mac side says "Connecting" for a few seconds before saying "Connection Failed". Neither app provides any other details of the connection issue and I could not find any helpful details in Console messages. I got this to work somehow on two scenes in beta 3 but have had no luck in Beta 4. It seems that once a scene does connect to the device once, it will happily reconnect in the future. But establishing that first connection seems to be the key hurdle and I cannot get over it tonight. Anyone else run into similar issues?
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941
Activity
3d
WebXR test for AVPro - Fly anywhere in the world ( using Google 3D Tiles, and headset orientation )
Hi there, I'd appreciate it if someone could test this on their AVPro, and give feedback etc. https://face-flight.com I'm hoping to add WebXR support for as many headsets as possible.
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5
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622
Activity
4d
ARKit tracking eyebrows with a unified motion instead of individually.
Hello, I'm a VTuber, or a content creator who uses a virtual avatar instead of my real life face for presentation. I've been trying to use the iOS implementation of ARKit to get face tracking working, but noticed a major issue, especially for my purposes. ARKit appears to move both eyebrows the same, regardless of whether or not I am physically moving my eyebrows the same. Every ARKit based application I've used simply mirrors eyebrow movement. Is there a fix to this, or is this just a bug currently in the software?
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2.2k
Activity
5d
Technical specifications for a macOS immersive 180° video application (Apple Vision Pro)
Hello, I am not a developer, and I am programming a macOS application in Xcode with the help of Claude (Anthropic). Claude writes the code for me, but I need your help regarding the technical specifications. I am not trying to understand every technical detail, nor am I looking for someone to write the code for me. My goal is to obtain the most accurate technical information possible so that I can pass it directly to Claude, who will then generate the corresponding code in Xcode. This application is a personal project. It is not intended to be published on the App Store. Its sole purpose is to automatically process my own videos recorded with two DJI Action 6 cameras. It requires no user settings : the optimal parameters are defined by default within the application, and it directly outputs the final video file. My objective is to create an application that takes as input the two videos from the DJI Action 6 cameras mounted on a rig, and then produces a file that delivers a 180° immersive video with the highest possible quality. Claude has already conducted research in Apple's documentation as well as various online resources to determine the correct output format, encoding parameters, and necessary constraints. Despite this, the current result is not satisfactory. Currently, my application does not directly generate a file in the Apple Immersive format. Instead, it produces a stereoscopic video file containing both the left and right views side-by-side. I then use Moonlink on my Mac Studio and on my Apple Vision Pro, to play this video (the video is on the Mac and sent to the vision pro, wich works perfectly fine on some videos I have found on internet). The file is correctly recognized and can be opened, but the result presents two major issues: Playback is extremely choppy (about one second of playback followed by several seconds of freezing); The image is pinched at the top and bottom, which likely indicates an issue with the format, projection, or how the player interprets the file. I have no preference regarding the final format. If the best solution is to directly generate a file in the Apple Immersive format compatible with the Apple Vision Pro, that works for me. If, on the other hand, the best approach is to produce a high-quality stereoscopic video with the left and right views side-by-side, which can then be interpreted by a player application on the Apple Vision Pro or potentially other headsets, that works for me as well. My sole objective is to obtain: The best possible image quality (even though I am aware it will not match the quality produced by a Blackmagic URSA Cine Immersive camera); Perfectly smooth playback, without any stuttering or freezing; A correctly displayed 180° immersive video. Here are the specifications of my source videos: Two DJI Action 6 cameras. Interpupillary/Inter-axial distance (between optical centers): 6.5 cm. FOV Boost lens mounted on each camera (182° coverage). Video mode: 4K Custom 3840 \times 3840 at 60 fps. Color profile: D-Log M. Color conversion planned in the application via a DJI D-Log M to Rec.709 LUT in .cube format (.cube provided to the app). In FOV Boost mode, DJI enforces Electronic Image Stabilization (EIS) and removes gyroscope data from the MP4 files. Stereoscopic alignment is therefore performed via image analysis within the application (using ORB feature detection). With no FOV Boost I do not reach 180° with is the target. Fixed aperture. Both cameras are triggered simultaneously using the DJI GPS remote control. Fine synchronization is subsequently performed in the application via audio cross-correlation. My question is therefore the following : What exactly are the output specifications that my application should produce (format, codec, resolution, projection, metadata, encoding parameters, and any other technical constraints) in order to achieve the best possible result for a 180° immersive video on the Apple Vision Pro? I will pass all this information directly to Claude so that he can generate the corresponding code in Xcode. Therefore, I am not looking for a code example, but rather the technical specifications to follow. I would also welcome any advice or recommendations that a specialist in Vision Pro, immersive video, or Apple technologies might deem useful to improve the quality of the result or simplify my approach. Thank you in advance for your help. Best regards, Georges attached is a screen capture of the pinched image in the Vision Pro, this happens both at top and bottom, only displayed bottom.
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Activity
1w
BloomComponent lags behind the camera on iOS/macOS but not visionOS
BloomComponent (RealityKit 27) lags behind the geometry that produces it while the camera moves. The halo trails the emissive geometry by roughly one to three frames (eyeballed) and snaps back once the camera stops. Video attached — it's obvious at normal playback speed. visionOS renders the identical scene correctly. Only iOS and macOS / Mac Catalyst lag, which points at the non-visionOS compositing path rather than the effect itself. Filed as FB23960052. This should be fixed before 27 ships — bloom is unusable for anything with a moving camera in its current state on those platforms. Ruled out: Scope. Identical with BloomComponent(scope: .hierarchical) and .unbounded. .unbounded computes no per-entity screen-space bounds, so stale bounds are not the cause. Input handling. The camera is RealityKit's own .realityViewCameraControls(.orbit) — no gesture code of mine involved. Per-frame component writes. BloomOptionsComponent is set once and untouched during the drag. Geometry and camera transform. Both track perfectly; only the glow lags. Reproducer is ~130 lines, no assets — five emissive spheres inside a large inward-facing dark sphere: var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: .black) material.emissiveColor = .init(color: .cyan) material.emissiveIntensity = 4 // ... root.components.set(BloomComponent(scope: .unbounded)) var options = BloomOptionsComponent() options.strength = 1 options.threshold = 1 options.blurRadius = 1 root.components.set(options) shown in: RealityView { content in content.camera = .virtual content.add(root) } .realityViewCameraControls(.orbit) Xcode 27.0 beta 4, iOS 27.0 SDK, Apple Silicon. Affected: iOS 27, macOS 27 / Mac Catalyst 27. Not affected: visionOS 27 (immersive space). Full project and screen recording attached to my radar.
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390
Activity
1w
GaussianSplatComponent — stale visibility set after close-range camera approach
Title: GaussianSplatComponent — stale visibility set after close-range camera approach (iOS 27 beta 4, still unfixed) Filed this as a radar during beta 3; still reproduces unchanged on beta 4, so posting here in case anyone from the RealityKit team can confirm it's tracked before this ships. Radar: FB23749559 (filed against beta 3, re-verified on beta 4) Summary On iOS, GaussianSplatComponent keeps a stale visibility set after the camera moves close to and then away from the splat. Moving the camera in close causes a large portion of splats to be culled — expected. But pulling the camera back out does not repopulate them. The visible set stays stale for as long as the current camera transform is held. The missing splats only return once the camera transform changes again — any pan/orbit/zoom delta triggers a recompute and the full splat snaps back. Net effect: after any close inspection, the splat renders permanently partially-culled until the user happens to nudge the camera. The recovery-on-movement / no-recovery-when-stationary signature suggests the iOS render path recomputes splat residency on camera-transform change events rather than every frame. This also reproduces in AR mode, with a completely different camera driver. Since the only thing the two paths share is the splat residency code, that's where the stale set has to be coming from — which also means there's no app-side fix available to me. The camera transform in AR is driven by ARKit, not by my code, so I can't force the perturbation that would otherwise work around it. visionOS 27, running the same component, is unaffected — the visible set is re-evaluated per frame and the splat stays complete. Steps to reproduce Attach a GaussianSplatComponent (~400k splats) to an entity in a bounded RealityView with orbit controls. Move the camera close until a visible portion of the splats is culled. Move the camera back out so the full splat is within the frustum. Hold the camera still. Expected: full splat visible once pulled back. Actual: previously-culled splats stay missing while the camera is stationary; they reappear only on the next camera transform delta. Configuration iOS 27 beta 4 (originally filed against beta 3) iPhone 16 Pro ~400k splats Bounded RealityView + orbit controls; also reproduces in AR Screenshots attached: full splat, stale-culled state after pull-back, and the close-range view that triggers it. This is still present in beta 4 and in the public beta. I'd like to know whether it's tracked, or whether I should plan around splats being unreliable on iOS 27. Thanks!
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131
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1w
There is a video penetration issue in the gradient area。
My project environment must be in mixed mode. When I use code to control OpacityComponent to fade Entity in and out, occasionally the gradient model outline area will appear with video penetration. What is the reason and how can it be resolved?
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298
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1w
RCP 3 and USDZ exports
It appears that Reality Composer Pro 3 does not export a full USDZ file with textures, animations, etc. The best I can tell is that it exports only the mesh (as suggested by the menu name). I have been using Reality Composer Pro 2 to create USDZ files to use as website environments. Will we no longer be able to create website environments with RCP 3? Will there be any way to download and use the old RCP 2 after upgrading to macOS 27 and Xcode 27?
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336
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1w
Regarding the camera API support available for developer accounts in the enterprise version
Hello Apple Developer Team, We are currently developing an enterprise medical navigation application for Apple Vision Pro and would like to request clarification regarding the currently available visionOS Enterprise APIs related to camera access. Our application scenario involves real-time medical/surgical navigation and instrument tracking in a professional enterprise environment. We would like to better understand the following: How many cameras on Apple Vision Pro are currently accessible through the Enterprise APIs? Which specific cameras are accessible? For example: Main RGB cameras Passthrough cameras Tracking cameras Front-facing cameras Depth sensors LiDAR or structured-light related sensors Are simultaneous multi-camera streams supported? Does the Enterprise API provide: Real-time image frames Camera intrinsic/extrinsic parameters Stereo camera data Depth information Low-latency tracking-related data Are there any restrictions regarding the use of Vision Pro cameras for: Medical navigation Surgical guidance Instrument tracking Enterprise healthcare software Is Apple Vision Pro currently permitted or recommended for medical enterprise spatial-navigation workflows under the Enterprise APIs? We would greatly appreciate any official clarification regarding the current capabilities and limitations of camera access on Apple Vision Pro for enterprise medical applications.
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2w
VisionPro Enterprise.license file
I have read in the apple documentation and on forums that in order to access the camera and capture images on VisionPro, both an Entitlement and an Enterprise.license are required. I already have the Entitlement, but I don’t yet have the Enterprise.license. I would like to ask: is the Enterprise.license strictly required to gain camera access for capturing images? How can I obtain this file, and does it require an Enterprise account? Currently, my developer account is a regular Developer 99$, not an Enterprise account.
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649
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2w
How to create a custom component thru code ? RCP3
Hello I'm trying to create a custom component but I can't see to make It work on the RCP3. The video 'Extend Reality Composer Pro 3 functionality with Xcode' makes it seem too simple but I can't seem to work following the steps.
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261
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2w
RCP3 to xcode? - bug or human error?
Hello, I have an app preset meant for none vr/ar game. Th RCP3 was linked to the xcode successfully. I want to do everything in code as much as possible. not inside RCP3. So i would like to load my assets into variables in xcode, and then initialize them the way i like. (Get entities, get each of their ModelComponents, and place those components in my own array) But for some reason i cant get xcode to load my linked content using the API commands. Maybe it have something to do with the fact im using the APP present not an visionOS preset? xcode cant find the RCP3 project. if i drag and drop the realitycomposerpro into my xcode outliner, it will find the project but will refuse to find any entity or root Is it possible to have please a baby step tutorial from start to finish how to import content from RCP3 beta 3 into xcode Version 26.5 using the app preset ? Thank you
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2w