Reality Composer Pro

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Prototype and produce content for AR experiences using Reality Composer Pro.

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Unwanted file changes in Reality Composer Pro project when using Git
Hello, I'm working on a visionOS project that uses Reality Composer Pro, and we are managing our project files with Git. We've noticed that simply opening and closing the Reality Composer Pro application consistently generates changes in the following files, even when no explicit modifications have been made by the developer: {ProjectName}/Packages/RealityKitContent/Package.realitycomposerpro/PluginData/*******/ShaderGraphEditorPluginID/ShaderGraphEditorPluginID {ProjectName}/Packages/RealityKitContent/Package.realitycomposerpro/WorkspaceData/SceneMetadataList.json Could you please clarify the purpose of these files? Why do they appear as modified when no direct changes are made from our end? More importantly, is it safe to add these files to our .gitignore to prevent them from being tracked by Git? We are concerned that ignoring these files might lead to unexpected issues or inconsistencies when other team members pull the latest changes, especially if these files contain critical project metadata or state that needs to be synchronized. Any insights or recommended best practices for managing Reality Composer Pro projects with Git would be greatly appreciated. Thank you for your time and assistance.
1
0
357
Jun ’25
Apple Vision Pro Developer Strap: Video Out and Recording Time Limit
Any way to extend the video recording time in Reality Composer Pro from 3:00 to any longer value, such as editing preferences in Terminal or other workaround? Is there any way to use the strap and a USB-C cable as a live video stream input source that would mirror to Quicktime or some other video capture tool? I am assuming there is no online documentation or user manual for the strap, but please correct me if I'm wrong. Thank you.
1
0
208
Jun ’25
Index out of range crash: internal framework
Hi there, I'm developing a visionOS app that is using the anchor points and mesh from SceneReconstructionProvider anchor updates. I load an ImmersiveSpace using a RealityView and apply a ShaderGraphMaterial (from a Shader Graph in Reality Composer Pro) to the mesh and use calls to setParameter to dynamically update the material on very rapid frequency. The mesh is locked (no more updates) before the calls to setParameter. This process works for a few minutes but then eventually I get the following error in the console: assertion failure: Index out of range (operator[]:line 789) index = 13662, max = 1 With the following stack trace: Thread 1 Queue : com.apple.main-thread (serial) #0 0x00000002880f90d0 in __abort_with_payload () #1 0x000000028812a6dc in abort_with_payload_wrapper_internal () #2 0x000000028812a710 in abort_with_payload () #3 0x0000000288003f40 in _os_crash_msg () #4 0x00000001dc9ff624 in re::ecs2::ComponentBucketsBase::addComponent () #5 0x00000001dc9ffadc in re::ecs2::ComponentBucketsBase::moveComponent () #6 0x00000001dc8b0278 in re::ecs2::MaterialParameterBlockArrayComponentStateImpl::processPreparingComponents () #7 0x00000001dc8b05e4 in re::ecs2::MaterialParameterBlockArraySystem::update () #8 0x00000001dd008744 in re::Scheduler::executePhase () #9 0x00000001dc032ec4 in re::Engine::executePhase () #10 0x0000000248121898 in RCPSharedSimulationExecuteUpdate () #11 0x00000002264e488c in __59-[MRUISharedSimulation _doJoinWithConnectionContext:error:]_block_invoke.44 () #12 0x0000000268c5fe9c in _UIUpdateSequenceRunNext () #13 0x00000002696ea540 in schedulerStepScheduledMainSectionContinue () #14 0x000000026af8d284 in UC::DriverCore::continueProcessing () #15 0x00000001a1bd4e6c in CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION () #16 0x00000001a1bd4db0 in __CFRunLoopDoSource0 () #17 0x00000001a1bd44f0 in __CFRunLoopDoSources0 () #18 0x00000001a1bd3640 in __CFRunLoopRun () #19 0x00000001a1bce284 in _CFRunLoopRunSpecificWithOptions () #20 0x00000001eff12d2c in GSEventRunModal () #21 0x00000002697de878 in -[UIApplication _run] () #22 0x00000002697e33c0 in UIApplicationMain () #23 0x00000001b56651e4 in closure #1 (Swift.UnsafeMutablePointer<Swift.Optional<Swift.UnsafeMutablePointer<Swift.Int8>>>) -> Swift.Never in SwiftUI.KitRendererCommon(Swift.AnyObject.Type) -> Swift.Never () #24 0x00000001b5664f08 in SwiftUI.runApp<τ_0_0 where τ_0_0: SwiftUI.App>(τ_0_0) -> Swift.Never () #25 0x00000001b53ad570 in static SwiftUI.App.main() -> () () #26 0x0000000101bc7b9c in static MetalRendererApp.$main() () #27 0x0000000101bc7bdc in main () #28 0x0000000197fd0284 in start () Any advice on how to solve this or prevent the error? Thanks!
1
0
435
Jul ’25
RCP Scene issues at runtime (visionOS 26 / Xcode 26 Beta 4)
I have a scene that has been assembled in RCP but I'm losing the correct hierarchy and transforms when running the scene in the headset or the simulator. This is in RCP: This is at runtime with the debugger: As you can see the "MAIN_WAGON" entity is gone and part of the hierarchy are now children of "TRAIN_ROOT" instead. Another issue is that not only part of the hieararchy disappears, it also reverts back to default values of the transform instead of what is set in RCP: This is in RCP: This is in the simulator/headset: I'm filing a feedback ticket too and will post the number here. Anyone had a similar issue and found a fix or workaround ?
5
0
449
Aug ’25
Bones/joints data issue - USD file export from Blender to RCP
Hi, I'm developing a prototype VisionOS game. How to access the bones or joints information when exporting a USD file from Blender to RCP? The animation in RCP works fine and the joints' information is correctly embedded in the USDA file (with usdchecker). However, RCP does not read it in USDA, USDC or USDZ. It should be possible based on Apple WWDC24 (Compose Interactive 3D content in RCP). I want to attach and detach an entity to a particular bone in certain moments. So I need the bones' data. They are standard mixamo animations. My mesh is a single unified mesh. Using Blender 4.4
4
0
802
Sep ’25
[visionOS] How to render side-by-side stereo video?
I want to render a 3d/stereoscopic video in an Apple Vision Pro window using RealityKit/RealityView. The video is a left-right stereo. The straight forward approach would be to spawn a quad, and give it a custom Shader Graph material, which has a CameraIndexSwitch. The CameraIndexSwitch chooses between the right texture vs the left texture. https://i.sstatic.net/XawqjNcg.png The issue I have here is that I have to extract the video frames from my AVSampleBufferVideoRenderer. This should work ok, but not if I'm playing FairPlay content. So, my question is, how to render stereo FairPlay videos in a SwiftUI RealityView?
1
0
775
Aug ’25
Build Vision Pro failed
`error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift error: [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults") error: Tool exited with code 1
5
0
715
Jul ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets. I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity. In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging: Low-complexity images are compressed more aggressively The final packaged file size varies based on content complexity Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment. Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro? Or any best practices to optimize .ktx sizes based on image complexity? Thanks!
0
0
321
May ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets. I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity. In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging: Low-complexity images are compressed more aggressively The final packaged file size varies based on content complexity Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment. Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro? Or any best practices to optimize .ktx sizes based on image complexity? Thanks!
0
0
214
Jun ’25
VisionOS 26 new hand Tracking: how to use it for replacing hands in a virtual environment.
I am still not finding resources to know how to replace hands in a full immersive Space.... I reached the goal by creating a ARKit session that can detect the USDZ hand mesh Joints and connect to the hand-tracked-joints.... but I feel that's not the best solution... I really want to use the RealityKit potential to track and replace hands (with USDZ skinned ones) in an immersive environment, but the only resources I found are from November 2023.... :( Can someone help me?
0
0
130
Jun ’25
AVQueuePlayer and AVPlayerLooper implementation.
I am trying to loop my videoMaterial. I have researched the AXQueuePlayer and AVPlayerLooper and tried to implement them into my code. Please see attached. There are no errors showing up but the videoMaterial is no longer working. Please see the attached for the working code that plays the videoMaterial. I am stumped can anyone help me solve this? Thank you.
0
0
121
Jun ’25
Why don’t the dinosaurs in “Encounter Dinosaurs” respond to real-world light intensity?
I have a question about Apple’s preinstalled visionOS app “Encounter Dinosaurs.” In this app, the dinosaurs are displayed over the real-world background, but the PhysicallyBasedMaterial (PBM) in RealityKit doesn’t appear to respond to the actual brightness of the environment. Even when I change the lighting in the room, the dinosaurs’ brightness and shading remain almost the same. If this behavior is intentional — for example, if the app disables real-world lighting influence or uses a fixed lighting setup — could someone explain how and why it’s implemented that way?
1
0
739
Nov ’25
Unwanted file changes in Reality Composer Pro project when using Git
Hello, I'm working on a visionOS project that uses Reality Composer Pro, and we are managing our project files with Git. We've noticed that simply opening and closing the Reality Composer Pro application consistently generates changes in the following files, even when no explicit modifications have been made by the developer: {ProjectName}/Packages/RealityKitContent/Package.realitycomposerpro/PluginData/*******/ShaderGraphEditorPluginID/ShaderGraphEditorPluginID {ProjectName}/Packages/RealityKitContent/Package.realitycomposerpro/WorkspaceData/SceneMetadataList.json Could you please clarify the purpose of these files? Why do they appear as modified when no direct changes are made from our end? More importantly, is it safe to add these files to our .gitignore to prevent them from being tracked by Git? We are concerned that ignoring these files might lead to unexpected issues or inconsistencies when other team members pull the latest changes, especially if these files contain critical project metadata or state that needs to be synchronized. Any insights or recommended best practices for managing Reality Composer Pro projects with Git would be greatly appreciated. Thank you for your time and assistance.
Replies
1
Boosts
0
Views
357
Activity
Jun ’25
Apple Vision Pro Developer Strap: Video Out and Recording Time Limit
Any way to extend the video recording time in Reality Composer Pro from 3:00 to any longer value, such as editing preferences in Terminal or other workaround? Is there any way to use the strap and a USB-C cable as a live video stream input source that would mirror to Quicktime or some other video capture tool? I am assuming there is no online documentation or user manual for the strap, but please correct me if I'm wrong. Thank you.
Replies
1
Boosts
0
Views
208
Activity
Jun ’25
Index out of range crash: internal framework
Hi there, I'm developing a visionOS app that is using the anchor points and mesh from SceneReconstructionProvider anchor updates. I load an ImmersiveSpace using a RealityView and apply a ShaderGraphMaterial (from a Shader Graph in Reality Composer Pro) to the mesh and use calls to setParameter to dynamically update the material on very rapid frequency. The mesh is locked (no more updates) before the calls to setParameter. This process works for a few minutes but then eventually I get the following error in the console: assertion failure: Index out of range (operator[]:line 789) index = 13662, max = 1 With the following stack trace: Thread 1 Queue : com.apple.main-thread (serial) #0 0x00000002880f90d0 in __abort_with_payload () #1 0x000000028812a6dc in abort_with_payload_wrapper_internal () #2 0x000000028812a710 in abort_with_payload () #3 0x0000000288003f40 in _os_crash_msg () #4 0x00000001dc9ff624 in re::ecs2::ComponentBucketsBase::addComponent () #5 0x00000001dc9ffadc in re::ecs2::ComponentBucketsBase::moveComponent () #6 0x00000001dc8b0278 in re::ecs2::MaterialParameterBlockArrayComponentStateImpl::processPreparingComponents () #7 0x00000001dc8b05e4 in re::ecs2::MaterialParameterBlockArraySystem::update () #8 0x00000001dd008744 in re::Scheduler::executePhase () #9 0x00000001dc032ec4 in re::Engine::executePhase () #10 0x0000000248121898 in RCPSharedSimulationExecuteUpdate () #11 0x00000002264e488c in __59-[MRUISharedSimulation _doJoinWithConnectionContext:error:]_block_invoke.44 () #12 0x0000000268c5fe9c in _UIUpdateSequenceRunNext () #13 0x00000002696ea540 in schedulerStepScheduledMainSectionContinue () #14 0x000000026af8d284 in UC::DriverCore::continueProcessing () #15 0x00000001a1bd4e6c in CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION () #16 0x00000001a1bd4db0 in __CFRunLoopDoSource0 () #17 0x00000001a1bd44f0 in __CFRunLoopDoSources0 () #18 0x00000001a1bd3640 in __CFRunLoopRun () #19 0x00000001a1bce284 in _CFRunLoopRunSpecificWithOptions () #20 0x00000001eff12d2c in GSEventRunModal () #21 0x00000002697de878 in -[UIApplication _run] () #22 0x00000002697e33c0 in UIApplicationMain () #23 0x00000001b56651e4 in closure #1 (Swift.UnsafeMutablePointer<Swift.Optional<Swift.UnsafeMutablePointer<Swift.Int8>>>) -> Swift.Never in SwiftUI.KitRendererCommon(Swift.AnyObject.Type) -> Swift.Never () #24 0x00000001b5664f08 in SwiftUI.runApp<τ_0_0 where τ_0_0: SwiftUI.App>(τ_0_0) -> Swift.Never () #25 0x00000001b53ad570 in static SwiftUI.App.main() -> () () #26 0x0000000101bc7b9c in static MetalRendererApp.$main() () #27 0x0000000101bc7bdc in main () #28 0x0000000197fd0284 in start () Any advice on how to solve this or prevent the error? Thanks!
Replies
1
Boosts
0
Views
435
Activity
Jul ’25
RCP Scene issues at runtime (visionOS 26 / Xcode 26 Beta 4)
I have a scene that has been assembled in RCP but I'm losing the correct hierarchy and transforms when running the scene in the headset or the simulator. This is in RCP: This is at runtime with the debugger: As you can see the "MAIN_WAGON" entity is gone and part of the hierarchy are now children of "TRAIN_ROOT" instead. Another issue is that not only part of the hieararchy disappears, it also reverts back to default values of the transform instead of what is set in RCP: This is in RCP: This is in the simulator/headset: I'm filing a feedback ticket too and will post the number here. Anyone had a similar issue and found a fix or workaround ?
Replies
5
Boosts
0
Views
449
Activity
Aug ’25
Bones/joints data issue - USD file export from Blender to RCP
Hi, I'm developing a prototype VisionOS game. How to access the bones or joints information when exporting a USD file from Blender to RCP? The animation in RCP works fine and the joints' information is correctly embedded in the USDA file (with usdchecker). However, RCP does not read it in USDA, USDC or USDZ. It should be possible based on Apple WWDC24 (Compose Interactive 3D content in RCP). I want to attach and detach an entity to a particular bone in certain moments. So I need the bones' data. They are standard mixamo animations. My mesh is a single unified mesh. Using Blender 4.4
Replies
4
Boosts
0
Views
802
Activity
Sep ’25
How to exit an app developed on VisionPro using code?
I developed an app on VisionPro and created a button that allows users to exit the app instead of being forced to exit. I use the ”exit (0)“ scheme to exit the application, but when I re-enter, the loaded window is not the initial window, so is there any relevant code that can be used? Thank you
Replies
1
Boosts
0
Views
370
Activity
Sep ’25
Download files on VisionPro, but after removing VisionPro, the download fails. How can I solve this problem?
I downloaded the file through Scoot, and when I remove VisionPro, the app will call the StreamDelegate method and return ". endEncountered". How can I solve this problem? Thank you!
Replies
2
Boosts
0
Views
546
Activity
Sep ’25
Reality Composer Pro for iphone game
We are building an AR experience for deployment on iphones. We are using Unity but it looks as if Reality Composer Pro has better features for spatial audio. I am not sure if Reality Composer Pro can only be used for Vision Pro or can it also be used for deployment on Iphone or ipad.
Replies
1
Boosts
0
Views
635
Activity
Jun ’25
[visionOS] How to render side-by-side stereo video?
I want to render a 3d/stereoscopic video in an Apple Vision Pro window using RealityKit/RealityView. The video is a left-right stereo. The straight forward approach would be to spawn a quad, and give it a custom Shader Graph material, which has a CameraIndexSwitch. The CameraIndexSwitch chooses between the right texture vs the left texture. https://i.sstatic.net/XawqjNcg.png The issue I have here is that I have to extract the video frames from my AVSampleBufferVideoRenderer. This should work ok, but not if I'm playing FairPlay content. So, my question is, how to render stereo FairPlay videos in a SwiftUI RealityView?
Replies
1
Boosts
0
Views
775
Activity
Aug ’25
Build Vision Pro failed
`error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift error: [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults") error: Tool exited with code 1
Replies
5
Boosts
0
Views
715
Activity
Jul ’25
My MacBook Screen is with little pixels Help!!
help me please i cant remove little messed up pixels and they are getting more and more please help me!! 2025 Macbook pro no protection screen actual screen
Replies
1
Boosts
0
Views
165
Activity
May ’25
Looking for help on setting up shader graph nodes to create a gaussian blur effect.
Anyone could share ideas or nodes setup to implement a gaussian blur on shader graph material, with a blur size parameter? Thanks!
Replies
0
Boosts
0
Views
218
Activity
May ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets. I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity. In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging: Low-complexity images are compressed more aggressively The final packaged file size varies based on content complexity Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment. Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro? Or any best practices to optimize .ktx sizes based on image complexity? Thanks!
Replies
0
Boosts
0
Views
321
Activity
May ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets. I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity. In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging: Low-complexity images are compressed more aggressively The final packaged file size varies based on content complexity Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment. Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro? Or any best practices to optimize .ktx sizes based on image complexity? Thanks!
Replies
0
Boosts
0
Views
214
Activity
Jun ’25
VisionOS 26 new hand Tracking: how to use it for replacing hands in a virtual environment.
I am still not finding resources to know how to replace hands in a full immersive Space.... I reached the goal by creating a ARKit session that can detect the USDZ hand mesh Joints and connect to the hand-tracked-joints.... but I feel that's not the best solution... I really want to use the RealityKit potential to track and replace hands (with USDZ skinned ones) in an immersive environment, but the only resources I found are from November 2023.... :( Can someone help me?
Replies
0
Boosts
0
Views
130
Activity
Jun ’25
AVQueuePlayer and AVPlayerLooper implementation.
I am trying to loop my videoMaterial. I have researched the AXQueuePlayer and AVPlayerLooper and tried to implement them into my code. Please see attached. There are no errors showing up but the videoMaterial is no longer working. Please see the attached for the working code that plays the videoMaterial. I am stumped can anyone help me solve this? Thank you.
Replies
0
Boosts
0
Views
121
Activity
Jun ’25
Retrieve image from TextureResource and convert it to base64string
Is there any way to convert TextureResource to Image
Replies
1
Boosts
0
Views
309
Activity
Sep ’25
When debugging with VisionPro in Xcode, the program will block and it will take a long time to execute
After writing the code, when debugging on VisionPro, the program will encounter a blocking situation when running from Xcode to VisionPro. It will take a long time for the execution information to appear on the Xcode console
Replies
1
Boosts
0
Views
461
Activity
Oct ’25
Why don’t the dinosaurs in “Encounter Dinosaurs” respond to real-world light intensity?
I have a question about Apple’s preinstalled visionOS app “Encounter Dinosaurs.” In this app, the dinosaurs are displayed over the real-world background, but the PhysicallyBasedMaterial (PBM) in RealityKit doesn’t appear to respond to the actual brightness of the environment. Even when I change the lighting in the room, the dinosaurs’ brightness and shading remain almost the same. If this behavior is intentional — for example, if the app disables real-world lighting influence or uses a fixed lighting setup — could someone explain how and why it’s implemented that way?
Replies
1
Boosts
0
Views
739
Activity
Nov ’25
Sky Dome vs. Sky Sphere
In Reality Composer Pro, why is the Sky Sphere so much larger than the Sky Dome? By my estimate, the Sky Sphere has a radius of 100m, while the Sky only has a radius of only 12m.
Replies
0
Boosts
0
Views
425
Activity
Oct ’25