Issue
When an Entity with a ViewAttachmentComponent is:
disabled using isEnabled = false
removed using removeFromParent()
and then enabled or added back again, the attached SwiftUI view is rendered correctly, but tap interactions stop working.
Specifically:
Button actions inside the attached view do not fire
TapGesture closures on child views do not respond
Expected Behavior
Tap interactions inside the attached view should continue to work after the Entity is re-enabled or re-added.
Actual Behavior
After being disabled or removed once, all tap interactions stop responding.
Comparison
When displaying the same SwiftUI view using RealityViewAttachments, this issue does not occur.
Removing and re-displaying the attachment still allows taps to work correctly.
Reproduction
Attached sample code reproduces the issue:
A RealityView with an Entity that has a ViewAttachmentComponent
The attached SwiftUI view contains a Toggle
The toggle updates isEnabled on the Entity
After toggling off and on, tap interactions stop responding
Environment
Xcode 26
visionOS 26
Question
Is this expected behavior of ViewAttachmentComponent, or a bug?
Is there a recommended way to temporarily hide or disable an Entity with ViewAttachmentComponent without breaking tap interactions?
import SwiftUI
import RealityKit
struct GestureTestView: View {
@State var sampleEnabled = true
@State var sampleEntity: Entity?
var body: some View {
RealityView { contents, attachments in
// After deleting and re-displaying it, taps no longer respond.
let sample = Entity(components: ViewAttachmentComponent(rootView: SampleView()))
// Executed successfully
//let sample = attachments.entity(for: "SampleView")!
contents.add(sample)
sample.position = [0, 1.2, -1]
sampleEntity = sample
let toggleButton = Entity(components: ViewAttachmentComponent(rootView: ToggleButtonView(isOn: $sampleEnabled)))
contents.add(toggleButton)
toggleButton.position = [0, 1, -1]
} update: { _, _ in
// run update closure
print(sampleEnabled)
// update sample entity enable
sampleEntity?.isEnabled = sampleEnabled
} attachments: {
Attachment(id: "SampleView") {
SampleView()
}
}
}
}
struct ToggleButtonView: View {
@Binding var isOn: Bool
var body: some View {
VStack {
Toggle(isOn: $isOn) {
Text("Toggle")
}
}
.padding()
.glassBackgroundEffect()
}
}
struct SampleView: View {
var body: some View {
VStack {
Button {
print("Hello, World!")
} label: {
Text("Hello, World!")
.padding()
}
}
.padding()
.glassBackgroundEffect()
}
}
#Preview(immersionStyle: .mixed) {
GestureTestView()
}
RealityKit
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I am developing a custom app for Apple Vision Pro using Compositor Services to stream content from NVIDIA Omniverse. The app is based on:
https://github.com/NVIDIA-Omniverse/apple-configurator-sample
Environment:
Device: Apple Vision Pro
OS Version: visionOS 26.2
Xcode Version: 26.2
The Issue: The application crashes hard (__abort_with_payload) in "libsystem_kernel.dylib" on Task 6 immediately after initialization. This appears to be a deliberate abort triggered by the compositor, not a typical crash.
The issue occurs on both physical device and simulator.
Important detail:
The console output shows a specific CLIENT BUG assertion. By checking the metadata of the warning, I found that it is related to "Library: CompositorNonUI".
Relevant console output before abort:
Missed 'FrameLimiter' target of 90.0 Hz
running compositor services to get IPD, FOV, etc
fence tx observer 14f27 timed out after 0.600000
fence tx observer bc1b timed out after 0.600000
BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API
We are developing a standalone AI avatar application for hospital reception kiosks using Mac mini (M2/M4). The app runs on SwiftUI + RealityKit, displays on a 75-inch monitor, and utilizes a USB-connected 4K camera and external sensors (LiDAR/mmWave).
We have several technical concerns regarding the transition from iPadOS to macOS. Could you please provide insights on the following?
ARKit/Vision Framework on macOS with External Camera On iPadOS, ARKit provides robust Face Tracking. On macOS with an external USB 4K camera:
Can we achieve real-time face tracking (expression/gaze/depth) with Vision framework or ARKit comparable to iPadOS performance?
Are there any specific limitations for accessing the Neural Engine via Vision framework for real-time 4K video analysis on macOS?
Accessing External Hardware (LiDAR/Sensors) in Sandbox We plan to connect external LiDAR and mmWave sensors (e.g., Akara) via USB/Bluetooth.
Is it feasible to communicate with these custom drivers/devices within the App Sandbox environment?
Would DriverKit be required, or can we use standard serial communication APIs?
On-Device LLM (MLX) & Thermals We intend to run a local LLM (e.g., Llama 3 using MLX framework) for offline conversation, alongside 3D rendering.
With the M2/M4 Mac mini fan design, is there a risk of thermal throttling during 10+ hours of continuous operation (simultaneous CoreML + 3D rendering)?
Is the Mac Studio recommended over the Mac mini for this thermal profile?
Long-running Speech API
Are there any known issues (memory leaks, API limits) when using Spherch framework and AVSpeechSynthesizer continuously for over 10 hours daily?
3D Display Output
Are there any macOS constraints for rendering a SwiftUI window in a specific 3D format (e.g., Side-by-Side) and outputting it via HDMI to a 3D digital signage display (fixed refresh rate/resolution)?
Thank you for your assistance.
Topic:
Graphics & Games
SubTopic:
RealityKit
Hi everyone,
I'm new to visionOS development. I'm trying to create a physics-based scene (with gravity) where users can pick up and move objects on a workbench. I am struggling with physics interactions during the drag gesture:
Kinematic Mode: If I switch to .kinematic during the drag, the object moves smoothly but clips through other objects (no collisions).
Dynamic Mode: I tried keeping it .dynamic and applying linear velocity toward the hand position, but the movement feels laggy and unresponsive.
Hybrid Approach: I tried switching to .kinematic during DragGesture.onChange and back to .dynamic on collision, but this causes the entity to jitter/shake violently when touching other objects.
Has anyone found a clean way to drag objects while maintaining solid collisions.
Thanks for your help!
Hi. I'm trying to show 3D or AR content in multiple pages on an iOS app but I have found that if a RealityView is used earlier in a flow then future uses will never display the camera feed, even if those earlier uses do not use any spatial tracking.
For example, in the following simplified view, the second page realityView will not display the camera feed even though the first view does not use it not start a tracking session.
struct ContentView: View {
var body: some View {
NavigationStack {
VStack {
RealityView { content in
content.camera = .virtual
// showing model skipped for brevity
}
NavigationLink("Second Page") {
RealityView { content in
content.camera = .spatialTracking
}
}
}
}
}
}
What is the way around this so that 3D content can be displayed in multiple places in the app without preventing AR content from working?
I have also found the same problem when wrapping an ARView for use in SwiftUI.
My procedural animation using IKRig occasionally jitters and throws this warning. It completely breaks immersion.
getMoCapTask: Rig must be of type kCoreIKSolverTypePoseRetarget
Any idea where to start looking or what could be causing this?
Developing a prototype Vision Pro app and would like to render a 3D scene made from Reality Composer Pro on an image anchor in a RealityView. But I have no luck so far to make it work and need some guidance to move on.
I got the image file stored in the assets like below:
And from below is the source codes:
import SwiftUI
import RealityKit
import RealityKitContent
struct AnchorView: View {
@State var imageEntity: Entity = {
let anchorEntity = AnchorEntity(.image(group: "AR Resources", name: "reanchor"))
return anchorEntity
}()
var body: some View {
RealityView { content in
do
{
// Add the initial RealityKit content
if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle)
{
imageEntity.addChild(scene)
content.add(imageEntity)
}
}
catch
{
print("Error occurs when adding reality view content: \(error)")
}
}
}
}
Using Reality Composer Pro 2.0, I created a simple shader graph that displays a texture on an unlit surface:
On visionOS 2 beta, I can successfully use ShaderGraphMaterial(named:from:in:) to load that shader graph material and assign it to a model entity.
However, on visionOS 1.2 and earlier, either in Simulator or on the device, ShaderGraphMaterial(named:from:in:) fails and I see the following logged to the console:
If, using Reality Composer Pro 1.0, I experimentally open the same project and delete and recreate exactly the same nodes above, then ShaderGraphMaterial(named:from:in:) works as expected on visionOS 1.2.
Is it a known issue that Reality Composer 2 can't be used with visionOS 1?
Is this intentional behavior?
I've submitted feedback as FB14828873, including a sample project and repro steps.
If possible, I would appreciate guidance from an Apple engineer, like "This is a known issue for [list of node types]" or "Reality Composer Pro 2 is not supported for visionOS 1 development, please refer to [documentation]" or "We recommend [workaround]."
Thank you.
I have two apps released -- ReefScan and ReefBuild -- that are based on the WWDC21 sample photogrammetry apps for iOS and MacOS. Those run fine without LiDAR and are used mostly for underwater models where LiDAR does not work at all. It now appears that the updated photogrammetry session requires LiDAR data, and building my app on current xcode results in a non-working app. Has the "old" version of photgrammetry session been broken by this update? It worked very well previously so I would hate to see this regression to needing LiDAR. Most of my users do not have that.
Topic:
Graphics & Games
SubTopic:
RealityKit
Hello!
I'm currently building an app where I feed images into a Photogrammetry session to create a USDZ. Pretty straightforward, works great. We've recently started some testing on older devices, and have discovered that Photogrammetry is requiring devices that have LIDAR (we've seen some console logs referencing LIDAR if we stumble through a photogrammetry process without checking isSupported first)
Judging from @swredcam's posting about ReefScan from November 24 (https://developer.apple.com/forums/thread/769221) it looks like Photogrammetry did work on those non-LIDAR devices. In my own testing on an iPhone 12 mini with iOS 17, PhotogrammetrySession says it's not supported.
Since we're only feeding in a sequence of photos that have never had depth data, and they process fine on pro/max devices, we're curious why this would require a LIDAR sensor to work, when it seems like it did work without LIDAR in the past. Or is there some other limitation of non-pro devices that is causing photogrammetry to not be supported (especially on today's really powerful hardware)
Thanks!
++md
Hi there,
I've discovered an issue with gesture handling in RealityKit when setting the camera’s fieldOfViewOrientation to horizontal. For instance, if I render a simple box at the center of the view with a collision shape that exactly matches its dimensions, the actual hit area behaves as if it's smaller than the box. Additionally, when attempting to drag the box away from the center, the hit area appears misaligned—offset slightly towards the center.
Since the default fieldOfViewOrientation is vertical and everything works as expected in that mode, it seems that the gesture system might be assuming a vertical FOV. Given that the API allows setting it to horizontal, perhaps gestures should function correctly regardless of the orientation?
Thank you!
Topic:
Graphics & Games
SubTopic:
RealityKit
Hello,
I created a new project with the provided template for Immersive Environments.
Straight out of box I build to both the Simulator and to Vision Pro and the provided Environment looks like this.
What's interesting is that in Reality Composer Pro, it looks correct so how do I achieve the same look?
Thank you in advance!
My experience has been that ModelEntity(named:in:) can be used to load a USD file with a simple structure consisting of entities and model entities, and, critically, it will flatten the entity hierarchy down to a single ModelEntity, presumably reducing the number of draw calls.
However, can anyone verify that the following is true?
If ModelEntity(named:in:) is used to load a USD file from a RealityKit content bundle, it may fail when the USD file contains more complex data, such as shader graph material definitions, or perhaps for some other reason. I am not sure.
AND the error that ModelEntity(named:in:) throws in this case is
Cannot load RealityKitContent entity: Failed to find resource with name "<name>" in bundle
which would literally suggest that the file does not exist, instead of what I assume the error actually is, which is "the file exists but its entity hierarchy could not be flattened to a single ModelEntity" ?
Is that an accurate description of the known behavior of ModelEntity:named:in:)?
I understand that I could use Entity(named:in:) instead, without the flattening feature. My question is really more about the seemingly misleading error message.
Thank you for any clarification you can provide.
our app is live, and it appears that since the ios 18 update - the VideoMaterial renders pink / purple color instead of the video (picture attached). the audio is rendered properly.
we found that it occurs on old devices: iPhone 11 & iPhone SE 2020.
I've found this thread of Andy Jazz on stackoverflow:
Steps to Reproduce:
Create a plane for the video screen.
Apply a VideoMaterial using AVPlayerItem.
Anchor the model entity to an ARImageAnchor.
Expected Outcome:
The video should play as a material on the plane in RealityKit.
Actual Outcome:
On iOS 18, the plane appears pink, indicating the VideoMaterial isn’t applied.
What I’ve Tried:
-Verified the video URL is correct.
-Checked that the AVPlayerItem and VideoMaterial are initialised correctly.
-Ensured the AVPlayer is playing the video.
I also tried different formats (mov / mp4 / m4v), and verifying that the video's status is readyToPlay.
any suggestions?
I'm new here so I don't know what's this function belongs to which topic... Sorry about that!
I watched the WWDC stream and I am really interested in this function, I'm wondering if this function could be used in my apps.
I looked up the document but I find it only support visionOS(i'm not sure about that, but I saw the demo is base on the visionOS)
Had anyone experienced convexCast causing a crash and what might be behind it?
Here's the call stack:
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)
}
I need a MeshResource from ModelEntity to generate a box collider, but ModelEntity fails to load USDZ files from the Reality Composer Pro (RCP) bundle.
This code works for loading an Entity:
// Successfully loads as generic Entity
previewEntity = try await Entity(named: fileName, in: realityKitContentBundle)
But this fails when trying to load as ModelEntity:
// Fails to load as ModelEntity
modelEntity = try await ModelEntity(named: fileName, in: realityKitContentBundle)
I found this thread mentioning:
"You'll likely go from USDZ to Entity which contains a MeshResource when you load/init the USDZ file."
But it doesn't explain how to actually extract the MeshResource. Could anyone advise:
How to properly load USDZ files as ModelEntity from RCP bundles?
How to extract MeshResource from a successfully loaded Entity?
Alternative approaches to generate box colliders if direct extraction isn't possible?
Sample code for extraction or workarounds would be greatly appreciated!
I've loaded a ShaderGraphMaterial from a RealityKit content bundle and I'm attempting to access the initial values of its parameters using getParameter(handle:), but this method appears to always return nil:
let shaderGraphMaterial = try await ShaderGraphMaterial(named: "MyMaterial", from: "MyFile")
let namedParameterValue = shaderGraphMaterial.getParameter(name: "myParameter")
// This prints the value of the `myParameter` parameter, as expected.
print("namedParameterValue = \(namedParameterValue)")
let handle = ShaderGraphMaterial.parameterHandle(name: "myParameter")
let handleParameterValue = shaderGraphMaterial.getParameter(handle: handle)
// Expected behavior: prints the value of the `myParameter` parameter, as above.
// Observed behavior: prints `nil`.
print("handleParameterValue = \(handleParameterValue)")
Is this expected behavior?
Based on the documentation at https://developer.apple.com/documentation/realitykit/shadergraphmaterial/getparameter(handle:) I'd expect getParameter(handle:) to return the value of the parameter, just as getParameter(name:) does.
I've tested this on iOS 18.5 and iOS 26.0 beta 2.
Assuming this getParameter(handle:) works as designed, is the following ShaderGraphMaterial extension an appropriate workaround, or can you recommend a better approach?
Thank you.
public extension ShaderGraphMaterial {
/// Reassigns the values of all named material parameters using the handle-based API.
///
/// This works around an issue where, at least as of RealityKit 26.0 beta 2 and
/// earlier, `getParameter(handle:)` will always return `nil` when used to read the
/// initial value of a shader graph material parameter read using
/// `ShaderGraphMaterial(named:from:in:)`, whereas `getParameter(name:)` will work
/// as expected.
private mutating func copyNamedParametersToHandles() {
for parameterName in self.parameterNames {
if let value = self.getParameter(name: parameterName) {
let handle = ShaderGraphMaterial.parameterHandle(name: parameterName)
do {
try self.setParameter(handle: handle, value: value)
} catch {
assertionFailure("Cannot set parameter value")
}
}
}
}
}
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
visionOS
Is there any limitation in Vision Pro when loading scenes with large-scale models?
Test Case:
Asset: Composite USDA file containing 10 individual models (total triangles count: ~4.2M)
Simulator: Loads and renders correctly
Real Device:
Loads asset successfully but failure during rendering phase:
Environment abruptly dims
System spontaneously reboots
How can we resolve this issue?
Below are excerpted logs preceding the crash:
<<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606
Attempted to add ornament: <MRUIPlatterOrnament: 0x10a658f00; _isInternal: YES; _displaceWindowChrome: NO; _canCaptureUI: NO; _isBeingRemoved: NO; contentAnchorPoint3D: "{0.5, 0.5, 0}"; position: <MRUIPlatterOrnamentRelativePosition: 0x105b68e70; anchorPoint: {0.5, 0.5, 1}>; rotation: "{{0, 0, 0}, 0}"; opacity: 1.000000; canFollowUser: YES; effectiveOffset: "{0, 0, 0}"; presentingViewController: 0x0; billboardingBehavior: 0x0; scalingBehavior: 0x0; relativeToParent: NO; nonHeritableDepthDisplacement: 0.000000; order: 0.000000; _window._determinedSize: {0, 0}; _window: (null)> to nil or non-supporting UIScene: <UIWindowScene: 0x10a8a0000; role: UISceneSessionRoleImmersiveSpaceApplication; persistentIdentifier: test.test:SFBSystemService-BA3A21A3-D1AB-42E2-8AF0-AE0AB83BE528; activationState: UISceneActivationStateUnattached>. No action taken.
Failed to set dependencies on asset 2823930584475958382 because NetworkAssetManager does not have an asset entity for that id.
apply fence tx failed (client=0x98490e18) [0x10000003 (ipc/send) invalid destination port]
Failed to commit transaction (client=0xa86516e2) [0x10000003 (ipc/send) invalid destination port]