This snapshot establishes the camera-to-result recognition flow and related tests while checking in the project skill/docs assets required for the configured local tooling.
456 lines
16 KiB
Markdown
456 lines
16 KiB
Markdown
---
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name: axiom-realitykit-diag
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description: Use when RealityKit entities not visible, anchors not tracking, gestures not responding, performance drops, materials wrong, or multiplayer sync fails
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license: MIT
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metadata:
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version: "1.0.0"
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---
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# RealityKit Diagnostics
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Systematic diagnosis for common RealityKit issues with time-cost annotations.
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## When to Use This Diagnostic Skill
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Use this skill when:
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- Entity added but not visible in the scene
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- AR anchor not tracking or content floating
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- Tap/drag gestures not responding on 3D entities
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- Frame rate dropping or stuttering
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- Material looks wrong (too dark, too bright, incorrect colors)
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- Multiplayer entities not syncing across devices
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- Physics bodies not colliding or passing through each other
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For RealityKit architecture patterns and best practices, see `axiom-realitykit`. For API reference, see `axiom-realitykit-ref`.
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---
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## Mandatory First Step: Enable Debug Visualization
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**Time cost**: 10 seconds vs hours of blind debugging
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```swift
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// In your RealityView or ARView setup
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#if DEBUG
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// Xcode: Debug → Attach to Process → Show RealityKit Statistics
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// Or enable in code:
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arView.debugOptions = [
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.showStatistics, // Entity count, draw calls, FPS
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.showPhysics, // Collision shapes
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.showAnchorOrigins, // Anchor positions
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.showAnchorGeometry // Detected plane geometry
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]
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#endif
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```
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If you can't see collision shapes with `.showPhysics`, your `CollisionComponent` is missing or misconfigured. **Fix collision before debugging gestures or physics.**
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---
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## Symptom 1: Entity Not Visible
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**Time saved**: 30-60 min → 2-5 min
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```
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Entity added but nothing appears
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│
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├─ Is the entity added to the scene?
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│ └─ NO → Add to RealityView content:
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│ content.add(entity)
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│ ✓ Entities must be in the scene graph to render
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│
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├─ Does the entity have a ModelComponent?
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│ └─ NO → Add mesh and material:
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│ entity.components[ModelComponent.self] = ModelComponent(
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│ mesh: .generateBox(size: 0.1),
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│ materials: [SimpleMaterial(color: .red, isMetallic: false)]
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│ )
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│ ✓ Bare Entity is invisible — it's just a container
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│
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├─ Is the entity's scale zero or nearly zero?
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│ └─ CHECK → Print: entity.scale
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│ USD models may import with unexpected scale.
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│ Try: entity.scale = SIMD3(repeating: 0.01) for meter-scale models
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│
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├─ Is the entity behind the camera?
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│ └─ CHECK → Print: entity.position(relativeTo: nil)
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│ In RealityKit, -Z is forward (toward screen).
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│ Try: entity.position = SIMD3(0, 0, -0.5) (half meter in front)
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│
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├─ Is the entity inside another object?
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│ └─ CHECK → Move to a known visible position:
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│ entity.position = SIMD3(0, 0, -1)
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│
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├─ Is the entity's isEnabled set to false?
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│ └─ CHECK → entity.isEnabled = true
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│ Also check parent: entity.isEnabledInHierarchy
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│
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├─ Is the entity on an untracked anchor?
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│ └─ CHECK → Verify anchor is tracking:
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│ entity.isAnchored (should be true)
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│ If using plane anchor, ensure surface is detected first
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│
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└─ Is the material transparent or OcclusionMaterial?
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└─ CHECK → Inspect material:
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If using PhysicallyBasedMaterial, check baseColor is not black
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If using blending = .transparent, check opacity > 0
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```
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### Quick Diagnostic
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```swift
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func diagnoseVisibility(_ entity: Entity) {
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print("Name: \(entity.name)")
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print("Is enabled: \(entity.isEnabled)")
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print("In hierarchy: \(entity.isEnabledInHierarchy)")
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print("Is anchored: \(entity.isAnchored)")
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print("Position (world): \(entity.position(relativeTo: nil))")
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print("Scale: \(entity.scale)")
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print("Has model: \(entity.components[ModelComponent.self] != nil)")
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print("Children: \(entity.children.count)")
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}
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```
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---
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## Symptom 2: Anchor Not Tracking
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**Time saved**: 20-45 min → 3-5 min
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```
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AR content not appearing or floating
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│
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├─ Is the AR session running?
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│ └─ For RealityView on iOS 18+, AR runs automatically
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│ For ARView, check: arView.session.isRunning
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│
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├─ Is SpatialTrackingSession configured? (iOS 18+)
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│ └─ CHECK → Ensure tracking modes requested:
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│ let config = SpatialTrackingSession.Configuration(
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│ tracking: [.plane, .object])
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│ let result = await session.run(config)
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│ if let notSupported = result {
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│ // Handle unsupported modes
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│ }
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│
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├─ Is the anchor type appropriate for the environment?
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│ ├─ .plane(.horizontal) → Need a flat surface visible to camera
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│ ├─ .plane(.vertical) → Need a wall visible to camera
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│ ├─ .image → Image must be in "AR Resources" asset catalog
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│ ├─ .face → Front camera required (not rear)
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│ └─ .body → Full body must be visible
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│
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├─ Is minimumBounds too large?
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│ └─ CHECK → Reduce minimum bounds:
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│ AnchorEntity(.plane(.horizontal, classification: .any,
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│ minimumBounds: SIMD2(0.1, 0.1))) // Smaller = detects sooner
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│
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├─ Is the device supported?
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│ └─ CHECK → Plane detection requires A12+ chip
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│ Face tracking requires TrueDepth camera
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│ Body tracking requires A12+ chip
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│
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└─ Is the environment adequate?
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└─ CHECK → AR needs:
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- Adequate lighting (not too dark)
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- Textured surfaces (not blank walls)
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- Stable device position during initial detection
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```
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---
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## Symptom 3: Gesture Not Responding
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**Time saved**: 15-30 min → 2-3 min
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```
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Tap/drag on entity does nothing
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│
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├─ Does the entity have a CollisionComponent?
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│ └─ NO → Add collision shapes:
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│ entity.generateCollisionShapes(recursive: true)
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│ // or manual:
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│ entity.components[CollisionComponent.self] = CollisionComponent(
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│ shapes: [.generateBox(size: SIMD3(0.1, 0.1, 0.1))])
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│ ✓ Collision shapes are REQUIRED for gesture hit testing
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│
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├─ [visionOS] Does the entity have InputTargetComponent?
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│ └─ NO → Add it:
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│ entity.components[InputTargetComponent.self] = InputTargetComponent()
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│ ✓ Required on visionOS for gesture input
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│
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├─ Is the gesture attached to the RealityView?
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│ └─ CHECK → Gesture must be on the view, not the entity:
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│ RealityView { content in ... }
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│ .gesture(TapGesture().targetedToAnyEntity().onEnded { ... })
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│
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├─ Is the collision shape large enough to hit?
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│ └─ CHECK → Enable .showPhysics to see shapes
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│ Shapes too small = hard to tap.
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│ Try: .generateBox(size: SIMD3(repeating: 0.1)) minimum
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│
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├─ Is the entity behind another entity?
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│ └─ CHECK → Front entities may block gestures on back entities
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│ Ensure collision is on the intended target
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│
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└─ Is the entity enabled?
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└─ CHECK → entity.isEnabled must be true
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Disabled entities don't receive input
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```
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### Quick Diagnostic
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```swift
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func diagnoseGesture(_ entity: Entity) {
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print("Has collision: \(entity.components[CollisionComponent.self] != nil)")
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print("Has input target: \(entity.components[InputTargetComponent.self] != nil)")
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print("Is enabled: \(entity.isEnabled)")
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print("Is anchored: \(entity.isAnchored)")
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if let collision = entity.components[CollisionComponent.self] {
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print("Collision shapes: \(collision.shapes.count)")
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}
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}
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```
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---
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## Symptom 4: Performance Problems
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**Time saved**: 1-3 hours → 10-20 min
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```
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Frame rate dropping or stuttering
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│
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├─ How many entities are in the scene?
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│ └─ CHECK → Print entity count:
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│ var count = 0
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│ func countEntities(_ entity: Entity) {
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│ count += 1
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│ for child in entity.children { countEntities(child) }
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│ }
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│ Under 100: unlikely to be entity count
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│ 100-500: review for optimization
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│ 500+: definitely needs optimization
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│
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├─ Are mesh/material resources shared?
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│ └─ NO → Share resources across identical entities:
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│ let sharedMesh = MeshResource.generateBox(size: 0.05)
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│ let sharedMaterial = SimpleMaterial(color: .white, isMetallic: false)
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│ // Reuse for all instances
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│ ✓ RealityKit batches entities with identical resources
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│
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├─ Is a System creating components every frame?
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│ └─ CHECK → Look for allocations in update():
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│ Creating ModelComponent, CollisionComponent, or materials
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│ every frame causes GC pressure.
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│ Cache resources, only update when values change.
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│
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├─ Are collision shapes mesh-based?
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│ └─ CHECK → Replace generateCollisionShapes(recursive: true)
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│ with simple shapes (box, sphere, capsule) for dynamic entities
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│
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├─ Is generateCollisionShapes called repeatedly?
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│ └─ CHECK → Call once during setup, not every frame
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│
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├─ Are there too many physics bodies?
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│ └─ CHECK → Dynamic bodies are most expensive.
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│ Convert distant/static objects to .static mode.
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│ Remove physics from non-interactive entities.
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│
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└─ Is the model polygon count too high?
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└─ CHECK → Decimate models for real-time use.
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Target: <100K triangles total for mobile AR.
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Use LOD (Level of Detail) for distant objects.
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```
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---
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## Symptom 5: Material Looks Wrong
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**Time saved**: 15-45 min → 5-10 min
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```
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Colors, lighting, or textures look incorrect
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│
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├─ Is the scene too dark?
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│ └─ CHECK → Missing environment lighting:
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│ Add DirectionalLightComponent or EnvironmentResource
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│ In AR, RealityKit uses real-world lighting automatically
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│ In non-AR, you must provide lighting explicitly
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│
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├─ Is the baseColor set?
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│ └─ CHECK → PhysicallyBasedMaterial defaults to white
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│ material.baseColor = .init(tint: .red)
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│ If using a texture, verify it loaded:
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│ try TextureResource(named: "albedo")
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│
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├─ Is metallic set incorrectly?
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│ └─ CHECK → metallic = 1.0 makes surfaces mirror-like
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│ Most real objects: metallic = 0.0
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│ Only metals (gold, silver, chrome): metallic = 1.0
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│
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├─ Is the texture semantic wrong?
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│ └─ CHECK → Use correct semantic:
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│ .color for albedo/baseColor textures
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│ .raw for data textures (metallic, roughness)
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│ .normal for normal maps
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│ .hdrColor for HDR textures
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│
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├─ Is the model upside down or inside out?
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│ └─ CHECK → Try:
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│ material.faceCulling = .none (shows both sides)
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│ If that fixes it, the model normals are flipped
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│
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└─ Is blending/transparency unexpected?
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└─ CHECK → material.blending
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Default is .opaque
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For transparency: .transparent(opacity: ...)
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```
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---
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## Symptom 6: Physics Not Working
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**Time saved**: 20-40 min → 5-10 min
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```
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Objects pass through each other or don't collide
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│
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├─ Do both entities have CollisionComponent?
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│ └─ NO → Both sides of a collision need CollisionComponent
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│
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├─ Does the moving entity have PhysicsBodyComponent?
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│ └─ NO → Add physics body:
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│ entity.components[PhysicsBodyComponent.self] = PhysicsBodyComponent(
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│ mode: .dynamic)
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│
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├─ Are collision groups/filters configured correctly?
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│ └─ CHECK → Entities must be in compatible groups:
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│ Default: group = .default, mask = .all
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│ If using custom groups, verify mask includes the other group
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│
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├─ Is the physics mode correct?
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│ ├─ Two .static bodies → Never collide (both immovable)
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│ ├─ .dynamic + .static → Correct (common setup)
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│ ├─ .dynamic + .dynamic → Both move on collision
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│ └─ .kinematic + .dynamic → Kinematic pushes dynamic
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│
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├─ Is the collision shape appropriate?
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│ └─ CHECK → .showPhysics debug option
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│ Shape may be too small, offset, or wrong type
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│
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└─ Are entities on different anchors?
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└─ CHECK → "Physics bodies and colliders affect only
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entities that share the same anchor" (Apple docs)
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Move entities under the same anchor for physics interaction
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```
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---
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## Symptom 7: Multiplayer Sync Issues
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**Time saved**: 30-60 min → 10-15 min
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```
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Entities not appearing on other devices
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│
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├─ Does the entity have SynchronizationComponent?
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│ └─ NO → Add it:
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│ entity.components[SynchronizationComponent.self] =
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│ SynchronizationComponent()
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│
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├─ Is the MultipeerConnectivityService set up?
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│ └─ CHECK → Verify MCSession is connected before syncing
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│
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├─ Are custom components Codable?
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│ └─ NO → Non-Codable components don't sync
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│ struct MyComponent: Component, Codable { ... }
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│
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├─ Does the entity have an owner?
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│ └─ CHECK → Only the owner can modify synced properties
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│ Request ownership before modifying:
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│ entity.requestOwnership { result in ... }
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│
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└─ Is the entity anchored?
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└─ CHECK → Unanchored entities may not sync position correctly
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Use a shared world anchor for reliable positioning
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```
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---
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## Common Mistakes
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| Mistake | Time Cost | Fix |
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|---------|-----------|-----|
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| No CollisionComponent on interactive entity | 15-30 min | `entity.generateCollisionShapes(recursive: true)` |
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| Missing InputTargetComponent on visionOS | 10-20 min | Add `InputTargetComponent()` |
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| Gesture on wrong view (not RealityView) | 10-15 min | Attach `.gesture()` to `RealityView` |
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| Entity scale wrong for USD model | 15-30 min | Check units: meters vs centimeters |
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| No lighting in non-AR scene | 10-20 min | Add `DirectionalLightComponent` |
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| Storing entity refs in System | 30-60 min crash debugging | Query with `EntityQuery` each frame |
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| Components not registered | 10-15 min | Call `registerComponent()` in app init |
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| Systems not registered | 10-15 min | Call `registerSystem()` before scene load |
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| Physics across different anchors | 20-40 min | Put interacting entities under same anchor |
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| Calling generateCollisionShapes every frame | Performance degradation | Call once during setup |
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---
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## Diagnostic Quick Reference
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| Symptom | First Check | Time Saved |
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|---------|-------------|------------|
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| Not visible | Has ModelComponent? Scale > 0? | 30-60 min |
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| No gesture response | Has CollisionComponent? | 15-30 min |
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| Not tracking | Anchor type matches environment? | 20-45 min |
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| Frame drops | Entity count? Resource sharing? | 1-3 hours |
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| Wrong colors | Has lighting? Metallic value? | 15-45 min |
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| No collision | Both have CollisionComponent? Same anchor? | 20-40 min |
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| No sync | SynchronizationComponent? Codable? | 30-60 min |
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| Sim OK, device crash | Metal features? Texture format? | 15-30 min |
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---
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## Symptom 8: Works in Simulator, Crashes on Device
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**Time cost**: 15-30 min (often misdiagnosed as model issue)
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```
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Q1: Is the crash a Metal error (MTLCommandBuffer, shader compilation)?
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├─ YES → Simulator uses software rendering, device uses real GPU
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│ Common causes:
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│ - Custom Metal shaders with unsupported features
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│ - Texture formats not supported on device GPU
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│ - Exceeding device texture size limits (max 8192x8192 on older)
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│ Fix: Check device GPU family, use supported formats
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│
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└─ NO → Check next
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Q2: Is it an out-of-memory crash?
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├─ YES → Simulator has more RAM available
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│ Common: Large USDZ files with uncompressed textures
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│ Fix: Compress textures, reduce polygon count, use LOD
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│ Check: USDZ file size (keep < 50MB for reliable loading)
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│
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└─ NO → Check next
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Q3: Is it an AR-related crash (camera, tracking)?
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├─ YES → Simulator has no real camera/sensors
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│ Fix: Test AR features on device only, use simulator for UI/layout
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│
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└─ NO → Check device capabilities
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- A12+ required for RealityKit
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- LiDAR for scene reconstruction
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- TrueDepth for face tracking
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```
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---
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## Resources
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**WWDC**: 2019-603, 2019-605, 2023-10080, 2024-10103
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**Docs**: /realitykit, /realitykit/entity, /realitykit/collisioncomponent, /realitykit/physicsbodycomponent
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**Skills**: axiom-realitykit, axiom-realitykit-ref
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