When running my game in the Unity Editor on Windows platform I get an error:
DllNotFoundException: GameKitWrapper assembly:<unknown assembly> type:<unknown type> member:(null)
Apple.GameKit.DefaultNSErrorHandler.Init () (at ./Library/PackageCache/com.apple.unityplugin.gamekit@0abcad546f73/Source/DefaultHandlers.cs:35)
This is because GameKitWrapper dynamically linked library is not available under Windows platform.
Besides, "Apple Build Settings" are declared under UNITY_EDITOR_OSX and also not available under Windows platform.
Does anyone managed to solve this?
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Hello everyone,
I'm working on a visionOS application using RealityKit and am encountering a common coordinate system challenge when integrating 3D models created in Blender.
My goal is to display and dynamically update the Transform (position, rotation, scale) of models created in Blender within RealityKit.
The issue arises because Blender's default coordinate system is Z-up, and while exporting to USD/USDZ, I don't have a reliable "Y-up" export option that correctly reorients the model and its transform data for RealityKit's Y-up convention. This means I'm essentially exporting models with their "up" direction along the Z-axis.
When I load these Z-up exported models into RealityKit, they are often oriented incorrectly. To then programmatically update their Transform (e.g., move them, rotate them based on game logic, or apply physics), I need to ensure that the Transform values I set align with RealityKit's Y-up system, even though the original model data was authored in a Z-up context.
My questions are:
What is the recommended transformation process (e.g., using simd_quatf or simd_float4x4) to convert a Transform that was conceptually defined in a Z-up coordinate system to RealityKit's Y-up coordinate system? Specifically, when I have a Transform (or its translation, rotation, scale components) from a Z-up context, how should I apply this to a RealityKit Entity so it appears and behaves correctly in a Y-up world?
Are there any existing convenience APIs or helper functions within RealityKit, simd, or other Apple frameworks that simplify this Z-up to Y-up Transform conversion process? Or is a manual application of a transformation quaternion (e.g., simd_quatf(angle: -.pi / 2, axis: [1, 0, 0])) the standard approach?
Any guidance, code examples, or best practices from those who have faced similar challenges would be greatly appreciated!
Thank you.
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
Reality Composer
RealityKit
Reality Composer Pro
visionOS
Dear Apple Color Management Team,
I’m a professional visual creator working on color-critical photo and graphic projects using macOS (currently 26.1 Tahoe).
In recent macOS releases, LUT-based ICC display profiles (such as XYZ LUT + Matrix types generated by DisplayCAL or professional spectrophotometers) can no longer be installed or activated via ColorSync.
This limitation significantly affects professional workflows in photography, graphic design, prepress, and video color grading — fields that rely on precise display profiling.
The current workaround (converting LUT profiles to simple shaper/matrix ICC v2) results in less accurate tone response and color reproduction, particularly in the dark range and wide-gamut displays.
I kindly request Apple to restore or re-enable the ability to install and use ICC v2/v4 LUT-based display profiles under ColorSync, as was possible on macOS Monterey and Ventura.
This would allow professionals to continue using trusted calibration tools such as DisplayCAL, X-Rite i1Profiler, and Calibrite Profiler to achieve accurate color management.
macOS is widely used in professional creative industries, and restoring this feature would be a huge help for countless photographers, designers, and colorists.
Thank you for your attention and commitment to professional users.
Best regards,
Richárd Deutsch
Professional Photographer
https://riccio.hu/
MacBook Pro (M4 Pro, macOS 26.1)
Hi Apple team,
Game Mode was introduced in iOS 18. To activate Game Mode, an app must include specific key-value pairs in its *.plist and be categorized as a "Game" on the App Store.
My app (https://apps.apple.com/us/app/voidlink/id6747717070) works primarily as a self-hosted game streaming (PC->iPhone/iPad) client. Game Mode provides clear benefits in terms of latency and frame rate stability, but it can currently only be activated when running via Xcode or TestFlight.
I am an individual iOS developer based in China, where an additional government license is required for apps to be listed under the "Game" category on the App Store. Obtaining such a license is very difficult for independent developers, so my app has been categorized under "Utilities" instead.(If move the app to game category, it will disappear from Chinese App Store immediately)
Expectation / Suggestion:
Please consider making Game Mode available as a local, user-controllable option on iOS18/26+, such as through a system “App Pool” where users can choose which apps to enable Game Mode for, regardless of App Store category.
This would greatly benefit use cases like streaming clients, benchmarking tools, and remote play utilities, without requiring developers to reclassify their apps as “Games” on App Store.
Topic:
Graphics & Games
SubTopic:
General
Hi, following the recent deprecation of SceneKit, I'm trying to move a couple of my SceneKit projects to RealityKit.
One thing I can't seem to find is how to change the content scale factor when using a RealityView in SwiftUI. It was really easy to do in SceneKit with just a SCNView property, and it seems that it's also possible when using ARView, but I can't find a way to do it with a RealityView. Maybe it's a SwiftUI limitation?
Topic:
Graphics & Games
SubTopic:
RealityKit
Has anyone come across the issue that setting GKLocalPlayer.local.authenticateHandler breaks a RealityView's world tracking on iOS / iPadOS 18 beta 5?
I'm in the process of upgrading my app to make use of the much appreciated RealityView unification, using RealityView not only on visionOS but now also on iOS and iPadOS. In my RealityView, I enable world tracking on iOS like this:
content.camera = .worldTracking
However, device position and orientation were ignored (the camera remained static) and there was no camera pass-through. Then I discovered that the issue disappeared when I remove the line
GKLocalPlayer.local.authenticateHandler = { viewController, error in
// ... some more code ...
}
So I filed FB14731139 and hope that it will be resolved before the release of iOS / iPadOS 18.
Hi, I've got a Swift Framework with a bunch of Metal files. Currently users have to manually include a Metal Lib in their bundle provided separately, to use the Swift Package.
First question; Is there a way to make a Metal Lib target in a Swift Package, and just include the .metal files? (without a binary asset)
Second question; If not, Swift 5.3 has resource support, how would you recommend to bundle a Metal Lib in a Swift Package?
I am an AR developer working on Apple Silicon Macs. Currently, Reality Composer Pro does not allow exporting .reality files, and Reality Composer (classic) is not available for Apple Silicon. This creates a gap in the workflow for ARKit/RealityKit developers who need interactive .reality files for use in Xcode projects.
Having the ability to export .reality files directly from Reality Composer Pro on Mac would greatly streamline development and enable a fully native workflow on modern Macs. Alternatively, bringing Reality Composer (classic) to Apple Silicon would also resolve this issue.
I have submitted this as a feature request via Feedback Assistant (FB17900386). I encourage others with similar needs to reply or submit feedback as well.
Thank you!
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
ARKit
Reality Composer
RealityKit
Reality Composer Pro
I wanted to drag EntityA while also dragging EntityB independently.
I've tried to separate them by entity but it only recognizes the latest drag gesture
RealityView { content, attachments in
...
}
.gesture(
DragGesture()
.targetedToEntity(EntityA)
.onChanged { value in
...
}
)
.gesture(
DragGesture()
.targetedToEntity(EntityB)
.onChanged { value in
...
}
)
also tried using the simultaneously but didn't work too, maybe i'm missing something
.gesture(
DragGesture()
.targetedToEntity(EntityA)
.onChanged { value in
...
}
.simultaneously(with:
DragGesture()
.targetedToEntity(EntityB)
.onChanged { value in
...
}
)
I'm updating our app to support metal 4, but the metal 4 types don't seem to get recognized when targeting simulator. Is it known if metal 4 will be supported in the near future, or am I setting up the app wrong?
Hi,
I am working with a large project. We are compiling each material to its own .metallib. They all include many common files full of inline functions. Finally we link it all together at the end with a single big pathtrace kernel. Everything works as expected, however the compile times have gotten completely out of hand and it takes multiple minutes to compile at runtime (to native code). I have gathered that I can do this offline by using metal-tt however if I am wondering if there is a way to reduce the compile times in such a scenario, and how to investigate what the root cause of the problem is. I suspect it could have to do with the fact that every materials metallib contains duplications of all the inline functions. Any ideas on how to profile and debug this?
Thanks,
Rasmus
I've been playing with the new GameSave API and cannot get it to work.
I followed the 3-step instructions from the Developer video. Step 2, "Next, login to your Apple developer account and include this entitlement in the provisioning profile for your game." seems to be unnecessary, as Xcode set this for you when you do step 1 "First add the iCloud entitlement to your game."
Running the app on my device and tapping "Load" starts the sync, then fails with the error "Couldn’t communicate with a helper application." I have no idea how to troubleshoot this. Every other time I've used CloudKit it has Just Worked™.
Halp‽
Here is my example app:
import Foundation
import SwiftUI
import GameSave
@main struct GameSaveTestApp: App {
var body: some Scene {
WindowGroup {
GameView()
}
}
}
struct GameView: View {
@State private var loader = GameLoader()
var body: some View {
List {
Button("Load") { loader.load() }
Button("Finish sync") { Task { try? await loader.finish() } }
}
}
}
@Observable class GameLoader {
var directory: GameSaveSyncedDirectory?
func stateChanged() {
let newState = withObservationTracking {
directory?.state
} onChange: {
Task { @MainActor [weak self] in self?.stateChanged() }
}
print("State changed to \(newState?.description ?? "nil")")
switch newState {
case .error(let error):
print("ERROR: \(error.localizedDescription)")
default: _ = 0 // NOOP
}
}
func load() {
print("Opening gamesave directory")
directory = GameSaveSyncedDirectory.openDirectory()
stateChanged()
}
func finish() async throws {
print("finishing syncing")
await directory?.finishSyncing()
}
}
Topic:
Graphics & Games
SubTopic:
General
I’m trying to use EXR lightmaps to overlay baked lighting on top of a base texture in the RCP Shader Graph.
When I multiply an EXR image set to Image(float) with an 8-bit base texture, the output becomes Image(float). I can’t connect that to the BaseColor input on the UnlitSurface node, since it only accepts Color3f.
I expected to be able to use a Convert node between the Multiply node and the BaseColor input, but when I do that, the result becomes black and white instead of the expected outcome: the EXR multiplied with the base texture using a baseline value of 1, where values below 1 in the EXR would darken the base texture and values above 1 would brighten it.
Is there any documentation on how to properly overlay a 32-bit EXR lightmap in the RCP Shader Graph, or is the black-and-white output from the Convert node a bug?
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
Hi, I'm Beginner with Metal 4 and Model I/O 🥺.
I can render simple models with just one mesh, but when I try to render models with SubMeshes, nothing shows up on screen.
Can anyone help me figure out how to properly render models with multiple submeshes? I think I'm not iterating through them correctly or maybe missing some buffers setup.
Here's what I have so far:
https://www.icloud.com.cn/iclouddrive/0a6x_NLwlWy-herPocExZ8g3Q#LoadModel
Is there any support pr plans for support for for raytraced reflections in RealityKit on the Vision Pro M5? I cannot find any documentation regarding this topic.
Breaking Through PolySpatial's ~8k Object Limit – Seeking Alternative Approaches for Large-Scale Digital Twins
Confirmed: PolySpatial make Doubles MeshFilter Count – Hard Limit at ~8k Active Objects (15.9k Total)
Project Context & Research Goals
I’m developing an industrial digital twin application for Apple Vision Pro using Unity’s PolySpatial framework (RealityKit rendering in Unbounded_Volume mode). The scene contains complex factory environments with:
Production line equipment Many fragmented grid objects need to be merged.)
Dynamic product racks (state-switchable assets)
Animated worker avatars
To optimize performance, I’m systematically testing visionOS’s rendering capacity limits. Through controlled stress tests, I’ve identified a critical threshold:
Key Finding
When the total MeshFilter count reaches 15,970 (system baseline + 7,985 user-created objects × 2 due to PolySpatial cloning), the application crashes consistently. This suggests:
PolySpatial’s mirroring mechanism effectively doubles GameObject overhead
An apparent hard limit exists around ~8k active mesh objects in practice
Objectives for This Discussion
Verify if others have encountered similar limits with PolySpatial/RealityKit
Understand whether this is a:
Memory constraint (per-app allocation)
Render pipeline limit (Metal draw calls)
Unity-specific PolySpatial behavior
Explore optimization strategies beyond brute-force object reduction
Why This Matters
Industrial metaverse applications require rendering thousands of interactive objects . Confirming these limits will help our team:
Design safer content guidelines
Prioritize GPU instancing/LOD investments
Potentially contribute back to PolySpatial’s optimization
I’d appreciate insights from engineers who’ve:
Pushed similar large-scale scenes in visionOS
Worked around PolySpatial’s cloning overhead
Discovered alternative capacity limits (vertices/draw calls)
Is it possible to start screen recording (through Control Center) without user prompt?
I mean to ask user permission for the first time and after that to start and stop recording programmatically only?
I need to record screen only for specific events.
I have a visionOS app that I’m adding support for IOS and will like to keep using RealityView.
I know there are the following modifiers to add some navigation
.realityViewCameraControls(.orbit)
.realityViewCameraControls(.dolly)
.realityViewCameraControls(.pan)
But how can I add more than one? For example I would like to orbit with one finger, Pan with 2 fingers and dolly by pinching. Is this possible and if so can someone share some sample code on how to achieve that?
Thanks,
Guillermo
I have an app that uses GameController to read the inputs of a connected JoyCon. However, the controller also interacts with the OS.
For example, when I press the Home button on the controller, it brings me to the home of my Vision Pro.
Is it possible to disable this interaction while still being able to read the controller inputs inside my app?
Hi everyone
I'm experiencing an issue with iPadOS 26 regarding multi-touch gesture detection. When performing a quick four-finger gesture (tap and swipe), the system often fails to recognize the input. This especially affects multi-touch gestures, such as rhythm games with difficult levels.
Steps to Reproduce:
Place four fingers on the screen.
Perform a quick tap or a quick horizontal swipe (like the one used to switch apps).
Observe whether the gesture is ignored or detected inconsistently.
Expected Behavior:
4-finger multitouch gestures should be recognized regardless of gesture speed, just like previous iPadOS versions.
Actual Behavior:
Gestures fail to be detected when executed quickly—same gestures still work, and miss notes in rhythm games.
You can check out my posts on Twitter/x and Facebook: [https://x.com/kokona_fwa/status/1978131164104728949?s=61]
Facebook: [https://m.facebook.com/groups/idipad/permalink/24438964899058806/?]