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RealityKit & Reality Composer Pro Q&A

Connect with Apple engineers in the RealityKit & Reality Composer Pro Q&A on the Apple Developer Forums.

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RCP3 Tutorials
RCP 3 adds a lot of artist-facing surface: lightmaps, Animation Graph, Script Graph. Are step-by-step, artist-oriented tutorials planned beyond the API reference docs? A guided onboarding path would help 3D artists adopt these features much faster.
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Draw order between model sort groups
I’m familiar with using ModelSortGroupComponent to control draw order, but how does RealityKit determine the draw order between model sort groups? How can I enforce a specific draw order between two model sort groups that require different depth pass modes and therefore can't be combined into a single model sort group? Are there model bounding box tricks I can safely rely on?
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Camera/Player Start
On visionOS the user's viewpoint isn't directly movable, so we currently invert world movement to simulate locomotion — translating the scene root rather than the camera. With RCP 3 / RealityKit this year, is there a supported way to define or animate a starting viewpoint — a "player start" transform — for an immersive scene, or is world-relative transform still the only sanctioned approach?
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How can an in-ImmersiveSpace menu behave like a regular 2D window in visionOS?
I’m building a visionOS app with an ImmersiveSpace, and I want to show a menu or control panel inside that immersive space. The menu would be created as part of the app’s immersive content, for example as a SwiftUI attachment in a RealityView, or as a custom RealityKit entity with UI-like content. What I would like is for this in-space menu to behave more like a regular visionOS 2D window: The user can move the menu naturally. While the menu is being moved, it automatically adjusts its orientation to face the user. It maintains a comfortable apparent size or distance while being repositioned. It avoids awkward angles or unreadable placement. It feels similar to the system-managed behavior of regular 2D windows. My question is: is there a supported way to give an in-ImmersiveSpace menu the same placement and movement behavior as a normal 2D window? More specifically: Is there a built-in component or API that provides window-like movement, billboard-facing behavior, comfortable distance handling, or automatic scaling for custom panels inside an immersive space? If not, is the recommended approach to implement this behavior manually in RealityKit, for example by tracking the user’s head position and updating the panel’s transform? If manual implementation is required, are there recommended comfort guidelines for menu distance, scale, rotation limits, and movement behavior in immersive spaces? Alternatively, is the recommended design to use a regular 2D window or utility panel outside the immersive content, rather than trying to recreate window behavior inside the ImmersiveSpace?
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Real Animation Graph with Curves and Keyframes
RCP 3's Animation Graph covers state machines and blending of imported clips. As an animator, is there now any in-editor support for authoring or editing animation curves and keyframes directly — a graph editor or dope sheet — or must all keyframe animation still be authored in a DCC (Maya/Blender) and imported as clips?
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6d
RCP3 Tutorials
RCP 3 adds a lot of artist-facing surface: lightmaps, Animation Graph, Script Graph. Are step-by-step, artist-oriented tutorials planned beyond the API reference docs? A guided onboarding path would help 3D artists adopt these features much faster.
Replies
2
Boosts
2
Views
71
Activity
6d
Draw order between model sort groups
I’m familiar with using ModelSortGroupComponent to control draw order, but how does RealityKit determine the draw order between model sort groups? How can I enforce a specific draw order between two model sort groups that require different depth pass modes and therefore can't be combined into a single model sort group? Are there model bounding box tricks I can safely rely on?
Replies
1
Boosts
0
Views
82
Activity
6d
Camera/Player Start
On visionOS the user's viewpoint isn't directly movable, so we currently invert world movement to simulate locomotion — translating the scene root rather than the camera. With RCP 3 / RealityKit this year, is there a supported way to define or animate a starting viewpoint — a "player start" transform — for an immersive scene, or is world-relative transform still the only sanctioned approach?
Replies
2
Boosts
1
Views
45
Activity
6d
How can an in-ImmersiveSpace menu behave like a regular 2D window in visionOS?
I’m building a visionOS app with an ImmersiveSpace, and I want to show a menu or control panel inside that immersive space. The menu would be created as part of the app’s immersive content, for example as a SwiftUI attachment in a RealityView, or as a custom RealityKit entity with UI-like content. What I would like is for this in-space menu to behave more like a regular visionOS 2D window: The user can move the menu naturally. While the menu is being moved, it automatically adjusts its orientation to face the user. It maintains a comfortable apparent size or distance while being repositioned. It avoids awkward angles or unreadable placement. It feels similar to the system-managed behavior of regular 2D windows. My question is: is there a supported way to give an in-ImmersiveSpace menu the same placement and movement behavior as a normal 2D window? More specifically: Is there a built-in component or API that provides window-like movement, billboard-facing behavior, comfortable distance handling, or automatic scaling for custom panels inside an immersive space? If not, is the recommended approach to implement this behavior manually in RealityKit, for example by tracking the user’s head position and updating the panel’s transform? If manual implementation is required, are there recommended comfort guidelines for menu distance, scale, rotation limits, and movement behavior in immersive spaces? Alternatively, is the recommended design to use a regular 2D window or utility panel outside the immersive content, rather than trying to recreate window behavior inside the ImmersiveSpace?
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DCC round-trip preserving authored data
When I iterate geometry in Maya/Blender after assigning components, prototype overrides, and lightmaps in RCP 3, does re-importing the updated USD preserve those bindings, or do they need reauthoring on each import? What's the recommended round-trip for art that's still changing?
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Spatial scenes API on iOS
Does iOS 27 support the spatial scenes API (ImagePresentationComponent) so apps like our Art Authority Museum can let users “lean into” scenes? (Feedback FB21882981 submitted last year)
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