Reality Composer Pro

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Prototype and produce content for AR experiences using Reality Composer Pro.

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Shader Graph Material: Feather Edges Image Effect
Hi, I am trying to create a simple effect to create feather edges on the image using Reality Composer Pro. Something like this: As you can see it has softer edges on all sides that dissolves into transparency with the background. this is what I have been able to achieve on my own. I want to use the "feather" input node value (float) from 0.0 to 1.0 to increase or decrease the strength of the feather edges.
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Mar ’25
attenuation map covers over object
hi, I'm trying to create a virtual movie theater, but after running computeDiffuseReflectionUVs.py and applying attenuation map, I noticed the light falloff effect just covers over the objects. I used apple provided attenuation map (did not specify the attenuation map name on python script) with sample size of 6000. I thought the python script would calculate vertices and create shadow for, say, back of the chairs. Am I understanding this wrong?
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Apr ’25
Launching a timeline on a specific model via notification
Hello! I’m familiar with the discussion on “Sending messages to the scene”, and I’ve successfully used that code. However, I have several instances of the same model in my scene. Is it possible to make only one specific model respond to a notification? For example, can I pass something like RealityKit.NotificationTrigger.SourceEntity in userInfo or use another method to target just one instance?
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May ’25
Reality Composer Pro "Create new scene in the project" doesn't work more than once
In Reality Composer Pro 2.0 (448.120.2), if I use the "Create new scene in the project" button more than once, this feature doesn't seem to work. The second time I use "Create new scene in the project", Reality Composer Pro displays a new empty USDA file in the project browser with the wrong icon (a yellow document icon instead of a 3D box icon). Also, it doesn't create the new scene's USDA file on disk or display the scene in entity hierarchy browser or create a new tab. Consequently, whenever I want to add more than one new scene to my project, I have to repeatedly quit and restart Reality Composer Pro. In my use of RCP just now, I had to quit and restart RCP six times to create seven new scenes. Is this a known issue? Repro steps: In a Reality Composer Pro project, create a new folder using the "add folder" icon button in the project browser. Inside the new folder, click the "Create new scene in the project" icon button. Click the "Create new scene in the project" icon button a second time. Expected behavior: A new USDA file is created on disk. The new USDA file's root entity appears in the entity hierarchy browser and a corresponding new tab is created. Observed behavior: The USDA file for this scene is not created on disk and it does not appear in the entity hierarchy browser in a new tab. In the project browser view, a yellow document icon appears and it does not appear to correspond to an actual USDA file. Thank you for any insight you can provide about this issue.
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Jun ’25
How to trigger and timeline-control particle emitters in Reality Composer Pro (without Xcode or code)?
Hi, I’m currently using Reality Composer Pro on macOS, and I’m trying to work with particle emitters using only the built-in tools — no Xcode, no custom Swift code. Here’s what I’m trying to achieve: 1. Is it possible to trigger a particle emitter with a tap gesture, directly inside Reality Composer Pro? 2. Can I add a particle emitter to a timeline, so that it emits at a specific time during an animation or behavior sequence? 3. Most importantly, is there a way to precisely control emission behavior — such as when particles start or stop — using visual and intuitive controls, without scripting? My goal is to set up particle effects that are interactive and timeline-controlled, but managed entirely through Reality Composer Pro’s GUI, not through code. Any suggestions, tips, or examples would be very helpful. Thanks in advance!
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Jun ’25
Unwanted file changes in Reality Composer Pro project when using Git
Hello, I'm working on a visionOS project that uses Reality Composer Pro, and we are managing our project files with Git. We've noticed that simply opening and closing the Reality Composer Pro application consistently generates changes in the following files, even when no explicit modifications have been made by the developer: {ProjectName}/Packages/RealityKitContent/Package.realitycomposerpro/PluginData/*******/ShaderGraphEditorPluginID/ShaderGraphEditorPluginID {ProjectName}/Packages/RealityKitContent/Package.realitycomposerpro/WorkspaceData/SceneMetadataList.json Could you please clarify the purpose of these files? Why do they appear as modified when no direct changes are made from our end? More importantly, is it safe to add these files to our .gitignore to prevent them from being tracked by Git? We are concerned that ignoring these files might lead to unexpected issues or inconsistencies when other team members pull the latest changes, especially if these files contain critical project metadata or state that needs to be synchronized. Any insights or recommended best practices for managing Reality Composer Pro projects with Git would be greatly appreciated. Thank you for your time and assistance.
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138
Jun ’25
Apple Vision Pro Developer Strap: Video Out and Recording Time Limit
Any way to extend the video recording time in Reality Composer Pro from 3:00 to any longer value, such as editing preferences in Terminal or other workaround? Is there any way to use the strap and a USB-C cable as a live video stream input source that would mirror to Quicktime or some other video capture tool? I am assuming there is no online documentation or user manual for the strap, but please correct me if I'm wrong. Thank you.
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Jun ’25
Index out of range crash: internal framework
Hi there, I'm developing a visionOS app that is using the anchor points and mesh from SceneReconstructionProvider anchor updates. I load an ImmersiveSpace using a RealityView and apply a ShaderGraphMaterial (from a Shader Graph in Reality Composer Pro) to the mesh and use calls to setParameter to dynamically update the material on very rapid frequency. The mesh is locked (no more updates) before the calls to setParameter. This process works for a few minutes but then eventually I get the following error in the console: assertion failure: Index out of range (operator[]:line 789) index = 13662, max = 1 With the following stack trace: Thread 1 Queue : com.apple.main-thread (serial) #0 0x00000002880f90d0 in __abort_with_payload () #1 0x000000028812a6dc in abort_with_payload_wrapper_internal () #2 0x000000028812a710 in abort_with_payload () #3 0x0000000288003f40 in _os_crash_msg () #4 0x00000001dc9ff624 in re::ecs2::ComponentBucketsBase::addComponent () #5 0x00000001dc9ffadc in re::ecs2::ComponentBucketsBase::moveComponent () #6 0x00000001dc8b0278 in re::ecs2::MaterialParameterBlockArrayComponentStateImpl::processPreparingComponents () #7 0x00000001dc8b05e4 in re::ecs2::MaterialParameterBlockArraySystem::update () #8 0x00000001dd008744 in re::Scheduler::executePhase () #9 0x00000001dc032ec4 in re::Engine::executePhase () #10 0x0000000248121898 in RCPSharedSimulationExecuteUpdate () #11 0x00000002264e488c in __59-[MRUISharedSimulation _doJoinWithConnectionContext:error:]_block_invoke.44 () #12 0x0000000268c5fe9c in _UIUpdateSequenceRunNext () #13 0x00000002696ea540 in schedulerStepScheduledMainSectionContinue () #14 0x000000026af8d284 in UC::DriverCore::continueProcessing () #15 0x00000001a1bd4e6c in CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION () #16 0x00000001a1bd4db0 in __CFRunLoopDoSource0 () #17 0x00000001a1bd44f0 in __CFRunLoopDoSources0 () #18 0x00000001a1bd3640 in __CFRunLoopRun () #19 0x00000001a1bce284 in _CFRunLoopRunSpecificWithOptions () #20 0x00000001eff12d2c in GSEventRunModal () #21 0x00000002697de878 in -[UIApplication _run] () #22 0x00000002697e33c0 in UIApplicationMain () #23 0x00000001b56651e4 in closure #1 (Swift.UnsafeMutablePointer<Swift.Optional<Swift.UnsafeMutablePointer<Swift.Int8>>>) -> Swift.Never in SwiftUI.KitRendererCommon(Swift.AnyObject.Type) -> Swift.Never () #24 0x00000001b5664f08 in SwiftUI.runApp<τ_0_0 where τ_0_0: SwiftUI.App>(τ_0_0) -> Swift.Never () #25 0x00000001b53ad570 in static SwiftUI.App.main() -> () () #26 0x0000000101bc7b9c in static MetalRendererApp.$main() () #27 0x0000000101bc7bdc in main () #28 0x0000000197fd0284 in start () Any advice on how to solve this or prevent the error? Thanks!
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Jul ’25
What's in Reality Composer Pro 26
That title would have made a great WWDC Sessions. Unfortunately, it seems like nothing is new in Reality Composer Pro this year. I've noticed at all versions of the Xcode Beta this summer have shipped with Reality Composer Pro version 2.0. There have been slight bumps in the build number. I haven't found any new features or seen any documentation to indicate that anything has changed. So the question is, what is the state of Reality Composer Pro? Should we continue to use this tool or start doing everything in code? A huge number of Sample Projects use Reality Composer Pro, so it seems like Apple is still using it even if they didn't update it this year.
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Aug ’25
Why don’t the dinosaurs in “Encounter Dinosaurs” respond to real-world light intensity?
I have a question about Apple’s preinstalled visionOS app “Encounter Dinosaurs.” In this app, the dinosaurs are displayed over the real-world background, but the PhysicallyBasedMaterial (PBM) in RealityKit doesn’t appear to respond to the actual brightness of the environment. Even when I change the lighting in the room, the dinosaurs’ brightness and shading remain almost the same. If this behavior is intentional — for example, if the app disables real-world lighting influence or uses a fixed lighting setup — could someone explain how and why it’s implemented that way?
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Nov ’25
How to speed up build time when placing large USDZ files in RCP scenes
I’m currently developing a visionOS app that includes an RCP scene with a large USDZ file (around 2GB). Each time I make adjustments to the CG model in Blender, I export it as USDZ again, place it in the RCP scene, and then build the app using Xcode. However, because the USDZ file is quite large, the build process takes a long time, significantly slowing down my development speed. For example, I’d like to know if there are any effective ways to: Improve overall build performance Reduce the time between updating the USDZ file and completing the build Any advice or best practices for optimizing this workflow would be greatly appreciated. Best regards, Sadao
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Nov ’25
Blender Geometry Nodes to Reality Composer Pro
Hello! Back from last week's amazing visit to Cupertino for the Game Dev session and diving back into Vision Pro experimentation. I've exported a simple geometry nodes with animation test from Blender for use in RCP, with intended output to Vision Pro. I've attached a few screenshots showing the node setup and how it animates over time. I select the Cube mesh and export as .usdc with animation. In the finder via quick look, I can actually see it working! If I try exporting as .usdz, however, i'm not seeing any animation in the finder preview. Next, I import the .usdc file to RCP and add an Animation Library component to the cube mesh, but am not seeing any animation selectable, even though I see animation playing back in preview. Next, I import the .usdc into Maya (via proper USD Stage pipeline - i'm learning to be USD compliant for authoring!) to verify if the animation is working, and it does. What step(s) am I missing to get this working in Reality Composer Pro? My goal is to experiment with animating these geometry node instances - along with color animation if possible - over to Vision Pro for full scale, immersive presentation. Of particular note, I am not a programmer, so I am trying my best to brute force this the only way I currently know possible, by keyframe animation and importing through Reality Composer Pro. I realize that, ideally, I should be learning how to leverage the code portion so I can start programatically controlling my 3d entities (with animation), but need more hand holding and real-world examples to help me get there. Thx!
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3w
ShaderGraphMaterial with Occlusion Surface Output fails to load on iOS and macOS
A ShaderGraphMaterial with an Occlusion Surface Output generated with RealityComposer 2 fails to load on iOS 18 and macOS 15 with the following error: RealityFoundation.ShaderGraphMaterial.LoadError.invalidTypeFound (https://developer.apple.com/documentation/realitykit/shadergraphmaterial/loaderror/invalidtypefound) This happens with both https://developer.apple.com/documentation/shadergraph/realitykit/occlusion-surface-(realitykit) and https://developer.apple.com/documentation/shadergraph/realitykit/shadow-receiving-occlusion-surface-(realitykit) RealityView { content in do { let bgEntity = ModelEntity(mesh: .generateCone(height: 0.5, radius: 0.1), materials: [SimpleMaterial(color: .red, isMetallic: true)]) bgEntity.position.z = -0.2 content.add(bgEntity) let occlusionMaterial = try await ShaderGraphMaterial(named: "/Root/OcclusionMaterial", from: "OcclusionMaterial") let testEntity = ModelEntity(mesh: .generateSphere(radius: 0.4), materials: [occlusionMaterial]) content.add(testEntity) content.cameraTarget = testEntity } catch { print("Shader Graph Load Error:") dump(error) } } .realityViewCameraControls(.orbit) .edgesIgnoringSafeArea(.all) Feedback ID: FB15081296
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