When I run my visionOS App, RealityKitContent Report an error:
Tool terminated by signal 'Segmentation fault: 11'
And it points to a USDZ model I imported, but in the scene, my model can be displayed normally and there is no damage. Why does an error occur? How can I check and repair it?
visionOS
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I am developing a VR game titled “The Simulation™ Archive #1147” and plan to release it in conjunction with the official launch of visionOS 2. Currently, I am building my app using all the Betas (visionOS 2 Beta, Xcode 16 Beta, and macOS Sequoia Beta), which prevents me from creating a build with Xcode 15 that I can “Add for Review” through App Store Connect.
My questions are:
What steps should I take to ensure a smooth review process and timely release once visionOS 2 is out of Beta? Do I need to downgrade to macOS Sonoma so I can build with Xcode 15 and press “Add for Review”?
I believe my app has a decent chance to get featured. Is that something I can find out before releasing the app so I can make the necessary featured artwork?
You can check out this mock App Store page for my app. This is roughly what someone will see before downloading the game: https://www.thesimulationtm.com/mock-app-store
Also, here is a public TestFlight link that anyone with an Apple Vision Pro can try: https://testflight.apple.com/join/XuP3gtNL
Any insights would be greatly appreciated. Thank you!
I am a student developer
We are trying to implement an application that allows you to take photos in visionOS mr mode and access the photos you took.
Can the contents of the link below be used on visionOS?
https://developer.apple.com/tutorials/sample-apps/capturingphotos-captureandsave/
I would really appreciate your reply.
For reference, we plan to package the methods in swift and import the framework into Unity to use them.
How to overlay an image in RealityKit on a 3D model using code so that it does not stretch to the entire object, but has its own height and width that I can change?
I have a solution on how to do this, but then it will not be possible to change the height, width or place it anywhere on the 3D model. And this is to cut out a part of the object and overlay the image on the entire cutout area. How to overlay a 2D image on a 3D model without stretching the photo to the entire 3D object?
If this is possible, please give an example of how to do this in code. I could not find on the Internet how to do this. Although in other engines this can be done, for example, in Blender or Unity. If I am not mistaken, this is done there using decals
Hello everyone
I am looking to build a simple app for displaying a spatial video using the quick look preview API. I have been following this video which is useful:
https://developer.apple.com/videos/play/wwdc2024/10166/#:~:text=QuickLook%20is%20the%20system%20standard,just%20like%20the%20Photos%20app.
I am new to building apps in Xcode, and I could do with some advice on how to build the rest of the project mentioned in the above video. I was wondering if there is source code or a project example available anywhere for an app the uses the Quick Look preview API?
Is it possible to put an video on loop and autoplaying for visionOS? We used AVPlayerViewController
I have two feedback issues under Sequoia that are fairly major features.
FB14105190: iPhone Mirroring shows only a white rectangle.
FB13888947: VisionOS Mirroring drops connections after seconds.
Both these issues are features I use (VisionOS Mirroring) or would use (the other) if I could. On a suggestion from a colleague I booted in Safe Mode and the issues went away and everything worked as it should.
I've sent this upline to Feedback. But am curious what I can do to diagnose this further. Maybe locate a culprit. In the olden days, the extension parade let you know what was loaded. My kextstatus shows nothing different. Is there anything else I can explore to find this?
Thanks.
I created a simple web browser using WKWebView, but as far as I can tell, there is not a way to auto-populate credentials or save credentials a user enters into a login form at a 3rd-party website like Netflix (i.e., not my own app domain).
Is this correct?
If this is wrong, what are the APIs to support this?
My use case is that I want to create an immersive app in visionOS that includes a window that lets the user surf the web (among other things). Ideally, I could just use a Safari window in my immersive app, but I don't think this is possible either. My work around is to create my own web browser... which works, minus the credential issue.
Is it possible to bring a Safari window into an immersive visionOS app's experience? (IMHO, that would be a great feature)
Hi, I'm brainstorming ideas for getting dynamic content inside my visionOS app on the Vision Pro. I have some data coming out of a piece of equipment, and reaching a cloud hub (something like IoT Hub on Azure). I want to get that data inside a visionOS app, ideally inside an attachment that is attached to some 3D entity inside my RealityView.
Is something like this possible? Can someone give me some starter points on how I can enable a pipeline like this, and if there are any resources that I could use for reference.
Has anyone gotten EnvironmentLightingConfigurationComponent to work?
I tried the code from https://developer.apple.com/documentation/realitykit/environmentlightingconfigurationcomponent to prevent a planet from being lit by the environment. My goal is that the side that isn't lit by the star appears pitch black. However, the code seems to have no effect on visionOS 2 and iPadOS 18 (I tried betas 1 through 4, on device, built with Xcode 16 beta 4).
No matter if there is a PointLight or no light at all in the scene, no matter if I use SimpleMaterial or PhysicallyBasedMaterial, no matter if I use a texture or a color on the sphere.
I filed a bug report, it's FB14470954.
Or am I doing something wrong? Here's my code:
var material = PhysicallyBasedMaterial()
if let tex = try? await TextureResource(named: "planet.jpg")
{
material.baseColor = .init(texture: .init(tex))
material.emissiveIntensity = 0
let sphereMesh = MeshResource.generateSphere(radius: 0.5)
let entity = ModelEntity()
entity.components.set(ModelComponent(mesh: sphereMesh, materials: [material]))
entity.position = [-1, 1.0, -1.0]
let envLightingConfig = EnvironmentLightingConfigurationComponent(environmentLightingWeight: 0)
entity.components.set(envLightingConfig)
content.add(entity)
}
Hello,
I am trying to use the new Enterprise API to capture main camera frames using the CameraFrameProvider. Until now, I could not make it work. I followed the sample code provided in this thread (literally copy past it): https://forums.developer.apple.com/forums/thread/758364.
When I run the application on the Vision Pro, no frame is captured. I get a message in the XCode's console that no entitlement is found. However, the entitlement is created and the license file is also in the project. Besides, all authorization keys are added in the plist file.
What I am missing? How to know if the license file is wrong?
Thank you.
Hi I am using this function to create collisions in my scene from Apple Developer Video I found.
func processReconstructionUpdates() async {
for await update in sceneReconstruction.anchorUpdates {
let meshAnchor = update.anchor
guard let shape = try? await ShapeResource.generateStaticMesh(from: meshAnchor)
else {continue}
switch update.event {
case .added:
let entity = ModelEntity()
entity.transform = Transform(matrix: meshAnchor.originFromAnchorTransform)
entity.collision = CollisionComponent(shapes: [shape], isStatic: true)
entity.physicsBody = PhysicsBodyComponent()
entity.components.set(InputTargetComponent())
meshEntities[meshAnchor.id] = entity
contentEntity.addChild(entity)
case .updated:
guard let entity = meshEntities[meshAnchor.id] else { fatalError("...") }
entity.transform = Transform(matrix: meshAnchor.originFromAnchorTransform)
entity.collision?.shapes = [shape]
case .removed:
meshEntities[meshAnchor.id]?.removeFromParent()
meshEntities.removeValue(forKey: meshAnchor.id)
}
}
}
The code works great.
In the same immersive space I am opening a window:
var body: some View {
RealityView { content in
// some other code here
openWindow(id: "mywindowidhere")
// some other code here
}
}
The window opens in front of me, but I am not able to click or even hover on the buttons.
At first I did not know why that was happening. But then I turned on pointer control and found out that the pointer is actually colliding with the wall. (the window is kinda inside the wall). That is why the pointer never reaches the window and the button never gets clicked.
I initially thought this was a layering issue, but I was not able to find any documentation related to this.
Is this a known issue and is there any way to fix this? Or I am doing anything wrong on my side?
I installed Beta 4 of VisionOS 2 and now whenever I take the headset off nothing works after putting it back on except passthrough until the device is rebooted. This is somewhat inconvenient.
I've raised it as a feedback but wondering if this is something others have noticed.
The TabletopKit sample app builds fine with Xcode 16 beta 1.
https://developer.apple.com/documentation/tabletopkit/tabletopkitsample
I updated to the new beta 4 and downloaded an updated version of the Tabletopkit sample code but am now getting this error.
Tabeletopkit Sample 1 issue
SwiftUI.ToolbarContent:3:51
Main actor-isolated static method '_makeContent(content:inputs:resolved:)' cannot be used to satisfy nonisolated protocol requirement
Add '@preconcurrency' to the 'ToolbarContent' conformance to defer isolation checking to run time
'_makeContent(content:inputs:resolved:)' declared here
If I go back to beta 1 it still builds OK. I tried its suggestion but it still won't build.
Is there a workaround? I didn't see it listed.
On visionOS 2 beta 3, Reality Composer Pro will open a cached copy of a scene (for example an usdc file I just changed) on the first try. Closing it and re-opening it will open the correct version.
Am I doing something wrong?
Hi, I'm developing a simple app to visualize embedded VR180 3D video.
I used a semisphere and projected the video as its material. The semisphere is in the ambient at a fixed y value of 1.35, which is good for a seated person, but not ideal for a standing person because the stereoscopic vision is not correct. In the AppleTV+ and Kandao applications, I noticed that the translation of the video is anchored to the Apple Vision Pro. I tried using AnchorEntity to the head with trackingMode .once, but there is the problem of rotation; the semisphere starts with the rotation of the head.
Is there a solution, for example, to anchor the semisphere only to the translation and not to the rotation of the head?
Can provide a demo or code snippets?
Does visionOS 2 still prompt the user with a permission alert when a full immersive space is presented?
In visionOS 1, the first time an app presented an immersive space, the user was prompted with an alert to grant permission. openImmersiveSpace would return an error code if the user opted not to grant permission. In visionOS 1, it was important to handle this case correctly.
In visionOS 1, the Settings > Developer menu had an option to reset the immersive user's space permission prompting state so developers could test this interaction flow.
In visionOS 2, I no longer see the full immersive space permissions alert. I can't remember if I saw it once, the first time visionOS 2.0 beta was installed, or if I never saw it at all. The Settings > Developer menu no longer has an option to reset the permission prompting state. I can't find any way to test the interaction flow in my app to make sure that it will work correctly for users.
Does visionOS 2 no longer ask for full immersive space permission at all? I can't find this change documented anywhere.
If visionOS 2 does prompt the user for permission, is there any way to reproduce and test this interaction flow so I can make sure my app handles it correctly?
Thanks for taking the time to answer this question.
I am having a difficult time to create particle systems in Reality Composer Pro (visionOS beta 3). They tend to start to flicker and all particles disappear and reappear in semi-random intervals.
I can clearly see that happening with one effect that I put inside a small box consisting of 4 transparent walls that has a solid floor. When I change the view angle the particle system starts to flicker when viewed from below its emission height.
I tried all combinations of particle rendering: billboard->free, additive etc and it does not change anything. I am using the default particle image.
Any help appreciated
For RoomAnchors there's different mesh classifications for mesh anchors, but only walls and floors are supported by geometries() function.
So given this how can I get information about other mesh classifications?