A material that supports animated textures.
In RealityKit, a _material_ is an object that defines the surface properties
of a rendered 3D object. A `VideoMaterial` is a material that maps a movie
file on to the surface of an entity. Video materials are _unlit_, which
means that scene lighting doesn’t affect them. Video materials support
transparency if the source video’s file format also supports transparency.
Video materials use an
<doc://com.apple.documentation/documentation/avfoundation/avplayer> instance
to control movie playback. You can use any movie file format that
<doc://com.apple.documentation/documentation/avfoundation/avplayer> supports
to create a video material. To control playback of the material’s video, use
the ``VideoMaterial/avPlayer`` property, which offers methods like
<doc://com.apple.documentation/documentation/avfoundation/avplayer/1386726-play>
and
<doc://com.apple.documentation/documentation/avfoundation/avplayer/1387895-pause>.
The following code demonstrates how to create and start playing a video
material using a movie file from your application bundle.
```swift
// Create a URL that points to the movie file.
if let url = Bundle.main.url(forResource: "MyMovie", withExtension: "mp4") {
// Create an AVPlayer instance to control playback of that movie.
let player = AVPlayer(url: url)
// Instantiate and configure the video material.
let material = VideoMaterial(avPlayer: player)
// Configure audio playback mode.
material.controller.audioInputMode = .spatial
// Create a new model entity using the video material.
let modelEntity = ModelEntity(mesh: cube, materials: [material])
// Start playing the video.
player.play()
}
```
To see an example of using a video texture in RealityKit, see
<doc://com.apple.documentation/documentation/realitykit/creating_a_game_with_scene_understanding>.
Members (14)
get · iOS 14.0+
controller
TypeScript
get controller(): VideoPlaybackController
Swift declaration
var controller: VideoPlaybackController { get }
An object that configures framework-specific video options.
Use this property to configure AR-specific properties of the texture’s
video, such as whether the material should use spatial audio.
The following example demonstrates enabling spatial audio for a video
material:
```swift
material.controller.audioInputMode = .spatial
```
get · iOS 18.0+
readsDepth
TypeScript
get readsDepth(): boolean
Swift declaration
var readsDepth: Bool { get set }
A boolean value that determines whether this material performs the depth test by reading RealityKit's depth buffer.
If true, meshes with this material will depth test each of their fragments when being rendered.
If an object that writes depth is in front of this material, this material will be hidden.
If false, meshes with this material will ignore the depth test, and always render all of their
fragments during their draw call, regardless of the positioning of other objects in the scene.
Note that other objects may still render on top of this material, depending on draw order.
The default value is true.
set · iOS 18.0+
readsDepth
TypeScript
set readsDepth(value: boolean)
Swift declaration
var readsDepth: Bool { get set }
A boolean value that determines whether this material performs the depth test by reading RealityKit's depth buffer.
If true, meshes with this material will depth test each of their fragments when being rendered.
If an object that writes depth is in front of this material, this material will be hidden.
If false, meshes with this material will ignore the depth test, and always render all of their
fragments during their draw call, regardless of the positioning of other objects in the scene.
Note that other objects may still render on top of this material, depending on draw order.
The default value is true.
get · iOS 18.0+
faceCulling
TypeScript
get faceCulling(): MaterialParameterTypes_FaceCulling
Swift declaration
var faceCulling: VideoMaterial.FaceCulling { get set }
A process in which the system specifies polygons to remove before
rendering a mesh using this material.
To improve performance, RealityKit culls polygons, or faces, that it
determines won’t be visible. Discarding faces that aren’t part of the
final render eliminates the need to do any calculations for those
faces.
RealityKit recognizes when a face aims toward the camera (a front face)
or away from the camera (a back face). This value controls the type of
faces RealityKit culls.
This value defaults to ``MaterialParameterTypes/FaceCulling/back``,
which means RealityKit removes faces that point away from the camera.
Most of the time, this is the correct behavior, because back faces are
usually obscured by other front-facing polygons.
You can change the culling behavior to cull front faces instead or to
turn off face culling altogether, but be aware that turning off face
culling results in less efficient rendering and may negatively impact
your app’s frame rate.
set · iOS 18.0+
faceCulling
TypeScript
set faceCulling(value: MaterialParameterTypes_FaceCulling)
Swift declaration
var faceCulling: VideoMaterial.FaceCulling { get set }
A process in which the system specifies polygons to remove before
rendering a mesh using this material.
To improve performance, RealityKit culls polygons, or faces, that it
determines won’t be visible. Discarding faces that aren’t part of the
final render eliminates the need to do any calculations for those
faces.
RealityKit recognizes when a face aims toward the camera (a front face)
or away from the camera (a back face). This value controls the type of
faces RealityKit culls.
This value defaults to ``MaterialParameterTypes/FaceCulling/back``,
which means RealityKit removes faces that point away from the camera.
Most of the time, this is the correct behavior, because back faces are
usually obscured by other front-facing polygons.
You can change the culling behavior to cull front faces instead or to
turn off face culling altogether, but be aware that turning off face
culling results in less efficient rendering and may negatively impact
your app’s frame rate.
get · iOS 18.0+
writesDepth
TypeScript
get writesDepth(): boolean
Swift declaration
var writesDepth: Bool { get set }
A boolean value that determines whether this material writes its depth into RealityKit's depth buffer.
If true, meshes with this material will occlude objects behind them by writing their depth
into RealityKit's depth buffer.
If false, meshes with this material will not write their depth into
RealityKit's depth buffer, and may be overwritten by objects drawn behind them, depending on
draw order.
The default value is true.
set · iOS 18.0+
writesDepth
TypeScript
set writesDepth(value: boolean)
Swift declaration
var writesDepth: Bool { get set }
A boolean value that determines whether this material writes its depth into RealityKit's depth buffer.
If true, meshes with this material will occlude objects behind them by writing their depth
into RealityKit's depth buffer.
If false, meshes with this material will not write their depth into
RealityKit's depth buffer, and may be overwritten by objects drawn behind them, depending on
draw order.
The default value is true.
Creates and initializes a video material for a sample buffer video renderer object.
To create a `VideoMaterial`, first create an <doc://com.apple.documentation/documentation/avfoundation/avsamplebuffervideorenderer>
instance with no parameters and then pass that to the `VideoMaterial` initializer. After creating the `VideoMaterial`,
create a <doc://com.apple.documentation/documentation/avfoundation/avassetreader> with
the <doc://com.apple.documentation/documentation/avfoundation/avurlasset> and
load the media (video), which you need to track as the <doc://com.apple.documentation/documentation/avfoundation/avassettrack>.
Feed this `AVAssetTrack` to the <doc://com.apple.documentation/documentation/avfoundation/avassetreadertrackoutput> and
add this output tracker to the `AVAssetReader` you created before. Wait for setup to finish and start reading.
Read the sample buffers from the reader and enqueue it into the `AVSampleBufferVideoRenderer` object.
`AVSampleBufferVideoRenderer` uses a push model, so feed the video sample buffers until the queue is full and then resume feeding it when it's ready for more.
You can use `isReadyForMoreMediaData` on the `AVSampleBufferVideoRenderer` object in a while-loop to check if you need to enqueue more sample buffers.
You can't use the same `AVSampleBufferVideoRenderer` object with more than one `VideoMaterial`.
You need to synchronize the audio, captions, and playback rate separately in your application.
The following code example demonstrates how to synchronize video with audio:
```swift
// Create an `AVSampleBufferVideoRenderer` instance to control playback of a movie.
let videoRenderer = AVSampleBufferVideoRenderer()
// Create an `AVSampleBufferAudioRenderer` instance to control audio of the playback.
let audioRenderer = AVSampleBufferAudioRenderer()
// Create a `AVSampleBufferRenderSynchronizer` instance to synchronize video and audio.
let synchronizer = AVSampleBufferRenderSynchronizer()
// Add both videoRenderer and audioRenderer to the synchronizer.
synchronizer.addRenderer(videoRenderer)
synchronizer.addRenderer(audioRenderer)
// Create an entity for display.
let entity = ModelEntity()
// Create a `VideoMaterial` object that supplies the `AVSampleBufferVideoRenderer` object.
entity.model = .init(mesh: plane, materials: [VideoMaterial(videoRenderer: videoRenderer)])
// Create a URL that points to the movie file.
if let url = Bundle.main.url(forResource: "MyMovie", withExtension: "mp4") {
let sourceAsset = AVURLAsset(url: url)
let sourceAssetReader = AVAssetReader(asset: sourceAsset)
let sourceAssetVideoTrack = sourceAsset.loadTracks(withMediaType: .video).first
let sourceAssetAudioTrack = sourceAsset.loadTracks(withMediaType: .audio).first
let sourceAssetReaderVideoTrackOutput = AVAssetReaderTrackOutput(track: sourceAssetVideoTrack!, outputSettings: nil)
let sourceAssetReaderAudioTrackOutput = AVAssetReaderTrackOutput(track: sourceAssetAudioTrack!, outputSettings: nil)
sourceAssetReader.add(sourceAssetReaderVideoTrackOutput!)
sourceAssetReader.add(sourceAssetReaderAudioTrackOutput!)
sourceAssetReader.startReading()
videoRenderer.requestMediaDataWhenReady(on: DispatchQueue.global()) {
while videoRenderer.isReadyForMoreMediaData {
if let sampleBuffer = sourceAssetReaderVideoTrackOutput!.copyNextSampleBuffer() {
videoRenderer.enqueue(sampleBuffer)
} else {
videoRenderer.stopRequestingMediaData()
return
}
}
}
audioRenderer.requestMediaDataWhenReady(on: DispatchQueue.global()) {
while audioRenderer.isReadyForMoreMediaData {
if let sampleBuffer = sourceAssetReaderAudioTrackOutput!.copyNextSampleBuffer() {
audioRenderer.enqueue(sampleBuffer)
} else {
audioRenderer.stopRequestingMediaData()
return
}
}
}
// Start the playback immediately.
synchronizer.setRate(1, time: .zero)
}
```
- Parameters:
- videoRenderer: The sample buffer video renderer whose visual contents the material presents.
get · iOS 18.0+
videoRenderer
TypeScript
get videoRenderer(): (_AVFoundation_AVSampleBufferVideoRenderer) | null
Swift declaration
var videoRenderer: AVSampleBufferVideoRenderer? { get }
The material’s video renderer.
Pass this renderer to the material as a parameter
in the initializer; you can't replace it afterward.
You can't use the same `AVSampleBufferVideoRenderer`
object with more than one `VideoMaterial`.
get · iOS 18.0+
triangleFillMode
TypeScript
get triangleFillMode(): MaterialParameterTypes_TriangleFillMode
Swift declaration
var triangleFillMode: VideoMaterial.TriangleFillMode { get set }
The object that controls how RealityKit draws triangles.
A value of ``MaterialParameterTypes/TriangleFillMode/fill`` causes RealityKit
to draw triangles normally, while a value of ``MaterialParameterTypes/TriangleFillMode/lines``
turns on wireframe rendering.
set · iOS 18.0+
triangleFillMode
TypeScript
set triangleFillMode(value: MaterialParameterTypes_TriangleFillMode)
Swift declaration
var triangleFillMode: VideoMaterial.TriangleFillMode { get set }
The object that controls how RealityKit draws triangles.
A value of ``MaterialParameterTypes/TriangleFillMode/fill`` causes RealityKit
to draw triangles normally, while a value of ``MaterialParameterTypes/TriangleFillMode/lines``
turns on wireframe rendering.
Creates a new video material.
To create a video material, first create an
<doc://com.apple.documentation/documentation/avfoundation/avplayer>
instance initialized with a URL that points to the movie file you want
the video material to play, then pass that to this initializer. The
following code demonstrates this process.
```swift
// Create a URL that points to the movie file.
if let url = Bundle.main.url(forResource: "MyMovie", withExtension: "mp4") {
// Create an AVPlayer instance to control playback of that movie.
let player = AVPlayer(url: url)
// Instantiate and configure the video material.
let material = VideoMaterial(avPlayer: player)
// Configure audio playback mode. This is optional for movie
// files that contain sound.
material.controller.audioInputMode = .spatial
// Create a new model entity using the video material.
let modelEntity = ModelEntity(mesh: cube, materials: [material])
// Start playing the video.
player.play()
}
```
- Parameters:
- avPlayer: An
<doc://com.apple.documentation/documentation/avfoundation/avplayer>
instance.
get · iOS 14.0+
avPlayer
TypeScript
get avPlayer(): Promise<(_AVFoundation_AVPlayer) | null>
Swift declaration
@MainActor @preconcurrency var avPlayer: AVPlayer? { get set }
The material’s video playback controller.
Use this property to control animation playback for a video texture.
This property allows you to play or pause the movie, _seek to_ (in other
words, skip to) a specific part of the movie, or to change the movie’s
playback rate. The following code demonstrates pausing the texture’s
video and restarting it from the beginning of the movie file:
```swift
myMaterial.avPlayer.pause()
myMaterial.avPlayer.seek(to: .zero)
myMaterial.avPlayer.play()
```
@MainActor @preconcurrency var avPlayer: AVPlayer? { get set }
The material’s video playback controller.
Use this property to control animation playback for a video texture.
This property allows you to play or pause the movie, _seek to_ (in other
words, skip to) a specific part of the movie, or to change the movie’s
playback rate. The following code demonstrates pausing the texture’s
video and restarting it from the beginning of the movie file:
```swift
myMaterial.avPlayer.pause()
myMaterial.avPlayer.seek(to: .zero)
myMaterial.avPlayer.play()
```