Integrate iOS device camera and motion features to produce augmented reality experiences in your app or game using ARKit.

Posts under ARKit tag

200 Posts

Post

Replies

Boosts

Views

Activity

RealityKit captureHighResolutionFrame from session is broken on iOS26?
A bit of background on what our app is doing: We have a RealityKit ARView session running. During this period we place objects in RealityKit. At some point user can "take photo" and we use session.captureHighResolutionFrame to capture a frame. We then use captured frame and frame.camera.projectPoint to project my objects back to 2D Issue we found is that on devices that have iOS26, first photo user takes and the first frame received from session.captureHighResolutionFrame gives incorrect CGPoint for frame.camera.projectPoint. If user takes the second photo with the same camera phostion, second frame received from session.captureHighResolutionFrame gives correct CGPoint for frame.camera.projectPoint I notices some difference between first and subsequent frames that i believe is corresponding with the issue. Yaw value of camera (frame.camera.eulerAngles.y) on first frame is not correct ( inconsistent with any subsequent frame) I also created a small example app and i followed Building an Immersive Experience with RealityKit example to create it. The issue exists in this app for iOS26, while iOS18.* has consistent values between first and subsequent captured frames. Note: The yaw value seems to differ more if we start session in portrait but take photo in landscape. Example result for 3 captured frames: Frame captured with yaw: 1.4855177402496338 Frame captured with yaw: -0.08803760260343552 Frame captured with yaw: -0.08179682493209839 Example code: class CustomARView: ARView, ARSessionDelegate { required init(frame: CGRect) { super.init(frame: frame) } required init?(coder decoder: NSCoder) { fatalError("init(coder:) has not been implemented")} func setup() { let singleTap = UITapGestureRecognizer(target: self, action: #selector(handleTap)) addGestureRecognizer(singleTap) } @objc func handleTap(_ gestureRecognizer: UIGestureRecognizer) { Task { do { let frame = try await session.captureHighResolutionFrame() print("Frame captured with yaw: \(Double(frame.camera.eulerAngles.y))") } catch { } } } } struct CustomARViewUIViewRepresentable: UIViewRepresentable { func makeUIView(context: Context) -> some UIView { let arView = CustomARView(frame: .zero) arView.setup() return arView } func updateUIView(_ uiView: UIViewType, context: Context) { } } struct ContentView: View { var body: some View { CustomARViewUIViewRepresentable() .frame(maxWidth: .infinity, maxHeight: .infinity) .ignoresSafeArea() } }
3
1
1.2k
Sep ’25
Using ARKit Replay hangs forever on "Attaching to App"...
Hello, I'm trying to use Xcode's ARKit Session replay functionality. I have a capture I made using Reality Composer and when trying to use it with Xcode's replay functionality the installation and debugging process seems stalled forever. I've gotten it to work once so I know the capture file is functional but I have never gotten it to work a second time, even though I didn't change any settings. No amount of restarting Xcode, the Mac, or the iPhone seem to work. I have also tried cleaning build folders, reinstalling the app, and clearing DerivedData. I can confirm from the Xcode logs that the app installs correctly but the app never launches. If I unselect the checkbox for "ARKit Replay Data", the app launches and debugs nearly instantly. I have tried letting it "attach" for up to 10 minutes to no avail.
4
0
615
Sep ’25
RealityView doesn't free up memory after disappearing
Basically, take just the Xcode 26 AR App template, where we put the ContentView as the detail end of a NavigationStack. Opening app, the app uses < 20MB of memory. Tapping on Open AR the memory usage goes up to ~700MB for the AR Scene. Tapping back, the memory stays up at ~700MB. Checking with Debug memory graph I can still see all the RealityKit classes in the memory, like ARView, ARRenderView, ARSessionManager. Here's the sample app to illustrate the issue. PS: To keep memory pressure on the system low, there should be a way of freeing all the memory the AR uses for apps that only occasionally show AR scenes.
0
1
460
Sep ’25
Metal Compositor Service & Persona (VisionOS)
Hello, I'm currently trying to make a collaborative app. But it just works only on Reality View, when I tried to use Compositor Layer like below, the personas disappeared. ImmersiveSpace(id: "ImmersiveSpace-Metal") { CompositorLayer(configuration: MetalLayerConfiguration()) { layerRenderer in SpatialRenderer_InitAndRun(layerRenderer) } } Is there any potential solution too see Personas in Metal view? Thanks in advance!
2
0
804
Sep ’25
RoomPlan Framework v2 - Stairs missing
Hello Community, I'm encountering an issue with the latest iOS 17 update, specifically related to RoomPlan version-2. In iOS 16, when using RoomPlan version-1, we were able to display stairs in our app. However, after upgrading to iOS 17 and implementing RoomPlan version-2, the stairs are no longer visible. Despite thorough investigation, I couldn't find any option within the code to show or hide stairs, or any other objects for that matter. It seems like a specific issue with the update rather than a coding error on our part. Has anyone else encountered a similar problem? If so, I would greatly appreciate any insights or solutions you might have. It's crucial for our app functionality to have stairs displayed accurately, and we're currently at a loss on how to address this issue. Thank you in advance for any assistance you can provide. Best regards
4
1
1.4k
Sep ’25
Blurry Depth Data since iPhone 13
I tested the accuracy of the depth map on iPhone 12, 13, 14, 15, and 16, and found that the variance of the depth map after iPhone 12 is significantly greater than that of iPhone 12. Enabling depth filtering will cause the depth data to be affected by the previous frame, adding more unnecessary noise, especially when the phone is moving. This is not friendly for high-precision reconstruction. I tried to add depth map smoothing in post-processing to solve the problem of large depth map deviation, but the performance is still poor. Is there any depth map smoothing solutions already announced by Apple?
1
0
254
Sep ’25
Raycasting VNFaceLandmarkRegion2D
Hello, Does anyone have a recipe on how to raycast VNFaceLandmarkRegion2D points obtained from a frame's capturedImage? More specifically, how to construct the "from" parameter of the frame's raycastQuery from a VNFaceLandmarkRegion2D point? Do the points need to be flipped vertically? Is there any other transformation that needs to be performed on the points prior to passing them to raycastQuery?
4
0
400
Sep ’25
visionOS plane anchor rotation and wall direction are inconsistent
I have a problem with the wall plane detection using visionOS/ARKit: I am using ARKitSession's PlaneDetectionProvider detection.wall in the space of visionOS. I recorded the position and rotation information of the first detected plane, but found that the rotation value will be facing when the user starts the space. There is a deviation in different directions. That is to say, even if the plane is located on the same wall, the rotation quaternion will be different. I hope that no matter from which direction the user enters the scan, the real direction of the wall can be correctly obtained so that the virtual content can be accurately aligned with the wall. I have tried to use anchor.originFromAnchorTransform or Transform.rotation directly, but the rotation value is still affected by the user's initial orientation. In addition, I would like to know whether the user's initial orientation will affect the location information. If so, please provide a solution. Thank you!
1
0
864
Sep ’25
AR sessions fails with "Required sensor failed"
The AR based app I am working on right now is experiencing an issue. Sometimes, the AR session fails with a call to my ARSessionObserver's session(_ session: ARSession, didFailWithError error: Error) with the following error: Error Domain=com.apple.arkit.error Code=102 "Required sensor failed." NSLocalizedFailureReason="A sensor failed to deliver the required input.," NSLocalizedRecoverySuggestion="Make sure that the application has the required privacy settings." The underlying error seems to point to the CoreMotion framework: Domain=CMErrorDomain Code=102 "(null) Some people seem to have experienced this issue and solved it by making sure that the Compass Calibration switch is ON in Settings > Privacy > Location Services > System Services. For context, the ARWorldTrackingConfiguration.worldAlignment is set to .gravity The thing is it is already ON when I experience this issue. I also noticed that this issue happens way more often on the iPhone 16e than in any other device. Has anyone had similar experiences? I am looking for a way to prevent this error from happening (ideally) or handling in a way that does not affect the user. Any help is appreciated
0
1
429
Aug ’25
High CPU with ARWorldTrackingConfiguration vs. ARBodyTrackingConfiguration using AREnvironmentTexturing
In a simple test, I'm observing ~30% higher CPU usage with the ARWorldTrackingConfiguration compared to the ARBodyTrackingConfiguration when both configurations have AREnvironmentTexturing enabled. In Instruments, I observe Recon3D consuming ~5.5 seconds of CPU time with the ARWorldTrackingConfiguration vs <0.3 second with the ARBodyTrackingConfiguration in two separate 30 seconds samples. This is on an iPhone 12 Pro equipped with lidar. Is there a reason why two separate configurations, both having the same features enabled would have a different CPU overhead?
0
0
290
Aug ’25
Regression: RealityKit spatial audio crackles and pops on iOS 26.0 beta 5 (FB19423059)
RealityKit spatial audio crackles and pops on iOS 26.0 beta 5. It works correctly on iOS 18.6 and visionOS 26.0 beta 5. The APIs used are AudioPlaybackController, Entity.prepareAudio, Entity.play Videos of the expected and observed behavior are attached to the feedback FB19423059. The audio should be a consistent, repeating sound, but it seems oddly abbreviated and the volume varies unexpectedly. Thank you for investigating this issue.
0
0
603
Aug ’25
USDZ Security
I am working on an app that will allow a user to load and share their model files (usdz, usda, usdc). I'm looking at security options to prevent bad actors. Are there security or validation methods built into ARKit/RealityKit/CloudKit when loading models or saving them on the cloud? I want to ensure no one can inject any sort of exploit through these file types.
0
0
561
Jul ’25
How to Configure angularLimitInYZ for PhysicsSphericalJoint in RealityKit (Pendulum/Swing Behavior)
Hello RealityKit developers, I'm currently working on physics simulations in my visionOS app and am trying to adapt the concepts from the official sample Simulating physics joints in your RealityKit app. In the sample, a sphere is connected to the ceiling using a PhysicsRevoluteJoint to create a hinge-like simulation. I've successfully modified this setup to use a PhysicsSphericalJoint instead. The basic replacement works as expected: pin1 (attached to the sphere) rotates freely around pin0 (attached to the ceiling), much like a ball-and-socket joint should, removing all translational degrees of freedom. My challenge lies with the PhysicsSphericalJoint's angularLimitInYZ property. The documentation mentions that this property allows limiting the rotation around the Y and Z axes, defining an "elliptical cone shape around the x-axis of pin0." However, I'm struggling to understand how to specify these values to achieve a desired rotational limit. If I have a sphere that is currently capable of rotating 360 degrees around pin0 (like a free-spinning ball on a string), how would I use angularLimitInYZ to restrict its rotation to a certain height or angular range, preventing it from completing a full circle? Specifically, I'm trying to achieve a "swing" like behavior where the sphere oscillates back and forth but cannot rotate completely overhead or underfoot. What values or approach should I use for the angularLimitInYZ tuple to define such a restricted pendulum-like motion? Any insights, code examples, or explanations on how to properly configure angularLimitInYZ for this kind of behavior would be incredibly helpful! The following code is modified from the sample. extension MainView { func addPinsTo(ballEntity: Entity, attachmentEntity: Entity) throws { let hingeOrientation = simd_quatf(from: [1, 0, 0], to: [0, 0, 1]) let attachmentPin = attachmentEntity.pins.set( named: "attachment_hinge", position: .zero, orientation: hingeOrientation ) let relativeJointLocation = attachmentEntity.position( relativeTo: ballEntity ) let ballPin = ballEntity.pins.set( named: "ball_hinge", position: relativeJointLocation, orientation: hingeOrientation ) // Create a PhysicsSphericalJoint between the two pins. let revoluteJoint = PhysicsSphericalJoint(pin0: attachmentPin, pin1: ballPin) try revoluteJoint.addToSimulation() } } The following image is a screenshot of the operation when changing to PhysicsSphericalJoint. Thank you in advance for your assistance.
1
0
400
Jul ’25
Enterprise API with Education Account
Hello, I am trying to develop an app that broadcasts what the user sees via Apple Vision Pro. I am a graduate student studying at the university. And I have two problems, If I want to use passthrough in screen capture (in VisionOS), do I have to join Apple Developer Enterprise Program to get Enterprise API? and Can I buy Apple Developer Enterprise Program (Enterprise API) with my university account? Have any of you been able to do this? Thank you
2
1
420
Jul ’25
SwiftUI vs Flutter for Embedding Unity in an iOS App?
I need help. Looking for devs who’ve integrated Unity into a native iOS app (Swift/SwiftUI) SwiftUI vs Flutter for Embedding Unity in an iOS App? I’m planning an iOS-first app where users interact with a real-time 3D custom avatar with 52 blendshapes powered by Unity, using SALSA LipSync + Emoter for facial animation. The avatar will respond to voice using Whisper → GPT-4 → ElevenLabs. My plan is to embed Unity only for the avatar screen, and build the rest of the app (chat, voice input, onboarding, etc.) natively? Here’s the decision I’m stuck on: Should I stick with SwiftUI, since it gives full access to iOS-native features like ARKit, audio routing, and StoreKit? I only plan to develop for iOS. Has anyone here integrated Unity with Flutter for mobile app successfully? Any pitfalls or major limitations I should know about before going that route? I haven’t started development yet — just want to make sure I choose the right foundation for performance, flexibility, and long-term growth. Any experience would be hugely appreciated!
1
0
530
Jul ’25
Feature Request: Support .reality File Export in Reality Composer Pro for Mac
I am an AR developer working on Apple Silicon Macs. Currently, Reality Composer Pro does not allow exporting .reality files, and Reality Composer (classic) is not available for Apple Silicon. This creates a gap in the workflow for ARKit/RealityKit developers who need interactive .reality files for use in Xcode projects. Having the ability to export .reality files directly from Reality Composer Pro on Mac would greatly streamline development and enable a fully native workflow on modern Macs. Alternatively, bringing Reality Composer (classic) to Apple Silicon would also resolve this issue. I have submitted this as a feature request via Feedback Assistant (FB17900386). I encourage others with similar needs to reply or submit feedback as well. Thank you!
4
1
615
Jul ’25
Main Camera Access Entitlement Bug
Hello everyone can you help me, i have requested main camera access API Enterprise and have got the license to, and i have setting up the project main camera access demo from apple with my new license and have create app bundle and identifier for it but when i tried to deploy it test flight i got some error say "Profile doesn't support Main Camera Access" and "Profile doesn't include the com.apple.developer.arkit.main-camera-access.alow entitlement, even have do it it app Certificates, Identifiers &amp; Profiles and add the additional capability Main Camera Access. can you help me fixing this so that i can use Main Camera Access Entitlement
5
0
571
Jul ’25
Possible contradiction between ARKit's definition of UIDeviceOrientation.landscapeRight and the actual definition of UIDeviceOrientation.landscapeRight
So it seems to be that there is a contradiction between how ARKit defines UIDeviceOrientation.landscapeRight, and the actual definition of UIDeviceOrientation.landscapeRight in the UIKit documentation. In the ARKit documentation for ARCamera.transform, it says the following: This transform creates a local coordinate space for the camera that is constant with respect to device orientation. In camera space, the x-axis points to the right when the device is in UIDeviceOrientation.landscapeRight orientation—that is, the x-axis always points along the long axis of the device, from the front-facing camera toward the Home button. The y-axis points upward (with respect to UIDeviceOrientation.landscapeRight orientation), and the z-axis points away from the device on the screen side. Going through the same link, we see the definition of UIDeviceOrientation.landscapeRight given as: The device is in landscape mode, with the device held upright and the front-facing camera on the right side. There seems to be a conflict in the two definitions, that has already been asked and visualized in this StackOverflow thread The resolution of that answer says that ARKit landscapeRight, unlike what is given in UIDeviceOrientation.landscapeRight, has home button on the right, as stated in the ARCamera.transform documentation. It says that more details are given in this StackOverflow thread, but this thread talks about the discrepancy between the definitions of landscapeRight in UIDeviceOrientation and UIInterfaceOrientation, and not anything related to ARKit. So I am wondering, why does ARKit definition of landscapeRight contradict with that of UIDeviceOrientation despite explicitly mentioning it? Is it just a mistake by Apple developers that hasn't been resolved even after so long?
1
0
238
Jun ’25
RealityKit captureHighResolutionFrame from session is broken on iOS26?
A bit of background on what our app is doing: We have a RealityKit ARView session running. During this period we place objects in RealityKit. At some point user can "take photo" and we use session.captureHighResolutionFrame to capture a frame. We then use captured frame and frame.camera.projectPoint to project my objects back to 2D Issue we found is that on devices that have iOS26, first photo user takes and the first frame received from session.captureHighResolutionFrame gives incorrect CGPoint for frame.camera.projectPoint. If user takes the second photo with the same camera phostion, second frame received from session.captureHighResolutionFrame gives correct CGPoint for frame.camera.projectPoint I notices some difference between first and subsequent frames that i believe is corresponding with the issue. Yaw value of camera (frame.camera.eulerAngles.y) on first frame is not correct ( inconsistent with any subsequent frame) I also created a small example app and i followed Building an Immersive Experience with RealityKit example to create it. The issue exists in this app for iOS26, while iOS18.* has consistent values between first and subsequent captured frames. Note: The yaw value seems to differ more if we start session in portrait but take photo in landscape. Example result for 3 captured frames: Frame captured with yaw: 1.4855177402496338 Frame captured with yaw: -0.08803760260343552 Frame captured with yaw: -0.08179682493209839 Example code: class CustomARView: ARView, ARSessionDelegate { required init(frame: CGRect) { super.init(frame: frame) } required init?(coder decoder: NSCoder) { fatalError("init(coder:) has not been implemented")} func setup() { let singleTap = UITapGestureRecognizer(target: self, action: #selector(handleTap)) addGestureRecognizer(singleTap) } @objc func handleTap(_ gestureRecognizer: UIGestureRecognizer) { Task { do { let frame = try await session.captureHighResolutionFrame() print("Frame captured with yaw: \(Double(frame.camera.eulerAngles.y))") } catch { } } } } struct CustomARViewUIViewRepresentable: UIViewRepresentable { func makeUIView(context: Context) -> some UIView { let arView = CustomARView(frame: .zero) arView.setup() return arView } func updateUIView(_ uiView: UIViewType, context: Context) { } } struct ContentView: View { var body: some View { CustomARViewUIViewRepresentable() .frame(maxWidth: .infinity, maxHeight: .infinity) .ignoresSafeArea() } }
Replies
3
Boosts
1
Views
1.2k
Activity
Sep ’25
Using ARKit Replay hangs forever on "Attaching to App"...
Hello, I'm trying to use Xcode's ARKit Session replay functionality. I have a capture I made using Reality Composer and when trying to use it with Xcode's replay functionality the installation and debugging process seems stalled forever. I've gotten it to work once so I know the capture file is functional but I have never gotten it to work a second time, even though I didn't change any settings. No amount of restarting Xcode, the Mac, or the iPhone seem to work. I have also tried cleaning build folders, reinstalling the app, and clearing DerivedData. I can confirm from the Xcode logs that the app installs correctly but the app never launches. If I unselect the checkbox for "ARKit Replay Data", the app launches and debugs nearly instantly. I have tried letting it "attach" for up to 10 minutes to no avail.
Replies
4
Boosts
0
Views
615
Activity
Sep ’25
RealityView doesn't free up memory after disappearing
Basically, take just the Xcode 26 AR App template, where we put the ContentView as the detail end of a NavigationStack. Opening app, the app uses < 20MB of memory. Tapping on Open AR the memory usage goes up to ~700MB for the AR Scene. Tapping back, the memory stays up at ~700MB. Checking with Debug memory graph I can still see all the RealityKit classes in the memory, like ARView, ARRenderView, ARSessionManager. Here's the sample app to illustrate the issue. PS: To keep memory pressure on the system low, there should be a way of freeing all the memory the AR uses for apps that only occasionally show AR scenes.
Replies
0
Boosts
1
Views
460
Activity
Sep ’25
Metal Compositor Service & Persona (VisionOS)
Hello, I'm currently trying to make a collaborative app. But it just works only on Reality View, when I tried to use Compositor Layer like below, the personas disappeared. ImmersiveSpace(id: "ImmersiveSpace-Metal") { CompositorLayer(configuration: MetalLayerConfiguration()) { layerRenderer in SpatialRenderer_InitAndRun(layerRenderer) } } Is there any potential solution too see Personas in Metal view? Thanks in advance!
Replies
2
Boosts
0
Views
804
Activity
Sep ’25
RoomPlan Framework v2 - Stairs missing
Hello Community, I'm encountering an issue with the latest iOS 17 update, specifically related to RoomPlan version-2. In iOS 16, when using RoomPlan version-1, we were able to display stairs in our app. However, after upgrading to iOS 17 and implementing RoomPlan version-2, the stairs are no longer visible. Despite thorough investigation, I couldn't find any option within the code to show or hide stairs, or any other objects for that matter. It seems like a specific issue with the update rather than a coding error on our part. Has anyone else encountered a similar problem? If so, I would greatly appreciate any insights or solutions you might have. It's crucial for our app functionality to have stairs displayed accurately, and we're currently at a loss on how to address this issue. Thank you in advance for any assistance you can provide. Best regards
Replies
4
Boosts
1
Views
1.4k
Activity
Sep ’25
Blurry Depth Data since iPhone 13
I tested the accuracy of the depth map on iPhone 12, 13, 14, 15, and 16, and found that the variance of the depth map after iPhone 12 is significantly greater than that of iPhone 12. Enabling depth filtering will cause the depth data to be affected by the previous frame, adding more unnecessary noise, especially when the phone is moving. This is not friendly for high-precision reconstruction. I tried to add depth map smoothing in post-processing to solve the problem of large depth map deviation, but the performance is still poor. Is there any depth map smoothing solutions already announced by Apple?
Replies
1
Boosts
0
Views
254
Activity
Sep ’25
Raycasting VNFaceLandmarkRegion2D
Hello, Does anyone have a recipe on how to raycast VNFaceLandmarkRegion2D points obtained from a frame's capturedImage? More specifically, how to construct the "from" parameter of the frame's raycastQuery from a VNFaceLandmarkRegion2D point? Do the points need to be flipped vertically? Is there any other transformation that needs to be performed on the points prior to passing them to raycastQuery?
Replies
4
Boosts
0
Views
400
Activity
Sep ’25
visionOS plane anchor rotation and wall direction are inconsistent
I have a problem with the wall plane detection using visionOS/ARKit: I am using ARKitSession's PlaneDetectionProvider detection.wall in the space of visionOS. I recorded the position and rotation information of the first detected plane, but found that the rotation value will be facing when the user starts the space. There is a deviation in different directions. That is to say, even if the plane is located on the same wall, the rotation quaternion will be different. I hope that no matter from which direction the user enters the scan, the real direction of the wall can be correctly obtained so that the virtual content can be accurately aligned with the wall. I have tried to use anchor.originFromAnchorTransform or Transform.rotation directly, but the rotation value is still affected by the user's initial orientation. In addition, I would like to know whether the user's initial orientation will affect the location information. If so, please provide a solution. Thank you!
Replies
1
Boosts
0
Views
864
Activity
Sep ’25
AR sessions fails with "Required sensor failed"
The AR based app I am working on right now is experiencing an issue. Sometimes, the AR session fails with a call to my ARSessionObserver's session(_ session: ARSession, didFailWithError error: Error) with the following error: Error Domain=com.apple.arkit.error Code=102 "Required sensor failed." NSLocalizedFailureReason="A sensor failed to deliver the required input.," NSLocalizedRecoverySuggestion="Make sure that the application has the required privacy settings." The underlying error seems to point to the CoreMotion framework: Domain=CMErrorDomain Code=102 "(null) Some people seem to have experienced this issue and solved it by making sure that the Compass Calibration switch is ON in Settings > Privacy > Location Services > System Services. For context, the ARWorldTrackingConfiguration.worldAlignment is set to .gravity The thing is it is already ON when I experience this issue. I also noticed that this issue happens way more often on the iPhone 16e than in any other device. Has anyone had similar experiences? I am looking for a way to prevent this error from happening (ideally) or handling in a way that does not affect the user. Any help is appreciated
Replies
0
Boosts
1
Views
429
Activity
Aug ’25
High CPU with ARWorldTrackingConfiguration vs. ARBodyTrackingConfiguration using AREnvironmentTexturing
In a simple test, I'm observing ~30% higher CPU usage with the ARWorldTrackingConfiguration compared to the ARBodyTrackingConfiguration when both configurations have AREnvironmentTexturing enabled. In Instruments, I observe Recon3D consuming ~5.5 seconds of CPU time with the ARWorldTrackingConfiguration vs <0.3 second with the ARBodyTrackingConfiguration in two separate 30 seconds samples. This is on an iPhone 12 Pro equipped with lidar. Is there a reason why two separate configurations, both having the same features enabled would have a different CPU overhead?
Replies
0
Boosts
0
Views
290
Activity
Aug ’25
Regression: RealityKit spatial audio crackles and pops on iOS 26.0 beta 5 (FB19423059)
RealityKit spatial audio crackles and pops on iOS 26.0 beta 5. It works correctly on iOS 18.6 and visionOS 26.0 beta 5. The APIs used are AudioPlaybackController, Entity.prepareAudio, Entity.play Videos of the expected and observed behavior are attached to the feedback FB19423059. The audio should be a consistent, repeating sound, but it seems oddly abbreviated and the volume varies unexpectedly. Thank you for investigating this issue.
Replies
0
Boosts
0
Views
603
Activity
Aug ’25
USDZ Security
I am working on an app that will allow a user to load and share their model files (usdz, usda, usdc). I'm looking at security options to prevent bad actors. Are there security or validation methods built into ARKit/RealityKit/CloudKit when loading models or saving them on the cloud? I want to ensure no one can inject any sort of exploit through these file types.
Replies
0
Boosts
0
Views
561
Activity
Jul ’25
How to Configure angularLimitInYZ for PhysicsSphericalJoint in RealityKit (Pendulum/Swing Behavior)
Hello RealityKit developers, I'm currently working on physics simulations in my visionOS app and am trying to adapt the concepts from the official sample Simulating physics joints in your RealityKit app. In the sample, a sphere is connected to the ceiling using a PhysicsRevoluteJoint to create a hinge-like simulation. I've successfully modified this setup to use a PhysicsSphericalJoint instead. The basic replacement works as expected: pin1 (attached to the sphere) rotates freely around pin0 (attached to the ceiling), much like a ball-and-socket joint should, removing all translational degrees of freedom. My challenge lies with the PhysicsSphericalJoint's angularLimitInYZ property. The documentation mentions that this property allows limiting the rotation around the Y and Z axes, defining an "elliptical cone shape around the x-axis of pin0." However, I'm struggling to understand how to specify these values to achieve a desired rotational limit. If I have a sphere that is currently capable of rotating 360 degrees around pin0 (like a free-spinning ball on a string), how would I use angularLimitInYZ to restrict its rotation to a certain height or angular range, preventing it from completing a full circle? Specifically, I'm trying to achieve a "swing" like behavior where the sphere oscillates back and forth but cannot rotate completely overhead or underfoot. What values or approach should I use for the angularLimitInYZ tuple to define such a restricted pendulum-like motion? Any insights, code examples, or explanations on how to properly configure angularLimitInYZ for this kind of behavior would be incredibly helpful! The following code is modified from the sample. extension MainView { func addPinsTo(ballEntity: Entity, attachmentEntity: Entity) throws { let hingeOrientation = simd_quatf(from: [1, 0, 0], to: [0, 0, 1]) let attachmentPin = attachmentEntity.pins.set( named: "attachment_hinge", position: .zero, orientation: hingeOrientation ) let relativeJointLocation = attachmentEntity.position( relativeTo: ballEntity ) let ballPin = ballEntity.pins.set( named: "ball_hinge", position: relativeJointLocation, orientation: hingeOrientation ) // Create a PhysicsSphericalJoint between the two pins. let revoluteJoint = PhysicsSphericalJoint(pin0: attachmentPin, pin1: ballPin) try revoluteJoint.addToSimulation() } } The following image is a screenshot of the operation when changing to PhysicsSphericalJoint. Thank you in advance for your assistance.
Replies
1
Boosts
0
Views
400
Activity
Jul ’25
Enterprise API with Education Account
Hello, I am trying to develop an app that broadcasts what the user sees via Apple Vision Pro. I am a graduate student studying at the university. And I have two problems, If I want to use passthrough in screen capture (in VisionOS), do I have to join Apple Developer Enterprise Program to get Enterprise API? and Can I buy Apple Developer Enterprise Program (Enterprise API) with my university account? Have any of you been able to do this? Thank you
Replies
2
Boosts
1
Views
420
Activity
Jul ’25
SwiftUI vs Flutter for Embedding Unity in an iOS App?
I need help. Looking for devs who’ve integrated Unity into a native iOS app (Swift/SwiftUI) SwiftUI vs Flutter for Embedding Unity in an iOS App? I’m planning an iOS-first app where users interact with a real-time 3D custom avatar with 52 blendshapes powered by Unity, using SALSA LipSync + Emoter for facial animation. The avatar will respond to voice using Whisper → GPT-4 → ElevenLabs. My plan is to embed Unity only for the avatar screen, and build the rest of the app (chat, voice input, onboarding, etc.) natively? Here’s the decision I’m stuck on: Should I stick with SwiftUI, since it gives full access to iOS-native features like ARKit, audio routing, and StoreKit? I only plan to develop for iOS. Has anyone here integrated Unity with Flutter for mobile app successfully? Any pitfalls or major limitations I should know about before going that route? I haven’t started development yet — just want to make sure I choose the right foundation for performance, flexibility, and long-term growth. Any experience would be hugely appreciated!
Replies
1
Boosts
0
Views
530
Activity
Jul ’25
Feature Request: Support .reality File Export in Reality Composer Pro for Mac
I am an AR developer working on Apple Silicon Macs. Currently, Reality Composer Pro does not allow exporting .reality files, and Reality Composer (classic) is not available for Apple Silicon. This creates a gap in the workflow for ARKit/RealityKit developers who need interactive .reality files for use in Xcode projects. Having the ability to export .reality files directly from Reality Composer Pro on Mac would greatly streamline development and enable a fully native workflow on modern Macs. Alternatively, bringing Reality Composer (classic) to Apple Silicon would also resolve this issue. I have submitted this as a feature request via Feedback Assistant (FB17900386). I encourage others with similar needs to reply or submit feedback as well. Thank you!
Replies
4
Boosts
1
Views
615
Activity
Jul ’25
Main Camera Access Entitlement Bug
Hello everyone can you help me, i have requested main camera access API Enterprise and have got the license to, and i have setting up the project main camera access demo from apple with my new license and have create app bundle and identifier for it but when i tried to deploy it test flight i got some error say "Profile doesn't support Main Camera Access" and "Profile doesn't include the com.apple.developer.arkit.main-camera-access.alow entitlement, even have do it it app Certificates, Identifiers &amp; Profiles and add the additional capability Main Camera Access. can you help me fixing this so that i can use Main Camera Access Entitlement
Replies
5
Boosts
0
Views
571
Activity
Jul ’25
Object Tracking in RealityView for iOS
Hi, we've been through the Explore Object Tracking for visionOS and worked through the sample code ExploringObjectTrackingWithARKit. What we'd really like to see is Object Tracking for iOS using devices with either LiDAR or the TrueDepth/RGB cameras.
Replies
2
Boosts
1
Views
315
Activity
Jun ’25
RemoteImmersiveSpace sample isn't working
Hello RemoteDeviceIdentifier returns nil and therefore it crashes the HoverEffect sample project. I have vision26 beta 2 on both devices what the correct method of running this code sample ?
Replies
3
Boosts
0
Views
328
Activity
Jun ’25
Possible contradiction between ARKit's definition of UIDeviceOrientation.landscapeRight and the actual definition of UIDeviceOrientation.landscapeRight
So it seems to be that there is a contradiction between how ARKit defines UIDeviceOrientation.landscapeRight, and the actual definition of UIDeviceOrientation.landscapeRight in the UIKit documentation. In the ARKit documentation for ARCamera.transform, it says the following: This transform creates a local coordinate space for the camera that is constant with respect to device orientation. In camera space, the x-axis points to the right when the device is in UIDeviceOrientation.landscapeRight orientation—that is, the x-axis always points along the long axis of the device, from the front-facing camera toward the Home button. The y-axis points upward (with respect to UIDeviceOrientation.landscapeRight orientation), and the z-axis points away from the device on the screen side. Going through the same link, we see the definition of UIDeviceOrientation.landscapeRight given as: The device is in landscape mode, with the device held upright and the front-facing camera on the right side. There seems to be a conflict in the two definitions, that has already been asked and visualized in this StackOverflow thread The resolution of that answer says that ARKit landscapeRight, unlike what is given in UIDeviceOrientation.landscapeRight, has home button on the right, as stated in the ARCamera.transform documentation. It says that more details are given in this StackOverflow thread, but this thread talks about the discrepancy between the definitions of landscapeRight in UIDeviceOrientation and UIInterfaceOrientation, and not anything related to ARKit. So I am wondering, why does ARKit definition of landscapeRight contradict with that of UIDeviceOrientation despite explicitly mentioning it? Is it just a mistake by Apple developers that hasn't been resolved even after so long?
Replies
1
Boosts
0
Views
238
Activity
Jun ’25