[The problem that is occurring]
The game apps in development are compatible with iOS, macOS, tvOS, and visionOS.
In the Game app under development, the AppleArcade access point is placed in the main menu.
In visionOS, when the main menu is opened, the GameCenter dashboard is automatically launched within 1~2 seconds after the main menu is displayed.
This condition occurs every time the menu is re-opened.
On iOS, macOS, and tvOS, the dashboard appears after pressing the GameCenter access point icon.
[What you want to solve]
We would like to make it so that the Game Center dashboard is launched after the access point icon is pressed on visionOS as it is on other operating systems.
Or, if there is a standard implementation method for visionOS, please let us know.
visionOS
RSS for tagDiscuss developing for spatial computing and Apple Vision Pro.
Posts under visionOS tag
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This issue has been since visionOS 1 unless that is how it is supposed to work. As you can see in the screen capture the shadows from the top box are shown on all 3 boxes below.
This is a screen capture in composer pro but the same thing happens in the Vision Pro.
Is there any way to stop this behavior and just have shadows on the first object below the object that is casting the shadows ?
Hi
Hopefully someone can share some ideas on how to accomplish this.
I know we can load models from realityKitContentBundle like
let model = try? await Entity(named: “testModel”, in: realityKitContentBundle)
But this is in the root of RealityKitContent.rkassets , if I have the models in some subfolder then I have to add the complete path like
let model = try? await Entity(named: “/superModels/testModel”, in: realityKitContentBundle)
What I want is to be able to search recursively in all folders for that file as I have several subfolders with different models.
Any suggestion ?
Thanks in advance.
Guillermo
We're developing a VisionOS application, where we would like to do product recognition (like food items).
We have enterprise entitlements and therefore also main camera access for VisionOS. We send this live camera frames to a trained CoreML model where we will receive 2D coordinates from the model detection prediction.
Now, we would like to create a 3D anchor on the detected items so it can be visible for user. The 3D anchor is going to be the class name of the detected item.
How do we transform this 2D coordinate from the model prediction to a 3D anchor?
Hey there, I am working on an app that displays environmental data using PNG color channels to represent data ranges, which gets overlayed on a map. The sampled values aren't what I'm expecting though... for example an RGB value of 0x7f0000 (R = 0.5, G = 0, B = 0) would be seen as 0.21, 0, 0 in the shader. This basically makes it unusable if I'm trying to show scientific data... I'm half wondering if I am completely misunderstanding how sampling works in RealityKit / RealityComposerPro. Anybody have any idea why it works like this?
Actual result (chart labels added in photoshop):
Expected:
Red > 0.1 Shader Graph
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
RealityKit
Reality Composer Pro
visionOS
In RealityView, physical components are only applicable to certain solids. How can I simulate the physical effects of water and cloth?
enity.components.set(PhysicalComponent)
Hey, I have Enterprise Access on the account and have added the passthrough capability and the entitlement on the main project and the "Broadcast Upload" extension, too.
The broadcast works except it returns a black screen.
I am attaching some screenshots below of the entitlement file. I have tried searching online to no avail, so any help would be greatly appreciated. I am also attaching the code.
import Foundation
import AVFoundation
import ReplayKit
class VideoAssetWriter {
private var isRecording = false
private var outputStream: OutputStream?
private func setupConnection() {
guard outputStream == nil else { return }
print("setting up connection.")
let serverIP = macIP
let port = 12345
var readStream: Unmanaged<CFReadStream>?
var writeStream: Unmanaged<CFWriteStream>?
CFStreamCreatePairWithSocketToHost(kCFAllocatorDefault,
serverIP as CFString,
UInt32(port),
&readStream,
&writeStream)
guard let writeStream = writeStream?.takeRetainedValue() else {
print("Failed to create write stream")
return
}
self.outputStream = writeStream as OutputStream
self.outputStream?.open()
}
func startRecording() {
isRecording = true
}
func processVideoSampleBuffer(_ sampleBuffer: CMSampleBuffer) {
print("Processing Sample 1")
guard isRecording else { return }
print("Processing Sample 2")
sendVideoChunkToServer(sampleBuffer)
}
private func sendVideoChunkToServer(_ sampleBuffer: CMSampleBuffer) {
guard let imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) else { return }
print("Processing Sample 3")
let ciImage = CIImage(cvPixelBuffer: imageBuffer)
let context = CIContext()
guard let cgImage = context.createCGImage(ciImage, from: ciImage.extent) else { return }
print("Processing Sample 4")
let image = UIImage(cgImage: cgImage)
if let imageData = image.jpegData(compressionQuality: 0.5) {
guard imageData.count <= 10_000_000 else {
print("Frame too large: \(imageData.count) bytes")
return
}
if outputStream == nil {
setupConnection()
}
print("sending frame size up connection.")
// Convert to network byte order (big-endian)
var frameSize = UInt32(imageData.count).bigEndian
let sizeData = Data(bytes: &frameSize, count: MemoryLayout<UInt32>.size)
_ = sizeData.withUnsafeBytes { outputStream?.write($0.baseAddress!.assumingMemoryBound(to: UInt8.self), maxLength: sizeData.count) }
print("sending image data up connection.")
// Send frame data
_ = imageData.withUnsafeBytes { outputStream?.write($0.baseAddress!.assumingMemoryBound(to: UInt8.self), maxLength: imageData.count) }
}
}
func stopRecording() {
isRecording = false
outputStream?.close()
outputStream = nil
}
}
This is the broadcast picker view wrapper:
// Broadcast Picker View wrapper
struct BroadcastButtonView: UIViewRepresentable {
func makeUIView(context: Context) -> RPSystemBroadcastPickerView {
let broadcastPickerView = RPSystemBroadcastPickerView(
frame: CGRect(x: 0, y: 0, width: 200, height: 200)
)
// Make sure this matches your broadcast extension bundle identifier
broadcastPickerView.preferredExtension = "my-extension-bundle-identifier"
broadcastPickerView.showsMicrophoneButton = false
return broadcastPickerView
}
func updateUIView(_ uiView: RPSystemBroadcastPickerView, context: Context) {
}
}
The extension SampleHandler:
override func broadcastPaused() {
print("paused broadcast")
// User has requested to pause the broadcast. Samples will stop being delivered.
}
override func broadcastResumed() {
print("resumed broadcast")
// User has requested to resume the broadcast. Samples delivery will resume.
}
override func processSampleBuffer(_ sampleBuffer: CMSampleBuffer, with sampleBufferType: RPSampleBufferType) {
print("broadcast received")
assetWriter?.processVideoSampleBuffer(sampleBuffer)
}
Looking forward to any and all help.
Information Property list:
Information property list for the extension:
The capabilities:
Hi, I am having some troubles creating a "nested" RealityView content using MapKit attachment.
I am building a visionOS app that has horizontal MapKit map as an attachment to RealityView. I want to display 3D pins on that map, therefore I am using native map annotation and inside of these annotations, I create a new RealityView just for the 3D pin. This worked completely fine, unitil I wanted to have those RealityViews interact with each other.
By interaction of those RealityViews I mean that I wanted to group entities from the first "main" RealityViews content with the 3D pins using ModelSortGroupComponent.
Why I want this? I want to make the map circular, that is not a problem. Problem is that when I move the map with 3D pins, these pins have their own RealityView space and are only bounded by volumetric window dimensions. What happes is that these pins float next to the map (shown on attached image). So I came up with this solution: create a custom "toroid" like 3D entity model that occludes the pins that go outside the map region. In order to occlude only the pins, I need to use ModelSortGroupComponent to group the "toroid" entity with 3D pins entities (as described in another forum thread).
To summarize: need the content of the superior RealityView to interact with map attachment annotations RealityView content in order to group them. There might be of course another, better way to achieve my whole goal, so I would naturally appreciate any help or guidance.
Image below showing 3D pins on circular map. Since pins RealityView does no know anything about other RealityViews, it just overlows and hangs in space until is cropped by volumetric window boundary.
Simplified code:
var body: some View {
let modelSortGroup = ModelSortGroup(depthPass: .prePass)
RealityView { content, attachments in
var mainEntity = Entity()
// My other entities here...
if let mapAttachment = attachments.entity(for: "mapAttachment") {
// Edit map properties, position, horizontal layout etc.
mainEntity.addChild(mapAttachment)
}
// Create and add to content mask "toroid" entity mapMaskEntity. Use OcclusionMaterial() material.
mapMaskEntity.components.set(ModelSortGroupComponent(group: modelSortGroup, order: 0))
// For all pins, somehow also set the group
// 3DPinEntity.components.set(ModelSortGroupComponent(group: modelSortGroup, order: 1))
content.add(mainEntity)
} attachments: {
Attachment(id: "mapAttachment") {
Map {
ForEach(mapViewModel.clusters, id: \.id) { cluster in
Annotation("", coordinate: cluster.coordinate) {
MapPin3DView(cluster: cluster)
}
}
}
.clipShape(Circle())
}
}
}
// MapPin3DView is an map annotation view that includes a model of 3D pin and some details like image etc., uses RealityView.
struct MapPin3DView: View {
var body: some View {
RealityView { content in
// 3D pin entities...
}
}
}
I noticed that when I enter the fully immersive view and then click the X button below the window, the immersive space remains active, and the only way to dismiss it is to click the digital crown. On other apps (Disney+ for example), closing out of the main window while in immersive mode also closes out the immersive space. I tried applying an onDisappear modifier to the the Modules view with a dismissImmersiveSpace, but that doesn't appear to do anything.
Any help would be appreciated.
I'm experiencing audio issues while developing for visionOS when playing PCM data through AVAudioPlayerNode.
Issue Description:
Occasionally, the speaker produces loud popping sounds or distorted noise
This occurs during PCM audio playback using AVAudioPlayerNode
The issue is intermittent and doesn't happen every time
Technical Details:
Platform: visionOS
Device: vision pro / simulator
Audio Framework: AVFoundation
Audio Node: AVAudioPlayerNode
Audio Format: PCM
I would appreciate any insights on:
Common causes of audio distortion with AVAudioPlayerNode
Recommended best practices for handling PCM playback in visionOS
Potential configuration issues that might cause this behavior
Has anyone encountered similar issues or found solutions? Any guidance would be greatly helpful.
Thank you in advance!
Dear Apple Engineers,
I am working on a project in visionOS and need to implement a curved surface effect for video playback, where the width of the surface can be dynamically adjusted. Specifically, I want the video to be displayed on a curved surface (similar to a scroll unfolding), and the user should be able to adjust the width of this surface.
I have the following specific questions:
How can I implement a curved surface for video playback and ensure the video content is not stretched or distorted on the surface?
How can I create a dynamic curved surface (such as a bending plane) in RealityKit or visionOS, where the width can be adjusted by the user?
Is it possible to achieve more complex curved surface effects (such as scroll unfolding or bending) using Shaders or other techniques?
Thank you very much for your help!
In the particle effect of RealityKit, there is a Type:
ParticleEmitterComponent.Presets
He can invoke certain particle effects in certain systems, but I am interested in learning how to modify these particle entities (such as adjusting the color, the number of particles, the generation range…)?
Hello,
I checked following documentations.
Vision | Apple Developer Documentation
Discover Swift enhancements in the Vision framework - WWDC24 - Videos - Apple Developer
I saw Vision Framework is available on visionOS.
So I want to know that if it's possible using Vision Framework on visionOS for tracking human and animal body poses. Or are there some limits to use this on visionOS?
I want a sentence custom hover effect, not a button.
I want a hover effect when you look at one sentence out of many sentences.
So I searched for reference videos https://youtu.be/DftRTx1oX6E , https://developer.apple.com/videos/play/wwdc2023/10110/ on apple youtube and visionOS documentation.
But I haven't gotten anywhere near my wish feature yet.
I respectfully request someone to help me. :)
I would like to implement an expression that pops out from the window to Immersive based on the following WWDC video.
This video introduces the new features of visionOS 2.0 in the form of refurbishing Apple's sample app BOT-anist.
https://developer.apple.com/jp/videos/play/wwdc2024/10153/?time=1252
In the video, it looks like ImmersiveSpaceAppModel is newly implemented.
However, the key code is not mentioned anywhere.
You pass appModel.robot as the from argument to the transform method of RealityViewContent.
It seems that BOT-anist has been updated once and can be downloaded from the following URL, but there is no class such as ImmersiveSpaceAppModel implemented in this app either.
https://developer.apple.com/documentation/visionos/bot-anist
Has it been further updated again?
Frankly, I'm not sure if it is possible to proceed as per the WWDC video.
Translated with DeepL.com (free version)
Topic:
App & System Services
SubTopic:
Processes & Concurrency
Tags:
Swift
RealityKit
Reality Composer Pro
visionOS
Hey Everyone, Happy New Year!
I wanted to see if you have seen this before. I have added an attachment to the RealityView as a child on an entity that has a Billboard component set on it. I wanted to create the effect that the attachment is offset by .5 meters from center and follows the device as you move around it. IT works great until you try click a button.
The attachment moves with the billboard, but the collision box around the attachment is not following it. If I position myself perfectly it works.
Video Example: https://youtu.be/4d9Vx7K8MmU
//
// ImmersiveView.swift
// Billboard Attachment
//
// Created by Justin Leger on 1/3/25.
//
import SwiftUI
import RealityKit
import RealityKitContent
struct ImmersiveView: View {
var rootEntity = Entity()
var body: some View {
RealityView { content, attachments in
// Add the initial RealityKit content
let sphereEntity = ModelEntity(mesh: .generateSphere(radius: 0.1), materials: [SimpleMaterial(color: .red, roughness: 1, isMetallic: false)])
sphereEntity.position = [0.0, 1.0, -2.0]
let controlsPivotEntity = Entity()
controlsPivotEntity.components[BillboardComponent.self] = .init()
// Extract the attachemnt entity and disable it before its used.
if let controlsViewAttachmentEntity = attachments.entity(for: PlacedThingControls.attachmentId) {
controlsViewAttachmentEntity.position.z = 0.5
controlsPivotEntity.addChild(controlsViewAttachmentEntity)
sphereEntity.addChild(controlsPivotEntity)
}
content.add(sphereEntity)
}
attachments: {
Attachment(id: PlacedThingControls.attachmentId) {
PlacedThingControls()
}
}
}
}
#Preview(immersionStyle: .mixed) {
ImmersiveView()
.environment(AppModel())
}
struct PlacedThingControls: View {
static let attachmentId = "placed-thing-3D-controls"
var body: some View {
VStack {
HStack(spacing: 0) {
Button {
print("🗺️🗺️🗺️ Map selected pieces")
} label: {
Text("\(Image(systemName: "plus.square.dashed")) Manage Mesh Maps")
.fontWeight(.semibold)
.frame(maxWidth: .infinity)
}
.padding(.leading, 20)
Spacer()
Button(role: .destructive) {
print("🗑️🗑️🗑️ Delete selected pieces")
} label: {
Label {
Text("Delete")
} icon: {
Image(systemName: "trash")
}
.labelStyle(.iconOnly)
}
.padding(.trailing, 20)
}
.padding(.vertical)
.frame(minWidth: 320, maxWidth: 480)
}
.glassBackgroundEffect()
}
}
How to collaborate project between Unity Dev and Xcode SwiftUI Dev, is it possible..?
and how is the workflow for that if possible..?
I am trying to apply impulseAction to an entity but everytime entity.playAnimation(impulseAnimation) is executed, the log says Cannot find a BindPoint for any bind path: "". I can't figure out what is wrong. Could someone please help me with this?
import SwiftUI
import RealityKit
import RealityKitContent
struct ImmersiveView: View {
var body: some View {
RealityView { content in
// Add the initial RealityKit content
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle), var sphere = immersiveContentEntity.findEntity(named: "Sphere") {
sphere.components.set(CollisionComponent(shapes: [ShapeResource.generateSphere(radius: 0.1)]))
sphere.components.set(PhysicsBodyComponent(shapes: [ShapeResource.generateSphere(radius: 0.1)], mass: 1000))
sphere.components[PhysicsBodyComponent.self]?.isAffectedByGravity = false
sphere.position = [0, 1, -1]
content.add(immersiveContentEntity)
// Create an action to apply an impulse, forcing the object to move upwards.
let impulseAction = ImpulseAction(linearImpulse: [0, 1, 0])
// Create a small positive duration value.
let duration: TimeInterval = 1 / 30.0
// Create an animation for the action, which will start playing
// after five seconds.
do {
let impulseAnimation = try AnimationResource
.makeActionAnimation(for: impulseAction,
duration: duration,
delay: 5.0)
// Play the sequence animation that will play the actions.
sphere.playAnimation(impulseAnimation)
} catch {
print("Error: \(error)")
}
}
}
}
}
All the logs:
Could not locate file 'default-binaryarchive.metallib' in bundle.
Error creating the CFMessagePort needed to communicate with PPT.
AddInstanceForFactory: No factory registered for id <CFUUID 0x6000029a5b80> F8BB1C28-BAE8-11D6-9C31-00039315CD46
cannot add handler to 0 from 1 - dropping
nw_socket_copy_info [C1:2] getsockopt TCP_INFO failed [102: Operation not supported on socket]
nw_socket_copy_info getsockopt TCP_INFO failed [102: Operation not supported on socket]
Registering library (/Library/Developer/CoreSimulator/Volumes/xrOS_22N840/Library/Developer/CoreSimulator/Profiles/Runtimes/xrOS 2.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/PrivateFrameworks/CoreRE.framework/default.metallib) that already exists in shader manager. Library will be overwritten.
cannot add handler to 0 from 1 - dropping
Cannot find a BindPoint for any bind path: "", ""
Sync object without snapshot while removing view (id: 2816861686082450363, type: 6373420419761316588[SelectableSceneContentIdentifierComponent]).
But i think only Cannot find a BindPoint for any bind path: "", "" is relevant.
How do we export a spatial video at a higher resolution than 2200 x 2200?
For example, I want to export a video that I edited in a spatial timeline as 4096 x 4096 resolution with spatial metadata to output as an MV-HEVC file.
I looked under both Final Cut and Compressor export settings, but couldn't find a way to do this.
Thanks for your help!
My visionOS requires access to users' personal photos. The trigger mechanism is: when user firstly opens a FooView, a task attached to that FooView and calling let status = PHPhotoLibrary.authorizationStatus(for: .readWrite), if the status is .notDetermined, then calling PHPhotoLibrary.requestAuthorization(for: .readWrite, handler: authCompletionHandler) to let visionOS pop out a window to request Photo access.
However, the app crashes every time when user selects Limited Access and the system try to pop out a photo library picker. And btw, I have set Prevent limited photos access alert to Yes, but it shouldn't affect the behavior here I guess.
There was a debugger message here:
*** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Presentations are not permitted within volumetric window scenes.'
However, the window this view belongs to is a .plain style window (though there were 3D object appearing in the other view of same windowgroup)
This is my code snippet if this helps:
checkAndUpdatePhotoAuthorization is just a wrapper of PHPhotoLibrary.authorizationStatus(for: .readWrite)
private func checkAndUpdatePhotoAuthorization() -> PHAuthorizationStatus {
let currentStatus = PHPhotoLibrary.authorizationStatus(for: .readWrite)
switch currentStatus {
case .authorized:
print("Photo library access authorized.")
isPhotoGalleryAuthorized = true
isPhotoGalleryLimited = false
isPhotoGalleryAccessRestricted = false
isPhotoGalleryDetermined = true
case .limited:
print("Photo library access limited.")
isPhotoGalleryLimited = true
isPhotoGalleryAuthorized = false
isPhotoGalleryAccessRestricted = false
isPhotoGalleryDetermined = true
case .notDetermined:
isPhotoGalleryDetermined = false
print("Photo library access not determined.")
case .denied:
print("Photo library access denied.")
isPhotoGalleryAuthorized = false
isPhotoGalleryLimited = false
isPhotoGalleryAccessRestricted = false
showSettingsAlert = true
isPhotoGalleryDetermined = true
case .restricted:
print("Photo library access restricted.")
isPhotoGalleryAuthorized = false
isPhotoGalleryLimited = false
isPhotoGalleryAccessRestricted = true
showPhotoAuthExplainationAlert = true
isPhotoGalleryDetermined = true
@unknown default:
print("Photo library Unknown authorization status.")
isPhotoGalleryAuthorized = false
isPhotoGalleryLimited = false
isPhotoGalleryAccessRestricted = false
isPhotoGalleryDetermined = true
}
return currentStatus
}
And then FooView attaches task to fire up checkAndUpdatePhotoAuthorization()
var body: some View {
EmptyView()
}
.task {
try? await Task.sleep(for: .seconds(1.0))
let status = self.checkAndUpdatePhotoAuthorization()
if status == .notDetermined {
DispatchQueue.main.async {
PHPhotoLibrary.requestAuthorization(for: .readWrite, handler: authCompletionHandler)
}
}
Another thing worth to mention is that SOMETIMES it won't crash when running on a debug build. But it crashes when it comes to TF.
Any other idea? Big thanks in advance
XCode version: 16.2 beta 3
VisionOS version: 2.2