I am trying the simplest use of attachment in realityKit and get Contextual closure type @MainActor, @Sendable (inout RealityViewCameraContent) async -> void expects 1 argument, but 2 were used in closure body.
Also i get cannot find Attachment in scope
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Hello RealityKit developers,
I'm currently working on physics simulations in my visionOS app and am trying to adapt the concepts from the official sample Simulating physics joints in your RealityKit app.
In the sample, a sphere is connected to the ceiling using a PhysicsRevoluteJoint to create a hinge-like simulation. I've successfully modified this setup to use a PhysicsSphericalJoint instead.
The basic replacement works as expected: pin1 (attached to the sphere) rotates freely around pin0 (attached to the ceiling), much like a ball-and-socket joint should, removing all translational degrees of freedom.
My challenge lies with the PhysicsSphericalJoint's angularLimitInYZ property. The documentation mentions that this property allows limiting the rotation around the Y and Z axes, defining an "elliptical cone shape around the x-axis of pin0." However, I'm struggling to understand how to specify these values to achieve a desired rotational limit.
If I have a sphere that is currently capable of rotating 360 degrees around pin0 (like a free-spinning ball on a string), how would I use angularLimitInYZ to restrict its rotation to a certain height or angular range, preventing it from completing a full circle?
Specifically, I'm trying to achieve a "swing" like behavior where the sphere oscillates back and forth but cannot rotate completely overhead or underfoot. What values or approach should I use for the angularLimitInYZ tuple to define such a restricted pendulum-like motion?
Any insights, code examples, or explanations on how to properly configure angularLimitInYZ for this kind of behavior would be incredibly helpful!
The following code is modified from the sample.
extension MainView {
func addPinsTo(ballEntity: Entity, attachmentEntity: Entity) throws {
let hingeOrientation = simd_quatf(from: [1, 0, 0], to: [0, 0, 1])
let attachmentPin = attachmentEntity.pins.set(
named: "attachment_hinge",
position: .zero,
orientation: hingeOrientation
)
let relativeJointLocation = attachmentEntity.position(
relativeTo: ballEntity
)
let ballPin = ballEntity.pins.set(
named: "ball_hinge",
position: relativeJointLocation,
orientation: hingeOrientation
)
// Create a PhysicsSphericalJoint between the two pins.
let revoluteJoint = PhysicsSphericalJoint(pin0: attachmentPin, pin1: ballPin)
try revoluteJoint.addToSimulation()
}
}
The following image is a screenshot of the operation when changing to PhysicsSphericalJoint.
Thank you in advance for your assistance.
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
Issue Summary:
In our Flutter application, we utilize Tencent's TRTC API for voice and video communication. While the broadcast functionality operates correctly on Android, it fails to respond on iOS devices. Attempting to initiate a broadcast results in no action, and long-pressing the broadcast button does not reveal the broadcast extension.
Steps to Reproduce:
Add Broadcast Upload Extension:
In Xcode, navigate to File > New > Target.
Select Broadcast Upload Extension and add it to the project.
2. Build the Project:
Attempt to build the project.
Encounter the error: "Cycle inside Runner; building could produce unreliable results."
3. Resolve Build Cycle Error:
Go to the project’s Build Phases.
Locate the Embed App Extensions phase.
Move Embed App Extensions just below Copy Bundle Resources.
Ensure the Copy only when installing option is selected.
Rebuild the project; the cycle error is resolved.
4.Test Broadcast Functionality:
Install the app on an iOS device.
Tap the broadcast button; observe no response.
Long-press the broadcast button in the top right hand scroll down menu; the broadcast extension is not listed.
5. Isolate the Issue:
Create a new Flutter project.
Repeat the above steps to add the broadcast upload extension.
The issue persists: broadcast functionality remains unresponsive on iOS.
Hello,
Could someone post code that shows how to implement GCVirtualController to move a box around the screen?
I've been poking around with GCVirtualController and gotten as far as having the D-pad and A B buttons appear on the display. But how do I make it do anything?
Topic:
Graphics & Games
SubTopic:
SpriteKit
Hi everyone,
I'm building a native iOS app using Unreal Engine 5.6 with Firebase for authentication and Firestore. The app uses a MetaHuman avatar and is meant to run as a standalone UE app on iPhone.
I'm using this Firebase wrapper:
👉 https://pandoa.github.io/FirebaseFeatures/
I've followed all the steps, including:
Adding GoogleService-Info.plist to the Xcode project and ensuring it’s in the correct target
Calling FIRApp.configure() in AppDelegate
Verifying the plist is bundled correctly
However, the app crashes on launch, and Firebase does not initialize properly.
Crash log shows:
[FirebaseCore][I-COR000005] No app has been configured yet.
Setup details:
Unreal Engine: 5.6 (source build, macOS)
iOS Deployment: 17.5
MetaHuman character packaged correctly and app launches fine without Firebase
Has anyone here managed to get Firebase working inside a native Unreal Engine iOS app with this setup? I'd love to hear if there’s something I’m missing — maybe something with initialization timing or module loading?
Thanks so much in advance 🙏
Topic:
Graphics & Games
SubTopic:
General
I'm encountering a build failure when trying to install the Game Porting Toolkit via Homebrew. The installation fails during the game-porting-toolkit-compiler dependency build phase with a CMake compatibility error.
Error Message:
CMake Error at CMakeLists.txt:3 (cmake_minimum_required):
Compatibility with CMake < 3.5 has been removed from CMake.
Update the VERSION argument <min> value. Or, use the <min>...<max> syntax
to tell CMake that the project requires at least <min> but has been updated
to work with policies introduced by <max> or earlier.
Or, add -DCMAKE_POLICY_VERSION_MINIMUM=3.5 to try configuring anyway.
-- Configuring incomplete, errors occurred!
Environment:
macOS: 15.6.1 (Sequoia)
Homebrew: 5.0.1
CMake: 3.20.2
Architecture: x86_64 (via Rosetta)
Formula: apple/apple/game-porting-toolkit-compiler v0.1
Source: crossover-sources-22.1.1.tar.gz
Steps to Reproduce:
Install x86_64 Homebrew for Rosetta compatibility
Run: arch -x86_64 /usr/local/bin/brew install apple/apple/game-porting-toolkit
Build fails during dependency installation
Root Cause:
The LLVM/Clang sources included in crossover-sources-22.1.1.tar.gz contain a CMakeLists.txt file that specifies a minimum CMake version lower than 3.5. Modern CMake versions (3.5+) have removed backward compatibility with these older version requirements.
Potential Solutions:
Update the Homebrew formula to patch the CMakeLists.txt with cmake_minimum_required(VERSION 3.5) or higher
Update to newer CrossOver sources with updated CMake requirements
Add the -DCMAKE_POLICY_VERSION_MINIMUM=3.5 flag to the CMake build command in the formula
Is this a known issue? Are there plans to update the formula or the source package to resolve this compatibility problem? Any guidance on a workaround would be appreciated.
Full log available at: /Users/kentarovadney/Library/Logs/Homebrew/game-porting-toolkit-compiler/02.cmake.log
Thanks for any assistance!
Hi all im having a variety of issues with gamekit matchmaking. On the simulator the matchmaking ui pops up and I can click Quick Match, then immediately "Failed to find Players" this is the same with a real Apple ID and a sandbox account.
If I use real devices the app at least discovers a match, but then the match none of the delegate methods for the match ever get called and the logs are filled with socket not connected and various errors.
My questions are:
Should match making via quick match work in the simulator, I have seen tutorial videos etc of this working, but I can't seem to get it to work.
How do people debug issues with GameCenter / Gamekit to find out why its not able to connect?
Many thanks in advance
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
Hey I wanted to make an app that tracks changes in the room and room lightning and I was wondering if its possible to use VirtualEnvironmentProbeComponent to obtain the EnvironmentResource image and store it?
If so are there any example of similar operation I could use?
Thank you!
Hi,
seems MSL is missing support for a clock() shader instruction available in other graphics APIs like Vulkan or OpenGL for example..
useful for counting cost in number of clock cycles of some code insider shader with much finer granularity than launching a micro kernel with same instructions and measuring cycles cost from CPU..
also useful for MoltenVK to support that extensions..
thanks..
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 using a class with tangents to render on RealityKit for VisionOS but in Vision26 it cause a crash on App and there not documentation how implement cp_drawable_compute_projection I have tried a few options but without success. Could you help me to implement it ?
The part of code is:
return drawable.views.map { view in
let userViewpointMatrix = (simdDeviceAnchor * view.transform).inverse
let projectionMatrix = ProjectiveTransform3D(
leftTangent: Double(view.tangents[0]),
rightTangent: Double(view.tangents[1]),
topTangent: Double(view.tangents[2]),
bottomTangent: Double(view.tangents[3]),
nearZ: Double(drawable.depthRange.y),
farZ: Double(drawable.depthRange.x),
reverseZ: true
)
let screenSize = SIMD2(x: Int(view.textureMap.viewport.width),
y: Int(view.textureMap.viewport.height))
return ModelRendererViewportDescriptor(viewport: view.textureMap.viewport,
projectionMatrix: .init(projectionMatrix),
viewMatrix: userViewpointMatrix * translationMatrix * rotationMatrix * scalingMatrix * commonUpCalibration,
screenSize: screenSize)
}
If I compile a compute kernel with a call to texture.read(), it fails with the following error: "Error Domain=AGXMetalG13X Code=3 "Encountered unlowered function call to air.get_read_sampler" UserInfo={NSLocalizedDescription=Encountered unlowered function call to air.get_read_sampler}."
This error occurs on both macOS and iOS 26 Beta 5, but not when running on a simulator or in a playground. It does not occur on a macOS Sequoia VM. It occurs whether I use the old metal 3 or new metal 4 compilation method.
A workaround would be to use a sampler, but according to the feature tables, all platforms support reading from textures of all formats.
Below is a minimal example which produces the error:
let device = MTLCreateSystemDefaultDevice()!
let library = device.makeDefaultLibrary()!
let computeFunction = library.makeFunction(name: "compute_test")!
do {
let pipeline = try device.makeComputePipelineState(function: computeFunction)
debugPrint(pipeline)
} catch {
debugPrint("Metal 3 failed with error:\n\(error)")
}
#import <metal_stdlib>
using namespace metal;
kernel void compute_test(uint2 gid [[thread_position_in_grid]],
texture2d<float, access::read> in [[texture(0)]],
texture2d<float, access::write> out [[texture(1)]]) {
out.write(in.read(gid), gid);
}
I filed feedback FB19530049.
Hi there,
I'm wondering if it's possible under iOS 28 developer beta to enable MetalFX scaling info with '{"MTL_HUD_ENABLED": "1" for my App.
This information has been added to Mac, but looks to be absent on iPhone / iPad
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?
Matchmaking rules
https://developer.apple.com/documentation/gamekit/matchmaking-rules?language=objc
AppStoreConnectApi rules
https://developer.apple.com/documentation/appstoreconnectapi/rules?language=objc
・Environment
Unity 6000.2.2f1
XCode 16.1
iOS 26
3 iPhones
・AppStoreConnectApi rules
"type": "gameCenterMatchmakingRuleSets",
"id": "f6a88caf-85db-42bf-xxxxxxxxxxxxxxxxxxxx",
"attributes": {
"referenceName": "co.mygame.RuleSets.GvERandom34",
"ruleLanguageVersion": 1,
"minPlayers": 3,
"maxPlayers": 4
},
"type": "gameCenterMatchmakingRules",
"id": "6afa68ce-4d2c-496f-xxxxxxxxxxxxxxxxxxxx",
"attributes": {
"referenceName": "GameVersion",
"description": "Check Game Version. GvERandom34",
"type": "COMPATIBLE",
"expression": "requests[0].properties.gameVersion == requests[1].properties.gameVersion",
"weight": null
},
"type": "gameCenterMatchmakingQueues",
"id": "7fb645ef-4eca-4510-xxxxxxxxxxxxxxxxxxxx",
"attributes": {
"referenceName": "co.mygame.que.GvERandom34",
"classicMatchmakingBundleIds": []
},
・Objective-C Execution code
queueName = "co.mygame.que.GvERandom34"
keyStr = "gameVersion "
valueStr = "1.0"
- (void)MatchQueueParamStr1Start:(NSString*)queueName keyStr:(NSString*)keyStr valueStr:(NSString*)valueStr
{
if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *) == NO)
{
DBGLOG(@"MatchQueueParamStr1Start Not support.");
return;
}
self->_matchMakingFlag = YES;
self->_matchFinishFlag = NO;
self->_myMatch = nil;
GKMatchRequest *req = [[GKMatchRequest alloc] init];
if (@available(iOS 17.2, tvOS 17.2, macOS 14.2, visionOS 1.1, *))
{
req.queueName = queueName;
req.properties = @{keyStr: valueStr};
}
[[GKMatchmaker sharedMatchmaker] findMatchForRequest:req withCompletionHandler: ^(GKMatch *match, NSError *error)
{
if (error)
{
[self SetupErrorInfo:error descriptionText:@"findMatchForRequest"];
}
else if(match)
{
self->_myMatch = match;
self->_myMatch.delegate = self;
}
self->_matchMakingFlag = NO;
self->_matchFinishFlag = YES;
}];
}
・
I'm trying to match with three devices.
Matching doesn't work.
5 minutes later times out.
What's the problem?
Hello, I am trying to capture screen recording ( output.mp4 ) using ScreenCaptureKit and also the mouse positions during the recording ( mouse.json ). The recording and the mouse positions ( tracked based on mouse movements events only ) needs to be perfectly synced in order to add effects in post editing.
I started off by using the await stream?.startCapture() and after that starting my mouse tracking function :-
try await captureEngine.startCapture(configuration: config, filter: filter, recordingOutput: recordingOutput)
let captureStartTime = Date()
mouseTracker?.startTracking(with: captureStartTime)
But every time I tested, there is a clear inconsistency in sync between the recorded video and the recorded mouse positions.
The only thing I want is to know when exactly does the recording "actually" started so that I can start the mouse capture at that same time, and thus I tried using the Delegates, but being able to set them up perfectly.
import Foundation
import AVFAudio
import ScreenCaptureKit
import OSLog
import Combine
class CaptureEngine: NSObject, @unchecked Sendable {
private let logger = Logger()
private(set) var stream: SCStream?
private var streamOutput: CaptureEngineStreamOutput?
private var recordingOutput: SCRecordingOutput?
private let videoSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.VideoSampleBufferQueue")
private let audioSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.AudioSampleBufferQueue")
private let micSampleBufferQueue = DispatchQueue(label: "com.francestudio.phia.MicSampleBufferQueue")
func startCapture(configuration: SCStreamConfiguration, filter: SCContentFilter, recordingOutput: SCRecordingOutput) async throws {
// Create the stream output delegate.
let streamOutput = CaptureEngineStreamOutput()
self.streamOutput = streamOutput
do {
stream = SCStream(filter: filter, configuration: configuration, delegate: streamOutput)
try stream?.addStreamOutput(streamOutput, type: .screen, sampleHandlerQueue: videoSampleBufferQueue)
try stream?.addStreamOutput(streamOutput, type: .audio, sampleHandlerQueue: audioSampleBufferQueue)
try stream?.addStreamOutput(streamOutput, type: .microphone, sampleHandlerQueue: micSampleBufferQueue)
self.recordingOutput = recordingOutput
recordingOutput.delegate = self
try stream?.addRecordingOutput(recordingOutput)
try await stream?.startCapture()
} catch {
logger.error("Failed to start capture: \(error.localizedDescription)")
throw error
}
}
func stopCapture() async throws {
do {
try await stream?.stopCapture()
} catch {
logger.error("Failed to stop capture: \(error.localizedDescription)")
throw error
}
}
func update(configuration: SCStreamConfiguration, filter: SCContentFilter) async {
do {
try await stream?.updateConfiguration(configuration)
try await stream?.updateContentFilter(filter)
} catch {
logger.error("Failed to update the stream session: \(String(describing: error))")
}
}
func stopRecordingOutputForStream(_ recordingOutput: SCRecordingOutput) throws {
try self.stream?.removeRecordingOutput(recordingOutput)
}
}
// MARK: - SCRecordingOutputDelegate
extension CaptureEngine: SCRecordingOutputDelegate {
func recordingOutputDidStartRecording(_ recordingOutput: SCRecordingOutput) {
let startTime = Date()
logger.info("Recording output did start recording \(startTime)")
}
func recordingOutputDidFinishRecording(_ recordingOutput: SCRecordingOutput) {
logger.info("Recording output did finish recording")
}
func recordingOutput(_ recordingOutput: SCRecordingOutput, didFailWithError error: any Error) {
logger.error("Recording output failed with error: \(error.localizedDescription)")
}
}
private class CaptureEngineStreamOutput: NSObject, SCStreamOutput, SCStreamDelegate {
private let logger = Logger()
override init() {
super.init()
}
func stream(_ stream: SCStream, didOutputSampleBuffer sampleBuffer: CMSampleBuffer, of outputType: SCStreamOutputType) {
guard sampleBuffer.isValid else { return }
switch outputType {
case .screen:
break
case .audio:
break
case .microphone:
break
@unknown default:
logger.error("Encountered unknown stream output type:")
}
}
func stream(_ stream: SCStream, didStopWithError error: Error) {
logger.error("Stream stopped with error: \(error.localizedDescription)")
}
}
I am getting error
Value of type 'SCRecordingOutput' has no member 'delegate'
Even though I am targeting macOs 15+ ( macOs 26 actually ) and macOs only.
What is the best way to achieving the desired result? Is there any other / better way to do it?
In the CanyonCrosser example project, some RealityKit systems are implemented as classes while others are structs. What’s the reason for using different types?
Hi everyone,
I faced an issue that on IOS 26 removeAnnotation method doesn't remove annotation. This code worked on previous versions (IOS 18, 17) but suddenly stopped working on IOS 26.
Has anyone faced this issue?
guard let document = await pdfView.document else { return }
for pageIndex in 0..<document.pageCount {
guard let page = document.page(at: pageIndex) else { continue }
let annotations = page.annotations
for annotation in annotations {
page.removeAnnotation(annotation)
}
}