Reality Composer Pro

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

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ObjectCaptureSession Crashes When Storage Space Is Insufficient
I’m currently using the RealityKit/ObjectCaptureSession API to develop my app, and I’ve noticed that Apple’s official Reality Composer app also uses the same API. However, both my app and the Reality Composer app crash if the device doesn’t have enough storage space (approximately 4 GB free). Here is the debug log I’m seeing: Insufficient storage: required 4000000000 Switch to error state. Got error = insufficientStorage(requiredBytes: 4000000000) fromState == toState so punting transition! from=disabled toState=disabled Punting transition since states match: disabled Got error starting session! insufficientStorage(requiredBytes: 4000000000) I would like to request: A fix for the crash in the official Reality Composer app. Guidance on how to properly handle this crash or error when using the ObjectCaptureSession API in my own app. Thank you!
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Jan ’25
Realistic Water Shading
Hi I'm trying to create a water shader using the shader graph in Reality Composer Pro, but quite a few of the features you would need for realistic water rendering appear to be missing. One big issue is the lack of a way to create refraction. We can easily control the transparency of the water by changing the opacity, but how can we distort what we see through the water? I can't find any obvious solution for that. In Unity, they provide a node called HD Scene Color which is basically the scene rendered to an offscreen buffer which you can apply to the water and then distort to get a refraction effect. I guess the Background Blur node could be used for something like this if we could turn off the blur and distort it, but there's no control for the blur and no control for the texture coordinates. Am I missing something? Any ideas are welcome :)
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517
Jan ’25
Blurred Background (RealityKit) Shader Graph Node not working on iOS/macOS
The ShaderGraph Node Blurred Background (RealityKit) – https://developer.apple.com/documentation/shadergraph/realitykit/blurred-background-(realitykit) works fine within the RealityComposer Pro 2 editor but isn't working on iOS 18 or macOS 15. Instead of the blurred content it just renders as opaque in a single color (Screenshot 2). Interestingly it also fails to render within RealityComposer Pro when no other entities are within the scene, e.g only a background skybox set. Expected Behavior: It would be great if this node worked the same way as it does on visionOS since this would allow for really interesting and nice effects for scenes. Feedback ID: FB15081190
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784
Jan ’25
RealityKit and MacOS - How to load Reality Composer Scene? Documentation Incomplete/Innacurate
"Although Xcode generates loading methods for all Reality Composer files in your Xcode project" I do not find this to be true, sadly. Does anyone have any luck or insight on how one can build just a simple MacOS app that will import a scene from a Reality File? The documentation suggests that the simple act of bringing a .Reality File in (What about .realitycomposerpro?) will generate code, but that doesn't seem to happen. The sample code (Spaceship) does not compile for MacOS. I'd really love just the most generic template of an Xcode Project that compiles with a button that pops open a scene., Like the VisionOS default immersive project.
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817
Dec ’24
RealityKit texture sampling behaviour
Hey there, I am working on an app that displays environmental data using PNG color channels to represent data ranges, which gets overlayed on a map. The sampled values aren't what I'm expecting though... for example an RGB value of 0x7f0000 (R = 0.5, G = 0, B = 0) would be seen as 0.21, 0, 0 in the shader. This basically makes it unusable if I'm trying to show scientific data... I'm half wondering if I am completely misunderstanding how sampling works in RealityKit / RealityComposerPro. Anybody have any idea why it works like this? Actual result (chart labels added in photoshop): Expected: Red > 0.1 Shader Graph
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Dec ’24