Not able to run Spaceship game project

I downloaded Xcode 16 and updated my macOS to 15, but I keep getting this error when trying to build the game in simulator or in device

[xrsimulator] Exception thrown: The operation couldn’t be completed. (realitytool.RKAssetsCompiler.RKAssetsCompilerError error 3.)

It seems like textures are missing from the project?

I'm having the same issue. I'm getting the same error message: (realitytool.RKAssetsCompiler.RKAssetsCompilerError error 3). I'm not sure what is causing it though, as I can't find any of those warnings about missing texture files.

I'm trying to develop an app that will run on iOS, iPadOS and VisionOS, so I'd really like to get this sample app running!

Having the same issue with the Demonstration Video Project. Xcode 16 beta and Mac OS 15 as well. Target vision OS 2.0 of course.

With Xcode 16 Beta on Sonoma (14.5) I show 4 build errors:

Cant believe that's an official sample project :(

Hi donezio,

Apologies you are hitting this blocker.

I had seen something similar to this sporadically in development, but I have not been able to reproduce this on my end in recent times.

In the past, a combination of restarting Xcode, deleting DerivedData, and selecting Package Dependencies > Reset Package Caches worked to get me back on track.

Another thing to try is to select the Studio scheme to build the Studio package on its own.

Regardless of whether you can work around this, please file a Feedback request using the Feedback Assistant app. This will allow us to get to the underlying bug, or determine if it is already fixed in a newer release.

Keep us updated if you are able to get around this. Thanks!

I assume the Studio Package is the problem .... it is not building for me.

error: [xrsimulator] Exception thrown: The operation couldn’t be completed. (realitytool.RKAssetsCompiler.RKAssetsCompilerError error 3.) error: Tool exited with code 1

I have the same problem here

restarting Xcode, deleting DerivedData, and selecting Package Dependencies > Reset Package Caches

and this is not working for me

I updated XCode to 16 Beta visionOS to 2 Beta iPadOS to 18 Beta and set these to xcode project targets >> General >> Minimum Deployment

then in targets >> General >> Framework, Liberies and Embedded Content, Make RealityKitContent only used by visionOS.

not sure what exactly make it work but now I can run the project on both iPas and AVP.

I found the solution.

I had that same issue

[iphonesimulator] Exception thrown during compile: Cannot get rkassets content for path /Documents/Apps/Example apps/VisionOS Examples/CreatingASpaceshipGame/Packages/Studio/Sources/Studio/Studio.rkassets because 'The file “Studio.rkassets” couldn’t be opened because you don’t have permission to view it.'

I noticed that whenever I closed the Spaceship project, opened the Studio package on it own, selected "Trust and Open", then closed and reopened the Studio package on its own, I would often have to select "Trust and Open" again. This, combined with the error having to do with file permissions, gave me the suspicion that the issue had to do with the project being downloaded from the internet.

Steps to Fix:

That “permission” message is almost always Xcode tripping over the macOS quarantine flag that’s automatically added to every file you download from the internet. When a RealityKit‑assets compiler meets a quarantined .rkassets bundle it refuses to read it and you get the cryptic error you’re seeing – even though the Finder shows that you own the file and have read/write access.

Fix (takes less than a minute)

  1. I had to move my project to my downloads folder. This removed spaces from the path which seemed to help.
  2. Quit Xcode (so it releases any handles on the files).
  3. Open Terminal and run this to recursively clear the quarantine flag on the whole sample project (swapping in the path to the project on your local machine):
xattr -dr com.apple.quarantine \
"Path/To/The/Project"

xattr is the standard macOS tool for managing extended attributes; the -d switch removes an attribute and -r does it recursively. Only remove com.apple.quarantine for files that you trust.

  1. Re‑open the project in Xcode (my version is 16.3).
  2. Product ▸ Clean Build Folder (⇧⌘K) and build again.
  3. Also, it looks like the Spaceship app target did not have iOS 18 set as its minimum deployment to start with. It was set to 15.6. Set it to 18.

If it still fails

CheckWhat to do
Path contains spaces or non‑ASCII characters (there’s a RealityKit bug in some betas)Move the project to a simple path like ~/Dev/Spaceship/ and try again.
// --- //
Actual POSIX permissions are wrong (rare)chmod -R u+rwX,go+rX Studio.rkassets inside the Studio package.
// --- //
iCloud/Dropbox/OneDrive holding the files offlineMake sure the project is on a local disk or force‑download everything first.
// --- //
Old XcodeThe sample targets new RealityKit features that ship with Xcode 16 / 18; older versions fail at the asset‑compile stage.
// --- //

Why this happens

Gatekeeper sets the com.apple.quarantine attribute on every file extracted from a downloaded ZIP. For ordinary Swift files it does nothing, but the RealityKit asset compiler treats quarantined bundles as unreadable for security reasons and surfaces the generic “you don’t have permission” error instead of mentioning quarantine.

Once that attribute is removed (or you clone the project with git, which doesn’t propagate quarantine), the build pipeline can read .rkassets normally and Xcode proceeds past the compile‑assets phase.

Hope that gets your Spaceship flying! 🚀

Not able to run Spaceship game project
 
 
Q