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Stop Reality Composer
Is there a way to stop a Reality Composer Timeline ? And restart it later on. For me it looks like you can only start a timeline via notification. and related to it. i have the issue that if the notification to start a certain timeline happens twice or more, it looks as if the timeline actually plays multiple times and animations start to glitch and jump. what is best practise here to avoid this.
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554
Jan ’26
Lighting disabled inside PortalComponent in Progressive/Full Immersion (visionOS 26.2)
Hello, I am experiencing an issue where lighting is disabled within a Portal Component specifically when using Progressive or Full Immersion styles in visionOS 26.2. [Steps to Reproduce] Create a scene in Reality Composer Pro with custom lighting (Directional Light, IBL, etc.) and load it as an Entity. Add a PortalComponent to this Entity. Observe the Entity in an ImmersiveSpace under different Immersion Styles. [Observed Behavior] Mixed Immersion: Lighting works as expected.Progressive / Full Immersion: Lighting is disabled, causing the content to render incorrectly. [Additional Context] Without PortalComponent: The same Reality Composer Pro scene renders lighting correctly across all Immersion Styles (Mixed, Progressive, and Full).Regression: In applications built with Xcode 16.4 / visionOS 2.5, lighting inside the Portal functioned correctly. This issue appears to have emerged with Xcode 26.2 and visionOS 26.2. [Questions] Is the disabling of lighting inside Portals during Full/Progressive Immersion an intended architectural change or optimization in visionOS 26.2? Are there any workarounds, such as specific PortalComponent configurations or new API flags, to re-enable lighting in these immersion modes? Thank you.
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507
Feb ’26
Attaching a hand model to your hands
Hi, we have been working on an application that attaches a hand model to the users hands. Apple provides an animating hand models in visionOS project that is a useful starting point. https://developer.apple.com/documentation/visionOS/animating-hand-models-in-visionOS We have been trying to create our own hand model to attach but have had some issues with how it is attaching to the hand. For our hand model we want to include the forearm all the way up to the users elbow. I have attached a sample project of what our code currently looks like so you can run it. Just select show immersive space to attach the models. The left hand model is the space glove that we were trying to mirror. The right hand model is our model that we have been using. I have mapped each of the joints to the pertaining joint name on our model. The first issue we are having seems to be based around the placement of the forearm. It attaches itself at the wrist. The second issue seems to be around rotation. Our team is looking for some guidance on what needs to change in order to map this model correctly. Thanks in advance!
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Feb ’26
Can video reflections in immersive space work with VideoMaterial, or is AVPlayerViewController with dockingRegion required?
Hi Apple Developer Forums, I'm developing a visionOS video streaming app that uses a custom immersive cinema experience with RealityKit. I have a question about enabling video reflections in an immersive environment. My Current Implementation I'm using VideoMaterial with AVPlayer to display video on a ModelEntity plane in an immersive space: // Create screen mesh let screenMesh = MeshResource.generatePlane( width: VideoTheater.screenWidth, height: VideoTheater.screenHeight, cornerRadius: 0.0 ) let screenEntity = ModelEntity(mesh: screenMesh) // Apply VideoMaterial with AVPlayer screenEntity.model?.materials = [VideoMaterial(avPlayer: player)] The video renders correctly in the immersive space, but I don't see any video reflections on surrounding surfaces. Apple's Documentation Approach According to the documentation at https://developer.apple.com/documentation/visionos/enabling-vid eo-reflections-in-an-immersive-environment, the recommended approach uses: AVPlayerViewController for video playback dockingRegion modifier to specify where the video should appear The system automatically handles reflections My Question Is using AVPlayerViewController with dockingRegion the only way to get video reflections in an immersive environment? Or is it possible to enable reflections when using VideoMaterial directly with RealityKit's ModelEntity? My app requires a custom immersive cinema experience with: Custom screen positioning and scaling Danmaku (bullet comments) overlay Custom gesture controls HDR/Dolby Vision support Switching to AVPlayerViewController would require significant architectural changes, so I'd prefer to keep my current VideoMaterial approach if reflections can be enabled somehow. If VideoMaterial cannot produce reflections, are there any alternative approaches to achieve diffuse video reflections with a custom RealityKit setup? Environment visionOS 2.x RealityKit AVPlayer with custom resource loader (for DASH streams) Thank you for any guidance!
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2w
Xcode fails to compile Blender-exported USDZ in .rkassets with misleading "permission" error — Xcode 26.3
The error: When building a RealityKitContent package that contains a USDZ file exported from Blender, Xcode throws the following error: error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path .../RealityKitContent.rkassets because 'The file "RealityKitContent.rkassets" couldn't be opened because you don't have permission to view it.' error: Tool exited with code 1 The error message mentions "permission" — but permissions are not the issue. This appears to be a misleading error from realitytool masking a USD validation failure. What I've ruled out File permissions — all files are -rw-r--r--, user has Read & Write on the folder Extended attributes / quarantine flag — other files with the same @ flag work fine Corrupted archive — unzip -t confirms the USDZ is valid (board.usdc + textures) Stale build cache — deleted DerivedData and com.apple.DeveloperTools cache, no change Key observations The same file builds successfully on my colleague's machine running identical Xcode 26.3 - MacOS 26.3 Other USDZ files in the same .rkassets bundle (downloaded from Sketchfab, or created in Reality Composer Pro) compile without any issue. Only USDZ files exported directly from Blender are affected. When the file is placed in Bundle.main and loaded via Entity(named:in:.main), it works perfectly — no errors Reality Converter flags the file with two errors: UsdGeomPointInstancers not allowed, and root layer must be .usdc with no external dependencies The confusing part: the same file compiles fine on an identical Xcode 26.3 setup and importing method. This suggests either a machine-specific difference in Xcode's validation behavior, or a cached .reality bundle on my colleague's machine that isn't being recompiled. Current workaround: Loading from Bundle.main instead of the RealityKitContent package bypasses realitytool entirely and works, but loses Reality Composer Pro integration: if let entity = try? await Entity(named: "test", in: Bundle.main)
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Stop Reality Composer
Is there a way to stop a Reality Composer Timeline ? And restart it later on. For me it looks like you can only start a timeline via notification. and related to it. i have the issue that if the notification to start a certain timeline happens twice or more, it looks as if the timeline actually plays multiple times and animations start to glitch and jump. what is best practise here to avoid this.
Replies
1
Boosts
0
Views
554
Activity
Jan ’26
Lighting disabled inside PortalComponent in Progressive/Full Immersion (visionOS 26.2)
Hello, I am experiencing an issue where lighting is disabled within a Portal Component specifically when using Progressive or Full Immersion styles in visionOS 26.2. [Steps to Reproduce] Create a scene in Reality Composer Pro with custom lighting (Directional Light, IBL, etc.) and load it as an Entity. Add a PortalComponent to this Entity. Observe the Entity in an ImmersiveSpace under different Immersion Styles. [Observed Behavior] Mixed Immersion: Lighting works as expected.Progressive / Full Immersion: Lighting is disabled, causing the content to render incorrectly. [Additional Context] Without PortalComponent: The same Reality Composer Pro scene renders lighting correctly across all Immersion Styles (Mixed, Progressive, and Full).Regression: In applications built with Xcode 16.4 / visionOS 2.5, lighting inside the Portal functioned correctly. This issue appears to have emerged with Xcode 26.2 and visionOS 26.2. [Questions] Is the disabling of lighting inside Portals during Full/Progressive Immersion an intended architectural change or optimization in visionOS 26.2? Are there any workarounds, such as specific PortalComponent configurations or new API flags, to re-enable lighting in these immersion modes? Thank you.
Replies
1
Boosts
0
Views
507
Activity
Feb ’26
Attaching a hand model to your hands
Hi, we have been working on an application that attaches a hand model to the users hands. Apple provides an animating hand models in visionOS project that is a useful starting point. https://developer.apple.com/documentation/visionOS/animating-hand-models-in-visionOS We have been trying to create our own hand model to attach but have had some issues with how it is attaching to the hand. For our hand model we want to include the forearm all the way up to the users elbow. I have attached a sample project of what our code currently looks like so you can run it. Just select show immersive space to attach the models. The left hand model is the space glove that we were trying to mirror. The right hand model is our model that we have been using. I have mapped each of the joints to the pertaining joint name on our model. The first issue we are having seems to be based around the placement of the forearm. It attaches itself at the wrist. The second issue seems to be around rotation. Our team is looking for some guidance on what needs to change in order to map this model correctly. Thanks in advance!
Replies
2
Boosts
0
Views
252
Activity
Feb ’26
Can video reflections in immersive space work with VideoMaterial, or is AVPlayerViewController with dockingRegion required?
Hi Apple Developer Forums, I'm developing a visionOS video streaming app that uses a custom immersive cinema experience with RealityKit. I have a question about enabling video reflections in an immersive environment. My Current Implementation I'm using VideoMaterial with AVPlayer to display video on a ModelEntity plane in an immersive space: // Create screen mesh let screenMesh = MeshResource.generatePlane( width: VideoTheater.screenWidth, height: VideoTheater.screenHeight, cornerRadius: 0.0 ) let screenEntity = ModelEntity(mesh: screenMesh) // Apply VideoMaterial with AVPlayer screenEntity.model?.materials = [VideoMaterial(avPlayer: player)] The video renders correctly in the immersive space, but I don't see any video reflections on surrounding surfaces. Apple's Documentation Approach According to the documentation at https://developer.apple.com/documentation/visionos/enabling-vid eo-reflections-in-an-immersive-environment, the recommended approach uses: AVPlayerViewController for video playback dockingRegion modifier to specify where the video should appear The system automatically handles reflections My Question Is using AVPlayerViewController with dockingRegion the only way to get video reflections in an immersive environment? Or is it possible to enable reflections when using VideoMaterial directly with RealityKit's ModelEntity? My app requires a custom immersive cinema experience with: Custom screen positioning and scaling Danmaku (bullet comments) overlay Custom gesture controls HDR/Dolby Vision support Switching to AVPlayerViewController would require significant architectural changes, so I'd prefer to keep my current VideoMaterial approach if reflections can be enabled somehow. If VideoMaterial cannot produce reflections, are there any alternative approaches to achieve diffuse video reflections with a custom RealityKit setup? Environment visionOS 2.x RealityKit AVPlayer with custom resource loader (for DASH streams) Thank you for any guidance!
Replies
0
Boosts
0
Views
592
Activity
2w
Xcode fails to compile Blender-exported USDZ in .rkassets with misleading "permission" error — Xcode 26.3
The error: When building a RealityKitContent package that contains a USDZ file exported from Blender, Xcode throws the following error: error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path .../RealityKitContent.rkassets because 'The file "RealityKitContent.rkassets" couldn't be opened because you don't have permission to view it.' error: Tool exited with code 1 The error message mentions "permission" — but permissions are not the issue. This appears to be a misleading error from realitytool masking a USD validation failure. What I've ruled out File permissions — all files are -rw-r--r--, user has Read & Write on the folder Extended attributes / quarantine flag — other files with the same @ flag work fine Corrupted archive — unzip -t confirms the USDZ is valid (board.usdc + textures) Stale build cache — deleted DerivedData and com.apple.DeveloperTools cache, no change Key observations The same file builds successfully on my colleague's machine running identical Xcode 26.3 - MacOS 26.3 Other USDZ files in the same .rkassets bundle (downloaded from Sketchfab, or created in Reality Composer Pro) compile without any issue. Only USDZ files exported directly from Blender are affected. When the file is placed in Bundle.main and loaded via Entity(named:in:.main), it works perfectly — no errors Reality Converter flags the file with two errors: UsdGeomPointInstancers not allowed, and root layer must be .usdc with no external dependencies The confusing part: the same file compiles fine on an identical Xcode 26.3 setup and importing method. This suggests either a machine-specific difference in Xcode's validation behavior, or a cached .reality bundle on my colleague's machine that isn't being recompiled. Current workaround: Loading from Bundle.main instead of the RealityKitContent package bypasses realitytool entirely and works, but loses Reality Composer Pro integration: if let entity = try? await Entity(named: "test", in: Bundle.main)
Replies
1
Boosts
0
Views
570
Activity
6d