Reality Composer Pro

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How complicated should a tap-to-open animation for a box be in RCP3?
Before WWDC I had built a fairly simple tap-to-open suitcase where you could tap on an object inside to activate it. (Play audio, no are, etc) all of this was managed in the timeline, which no longer exists. This was really nice because the usdz file was easily shared as a storytelling tool. in the new version… do I really need a model with a closed state, an open state and an opening and closing animations to do something like this? Is there a transform I can perform on an object with a tap instead of creating a specific animation separately? And then using script graphing and animation graphing? I appreciate the in-depth tutorials to showcase the awesomefeatures, but I’m finding it hard to take the information for something as basic like this out of them. even a simple description of how to tap and open a door would make things easier to understand.
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39m
Reality Composer Pro 3 is unable to properly import my .usdz file
Hi, I’m running into an issue when importing a .usdz asset into Reality Composer Pro 3. The exact same asset was working perfectly in Reality Composer Pro 2, and it also works correctly when previewed in Xcode 27.0 beta or loaded directly in RealityKit from code. However, in Reality Composer Pro 3, the asset does not import correctly: The material appears completely broken and looks different from the original asset. The animations are not working. The same .usdz works as expected in Reality Composer Pro 2, including materials and animations. The same .usdz also works as expected in Xcode / RealityKit. I also noticed that the Preview app does not seem to import the asset correctly either. In Preview, the asset has the wrong orientation and it looks like the skeleton and animations may not be recognized properly. Here are a few screenshots showing how the asset appears in each app: Reality Composer Pro 2: asset works correctly, including materials and animations. Xcode 27.0 beta preview: asset works correctly, including materials and animations. Reality Composer Pro 3: material is broken and animations are not working. Preview app: wrong orientation, possible skeleton / animation import issue. I filed a ticket FB23214120 that contains an example Xcode project and RCP2 & RCP3 projects. Is there anything specific that changed in the USDZ import pipeline in Composer Pro 3 that could explain this behavior? Thanks!
0
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33
13h
RCP Assistant provenance
For the Reality Composer Pro Assistant that generates 3D objects and materials: what's the commercial-use and licensing status of generated assets in shipped apps, and what data underpins the model? Alternatively, am I able to upload an original image and use that for 3D generation?
1
5
77
17h
Interactive Surfaces
I have been building a visionOS app that converts anaglyphs and SBS to 3D experiences, and my current approach has been hamstrung by my dependency on a shader graph which separates imagery into right and left eye. It works very well, but ultimately is just a material. The way I have implemented this so far is with VNC to show a 3d Blender window and browser experiences. Ideally, I'd be able to have interactivity in both that didn't depend on an attached computer. Is there any way to accomplish that?
2
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87
2d
How to make an animation stop at the last frame after playing with xcode+RCP
This is my animation playback method, there are two issues. 1.How to make the animation stop until the last frame after playing once when isLoop=false? When I specify the name of an animClipName animation clip, I cannot play the corresponding animation name. How do I set it up? The animation structure is shown in the figure. PlayAnim(animEntityName: "Book",animClipName: "Open",isLoop: false) private func PlayAnim(animEntityName: String,animClipName: String? = nil,isLoop:Bool = true,transitionDuration: Double = 0.5){ guard let XR = XR else { return } guard let entity = XR.findEntity(named: animEntityName) else { return } let availableAnims = entity.availableAnimations let targetAnimResource: AnimationResource? if let clipName = animClipName { targetAnimResource = availableAnims.first(where: { $0.name == clipName }) } else { targetAnimResource = availableAnims.first } guard let animClip = targetAnimResource else { return } let anim = animClip.repeat(count: isLoop ? 0 : 1) entity.playAnimation(anim,transitionDuration: transitionDuration) }
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229
2d
Creation of 3d Assets and Inclusion in RCP3 for use in Package called by visionOS App
Currently, I have a very basic entity in RCP that I call in my app's immersive view based on an included Package. I'm trying to get a much better 3d asset to use in my app instead. I've been afraid to put much effort into learning Blender to create and export an USDx asset for import into RCP3 (it's a whole world of learning itself...). I may be able to start using agents like Codex tied into Blender to see if I can more quickly create a 3d asset. I tried using the new AI assistant in RCP3 and it seems like I could create a 3d entity, but I'm not sure it will be the level of detail I want. Any high-level advice for the workflow (nowadays with AI agents) to create a desirable 3d asset, get it into RCP3, and then into Xcode?
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86
4d
Baked Lighting How-To
Good Morning! Following the RCP 3 lightmap workflow: I've added Lightmap components to my entities and hit Bake, but I get "Lightmap bake failed: no lightmappable entities found — enable Process for Lightmaps in an asset's Geometry Transform Settings." I can't locate that flag anywhere in the GUI, and my scene objects are prototype instances. Could you walk through the complete end-to-end setup for baking lighting: where the Process for Lightmaps flag actually lives (on the instance or the source asset?), whether lightmap UVs must be authored or are auto-generated, and how the Lightmap component relates to that eligibility flag?
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150
5d
Reality Composer 3 iOS versions support
I'm building an iOS game with RealityKit + Reality Composer Pro and was hoping to migrate to Reality Composer Pro 3. I created a new project in RCP and used the "link a new xcode project" flow. It built and rendered correctly on iOS 27. However, I encountered two issues when trying to build for iOS 26. The new RealityKitScripting package threw an error indicating <iOS 27 is not supported. I removed the related code, as I do not intend on using any Script Graphs. The iOS 27 scene still loaded correctly after removing this package. Are there any other consequences to removing this package other than not being able to use Script Graphs? Once the scene loading was working on iOS 26, I noticed that no materials built with the Shader Graph would render. Unlit and Physically Based materials render correctly, but Shader Graph materials do not. Even a simple Shader Graph with one Unlit material node input would not work. Is this expected behavior? My main question is, should I not expect to be able to use Reality Composer Pro 3 if I'm going to target an OS version <27?
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114
6d
LowLevelRenderer: visionOS custom shaders, composition with RealityView, custom surface shader ABI
A few questions about the intended usage of LowLevelRenderer / LowLevelRenderContextStandalone for custom rendering (custom Metal materials, dynamic meshes, custom splat compositing): visionOS custom shaders in immersive space LowLevelRenderer is listed as available on visionOS 27. Does that include user-authored Metal surface shaders via makeSurfaceShader when rendering in an immersive space, or are custom fragment shaders restricted there the way CustomMaterial was? Any foveation / Compositor Services constraints we should know about? Composition with RealityView Is LowLevelRenderer (via LowLevelRenderContextStandalone) intended only for fully standalone/offscreen rendering where the caller composites the output, or can it inject draws into an existing RealityView's managed render pass? On visionOS specifically, what's the supported way to get its output onto the drawable alongside RealityKit-rendered content with correct depth interaction (mutual occlusion between custom draws and normal entities)? Custom surface shader ABI For makeSurfaceShader with a user-authored Metal function: what's the function signature contract? Specifically — which [[buffer(n)]] / [[texture(n)]] slots are reserved by the renderer vs. available to the caller, how do camera and per-instance uniforms arrive in the shader, and how do LowLevelArgumentTable bindings map to argument indices? A pointer to sample code or header documentation for the shader-authoring contract would be ideal. Hot reload / resource lifetime For an authoring tool that recompiles shaders frequently: can LowLevelRenderContextStandalone.Resources be rebuilt incrementally, and what's the cost of re-init via the synchronous init(resources:) path? Any guidance on reusing resources across context instances? Relationship to GaussianSplatComponent Is GaussianSplatComponent built on LowLevelRenderer internally? For 4D / animated splats and counts above the component's internal limit, is implementing custom splat rendering directly on LowLevelRenderer a path you'd recommend, or discourage? Thank you!
3
3
139
6d
Cloth on skinned characters
Can the new cloth sim be driven on a skinned character mesh — a cape pinned to the shoulders following skeletal animation — and does it run at interactive rates on visionOS, or is it aimed at non-real-time/hero content? Can a sim be cached/baked for deterministic playback?
2
0
120
6d
Handling Animations in Reality Kit
Hello, In the past my apps using animations were unable to use multiple animations. Following online guides, I put together sequences of animations and then used timestamps to playback the animation I wanted. Is there any intention for realitykit to support better selection of animations within our entities? Its somewhat of a limiting factor in what I am willing to do within reality kit. Thanks for the improvements to realitykit
1
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92
6d
Script Graph runtime JS API
RCP 3 Script Graphs in 27.0 appear to be JavaScript-backed and hot-reloadable. SceneKit historically exposed its scene graph to JavaScript via JavaScriptCore, so Apple has bridged a 3D framework to JS before. Questions about the runtime surface: Is there a public runtime API to evaluate JavaScript against a RealityKit scene, or to drive Script Graph behavior programmatically at runtime — or is the JS layer private SPI used only by RCP-authored, baked graphs? If there's a runtime JS layer, what object model is exposed — which entity/component types are bridged, and is that surface documented or intended to become public? What's the hot-reload mechanism, and is it reachable outside RCP's Preview on Device? Can a script graph be constructed or parameterized at runtime from a string, or is authoring strictly RCP-side with baked output loaded as an asset? We ship JavaScript scripting via JavaScriptCore ourselves, so a public RealityKit-to-JS binding would be a natural way to extend it — trying to understand what's public vs. private and the intended direction.
2
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93
6d
Can Shader Graph and other node graphs in Reality Composer Pro 3 be edited directly through code or text files?
I’m using Reality Composer Pro 3 for a visionOS project, and I have a question about the editability of Shader Graph and other node-based systems. In RCP, Shader Graphs and other node graphs can be created and edited visually in the editor. I would like to know whether these graphs also have a supported code-based or text-based editing workflow. Specifically: Is there a public, documented file format for Shader Graphs in Reality Composer Pro 3 that developers can edit directly outside the RCP GUI? Can Shader Graph nodes, connections, parameters, and materials be generated or modified through code, scripts, or text files in a supported way? Does the same apply to other node graphs in RCP, such as behavior graphs or animation-related node graphs? If these graphs are stored internally inside the Reality Composer Pro project package, is it safe or supported to edit those underlying files directly? If direct editing is not supported, is there any recommended workflow for version control, reuse, templating, or programmatic generation of similar Shader Graph setups across multiple assets? My reason for asking is that I’m trying to build a more scriptable asset pipeline. For models and scene structure, it is often practical to generate or modify content through code. However, for complex Shader Graphs or node graphs, manually rebuilding similar node setups in the GUI can become repetitive and difficult to maintain. I’m not asking about private or unsupported internal formats. I’d like to understand whether Apple currently provides, or recommends, any supported workflow for code-driven editing, generation, reuse, or version control of Shader Graphs and other node graphs in Reality Composer Pro 3. Any guidance would be appreciated.
1
0
91
6d
Improvements for realistic glass materials in Reality Composer Pro 3?
I have a question about material authoring improvements in Reality Composer Pro 3, especially for transparent or refractive PBR materials. In Reality Composer Pro 2, I found it difficult to create convincing glass-like materials. For example, the available Shader Graph nodes seemed limited for this use case, and I could not find common controls or nodes that are often useful for glass and crystal materials, such as Fresnel-style effects or more direct refraction-related controls. I would like to understand whether Reality Composer Pro 3 has improved this area. Specifically: Does Reality Composer Pro 3 provide better support for realistic glass, crystal, acrylic, or transparent PBR materials? Are there new Shader Graph nodes or material controls that help with Fresnel-style edge reflections, angle-dependent transparency, or similar effects? Does Reality Composer Pro 3 support index of refraction / IOR controls for transparent or refractive materials? Is there any supported way to create real refraction or physically plausible transmission for glass-like materials in RCP 3? If true refraction or IOR control is not supported, what is the recommended approach for creating convincing glass, crystal, or polished transparent materials for visionOS apps? Are there any sample projects, documentation pages, or WWDC sessions that show the recommended material setup for glass-like surfaces in Reality Composer Pro 3? My goal is to create visually believable glass and crystal-style materials inside the standard visionOS / RealityKit rendering pipeline, preferably using supported RCP material tools rather than unsupported shader workarounds. Any guidance on the current capabilities and recommended workflow in Reality Composer Pro 3 would be appreciated.
2
0
85
6d
Can windows or volumes opened inside an ImmersiveSpace receive lighting from the immersive scene?
If I open a regular 2D window or a volumetric window while the ImmersiveSpace is active, is there any supported way for that window or volume to receive lighting from the immersive scene? For example, if I have lights, environment lighting, or other lighting setup inside the ImmersiveSpace, can those lights affect the content of a 2D window or a volumetric window opened by the same app? Or are windows, volumes, and immersive spaces rendered with separate lighting contexts? I’d like to understand the recommended approach if I want UI panels or small 3D volumes opened during an immersive experience to visually match the lighting of the immersive environment.
1
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69
6d
How complicated should a tap-to-open animation for a box be in RCP3?
Before WWDC I had built a fairly simple tap-to-open suitcase where you could tap on an object inside to activate it. (Play audio, no are, etc) all of this was managed in the timeline, which no longer exists. This was really nice because the usdz file was easily shared as a storytelling tool. in the new version… do I really need a model with a closed state, an open state and an opening and closing animations to do something like this? Is there a transform I can perform on an object with a tap instead of creating a specific animation separately? And then using script graphing and animation graphing? I appreciate the in-depth tutorials to showcase the awesomefeatures, but I’m finding it hard to take the information for something as basic like this out of them. even a simple description of how to tap and open a door would make things easier to understand.
Replies
1
Boosts
0
Views
30
Activity
39m
How to make RCP start playing Timeline from scratch when receiving OnNotification.
How to make RCP start playing Timeline from scratch when receiving OnNotification. At present, I have only played the timeline once after receiving the OnNotification, and cannot replay it again after receiving the OnNotification again.
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0
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0
Views
35
Activity
9h
Reality Composer Pro 3 is unable to properly import my .usdz file
Hi, I’m running into an issue when importing a .usdz asset into Reality Composer Pro 3. The exact same asset was working perfectly in Reality Composer Pro 2, and it also works correctly when previewed in Xcode 27.0 beta or loaded directly in RealityKit from code. However, in Reality Composer Pro 3, the asset does not import correctly: The material appears completely broken and looks different from the original asset. The animations are not working. The same .usdz works as expected in Reality Composer Pro 2, including materials and animations. The same .usdz also works as expected in Xcode / RealityKit. I also noticed that the Preview app does not seem to import the asset correctly either. In Preview, the asset has the wrong orientation and it looks like the skeleton and animations may not be recognized properly. Here are a few screenshots showing how the asset appears in each app: Reality Composer Pro 2: asset works correctly, including materials and animations. Xcode 27.0 beta preview: asset works correctly, including materials and animations. Reality Composer Pro 3: material is broken and animations are not working. Preview app: wrong orientation, possible skeleton / animation import issue. I filed a ticket FB23214120 that contains an example Xcode project and RCP2 & RCP3 projects. Is there anything specific that changed in the USDZ import pipeline in Composer Pro 3 that could explain this behavior? Thanks!
Replies
0
Boosts
1
Views
33
Activity
13h
RCP Assistant provenance
For the Reality Composer Pro Assistant that generates 3D objects and materials: what's the commercial-use and licensing status of generated assets in shipped apps, and what data underpins the model? Alternatively, am I able to upload an original image and use that for 3D generation?
Replies
1
Boosts
5
Views
77
Activity
17h
WindowGrop How to customize bending styles?
How should I set the window of WindowGrop to resemble a curved screen style?
Replies
3
Boosts
0
Views
686
Activity
19h
Interactive Surfaces
I have been building a visionOS app that converts anaglyphs and SBS to 3D experiences, and my current approach has been hamstrung by my dependency on a shader graph which separates imagery into right and left eye. It works very well, but ultimately is just a material. The way I have implemented this so far is with VNC to show a 3d Blender window and browser experiences. Ideally, I'd be able to have interactivity in both that didn't depend on an attached computer. Is there any way to accomplish that?
Replies
2
Boosts
0
Views
87
Activity
2d
How to make an animation stop at the last frame after playing with xcode+RCP
This is my animation playback method, there are two issues. 1.How to make the animation stop until the last frame after playing once when isLoop=false? When I specify the name of an animClipName animation clip, I cannot play the corresponding animation name. How do I set it up? The animation structure is shown in the figure. PlayAnim(animEntityName: "Book",animClipName: "Open",isLoop: false) private func PlayAnim(animEntityName: String,animClipName: String? = nil,isLoop:Bool = true,transitionDuration: Double = 0.5){ guard let XR = XR else { return } guard let entity = XR.findEntity(named: animEntityName) else { return } let availableAnims = entity.availableAnimations let targetAnimResource: AnimationResource? if let clipName = animClipName { targetAnimResource = availableAnims.first(where: { $0.name == clipName }) } else { targetAnimResource = availableAnims.first } guard let animClip = targetAnimResource else { return } let anim = animClip.repeat(count: isLoop ? 0 : 1) entity.playAnimation(anim,transitionDuration: transitionDuration) }
Replies
1
Boosts
0
Views
229
Activity
2d
Creation of 3d Assets and Inclusion in RCP3 for use in Package called by visionOS App
Currently, I have a very basic entity in RCP that I call in my app's immersive view based on an included Package. I'm trying to get a much better 3d asset to use in my app instead. I've been afraid to put much effort into learning Blender to create and export an USDx asset for import into RCP3 (it's a whole world of learning itself...). I may be able to start using agents like Codex tied into Blender to see if I can more quickly create a 3d asset. I tried using the new AI assistant in RCP3 and it seems like I could create a 3d entity, but I'm not sure it will be the level of detail I want. Any high-level advice for the workflow (nowadays with AI agents) to create a desirable 3d asset, get it into RCP3, and then into Xcode?
Replies
1
Boosts
0
Views
86
Activity
4d
Baked Lighting How-To
Good Morning! Following the RCP 3 lightmap workflow: I've added Lightmap components to my entities and hit Bake, but I get "Lightmap bake failed: no lightmappable entities found — enable Process for Lightmaps in an asset's Geometry Transform Settings." I can't locate that flag anywhere in the GUI, and my scene objects are prototype instances. Could you walk through the complete end-to-end setup for baking lighting: where the Process for Lightmaps flag actually lives (on the instance or the source asset?), whether lightmap UVs must be authored or are auto-generated, and how the Lightmap component relates to that eligibility flag?
Replies
2
Boosts
3
Views
150
Activity
5d
Will the Chaparral Village sample code be available for download?
Hi, several WWDC26 sessions this year feature the Chaparral Village project. However, I can't find a download for it anywhere. Will the Chaparral Village project be published as downloadable sample code? Thanks!
Replies
1
Boosts
0
Views
106
Activity
5d
Reality Composer 3 iOS versions support
I'm building an iOS game with RealityKit + Reality Composer Pro and was hoping to migrate to Reality Composer Pro 3. I created a new project in RCP and used the "link a new xcode project" flow. It built and rendered correctly on iOS 27. However, I encountered two issues when trying to build for iOS 26. The new RealityKitScripting package threw an error indicating <iOS 27 is not supported. I removed the related code, as I do not intend on using any Script Graphs. The iOS 27 scene still loaded correctly after removing this package. Are there any other consequences to removing this package other than not being able to use Script Graphs? Once the scene loading was working on iOS 26, I noticed that no materials built with the Shader Graph would render. Unlit and Physically Based materials render correctly, but Shader Graph materials do not. Even a simple Shader Graph with one Unlit material node input would not work. Is this expected behavior? My main question is, should I not expect to be able to use Reality Composer Pro 3 if I'm going to target an OS version <27?
Replies
0
Boosts
0
Views
114
Activity
6d
LowLevelRenderer: visionOS custom shaders, composition with RealityView, custom surface shader ABI
A few questions about the intended usage of LowLevelRenderer / LowLevelRenderContextStandalone for custom rendering (custom Metal materials, dynamic meshes, custom splat compositing): visionOS custom shaders in immersive space LowLevelRenderer is listed as available on visionOS 27. Does that include user-authored Metal surface shaders via makeSurfaceShader when rendering in an immersive space, or are custom fragment shaders restricted there the way CustomMaterial was? Any foveation / Compositor Services constraints we should know about? Composition with RealityView Is LowLevelRenderer (via LowLevelRenderContextStandalone) intended only for fully standalone/offscreen rendering where the caller composites the output, or can it inject draws into an existing RealityView's managed render pass? On visionOS specifically, what's the supported way to get its output onto the drawable alongside RealityKit-rendered content with correct depth interaction (mutual occlusion between custom draws and normal entities)? Custom surface shader ABI For makeSurfaceShader with a user-authored Metal function: what's the function signature contract? Specifically — which [[buffer(n)]] / [[texture(n)]] slots are reserved by the renderer vs. available to the caller, how do camera and per-instance uniforms arrive in the shader, and how do LowLevelArgumentTable bindings map to argument indices? A pointer to sample code or header documentation for the shader-authoring contract would be ideal. Hot reload / resource lifetime For an authoring tool that recompiles shaders frequently: can LowLevelRenderContextStandalone.Resources be rebuilt incrementally, and what's the cost of re-init via the synchronous init(resources:) path? Any guidance on reusing resources across context instances? Relationship to GaussianSplatComponent Is GaussianSplatComponent built on LowLevelRenderer internally? For 4D / animated splats and counts above the component's internal limit, is implementing custom splat rendering directly on LowLevelRenderer a path you'd recommend, or discourage? Thank you!
Replies
3
Boosts
3
Views
139
Activity
6d
I can’t complete assistant setup up in Reality Composer Pro 3 beta
I can’t complete assistant setup up in Reality Composer Pro 3 beta. I filled in the set up fields for OpenAI and clicked done. However, when I click connect nothing happens.
Replies
12
Boosts
1
Views
204
Activity
6d
Cloth on skinned characters
Can the new cloth sim be driven on a skinned character mesh — a cape pinned to the shoulders following skeletal animation — and does it run at interactive rates on visionOS, or is it aimed at non-real-time/hero content? Can a sim be cached/baked for deterministic playback?
Replies
2
Boosts
0
Views
120
Activity
6d
Gaussian Splats, Ingestion + Mesh Interop
The new GaussianSplatComponent: what's the supported ingestion path — standard .ply splats, .spz, or a conversion step inside RCP? And can a splat coexist in a scene with mesh geometry and depth-sort/occlude correctly against it, or are splats a separate pass with no depth interaction with meshes?
Replies
2
Boosts
1
Views
87
Activity
6d
Handling Animations in Reality Kit
Hello, In the past my apps using animations were unable to use multiple animations. Following online guides, I put together sequences of animations and then used timestamps to playback the animation I wanted. Is there any intention for realitykit to support better selection of animations within our entities? Its somewhat of a limiting factor in what I am willing to do within reality kit. Thanks for the improvements to realitykit
Replies
1
Boosts
0
Views
92
Activity
6d
Script Graph runtime JS API
RCP 3 Script Graphs in 27.0 appear to be JavaScript-backed and hot-reloadable. SceneKit historically exposed its scene graph to JavaScript via JavaScriptCore, so Apple has bridged a 3D framework to JS before. Questions about the runtime surface: Is there a public runtime API to evaluate JavaScript against a RealityKit scene, or to drive Script Graph behavior programmatically at runtime — or is the JS layer private SPI used only by RCP-authored, baked graphs? If there's a runtime JS layer, what object model is exposed — which entity/component types are bridged, and is that surface documented or intended to become public? What's the hot-reload mechanism, and is it reachable outside RCP's Preview on Device? Can a script graph be constructed or parameterized at runtime from a string, or is authoring strictly RCP-side with baked output loaded as an asset? We ship JavaScript scripting via JavaScriptCore ourselves, so a public RealityKit-to-JS binding would be a natural way to extend it — trying to understand what's public vs. private and the intended direction.
Replies
2
Boosts
0
Views
93
Activity
6d
Can Shader Graph and other node graphs in Reality Composer Pro 3 be edited directly through code or text files?
I’m using Reality Composer Pro 3 for a visionOS project, and I have a question about the editability of Shader Graph and other node-based systems. In RCP, Shader Graphs and other node graphs can be created and edited visually in the editor. I would like to know whether these graphs also have a supported code-based or text-based editing workflow. Specifically: Is there a public, documented file format for Shader Graphs in Reality Composer Pro 3 that developers can edit directly outside the RCP GUI? Can Shader Graph nodes, connections, parameters, and materials be generated or modified through code, scripts, or text files in a supported way? Does the same apply to other node graphs in RCP, such as behavior graphs or animation-related node graphs? If these graphs are stored internally inside the Reality Composer Pro project package, is it safe or supported to edit those underlying files directly? If direct editing is not supported, is there any recommended workflow for version control, reuse, templating, or programmatic generation of similar Shader Graph setups across multiple assets? My reason for asking is that I’m trying to build a more scriptable asset pipeline. For models and scene structure, it is often practical to generate or modify content through code. However, for complex Shader Graphs or node graphs, manually rebuilding similar node setups in the GUI can become repetitive and difficult to maintain. I’m not asking about private or unsupported internal formats. I’d like to understand whether Apple currently provides, or recommends, any supported workflow for code-driven editing, generation, reuse, or version control of Shader Graphs and other node graphs in Reality Composer Pro 3. Any guidance would be appreciated.
Replies
1
Boosts
0
Views
91
Activity
6d
Improvements for realistic glass materials in Reality Composer Pro 3?
I have a question about material authoring improvements in Reality Composer Pro 3, especially for transparent or refractive PBR materials. In Reality Composer Pro 2, I found it difficult to create convincing glass-like materials. For example, the available Shader Graph nodes seemed limited for this use case, and I could not find common controls or nodes that are often useful for glass and crystal materials, such as Fresnel-style effects or more direct refraction-related controls. I would like to understand whether Reality Composer Pro 3 has improved this area. Specifically: Does Reality Composer Pro 3 provide better support for realistic glass, crystal, acrylic, or transparent PBR materials? Are there new Shader Graph nodes or material controls that help with Fresnel-style edge reflections, angle-dependent transparency, or similar effects? Does Reality Composer Pro 3 support index of refraction / IOR controls for transparent or refractive materials? Is there any supported way to create real refraction or physically plausible transmission for glass-like materials in RCP 3? If true refraction or IOR control is not supported, what is the recommended approach for creating convincing glass, crystal, or polished transparent materials for visionOS apps? Are there any sample projects, documentation pages, or WWDC sessions that show the recommended material setup for glass-like surfaces in Reality Composer Pro 3? My goal is to create visually believable glass and crystal-style materials inside the standard visionOS / RealityKit rendering pipeline, preferably using supported RCP material tools rather than unsupported shader workarounds. Any guidance on the current capabilities and recommended workflow in Reality Composer Pro 3 would be appreciated.
Replies
2
Boosts
0
Views
85
Activity
6d
Can windows or volumes opened inside an ImmersiveSpace receive lighting from the immersive scene?
If I open a regular 2D window or a volumetric window while the ImmersiveSpace is active, is there any supported way for that window or volume to receive lighting from the immersive scene? For example, if I have lights, environment lighting, or other lighting setup inside the ImmersiveSpace, can those lights affect the content of a 2D window or a volumetric window opened by the same app? Or are windows, volumes, and immersive spaces rendered with separate lighting contexts? I’d like to understand the recommended approach if I want UI panels or small 3D volumes opened during an immersive experience to visually match the lighting of the immersive environment.
Replies
1
Boosts
0
Views
69
Activity
6d