Hi Apple,
In VisionOS, for real-time streaming of large 3D scenes, I plan to create Metal buffers and textures in multiple threads and then use a compute shader on the main thread to copy the Metal resources into RealityKit, minimizing main thread usage. Given that most of RealityKit's default APIs require execution on the main actor (main thread), it is not ideal for streaming data. Is this approach the best way to handle streaming data and real-time rendering?
Thank you very much.
RealityKit
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I am currently using RealityKit (perspective camera) to render a character in my swiftUI app.
The character has customization such as clothing items and hair and all objects are properly weighted to the rig.
The way the model is setup in Blender is like so: Groups of objects that will be swapped (ex: Shoes -> Shoes objects) and an armature. I then export it to usdc with all objects active. This is the resulting entity hierarchy, viewed in Reality Composer Pro:
My problem is that when I export with the Armature Modifier applied to the objects, so that animations get exported, the ModelComponent gets flattened to the armature and swapping entities is no longer as simple as removing the entity with the corresponding name.
What's the best practice here? Should animation be exported separately and then applied to the skeleton? If so, how is that achieved? I'm not really sure how to proceed here.
I am currently using RealityKit (perspective camera) to render a character in my swiftUI app.
The character has customization such as clothing items and hair and all objects are properly weighted to the rig.
The way the model is setup in Blender is like so: Groups of objects that will be swapped (ex: Shoes -> Shoes objects) and an armature. I then export it to usdc with all objects active. This is the resulting hierarchy:
Before exporting for the animation (armature modifier applied), I simply had to store the Model entities and swap them in but now when I export with the Armature Modifier applied, so that animations get exported, the ModelComponent gets flattened to the armature and swapping entities and applying new materials to them is no longer as simple.
Here's a demo blend file and usdc export with a setup like mine, having an animated bone to swing a cube and sphere, to be swapped so that only one is visible https://www.dropbox.com/scl/fo/be2q6qcztc83z7c4gj1w0/AMapxWc_ip2KZ8oTOYDUMv8?rlkey=rcdaggcxq06dyen09mw5mqmem&st=bnc0d7j0&dl=0
This is how I'm loading the entity and removing a part, with the demo files
import SwiftUI
import RealityKit
struct SwapDemoView: View {
var body: some View {
RealityView { content in
let camera = PerspectiveCamera()
camera.transform.translation = SIMD3(x: 0, y: 0.1, z: 3)
guard let root = try? await Entity(named: "simpleSwapDemo") else { fatalError("simpleSwapDemo.usdc is not present") }
print(root) // Get initial hierarchy
guard let cube = root.findEntity(named: "Cube") else { fatalError("Entity cube doesn't exist") }
cube.removeFromParent() // <-- Cube is still visible after removal
print(root) // Get hierarchy to confirm removal of cube
let resource = root.availableAnimations[0]
root.playAnimation(resource.repeat())
content.add(root)
content.add(camera)
}
.background(.white)
}
}
And this is what the entity hierarchy looks like in RealityKit before cube removal
▿ 'root' : Entity, children: 1
⟐ SynchronizationComponent
⟐ AnimationLibraryComponent
⟐ Transform
▿ 'Armature' : ModelEntity, children: 2
⟐ SynchronizationComponent
⟐ ModelComponent
⟐ SkeletalPosesComponent
⟐ AnimationLibraryComponent
⟐ Transform
▿ 'Armature' : Entity
⟐ SynchronizationComponent
⟐ Transform
▿ 'Primitives' : Entity, children: 2
⟐ SynchronizationComponent
⟐ Transform
▿ 'Sphere' : Entity, children: 1
⟐ SynchronizationComponent
⟐ Transform
▿ 'Sphere' : Entity
⟐ SynchronizationComponent
⟐ Transform
▿ 'Cube' : Entity, children: 1
⟐ SynchronizationComponent
⟐ Transform
▿ 'Cube' : Entity
⟐ SynchronizationComponent
⟐ Transform
And here's the hierarchy after removal
▿ 'root' : Entity, children: 1
⟐ SynchronizationComponent
⟐ AnimationLibraryComponent
⟐ Transform
▿ 'Armature' : ModelEntity, children: 2
⟐ SynchronizationComponent
⟐ ModelComponent
⟐ SkeletalPosesComponent
⟐ AnimationLibraryComponent
⟐ Transform
▿ 'Armature' : Entity
⟐ SynchronizationComponent
⟐ Transform
▿ 'Primitives' : Entity, children: 1
⟐ SynchronizationComponent
⟐ Transform
▿ 'Sphere' : Entity, children: 1
⟐ SynchronizationComponent
⟐ Transform
▿ 'Sphere' : Entity
⟐ SynchronizationComponent
⟐ Transform
And this is the result:
What's the best practice here? Should animation be exported separately and then applied to the skeleton? If so, how is that achieved? I'm not really sure how to proceed here.
I’m building an app that uses RealityKit and specifically ARConfiguration.FrameSemantics.personSegmentationWithDepth.
The goal is to insert an AR object into the scene behind a person, and an additional AR object in front of the person, while being as photo realistic as possible.
Through testing, I’ve noticed that many times, the edges of the person segmentation mask are not well matched to the actual person, and parts of the person are transparent, with the AR object bleeding through. It’s sort of like a “bad green screen” effect, which I’d expect to see a little bit, but not to this extent. I’ve been testing on iPhone 16, iPhone 14 Pro, iPad Pro 12.9 inch 6th Generation, and iPhone 12 Pro, with similar results across all devices.
I’m wondering what else I can do to improve this… either code changes, platform (like different iPhone models), or environment (like lighting, distance, etc).
Attaching some example screen grabs and a minimum reproducible code sample. Appreciate any insights!
import ARKit
import SwiftUI
import RealityKit
struct RealityViewContainer: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARView(frame: .zero)
arView.environment.sceneUnderstanding.options.insert(.occlusion)
arView.renderOptions.insert(.disableMotionBlur)
arView.renderOptions.insert(.disableDepthOfField)
let configuration = ARWorldTrackingConfiguration()
configuration.planeDetection = [.horizontal]
if ARWorldTrackingConfiguration.supportsFrameSemantics(.personSegmentationWithDepth) {
configuration.frameSemantics.insert(.personSegmentationWithDepth)
}
arView.session.run(configuration)
arView.session.delegate = context.coordinator
context.coordinator.arView = arView
}
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
class Coordinator: NSObject, ARSessionDelegate {
var parent: RealityViewContainer
var floorAnchor: ARPlaneAnchor?
init(_ parent: RealityViewContainer) {
self.parent = parent
}
func session(_ session: ARSession, didAdd anchors: [ARAnchor]) {
if let arView,floorAnchor == nil {
for anchor in anchors {
if let horizontalPlaneAnchor = anchor as? ARPlaneAnchor,
horizontalPlaneAnchor.alignment == .horizontal,
horizontalPlaneAnchor.transform.columns.3.y < arView.cameraTransform.translation.y { // filter out ceiling
floorAnchor = horizontalPlaneAnchor
let backgroundEntity = BackgroundEntity()
let anchorEntity = AnchorEntity(anchor: horizontalPlaneAnchor)
anchorEntity.addChild(background)
let foregroundEntity = ForegroundEntity()
backgroundEntity.addChild(foregroundEntity)
arView.scene.addAnchor(anchorEntity)
arView.installGestures([.rotation, .translation], for: backgroundEntity)
break // Stop after adding the first horizontal plane (floor)
}
}
}
}
}
}
Topic:
Graphics & Games
SubTopic:
RealityKit
I am trying to implement a ChacterControllerComponent using the following URL.
https://developer.apple.com/documentation/realitykit/charactercontrollercomponent
I have written sample code, but PhysicsSimulationEvents.WillSimulate is not executed and nothing happens.
import SwiftUI
import RealityKit
import RealityKitContent
struct ImmersiveView: View {
let gravity: SIMD3<Float> = [0, -50, 0]
let jumpSpeed: Float = 10
enum PlayerInput {
case none, jump
}
@State private var testCharacter: Entity = Entity()
@State private var myPlayerInput = PlayerInput.none
var body: some View {
RealityView { content in
// Add the initial RealityKit content
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
testCharacter = immersiveContentEntity.findEntity(named: "Capsule")!
testCharacter.components.set(CharacterControllerComponent())
let _ = content.subscribe(to: PhysicsSimulationEvents.WillSimulate.self, on: testCharacter) {
event in
print("subscribe run")
let deltaTime: Float = Float(event.deltaTime)
var velocity: SIMD3<Float> = .zero
var isOnGround: Bool = false
// RealityKit automatically adds `CharacterControllerStateComponent` after moving the character for the first time.
if let ccState = testCharacter.components[CharacterControllerStateComponent.self] {
velocity = ccState.velocity
isOnGround = ccState.isOnGround
}
if !isOnGround {
// Gravity is a force, so you need to accumulate it for each frame.
velocity += gravity * deltaTime
} else if myPlayerInput == .jump {
// Set the character's velocity directly to launch it in the air when the player jumps.
velocity.y = jumpSpeed
}
testCharacter.moveCharacter(by: velocity * deltaTime, deltaTime: deltaTime, relativeTo: nil) {
event in
print("playerEntity collided with \(event.hitEntity.name)")
}
}
}
}
}
}
The scene is loaded from RCP. It is simple, just a capsule on a pedestal.
Do I need a separate code to run testCharacter from this state?
I'm using RealityView in my iOS game mxied with SwiftUI. For the following 2 example usages, the simulator will only render the first RealityView, and the second one is either super laggy or show a black model. Running on the real device is all good, just simualtor has this issue.
Have a TabView and each tab has a RealityView.
Have a root view and detail view connected via a push navigation, both root and detail have a RealityView.
In the Simulator, the second RealityView is going to be very choppy and basically unusable, but on a real iPhone everything looks great.
Is this a known simulator issue or I did something bad?
I'm looking to create an effect on iOS that tracks the user's face position with ARKit and shifts nearer/more prominent geometry in the scene around while more "distant" geometry stays fixed to the XY plane - making it look like the geometry on screen "sticks out"
I've managed to implement most of this successfully, but it's not perfect when using PerspectiveCameraComponent in RealityKit because as I shift the camera (and change its field of view based on the user's distance) the backplane changes its orientation (it's always orthogonal to camera's direction).
I've tried adopting ProjectiveTransformCameraComponent instead. The idea is that the camera shifts around the scene, mirroring the user's head's position, looking at (0,0,0) and the back plane is adjusted to be parallel with the X,Y plane (animation replicated in Blender below).
However, I can't manage to set up ProjectiveTransformCameraComponent with an appropriate matrix or update its transform property in a RealityKit System correctly.
I also tried setting many simpler projection matrices as described in a number of guides on camera projection matrices on the internet and all I get is a blank view.
Does anyone have some guidance on what the projection matrix that ProjectiveTransformCameraComponent expects is meant to look like or how I would go about accomplishing my goal?
I want to use reality to create a custom material that can use my own shader and support Mesh instancing (for rendering 3D Gaussian splating), but I found that CustomMaterial does not support VisionOS. Is there any other interface that can achieve my needs? Where can I find examples?
Topic:
Graphics & Games
SubTopic:
RealityKit
Hello experts, I'm trying to implement a material with custom shader code, but I saw that visionOS doesn't allow you to inject custom Metal functions or use CustomMaterial like iOS/macOS, nor can you directly write Metal Shading Language (.metal) and use it through ShaderGraphMaterial. So my question is, if i want to implement your own shader code, how should i do it?
Hello
I would like to know how to combine 2 animations with RealityKit (one animation for the arms and one for the legs for example)
I saw this apple demo that seems to explain it but I don't understand at all how to do it...
Thanks
RealityKit spatial audio crackles and pops on iOS 26.0 beta 5.
It works correctly on iOS 18.6 and visionOS 26.0 beta 5.
The APIs used are AudioPlaybackController, Entity.prepareAudio, Entity.play
Videos of the expected and observed behavior are attached to the feedback FB19423059.
The audio should be a consistent, repeating sound, but it seems oddly abbreviated and the volume varies unexpectedly.
Thank you for investigating this issue.
I'm running into an issue with collisions between two entities with a character controller component. In the collision handler for moveCharacter the collision has both hitEntity and characterEntity set to the same object. This object is the entity that was moved with moveCharacter()
The below example configures 3 objects.
stationary sphere with character controller
falling sphere with character controller
a stationary cube with a collision component
if the falling sphere hits the stationary sphere then the collision handler reports both hitEntity and characterEntity to be the falling sphere. I would expect that the hitEntity would be the stationary sphere and the character entity would be the falling sphere.
if the falling sphere hits the cube with a collision component the the hit entity is the cube and the characterEntity is the falling sphere as expected.
Is this the expected behavior? The entities act as expected visually however if I want the spheres to react differently depending on what character they collided with then I am not getting the expected results. IE: If a player controlled character collides with a NPC then exchange resource with NPC. if player collides with enemy then take damage.
import SwiftUI
import RealityKit
struct ContentView: View {
@State var root: Entity = Entity()
@State var stationary: Entity = createCharacter(named: "stationary", radius: 0.05, color: .blue)
@State var falling: Entity = createCharacter(named: "falling", radius: 0.05, color: .red)
@State var collisionCube: Entity = createCollisionCube(named: "cube", size: 0.1, color: .green)
//relative to root
@State var fallFrom: SIMD3<Float> = [0,0.5,0]
var body: some View {
RealityView { content in
content.add(root)
root.position = [0,-0.5,0.0]
root.addChild(stationary)
stationary.position = [0,0.05,0]
root.addChild(falling)
falling.position = fallFrom
root.addChild(collisionCube)
collisionCube.position = [0.2,0,0]
collisionCube.components.set(InputTargetComponent())
}
.gesture(SpatialTapGesture().targetedToAnyEntity().onEnded { tap in
let tapPosition = tap.entity.position(relativeTo: root)
falling.components.remove(FallComponent.self)
falling.teleportCharacter(to: tapPosition + fallFrom, relativeTo: root)
})
.toolbar {
ToolbarItemGroup(placement: .bottomOrnament) {
HStack {
Button("Drop") {
falling.components.set(FallComponent(speed: 0.4))
}
Button("Reset") {
falling.components.remove(FallComponent.self)
falling.teleportCharacter(to: fallFrom, relativeTo: root)
}
}
}
}
}
}
@MainActor
func createCharacter(named name: String, radius: Float, color: UIColor) -> Entity {
let character = ModelEntity(mesh: .generateSphere(radius: radius), materials: [SimpleMaterial(color: color, isMetallic: false)])
character.name = name
character.components.set(CharacterControllerComponent(radius: radius, height: radius))
return character
}
@MainActor
func createCollisionCube(named name: String, size: Float, color: UIColor) -> Entity {
let cube = ModelEntity(mesh: .generateBox(size: size), materials: [SimpleMaterial(color: color, isMetallic: false)])
cube.name = name
cube.generateCollisionShapes(recursive: true)
return cube
}
struct FallComponent: Component {
let speed: Float
}
struct FallSystem: System{
static let predicate: QueryPredicate<Entity> = .has(FallComponent.self) && .has(CharacterControllerComponent.self)
static let query: EntityQuery = .init(where: predicate)
let down: SIMD3<Float> = [0,-1,0]
init(scene: RealityKit.Scene) {
}
func update(context: SceneUpdateContext) {
let deltaTime = Float(context.deltaTime)
for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) {
let speed = entity.components[FallComponent.self]?.speed ?? 0.5
entity.moveCharacter(by: down * speed * deltaTime, deltaTime: deltaTime, relativeTo: nil) { collision in
if collision.hitEntity == collision.characterEntity {
print("hit entity has collided with itself")
}
print("\(collision.characterEntity.name) collided with \(collision.hitEntity.name) ")
}
}
}
}
#Preview(windowStyle: .volumetric) {
ContentView()
}
Post can be removed.
Hi everyone,
I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation.
In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues:
The image applied to mainEmitter appears clipped or cropped.
The image on spawnedEmitter does not update to the selected SystemImage.
What I want to achieve:
Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping.
Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size.
Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated.
Thanks in advance!
Hello, I’m porting my UIKit/SceneKit app to SwiftUI/RealityKit and I’m wondering how to change the camera target programmatically. I created a simple scene in Reality Composer Pro with two spheres. My goal is straightforward: when the user taps a sphere, the camera should look at it as the main target.
Following Apple’s videos, I implemented the .gesture modifier and it is printing the tapped sphere correctly, but updating my targetEntity state doesn’t change anything, so the camera won't update its target. Is there a way to access the scene content at that level? Or what else should I do?
Here’s my current code implementation:
Thanks!
I implemented an EntityAction to change the baseColor tint - and had it working on VisionOS 2.x.
import RealityKit
import UIKit
typealias Float4 = SIMD4<Float>
extension UIColor {
var float4: Float4 {
if
cgColor.numberOfComponents == 4,
let c = cgColor.components
{
Float4(Float(c[0]), Float(c[1]), Float(c[2]), Float(c[3]))
} else {
Float4()
}
}
}
struct ColourAction: EntityAction {
// MARK: - PUBLIC PROPERTIES
let startColour: Float4
let targetColour: Float4
// MARK: - PUBLIC COMPUTED PROPERTIES
var animatedValueType: (any AnimatableData.Type)? { Float4.self }
// MARK: - INITIATION
init(startColour: UIColor, targetColour: UIColor) {
self.startColour = startColour.float4
self.targetColour = targetColour.float4
}
// MARK: - PUBLIC STATIC FUNCTIONS
@MainActor static func registerEntityAction() {
ColourAction.subscribe(to: .updated) { event in
guard let animationState = event.animationState else { return }
let interpolatedColour = event.action.startColour.mixedWith(event.action.targetColour, by: Float(animationState.normalizedTime))
animationState.storeAnimatedValue(interpolatedColour)
}
}
}
extension Entity {
// MARK: - PUBLIC FUNCTIONS
func changeColourTo(_ targetColour: UIColor, duration: Double) {
guard
let modelComponent = components[ModelComponent.self],
let material = modelComponent.materials.first as? PhysicallyBasedMaterial
else {
return
}
let colourAction = ColourAction(startColour: material.baseColor.tint, targetColour: targetColour)
if let colourAnimation = try? AnimationResource.makeActionAnimation(for: colourAction, duration: duration, bindTarget: .material(0).baseColorTint) {
playAnimation(colourAnimation)
}
}
}
This doesn't work in VisionOS 26. My current fix is to directly set the material base colour - but this feels like the wrong approach:
@MainActor static func registerEntityAction() {
ColourAction.subscribe(to: .updated) { event in
guard
let animationState = event.animationState,
let entity = event.targetEntity,
let modelComponent = entity.components[ModelComponent.self],
var material = modelComponent.materials.first as? PhysicallyBasedMaterial
else { return }
let interpolatedColour = event.action.startColour.mixedWith(event.action.targetColour, by: Float(animationState.normalizedTime))
material.baseColor.tint = UIColor(interpolatedColour)
entity.components[ModelComponent.self]?.materials[0] = material
animationState.storeAnimatedValue(interpolatedColour)
}
}
So before I raise this as a bug, was I doing anything wrong in the former version and got lucky? Is there a better approach?
after launching a nearby exoerience on quick look or inside our app, all the user in the group watch sometimes teh model blinking abd becoming transparet...
... just one user hasnt the issue, either the one who launched shareplay or the user who force align the immersive space in front
weird
I have been tasked with creating content for the Apple Vision Pro. Just the 3D content and animation, not the programming end of things.
I can't seem to get any kind of mesh deformation animation to import into Reality Composer Pro. By that I mean bones/skin, or even point cache.
I work on PC, and my main software is 3DS Max, but I'm borrowing an iMac for this job, and was instructed to use RCP on it for testing before handing things off to the programmer. My files open and play fine in other USD programs, like Omniverse, or USD View, just not Reality Composer Pro.
I've seen the dinosaur demo in AVP, so I know mesh deformation is possible. If there are other essential tools that might make this possible, I have not been made aware of them.
I am experimenting with bouncing things off of Blender, in case that exports better, but not really having luck there either -though my results are different.
Thanks.
Topic:
Graphics & Games
SubTopic:
RealityKit
What is the current [most recent] best practice to instancing Meshes in RealityKit?
I see both MeshInstanceComponent and MeshInstanceCollection.
My intent is to bind a transform to a Circle Agent (GameplayKit Agent), and feed that result to Instancing.
Hello Apple team,
I'm working on an iOS AR app using SwiftUI and RealityKit,
and I was wondering if the Cinematic API can be used with a RealityKit scene. I’d like to achieve a shallow depth of field while keeping the 3D asset in focus, and vice versa.
Thanks!