I want use SwiftUI views as RealityKit entities to display AR Labels within a RealityKit scene, and the labels could be more complicated than just text and window as they might include images, dynamic texts, animations, WebViews, etc. Vision OS enables this through RealityView attachments, and there is a RealityView support on iOS 18.
Tried running RealityView attachments code samples from VisionOS on iOS 18. However, the code below gives errors on iOS 18:
import SwiftUI
import RealityKit
struct PassportRealityView: View {
let qrCodeCenter: SIMD3<Float>
let assetID: String
var body: some View {
RealityView { content, attachments in
// Setup your AR content, such as markers or 3D models
if let qrAnchor = try? await Entity(named: "QRAnchor") {
qrAnchor.position = qrCodeCenter
content.add(qrAnchor)
}
} attachments: {
Attachment(id: "passportTextAttachment") {
Text(assetID)
.font(.title3)
.foregroundColor(.white)
.background(Color.black.opacity(0.7))
.padding(5)
.cornerRadius(5)
}
}
.frame(width: 300, height: 400)
}
}
When I remove "attachments" keyword and the block, the errors are kind of gone. That does not help me as I want to attach SwiftUI views to Anchor Entities in RealityKit.
As I understand, RealityView attachments are not supported on iOS 18. I wonder if there is any way of showing SwiftUI views as entities on iOS 18 at this point. Or am I forced to use the text meshes and 3d planes to build the UI? I checked out the RealityUI plugin, but it's too simple for my use case of building complex AR labels. Any advice would be appreciated. Thanks!
RealityKit
RSS for tagSimulate and render 3D content for use in your augmented reality apps using RealityKit.
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Once GKAccessPoint is active, then enter an arview page, the arview will lose camera feed.
OSVersion: iOS 18.0.1, iOS 18.1
Hello,
I'm creating an app that use PhotogrammetrySession Class to build 3D objects from photographs (https://developer.apple.com/documentation/realitykit/creating-3d-objects-from-photographs).
I'm wondering why this class is working only on Pro iphone (12 Pro, 13 Pro, 14 Pro, 15 Pro and 16 Pro) and none non-Pro iPhone.
My app does not use Lidar so it's not the problem.
I thought it could be power-related but a18 soc from iPhone 16 is more powerful than a14 bionic from iPhone 12 Pro (i could also mention iPhone 13 Pro and iPhone 14 that both have a15 bionic whereas only the first one is compatible).
Did I miss something that could explain these restrictions ?
Is there any plan to make this class usable by every iPhone enough powerful to run it ?
Thanks in advance for answering me
Can VisionOS take screenshots besides simultaneously pressing buttons
Hi, does anyone know if it is an easy way to determine the distance between floor and ceiling in vision Pro?
Hello, I am trying to obtain the RealityKit URL. Can someone share please?
I'm wondering if anyone can suggest a workaround for the broken ARKit body tracking in iOS / iPadOS 18.0 and 18.1?
The orientation for foot bones (and possibly other bones) is incorrect in the ARBodyAnchor returned via ARView.session.delegate update method. It works correctly in iOS / iPadOS 17.x.
The same failure occurs in a SceneKit app via a ARBodyAnchor in ARSCNViewDelegate.
You can easily verify the problem using Apple’s own sample app: https://developer.apple.com/documentation/arkit/arkit_in_ios/content_anchors/capturing_body_motion_in_3d
Any help would be greatly appreciated.
I'm wondering if it's possible to do Parallax Occlusion Mapping in RealityKit? Does RK's metal shader API provide enough?
I think it would need to be able to discard fragments and thus can't be run as a deferred pass. Not sure though!
I have a neural network model for segmentation, I successfully integrated it and am getting a grayscale image. Next, I need to apply the segmentation mask in RealityKit to achieve the occlusion effect (like person segmentation). I tried doing it through post-processing and other methods, but none of them worked. Is there any example of how this can be done in RealityKit?
I'm writing a RealityKit/ARKit app that runs on iOS.
Starting with Xcode 16.0 beta 1, at least through Xcode 16.1 beta 2 (16B5014f), in the iOS 18 simulator, my app randomly crashes in about 20% of app sessions the first time it attempts to present an ARView.
The crashes seem to occur at multiple points within RealityKit and Metal.
Below, I've included screenshots of the call stacks of the crashes, which occur as a result of both EXC_BAD_ACCESS and assertion failures within RealityKit.
The app only crashes in the iOS 18 simulator, and does not crash in the iOS 17 simulator or earlier.
The app only crashes in the simulator, and does not crash on a device running iOS 18.
Before I investigate further, I'd appreciate it if an Apple engineer could give me a sense of if these crashes are most likely the result of known issues within RealityKit and/or the simulator, or if your opinion is that there are probably bugs in my app's code.
I've submitted several feedback issues in the past, and I'd love to submit this issue too, but I expect that I would spend many hours attempting to create a repro case in a sample app. Understandably, I'd rather not spend this time if an Apple engineer could tell me this is a known issue, for example.
Thank you.
I've created a minimal iOS RealityKit/ARKit app with only this view controller:
import UIKit
import RealityKit
import ARKit
class ViewController: UIViewController {
var arView: ARView!
override func viewDidLoad() {
super.viewDidLoad()
arView = ARView(frame: view.bounds, cameraMode: .nonAR, automaticallyConfigureSession: true)
arView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
view.addSubview(arView)
}
}
When I run this app in the iOS 18.1 simulator using Xcode 16.1 beta 2 (16B5014f), RealityKit logs the warnings included below to the console.
I see similar warnings on the device, running iOS 18.0.
Should I be concerned about any of these warnings?
Please let me know if I should submit feedback reporting this issue.
Thank you.
Could not locate file 'default-binaryarchive.metallib' in bundle. Registering library (/Library/Developer/CoreSimulator/Volumes/iOS_22B5045f/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.1.simruntime/Contents/Resources/RuntimeRoot/System/Library/PrivateFrameworks/CoreRE.framework/default.metallib) that already exists in shader manager. Library will be overwritten. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/suFeatheringCreateMergedOcclusionMask.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arKitPassthrough.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arSegmentationComposite.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute0.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute1.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute2.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute3.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute4.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute5.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute6.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute7.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute8.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute9.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute10.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute11.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. Could not resolve material name 'engine:BuiltinRenderGraphResources/AR/arInPlacePostProcessCombinedPermute12.rematerial' in bundle at '/Users/drew/Library/Developer/CoreSimulator/Devices/6BCC578D-5046-49E6-B149-390576C7241D/data/Containers/Bundle/Application/75E15C63-F1D2-487F-A057-EBA2D45582C3/ARViewFailApp.app'. Loading via asset path. ... Compiler failed to build request makeRenderPipelineState failed [reading from a rendertarget is not supported]. Pipeline for technique meshShadowCasterProgrammableBlending failed compilation!
My app uses RealityKit with an arView with World tracking and a scene construction mesh. Working well.
As I understand it, the default camera selection using ARIkit, is ultra wide camera. However, in the camera app, there is a 0.5 option to increase the field of view further.
Is there any way to enable this 0.5x option using code? Or any control over FOV using RealityKit and a mesh?
Thanks!
I am working on a RealityView on iOS 18 that needs to render objects farther away than 1,000 meters. My app is used outside in open areas. I am using RealityView with content.camera = .spatialTracking and I have turned off occlusion, collisions, and plane detection with a simple scene understanding like this.
let configuration = SpatialTrackingSession.Configuration(
tracking: [.camera],
sceneUnderstanding: [], //We don't want occlusions, collisions, etc
camera: .back)
let session = SpatialTrackingSession()
if let unavailable = await session.run(configuration) {
print("unavailable \(unavailable)")
}
Is this possible with spatialTracking with RealityView or with ARView?
I have my RealityView working on visionOS inside an ImmersiveSpace. On visionOS I don't have the camera as a passthrough, it is virtual scene and it has wold tracking set up via the WorldTrackingProvider and I can render objects father away than 1000 meters. I would like to do the same thing on iOS. I don't need to have the camera pass through, but I do need to have the world tracking.
I see that PerspectiveCameraComponent lets me set the near and far clipping planes, but I don't see how I can use that camera with world tracking.
Hi I have setup animation using timeline in Reality Composer Pro like below
This get triggered by a notification posts from the code.Once this time line triggered, I want to repeat this 2 animations in the timeline unitll user takes the next action. How can I make these repeat forever?
I am unable to get VisionOS 2.0 (simulator) to receive the GCControllerDidConnect notification and thus am unable to setup support for a gamepad. However, it works in VisionOS 1.2.
For VisionOS 2.0 I've tried adding:
.handlesGameControllerEvents(matching: .gamepad) attribute to the view
Supports Controller User Interaction to Info.plist
Supported game controller types -> Extended Gamepad to Info.plist
...but the notification still doesn't fire. It does when the code is run from VisionOS 1.2 simulator, both of which have the Send Game Controller To Device option enabled.
Here is the example code. It's based on the Xcode project template. The only files updated were ImmersiveView.swift and Info.plist, as detailed above:
import SwiftUI
import GameController
import RealityKit
import RealityKitContent
struct ImmersiveView: View {
var body: some View {
RealityView { content in
// Add the initial RealityKit content
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
}
NotificationCenter.default.addObserver(
forName: NSNotification.Name.GCControllerDidConnect,
object: nil, queue: nil) { _ in
print("Handling GCControllerDidConnect notification")
}
}
.modify {
if #available(visionOS 2.0, *) {
$0.handlesGameControllerEvents(matching: .gamepad)
} else {
$0
}
}
}
}
extension View {
func modify<T: View>(@ViewBuilder _ modifier: (Self) -> T) -> some View {
return modifier(self)
}
}
Apple's own USDZ files from their website does not display properly both in OPReview and in Keynote when imported. It displays properly, however, in Reality Converter bit with this error:
"Invalid USD shader node in USD file
Shader nodes must have “id” as the implementationSource, with id values that begin with “Usd”. Also, shader inputs with connections must each have a single, valid connection source."
I tried importing other models from external sources and they work without any issue at all.
Is there any potential fix or workaround this?
Thanks in advance.
I have an app which have an Immersive Space view and it needs the user to have a button in the bottom which have a fixed place in front of the user head like a dashboard in game or so but when the user get too close to any3d object in the view it could cover the button and make it inaccessible and it mainly would prevent the app for being approved like that in appstoreconnect I was working before on SceneKit and there was something like camera view Znear and Zfar which decide when to hide the 3d model if it comes too close or gets too far and I wonder if there is something like that in realityView / RealityKit 4.
Here is My Code and the screenshots follows
import SwiftUI
import RealityKit
struct ContentView: View {
@State var myHead: Entity = {
let headAnchor = AnchorEntity(.head)
headAnchor.position = [-0.02, -0.023, -0.24]
return headAnchor
}()
@State var clicked = false
var body: some View {
RealityView { content, attachments in
// create a 3d box
let mainBox = ModelEntity(mesh: .generateBox(size: [0.1, 0.1, 0.1]))
mainBox.position = [0, 1.6, -0.3]
content.add(mainBox)
content.add(myHead)
guard let attachmentEntity = attachments.entity(for: "Dashboard") else {return}
myHead.addChild(attachmentEntity)
}
attachments: {
// SwiftUI Inside Immersivre View
Attachment(id: "Dashboard") {
VStack {
Spacer()
.frame(height: 300)
Button(action: {
goClicked()
}) {
Text(clicked ? "⏸️" : "▶️")
.frame(maxWidth: 48, maxHeight: 48, alignment: .center)
.font(.extraLargeTitle)
}
.buttonStyle(.plain)
}
}
}
}
func goClicked() {
clicked.toggle()
}
}
Hi,
I am trying to use PhotogrammetrySample input sequence according to the WWDC video.
I modified only the following code in the sample:
var images = try FileManager.default.contentsOfDirectory(at: captureFolderManager.imagesFolder,
includingPropertiesForKeys: nil,
options: .skipsHiddenFiles)
let inputSequence = images.lazy.compactMap { file in
return self.loadSampleAndMask(file: file)
}
// Next line causes the exception
photogrammetrySession = try PhotogrammetrySession(
input: inputSequence,
configuration: configuration)
private func loadSampleAndMask(file: URL) -> PhotogrammetrySample? {
do {
var sample = try PhotogrammetrySample(contentsOf: file)
return sample
} catch {
return nil
}
}
I am getting following runtime error:
Thread 1: EXC_BREAKPOINT (code=1, subcode=0x240d88904)
If I import a USDZ model with blendMode set to alpha, occlusion does not work on iPhone with iOS 18. How should transparent materials and occlusion be properly used in the new RealityKit? Additionally, new artifacts have appeared when working with transparent objects overlapping each other. The transparency results do not blend but rather parts of the model just not rendering.
Hi, I'm trying to understand how I can get 3- or 4-channel per-vertex data into the Graph Editor.
From my tests, it seems that:
the "Geometric Property" node does not give access to 4-channel data,
"Geometric Property (vector3)" does not give me access to custom properties besides the ones defined in MaterialX core
the "Texture Coordinates" node has a vector4f mode (yay!), but according to MaterialX spec, texcoords must have 2 or 3 channels, and I can't get 4-channel data to show up there either.
My assumption so far is that I must be missing some "magic" – for example, do the primvars in a file have to be in a specific order, independent of their names? Or do their names matter? (E.g. convention would be primars:st and primvars:st1 and so on)
Unfortunately the forum doesn't allow me to attach any USDZ or ZIP files or GDrive links; if there's a way to share a test file I'm happy to do so!