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Integrate your app into FaceTime to share its contents with groups of people.

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visionOS nearby SharePlay blocks local microphone capture
I created a minimal sample project that reproduces a microphone issue with nearby SharePlay / Window Sharing on Apple Vision Pro. Sample project: https://github.com/JerryNee/mic-demo Screen recording: https://youtu.be/aMj_A_leJWU Issue I first implemented SharePlay through FaceTime and found that local microphone capture was unavailable. That seemed understandable because FaceTime itself uses the microphone. I then moved the app to a nearby SharePlay / Window Sharing session specifically to avoid a FaceTime call, but local microphone capture still fails. Local microphone capture works before starting nearby SharePlay. After starting a nearby SharePlay / Window Sharing session with GroupActivities, the same app fails at: try audioEngine.start() This does not require a FaceTime call. It happens with an in-room nearby SharePlay / Window Sharing session. The screen recording also goes silent when the Share Window UI appears. I checked the MP4 audio track with ffmpeg silencedetect; audio becomes silent at about 00:00:22.60, matching the moment nearby sharing starts: silence_start: 22.600612 silence_end: 55.051927 | silence_duration: 32.451315 Environment Two nearby Apple Vision Pro devices Xcode device list: visionOS 27.0 and visionOS 26.5 Xcode 27.0, build 27A5194q Frameworks: GroupActivities, AVFoundation, Speech Entitlement: com.apple.developer.group-session Microphone and speech recognition permissions granted Steps Run the sample on Apple Vision Pro. Tap Start Listening and speak. Transcription works. Tap Stop Listening. Tap Start Nearby Session. Share with another nearby Apple Vision Pro. Tap Start Listening again while the nearby session is active. audioEngine.start() fails. Ending the nearby session makes microphone capture work again. Minimal microphone code let recognizer = SFSpeechRecognizer() let audioEngine = AVAudioEngine() let request = SFSpeechAudioBufferRecognitionRequest() request.shouldReportPartialResults = true let session = AVAudioSession.sharedInstance() try session.setCategory(.record, mode: .measurement, options: [.duckOthers]) try session.setActive(true) let input = audioEngine.inputNode let format = input.outputFormat(forBus: 0) input.installTap(onBus: 0, bufferSize: 1024, format: format) { buffer, _ in request.append(buffer) } audioEngine.prepare() try audioEngine.start() Minimal nearby SharePlay code struct MicDemoActivity: Codable, GroupActivity, Transferable { static let activityIdentifier = "com.example.mic-demo.nearby-mic-repro" static var transferRepresentation: some TransferRepresentation { CodableRepresentation(contentType: .micDemoActivity) } var metadata: GroupActivityMetadata { var metadata = GroupActivityMetadata() metadata.type = .generic metadata.title = "Mic Demo Nearby Session" return metadata } } for await session in MicDemoActivity.sessions() { session.join() } _ = try await MicDemoActivity().activate() Questions Is local microphone capture expected to be unavailable during a nearby SharePlay / Window Sharing session? Is screen recording audio expected to become silent during nearby sharing? What is the recommended way to support nearby shared UI/state while still allowing local voice input?
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Personas stopped working during full immersive SharePlay Session
I got it working recently that I could be in an immersive environment in my App with another FaceTime participant while we both see each others personas. The room needed to be shared as it has a presentation baked in to it that one person can present. However, since yesterday whenever I enter the immersive SharePlay experience, the personas no longer appear and only a coin of the other person is visible with the text "immersed" beneath it. The room is still shared, so I can change the slides and the other person can see the changes. If one person exits the immersive space, their persona is rendered from my point of view (in the immersive space) but we can't be in there together.
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Nearby Sharing a Volume won't work
Hi, we've developed an app for Vision Pro that utilises the GroupActivitites SDK to provide shared experiences for our users. Remote Participation works great, but we can't get nearby sharing to work. The behaviour we're observing: User 1 engages share sheet from Volume, 2nd Vision Pro is visible. User 1 starts nearby sharing Session initialisation runs for approx. 30 seconds, then fails Sometimes, the nearby participant doesn't show up at all after the initialisation has failed once. As stated in the Configure your visionOS app for sharing with people nearby article, we didn't make any changes to our implementation to support nearby sharing. Any help would be greatly appreciated. Kind regards, David
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Jan ’26
Building a Full Space app that enables sharing a visionOS experience with nearby users.
Hello, I am currently considering developing a Full Space app that enables a shared visionOS experience with nearby users. Intended Features A Mixed Full Space app in which dozens of 3D models are placed in the space. These 3D models may play embedded animations when tapped, be programmatically moved or rotated, or be controlled via Reality Composer Pro timelines. The app also includes audio, spatial audio, videos with audio, and videos without audio, which are rendered as VideoTextures on planes and played back in the space. Some media elements play automatically, while others are triggered by user interaction. However, it is unclear whether AVPlaybackCoordinator supports shared playback across multiple types of media, such as: audio only spatial audio video without audio video with audio I am also unsure whether there are alternative or recommended approaches for synchronizing playback in this scenario. Questions Is it technically possible to implement the experience described above using visionOS? Are there any important implementation considerations or limitations that should be taken into account? For example, when two participants experience the app simultaneously, how is the content positioned for each participant? Is the spatial placement of content shared across participants, or is it positioned relative to each participant’s viewpoint? For nearby participants, is it necessary to register a spatial Persona? My understanding is that spatial Personas are not visible for nearby users during the experience; is this correct? When experiencing SharePlay with nearby users, is it possible to share the experience without registering the other participant’s contact information? I have watched the following session, but I was unable to fully understand the feasibility of the above use case or the concrete implementation details: https://developer.apple.com/videos/play/wwdc2025/318/ Thank you.
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Jan ’26
visionOS – Starting GroupActivity FaceTime Call dismisses Immersive Space
Hello, I am in the process of implementing SharePlay support in my visionOS app. Everything runs fine when I test locally, but when my app is distributed via TestFlight, calling try await activity.activate() shows the SharePlay dialog as usual, but then when I start a new FaceTime call, my ImmersiveSpace gets dismissed. This is only happening when the app is distributed via TestFlight, when I run it locally the ImmersiveSpace stays active as expected. Looking at the console on my Mac I found this log: Invalid initial client settings class: UIApplicationSceneClientSettings; expected class: MRUISharedApplicationSceneClientSettings; bundle ID: com.apple.facetime; scene ID: com.apple.facetime:SFBSystemService-DDA8C751-C0C4-487E-AD85-59EF4E6C6050 Does anyone have an idea how I can fix this? It's driving me nuts and I wasted over a day looking for a workaround but so far been unsuccessful. Thanks!
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Dec ’25
Shared/GroupImmersive Space – Query Local Device Transform
Hi, I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true Now visionOS establishes a shared coordinate space for the immersive space. From the docs: To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform to position content in front of the user (plus some Z Offset and smooth interpolation). This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset. Here is a video of the issue in action: https://streamable.com/205r2p The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position. The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset. Is there any way I can query query this transform locally for the user during a FaceTime call? Also I would like to know if it's possible to disable this automatic entity transform syncing behavior? Setting entity.synchronization = nil results in the entity not showing up at all. https://developer.apple.com/documentation/realitykit/synchronizationcomponent Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach? Thank you!
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Oct ’25
SharePlay on the VisionOS with remote participants.
Hi everyone, I’m building a visualization app for VisionPro that uses SharePlay and GroupActivities to explore datasets collaboratively. I’ve successfully implemented the new SharedWorldAnchor feature, and everything works well with nearby, local participants. However, I’m stuck on one point: How can I share a world anchor with remote participants who join via FaceTime as spatial personas? Apple’s demo app (where multiple users move a plane model around) seems to suggest that this is possible. For context, I’m building an immersive app with Metal rendering. Any guidance or examples would be greatly appreciated! Thanks, Jens
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Sep ’25
[WWDC25] For GuessTogether, can you initiate a FaceTime call via the custom SharePlay button?
Hello, For GuessTogether source code, it seems like the code assumes that you're already in a FaceTime call before pressing the custom SharePlay button (labeled "Play Guess Together"). If not already on a FaceTime call, my Apple Vision Pro and the visionOS simulator both do nothing after throwing warnings. Is this intended behavior? If so, how do I make it so that pressing the button can also initiate FaceTime calls? Is this allowed? Thank you!
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Sep ’25
How to create a MultiplayerDelegate and use TabletopNetworkSession features?
When building a multiplayer Tabletop game, the documentation includes how to attach a custom TabletopNetworkSessionCoordinator, which could be used in addition to TabletopGame.MultiplayerDelegate. But so far, we have been unable to create these types of custom coordinators or have a delegate that works. Our current setup with our generic GroupActivity works by sending the session to TabletopGame's coordinateWithSession method (like in the current sample project), but we didn't find a way to access and control, for example, the arbiter, seats, player events, among other features mentioned on https://developer.apple.com/documentation/tabletopkit/tabletopnetworksession. Is correct to expect having access to the participants, messenger, or journal without having to maintain a parallel coordinator?   possibly we are missing something here; any suggestions?
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Apr ’25
: Issue with App Group Preferences in iOS Message Extension
I’m encountering an issue while reading/writing shared preferences using UserDefaults with an App Group in my iOS Message Extension. The following error appears in the console: `Couldn't read values in CFPrefsPlistSource<0x3034e7f80> (Domain: [MyAppGroup], User: kCFPreferencesAnyUser, ByHost: Yes, Container: (null), Contents Need Refresh: Yes): Using kCFPreferencesAnyUser with a container is only allowed for System Containers, detaching from cfprefsd. I have correctly enabled the App Group in both my containing app and the Message Extension, and I am using UserDefaults(suiteName:) to access shared preferences. However, I keep getting this error when trying to read/write values. Has anyone encountered this before? How can I properly configure my app group preferences to avoid this issue? Any help would be greatly appreciated!
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Mar ’25
Issue in TabletopKit Sample scene + shared immersive space
Hello Community, I am currently developing an experimental VisionOS app, to investigate the social effects of the new Spatial Persona feature, for my bachelor thesis. My setup includes a simple board game for the participants, in which they can engage with their persona avatars. I tried to use the TabletopKit for this setup, but ran into issues when starting the SharePlay session. When I testes my app, I couldn't see the other spatial persona anymore, despite the green SharePlay button indicating the session started. The other person can see my actions in their version of the app on the board, but can not interact with anything. Also, we are both seat on the default side of the seat. I tried to remove the environment I added, because it doesn't seem to synch with the other player. When I tried the FaceTime feature in the simulator without the environment, I could then see the test robot avatar, but at a totally wrong place. It's seems like it isn't just my environment occluding the seats, but a flaw in the seating process as well. When I tried the FaceTime feature in the simulator on the official test scene (TabletopKit Sample), I got the same incorrect placement and the warning "role(for:inSeatNumber:): The provided role identifier does not match a role in the current template." So my questions are: What needs to be changed so the TabletopKit can handle seating correctly? How can I correctly use immersive scenes in combination with the TabletopKit? I tried to keep the implementation of the TabletopKit example as close as possible, so I think it will enough to look into this codebase for now. I debugged the position of seats and they are placed correctly in front of their equipment. The personas are just not placed on them.
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Mar ’25
CFPrefsPlistSource Read Error with App Group Preferences
I am encountering the following issue while working with app group preferences in my Safari web extension: Couldn't read values in CFPrefsPlistSource<0x3034e7f80> (Domain: [MyAppGroup], User: kCFPreferencesAnyUser, ByHost: Yes, Container: (null), Contents Need Refresh: Yes): Using kCFPreferencesAnyUser with a container is only allowed for System Containers, detaching from cfprefsd. I am trying to read/write shared preferences using UserDefaults with an App Group but keep running into this error. Any guidance on how to resolve this would be greatly appreciated! Has anyone encountered this before? How can I properly configure my app group preferences to avoid this issue?
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773
Feb ’25
Can't join current Group Activity on macOS (maybe some launch services thing?)
I'm testing using Group Activities and having no trouble iOS<->iOS or starting an activity on macOS and joining via iOS. However, when I start an activity and then try to join it from another macOS client, the starting side joins the session just fine, but the receiving side acts like I don't have the required app, even when it is already running. I see the active SharePlay icon in the menu bar, and the Current Activity is shown, but instead of an "Open" button there is a "MyApp Required" string and a "View" button that goes to the App Store. (Where the app is not available yet, as expected, since I'm still working on it.) There is no GroupSession started on that Mac yet, obviously. I'm looking for any hints to help debug what is going on. How does Group Activities find the app for the activity on macOS and how can I figure out why it isn't finding mine? Thanks!
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Feb ’25
Sequoia 15.3 Beta 24D5034f
Hi folks, First - I'm not a developer. Some time ago I came across Sequoia Beta and installed it thinking it was just a usage data collection thing. I recently wanted to delete it because I suspected it was causing other issues, but was only offered to have updates stopped. My MacBook Pro M2 still says I'm running Sequoia 15.3 (Beta 24D5034f). I have another, maybe unrelated issue and posted a question about it on Apple Community but the question was deleted and I was pointed here because I mentioned the Beta! This was my question: I can FaceTime from the iPhone but when I try to FaceTime from the Mac, I get a notification on the Mac saying: "iPhone calls not available. Your iPhone is not configured to allow calls using this Mac". My iPhone is a 14Plus on iOS 18.2.1 (22C161). I've tried the iPhone and Mac fixes suggested by Apple but no luck there - that was all about turning iMessages and FaceTime off or signing out for both devices, then power cycling both devices. I don't understand how this is supposed to work. Could my issue be related to the Beta? If so, and in any case, how do I remove the Beta? TIA
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Jan ’25
Namedrop style AirDrop is not working.
PLATFORM AND VERSION Xcode Version 16.2 beta 3 (16C5023f) macOS 15.1.1 (24B91) Run-time configuration: iOS 18.0 DESCRIPTION OF PROBLEM We are currently testing the functionality of AirDrop by bringing iPhones close to each other. I am trying to transfer the activityItemsConfiguration set in the modal screen via AirDrop. However, if presentationStyle is fullscreen, it succeeds, but otherwise the connection is successful but no item is displayed on the screen. STEPS TO REPRODUCE Open my project. Run on device Tap Present with toggle is off. ModalViewController presented as sheet. Bring another iPhone closer Play connection animation, then just display connected.
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Dec ’24
[Group Activities, TabletopKit] Creating an Auto-syncing Multiplayer visionOS App for Shared Spaces without SharePlay
Hi! I'm planning to make visionOS multiplayer app for people in same space(a room). I wanna know that if it's possible to use TabletopKit, Group Activities to create an app that becomes multiplayer(synchronize) with the people who are using it as soon as the app is opened without using SharePlay.
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Nov ’24
Synchronize 3D object animation inside a volume with SharePlay
I have been experimenting some experiences in which I would like to use SharePlay to allow the app to be used by multiple users. Currently I achieved sharing a volume containing a Reality Composer Pro scene inside of it, the scene contains some entities with an animation. So far I have been able to correctly share the volume and its content, with the animation playing without problems, but once I activate SharePlay different users see different moments of the animation if no animation at all. Is there a way to synchronize animations between all the users, no matter when someone entered the SharePlay session, aside from communicating the animation time once someone joins?
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Oct ’24
Trouble with initializing a SharePlay and using GroupSessionJournal.
I am having trouble with initializing the SharePlay. It works but we have to leave the game (click the close button) and rejoin it, sometimes several times, for it to establish the connection. I am also having trouble sharing images over SharePlay with GroupSessionJournal. I am not able to get it to transfer any amount of data or even get recognition on the other participants in the SharePlay that an image is being sent. We have look at all the information we can find online and are not able to establish a connection. I am not sure if I am missing a step, or if I am incorrectly sending the data through the GroupSessionJournal. Here are the steps I took take to replicate the issue I have: FaceTime another person with the app. Open the app and click the SharePlay button to SharePlay it with the other person. Establish the SharePlay and by making sure that the board states are syncronized across participants. If its not click the close button and click open app again to rejoin the SharePlay. (This is one of the bugs that I would like to fix. This is just a work around we developed to establish the SharePlay. We would like it so that when you click SharePLay and they join the session it works.) Once the SharePlay has been established, change the image by clicking change 1 image. Select a jpg image. The image that represents 1 should be not set. If you dont see the image click on any of the X in the squares and it will change to the image. The image should appear on the other participant in the SharePlay. (This does not happen and is what we have not been able to figure out how to get working.) Here are the classes for the example project I created: Content View Game Model Class Activity Manager Main Starter Class
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Sep ’24
How to forbid SharePlay on IOS 18 ?
Hello, I saw that, in IOS 18 + FaceTime + SharePlay, we can take the control of another device (for support an user for example). I would like to block the use of SharePlay on my application. My application does not include Capabilites "Group Activities", but I do not know whether this is sufficient to block the use of SharePlay. What do you think ? Thanks in advance for your returns.
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Sep ’24
visionOS nearby SharePlay blocks local microphone capture
I created a minimal sample project that reproduces a microphone issue with nearby SharePlay / Window Sharing on Apple Vision Pro. Sample project: https://github.com/JerryNee/mic-demo Screen recording: https://youtu.be/aMj_A_leJWU Issue I first implemented SharePlay through FaceTime and found that local microphone capture was unavailable. That seemed understandable because FaceTime itself uses the microphone. I then moved the app to a nearby SharePlay / Window Sharing session specifically to avoid a FaceTime call, but local microphone capture still fails. Local microphone capture works before starting nearby SharePlay. After starting a nearby SharePlay / Window Sharing session with GroupActivities, the same app fails at: try audioEngine.start() This does not require a FaceTime call. It happens with an in-room nearby SharePlay / Window Sharing session. The screen recording also goes silent when the Share Window UI appears. I checked the MP4 audio track with ffmpeg silencedetect; audio becomes silent at about 00:00:22.60, matching the moment nearby sharing starts: silence_start: 22.600612 silence_end: 55.051927 | silence_duration: 32.451315 Environment Two nearby Apple Vision Pro devices Xcode device list: visionOS 27.0 and visionOS 26.5 Xcode 27.0, build 27A5194q Frameworks: GroupActivities, AVFoundation, Speech Entitlement: com.apple.developer.group-session Microphone and speech recognition permissions granted Steps Run the sample on Apple Vision Pro. Tap Start Listening and speak. Transcription works. Tap Stop Listening. Tap Start Nearby Session. Share with another nearby Apple Vision Pro. Tap Start Listening again while the nearby session is active. audioEngine.start() fails. Ending the nearby session makes microphone capture work again. Minimal microphone code let recognizer = SFSpeechRecognizer() let audioEngine = AVAudioEngine() let request = SFSpeechAudioBufferRecognitionRequest() request.shouldReportPartialResults = true let session = AVAudioSession.sharedInstance() try session.setCategory(.record, mode: .measurement, options: [.duckOthers]) try session.setActive(true) let input = audioEngine.inputNode let format = input.outputFormat(forBus: 0) input.installTap(onBus: 0, bufferSize: 1024, format: format) { buffer, _ in request.append(buffer) } audioEngine.prepare() try audioEngine.start() Minimal nearby SharePlay code struct MicDemoActivity: Codable, GroupActivity, Transferable { static let activityIdentifier = "com.example.mic-demo.nearby-mic-repro" static var transferRepresentation: some TransferRepresentation { CodableRepresentation(contentType: .micDemoActivity) } var metadata: GroupActivityMetadata { var metadata = GroupActivityMetadata() metadata.type = .generic metadata.title = "Mic Demo Nearby Session" return metadata } } for await session in MicDemoActivity.sessions() { session.join() } _ = try await MicDemoActivity().activate() Questions Is local microphone capture expected to be unavailable during a nearby SharePlay / Window Sharing session? Is screen recording audio expected to become silent during nearby sharing? What is the recommended way to support nearby shared UI/state while still allowing local voice input?
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1w
Personas stopped working during full immersive SharePlay Session
I got it working recently that I could be in an immersive environment in my App with another FaceTime participant while we both see each others personas. The room needed to be shared as it has a presentation baked in to it that one person can present. However, since yesterday whenever I enter the immersive SharePlay experience, the personas no longer appear and only a coin of the other person is visible with the text "immersed" beneath it. The room is still shared, so I can change the slides and the other person can see the changes. If one person exits the immersive space, their persona is rendered from my point of view (in the immersive space) but we can't be in there together.
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75
Activity
1w
Nearby Sharing a Volume won't work
Hi, we've developed an app for Vision Pro that utilises the GroupActivitites SDK to provide shared experiences for our users. Remote Participation works great, but we can't get nearby sharing to work. The behaviour we're observing: User 1 engages share sheet from Volume, 2nd Vision Pro is visible. User 1 starts nearby sharing Session initialisation runs for approx. 30 seconds, then fails Sometimes, the nearby participant doesn't show up at all after the initialisation has failed once. As stated in the Configure your visionOS app for sharing with people nearby article, we didn't make any changes to our implementation to support nearby sharing. Any help would be greatly appreciated. Kind regards, David
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1k
Activity
Jan ’26
Building a Full Space app that enables sharing a visionOS experience with nearby users.
Hello, I am currently considering developing a Full Space app that enables a shared visionOS experience with nearby users. Intended Features A Mixed Full Space app in which dozens of 3D models are placed in the space. These 3D models may play embedded animations when tapped, be programmatically moved or rotated, or be controlled via Reality Composer Pro timelines. The app also includes audio, spatial audio, videos with audio, and videos without audio, which are rendered as VideoTextures on planes and played back in the space. Some media elements play automatically, while others are triggered by user interaction. However, it is unclear whether AVPlaybackCoordinator supports shared playback across multiple types of media, such as: audio only spatial audio video without audio video with audio I am also unsure whether there are alternative or recommended approaches for synchronizing playback in this scenario. Questions Is it technically possible to implement the experience described above using visionOS? Are there any important implementation considerations or limitations that should be taken into account? For example, when two participants experience the app simultaneously, how is the content positioned for each participant? Is the spatial placement of content shared across participants, or is it positioned relative to each participant’s viewpoint? For nearby participants, is it necessary to register a spatial Persona? My understanding is that spatial Personas are not visible for nearby users during the experience; is this correct? When experiencing SharePlay with nearby users, is it possible to share the experience without registering the other participant’s contact information? I have watched the following session, but I was unable to fully understand the feasibility of the above use case or the concrete implementation details: https://developer.apple.com/videos/play/wwdc2025/318/ Thank you.
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1
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497
Activity
Jan ’26
visionOS – Starting GroupActivity FaceTime Call dismisses Immersive Space
Hello, I am in the process of implementing SharePlay support in my visionOS app. Everything runs fine when I test locally, but when my app is distributed via TestFlight, calling try await activity.activate() shows the SharePlay dialog as usual, but then when I start a new FaceTime call, my ImmersiveSpace gets dismissed. This is only happening when the app is distributed via TestFlight, when I run it locally the ImmersiveSpace stays active as expected. Looking at the console on my Mac I found this log: Invalid initial client settings class: UIApplicationSceneClientSettings; expected class: MRUISharedApplicationSceneClientSettings; bundle ID: com.apple.facetime; scene ID: com.apple.facetime:SFBSystemService-DDA8C751-C0C4-487E-AD85-59EF4E6C6050 Does anyone have an idea how I can fix this? It's driving me nuts and I wasted over a day looking for a workaround but so far been unsuccessful. Thanks!
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1.3k
Activity
Dec ’25
Shared/GroupImmersive Space – Query Local Device Transform
Hi, I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true Now visionOS establishes a shared coordinate space for the immersive space. From the docs: To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform to position content in front of the user (plus some Z Offset and smooth interpolation). This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset. Here is a video of the issue in action: https://streamable.com/205r2p The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position. The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset. Is there any way I can query query this transform locally for the user during a FaceTime call? Also I would like to know if it's possible to disable this automatic entity transform syncing behavior? Setting entity.synchronization = nil results in the entity not showing up at all. https://developer.apple.com/documentation/realitykit/synchronizationcomponent Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach? Thank you!
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2
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451
Activity
Oct ’25
SharePlay on the VisionOS with remote participants.
Hi everyone, I’m building a visualization app for VisionPro that uses SharePlay and GroupActivities to explore datasets collaboratively. I’ve successfully implemented the new SharedWorldAnchor feature, and everything works well with nearby, local participants. However, I’m stuck on one point: How can I share a world anchor with remote participants who join via FaceTime as spatial personas? Apple’s demo app (where multiple users move a plane model around) seems to suggest that this is possible. For context, I’m building an immersive app with Metal rendering. Any guidance or examples would be greatly appreciated! Thanks, Jens
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2
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559
Activity
Sep ’25
[WWDC25] For GuessTogether, can you initiate a FaceTime call via the custom SharePlay button?
Hello, For GuessTogether source code, it seems like the code assumes that you're already in a FaceTime call before pressing the custom SharePlay button (labeled "Play Guess Together"). If not already on a FaceTime call, my Apple Vision Pro and the visionOS simulator both do nothing after throwing warnings. Is this intended behavior? If so, how do I make it so that pressing the button can also initiate FaceTime calls? Is this allowed? Thank you!
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3
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179
Activity
Sep ’25
How to create a MultiplayerDelegate and use TabletopNetworkSession features?
When building a multiplayer Tabletop game, the documentation includes how to attach a custom TabletopNetworkSessionCoordinator, which could be used in addition to TabletopGame.MultiplayerDelegate. But so far, we have been unable to create these types of custom coordinators or have a delegate that works. Our current setup with our generic GroupActivity works by sending the session to TabletopGame's coordinateWithSession method (like in the current sample project), but we didn't find a way to access and control, for example, the arbiter, seats, player events, among other features mentioned on https://developer.apple.com/documentation/tabletopkit/tabletopnetworksession. Is correct to expect having access to the participants, messenger, or journal without having to maintain a parallel coordinator?   possibly we are missing something here; any suggestions?
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2
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334
Activity
Apr ’25
: Issue with App Group Preferences in iOS Message Extension
I’m encountering an issue while reading/writing shared preferences using UserDefaults with an App Group in my iOS Message Extension. The following error appears in the console: `Couldn't read values in CFPrefsPlistSource&lt;0x3034e7f80&gt; (Domain: [MyAppGroup], User: kCFPreferencesAnyUser, ByHost: Yes, Container: (null), Contents Need Refresh: Yes): Using kCFPreferencesAnyUser with a container is only allowed for System Containers, detaching from cfprefsd. I have correctly enabled the App Group in both my containing app and the Message Extension, and I am using UserDefaults(suiteName:) to access shared preferences. However, I keep getting this error when trying to read/write values. Has anyone encountered this before? How can I properly configure my app group preferences to avoid this issue? Any help would be greatly appreciated!
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8
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922
Activity
Mar ’25
Issue in TabletopKit Sample scene + shared immersive space
Hello Community, I am currently developing an experimental VisionOS app, to investigate the social effects of the new Spatial Persona feature, for my bachelor thesis. My setup includes a simple board game for the participants, in which they can engage with their persona avatars. I tried to use the TabletopKit for this setup, but ran into issues when starting the SharePlay session. When I testes my app, I couldn't see the other spatial persona anymore, despite the green SharePlay button indicating the session started. The other person can see my actions in their version of the app on the board, but can not interact with anything. Also, we are both seat on the default side of the seat. I tried to remove the environment I added, because it doesn't seem to synch with the other player. When I tried the FaceTime feature in the simulator without the environment, I could then see the test robot avatar, but at a totally wrong place. It's seems like it isn't just my environment occluding the seats, but a flaw in the seating process as well. When I tried the FaceTime feature in the simulator on the official test scene (TabletopKit Sample), I got the same incorrect placement and the warning "role(for:inSeatNumber:): The provided role identifier does not match a role in the current template." So my questions are: What needs to be changed so the TabletopKit can handle seating correctly? How can I correctly use immersive scenes in combination with the TabletopKit? I tried to keep the implementation of the TabletopKit example as close as possible, so I think it will enough to look into this codebase for now. I debugged the position of seats and they are placed correctly in front of their equipment. The personas are just not placed on them.
Replies
6
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4
Views
700
Activity
Mar ’25
CFPrefsPlistSource Read Error with App Group Preferences
I am encountering the following issue while working with app group preferences in my Safari web extension: Couldn't read values in CFPrefsPlistSource<0x3034e7f80> (Domain: [MyAppGroup], User: kCFPreferencesAnyUser, ByHost: Yes, Container: (null), Contents Need Refresh: Yes): Using kCFPreferencesAnyUser with a container is only allowed for System Containers, detaching from cfprefsd. I am trying to read/write shared preferences using UserDefaults with an App Group but keep running into this error. Any guidance on how to resolve this would be greatly appreciated! Has anyone encountered this before? How can I properly configure my app group preferences to avoid this issue?
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0
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0
Views
773
Activity
Feb ’25
Can't join current Group Activity on macOS (maybe some launch services thing?)
I'm testing using Group Activities and having no trouble iOS<->iOS or starting an activity on macOS and joining via iOS. However, when I start an activity and then try to join it from another macOS client, the starting side joins the session just fine, but the receiving side acts like I don't have the required app, even when it is already running. I see the active SharePlay icon in the menu bar, and the Current Activity is shown, but instead of an "Open" button there is a "MyApp Required" string and a "View" button that goes to the App Store. (Where the app is not available yet, as expected, since I'm still working on it.) There is no GroupSession started on that Mac yet, obviously. I'm looking for any hints to help debug what is going on. How does Group Activities find the app for the activity on macOS and how can I figure out why it isn't finding mine? Thanks!
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0
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0
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357
Activity
Feb ’25
Sequoia 15.3 Beta 24D5034f
Hi folks, First - I'm not a developer. Some time ago I came across Sequoia Beta and installed it thinking it was just a usage data collection thing. I recently wanted to delete it because I suspected it was causing other issues, but was only offered to have updates stopped. My MacBook Pro M2 still says I'm running Sequoia 15.3 (Beta 24D5034f). I have another, maybe unrelated issue and posted a question about it on Apple Community but the question was deleted and I was pointed here because I mentioned the Beta! This was my question: I can FaceTime from the iPhone but when I try to FaceTime from the Mac, I get a notification on the Mac saying: "iPhone calls not available. Your iPhone is not configured to allow calls using this Mac". My iPhone is a 14Plus on iOS 18.2.1 (22C161). I've tried the iPhone and Mac fixes suggested by Apple but no luck there - that was all about turning iMessages and FaceTime off or signing out for both devices, then power cycling both devices. I don't understand how this is supposed to work. Could my issue be related to the Beta? If so, and in any case, how do I remove the Beta? TIA
Replies
2
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0
Views
640
Activity
Jan ’25
Namedrop style AirDrop is not working.
PLATFORM AND VERSION Xcode Version 16.2 beta 3 (16C5023f) macOS 15.1.1 (24B91) Run-time configuration: iOS 18.0 DESCRIPTION OF PROBLEM We are currently testing the functionality of AirDrop by bringing iPhones close to each other. I am trying to transfer the activityItemsConfiguration set in the modal screen via AirDrop. However, if presentationStyle is fullscreen, it succeeds, but otherwise the connection is successful but no item is displayed on the screen. STEPS TO REPRODUCE Open my project. Run on device Tap Present with toggle is off. ModalViewController presented as sheet. Bring another iPhone closer Play connection animation, then just display connected.
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1
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0
Views
492
Activity
Dec ’24
Can apple vision pro can shareplay differents apps at the same time?
Can apple vision pro can shareplay differents apps at the same time? How about this on the iphone or ipad?
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0
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0
Views
529
Activity
Nov ’24
[Group Activities, TabletopKit] Creating an Auto-syncing Multiplayer visionOS App for Shared Spaces without SharePlay
Hi! I'm planning to make visionOS multiplayer app for people in same space(a room). I wanna know that if it's possible to use TabletopKit, Group Activities to create an app that becomes multiplayer(synchronize) with the people who are using it as soon as the app is opened without using SharePlay.
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2
Boosts
0
Views
865
Activity
Nov ’24
Synchronize 3D object animation inside a volume with SharePlay
I have been experimenting some experiences in which I would like to use SharePlay to allow the app to be used by multiple users. Currently I achieved sharing a volume containing a Reality Composer Pro scene inside of it, the scene contains some entities with an animation. So far I have been able to correctly share the volume and its content, with the animation playing without problems, but once I activate SharePlay different users see different moments of the animation if no animation at all. Is there a way to synchronize animations between all the users, no matter when someone entered the SharePlay session, aside from communicating the animation time once someone joins?
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0
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0
Views
614
Activity
Oct ’24
Trouble with initializing a SharePlay and using GroupSessionJournal.
I am having trouble with initializing the SharePlay. It works but we have to leave the game (click the close button) and rejoin it, sometimes several times, for it to establish the connection. I am also having trouble sharing images over SharePlay with GroupSessionJournal. I am not able to get it to transfer any amount of data or even get recognition on the other participants in the SharePlay that an image is being sent. We have look at all the information we can find online and are not able to establish a connection. I am not sure if I am missing a step, or if I am incorrectly sending the data through the GroupSessionJournal. Here are the steps I took take to replicate the issue I have: FaceTime another person with the app. Open the app and click the SharePlay button to SharePlay it with the other person. Establish the SharePlay and by making sure that the board states are syncronized across participants. If its not click the close button and click open app again to rejoin the SharePlay. (This is one of the bugs that I would like to fix. This is just a work around we developed to establish the SharePlay. We would like it so that when you click SharePLay and they join the session it works.) Once the SharePlay has been established, change the image by clicking change 1 image. Select a jpg image. The image that represents 1 should be not set. If you dont see the image click on any of the X in the squares and it will change to the image. The image should appear on the other participant in the SharePlay. (This does not happen and is what we have not been able to figure out how to get working.) Here are the classes for the example project I created: Content View Game Model Class Activity Manager Main Starter Class
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0
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0
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582
Activity
Sep ’24
How to forbid SharePlay on IOS 18 ?
Hello, I saw that, in IOS 18 + FaceTime + SharePlay, we can take the control of another device (for support an user for example). I would like to block the use of SharePlay on my application. My application does not include Capabilites "Group Activities", but I do not know whether this is sufficient to block the use of SharePlay. What do you think ? Thanks in advance for your returns.
Replies
2
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1
Views
1.1k
Activity
Sep ’24