As far as I know, Apple hasn’t opened access to the Vision Pro camera for developers yet, so I’m trying to find possible workarounds within the current capabilities. I’m wondering if there’s any way to apply a mesh to a person in the scene in Vision Pro, or if there’s an alternative approach to roughly detect a human shape in front of the user?
ARKit
RSS for tagIntegrate iOS device camera and motion features to produce augmented reality experiences in your app or game using ARKit.
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I am looking for a material that functions in the same way that Occlusion Material does, except that it only partially occludes whatever is behind it. One way that I have thought of doing this was to change the opacity of the entity that was covered in Occlusion Material, however this did not change anything. Please let me know if this is possible.
Hi, I'm playing now with hand tracking. I want to get position of hand inside a system update function. I was not sure if transform I'm getting from hand attached AnchorEntity (with trackingMode: .predicted) would give same results as handAnchors(at:) from hand tracking provider, so I started to read them both and compare. For handAnchors i tried using context.scene.timebase.sourceTimebase!.sourceClock!.time.seconds and CACurrentMediaTime() as timestamp source. They seem to use exactly same clock, so that doesn't matter, but:
for some reason update handler is always called twice with same context.deltaTime, but first time the query finds 0 entities, second time it finds them all. The query is the standard EntityQuery(where: .has(MyComponent.self)) and in update (matching: Self.query, updatingSystemWhen: .rendering). Here's part of logs:
System update called, entity count: 0, dt: 0.01000458374619484, absTime: 4654.222593541
System update called, entity count: 11, dt: 0.01000458374619484, absTime: 4654.22262525
System update called, entity count: 0, dt: 0.009999999776482582, absTime: 4654.249390875
System update called, entity count: 11, dt: 0.009999999776482582, absTime: 4654.249425
accounting for the double update calling I started to calculate time delta of absolute time between calls and they're most of the time much bigger, or much smaller than advertised by system's context.deltaTime, only sometimes they kind of match, for example:
system: (dt: 0.01000458374619484)
scene : (dt: 0.021419291667371) (absTime: 4654.222628125001)
and the very next call
system: (dt: 0.010009 166784584522)
scene : (dt: 0.0013097083328830195) (absTime: 4654.223937833334)
but sometimes
system: (dt: 0.009999999776482582)
scene : (dt: 0.009 112249999816413) (absTime: 4654.351299 166668)
Shouldn't those be more or less equal, or am I missing something?
In the end it seems that getting hand position from AnchorEntity and with handAnchors(at:) gives kind of same results, but at different time points, so I'd love to understand what's the correct way to use them and why time flows differently :).
--Edit--
P.S. Had to put spaces everywhere in logs between "9" and "1", otherwise post was blocked due to "sensitive content" :D
Using the example code posted here:
https://developer.apple.com/documentation/visionOS/tracking-images-in-3d-space
I can register multiple ReferenceImage s with a ImageTrackingProvider, but only one updates at a time - to have realtime updating, I can only have one ImageAnchor in my field of view at a time.
Is it possible to track multiple imageAnchors at the same time in the same field of view? As in having several ImageAnchor's tracked and entities updated to the transforms of the anchor in the same frame/moment from the Apple Vision Pro?
Topic:
Spatial Computing
SubTopic:
ARKit
Hi 26 beta guys,
I have apps using ARKit.
In iPadOS 26 beta, ARKit stops working after switching to other apps.
how to:
Enable WindowMode in iPadOS 26
Launch my app and start ARSession
Switch to another app (preference app, etc.)
Switch back to my app
AR stops updating camerafeed.
I debug printed ARSessionDelegate, and found that
after sessionWasInterrupted was called, sessionInterruptionEnded was never called.
sessionInterruptionEnded is called if WindowMode disabled.
Is this just a bug for 26 beta?
I suspect there is similar problem with non-AR camera.
Any idea?
Topic:
Spatial Computing
SubTopic:
ARKit
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
I have read in the apple documentation and on forums that in order to access the camera and capture images on VisionPro, both an Entitlement and an Enterprise.license are required. I already have the Entitlement, but I don’t yet have the Enterprise.license. I would like to ask: is the Enterprise.license strictly required to gain camera access for capturing images? How can I obtain this file, and does it require an Enterprise account? Currently, my developer account is a regular Developer 99$, not an Enterprise account.
Topic:
Spatial Computing
SubTopic:
ARKit
Hi everyone,
We’re developing a Unity project for Apple Vision Pro that connects PSVR2 Sense controllers for advanced interaction and input.
We’ve encountered a major limitation:
when the controller is not held close to the designated hand (e.g., resting on a table or held by the non designated hand), the Sense controller enters a low-power or reduced-update mode. This results in noticeably reduced tracking update frequency and responsiveness until the controller is held again.
For certain use cases, this behavior is undesirable. In our case, it prevents continuous real-time tracking of the controller even when it’s stationary or being tracked externally.
Request:
Please consider exposing an API flag or developer option in ARKit to disable and optionally delay the low-power mode when the app requires full-rate updates regardless of proximity or hand pose detection.
0
I’m using ARKit + SceneKit (Swift) with ARWorldTrackingConfiguration and detectionImages to place a 3D object (USDZ via SCNScene(named:)) when a reference image is detected. While the image is tracked, the object stays correctly aligned.
Goal: When the tracked image is no longer visible, I want the placed node to remain visible and fixed at its last known pose (no drifting) as I move the camera.
What works so far: Detect image → add node → track updates When the image disappears → keep showing the node at its last pose
Problem: After the image is no longer tracked, the node drifts as I move the device/camera. It looks like it’s still influenced by the (now unreliable) image anchor or accumulating small world-tracking errors.
Question: What’s the correct way in ARKit to “freeze” the node at its last known world transform once ARImageAnchor stops tracking, so it doesn’t drift?
Error:
RoomCaptureSession.CaptureError.exceedSceneSizeLimit
Apple Documentation Explanation:
An error that indicates when the scene size grows past the framework’s limitations.
Issue:
This error is popping up in my iPhone 14 Pro (128 GB) after a few roomplan scans are done. This error shows up even if the room size is small. It occurs immediately after I start the RoomCaptureSession after the relocalisation of previous AR session (in world tracking configuration). I am having trouble understanding exactly why this error shows and how to debug/solve it.
Does anyone have any idea on how to approach to this issue?
Is it possible to access the raw lidar measurements before the sceneDepth calculation is done to combines the lidar measurements with visual data. In low light environments the lidar scanner should still work and provide depth info but I cannot figure out how to access those pure lidar depth measurements. I am currently using:
guard let frame = arView.session.currentFrame,
let depthData = frame.sceneDepth?.depthMap else {
print("Depth data is unavailable.")
return
}
but this is the depth data after sensor fusion occurs and fails in low light conditions.
Lately i got a lot of crashes on iOS 18 devices (mostly 13 Pro devices but also a 16 Pro Max), has anyone encountered similar issues and is there more information about offlineFloorPlanGeneration?
com.apple.RoomScanCore.offlineFloorPlanGeneration
EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x0000f5cab18e03c0
RoomScanCore RSFrameFromDictionary + 110992
We have a plane model (basecircle)without physics and rigid body components, and no gestures are implemented. However, when tapped, the model unexpectedly falls into infinity.
func fetchEnvResource(){
var simpleMaterial = SimpleMaterial()
env = try! Entity.loadModel(named: "bgMain5")
env.position += [0,0,-10]
envTexture = PhysicallyBasedMaterial()
envTextureUnlit = UnlitMaterial()
envTexture.baseColor = .init(texture: .init(try! .load(named: "bgMain5")))
envTextureUnlit.color = .init(texture: .init(try! .load(named: "bgMain5")))
env.isEnabled = false
let anchor = AnchorEntity(world: [0, 0, -3])
baseCircle = ModelEntity(mesh: .generatePlane(width: 1.5, depth: 1.5, cornerRadius: 0.75), materials: [SimpleMaterial(color: .green, isMetallic: false)])
env.components.set(InputTargetComponent())
baseMaterial = PhysicallyBasedMaterial()
baseMaterialUnlit = UnlitMaterial()
baseMaterial.baseColor = .init(texture: .init(try! .load(named: "groundTexture")))
baseMaterial.baseColor.tint = UIColor(white: 1.0, alpha: CGFloat(textureOpacity))
baseCircle.model?.materials = [baseMaterial]
baseCircle.generateCollisionShapes(recursive: false)
baseCircle.components.set(InputTargetComponent())
baseCircle.components[PhysicsBodyComponent.self] = .init(PhysicsBodyComponent(massProperties: .default, mode: .static))
baseCircle.physicsBody = PhysicsBodyComponent(
mode: .kinematic
)
anchorEntity.addChild(baseCircle)
baseCircle.position = [0,0,-3]
baseCircle.isEnabled = false
let cylinder = ModelEntity(mesh: .generateCylinder(height: 0.2, radius: 0.5), materials: [SimpleMaterial(color: .blue, isMetallic: false)])
cylinder.position = [0,-0.1,0]
cylinder.generateCollisionShapes(recursive: false)
cylinder.components[PhysicsBodyComponent.self] = .init(PhysicsBodyComponent(massProperties: .default, mode: .static))
cylinder.physicsBody = nil
cylinder.scale = [500, 100, 100]
anchor.addChild(cylinder)
}
The plane model in this issue is the BaseCircle. Any suggestions on how to solve this or potential fixes would be greatly appreciated
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:
After I played the audio for the entity the sound was very low and I wanted to adjust the sound size. No api is found. What should I do
if let audio = audioResources {
entity.playAudio(audio)
}
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. :)
Hello Apple Team,
I am working on a RealityKit project for iOS, where I need to place a 3D asset far away from the camera (approximately 15 to 30 meters).
When enabling people occlusion, the 3D asset gets clipped when moved far away.
Is it possible to enable people occlusion for assets at close range (less than 10 meters) while disabling it for assets farther away to prevent clipping?
I understand that it is possible to switch configurations at runtime. However, I would like to place assets both close to and far from the camera simultaneously.
Thank you for your help!
Kind regards
PLATFORM AND VERSION
Vision OS
Development environment: Xcode 16.2, macOS 15.2
Run-time configuration: visionOS 2.3 (On Real Device, Not simulator)
Please someone confirm I'm not crazy and this issue is actually out of my control.
Spent hours trying to fix my app and running profiles because thought it was an issue related to my apps performance. Finally considered chance it was issue with API itself and made sample app to isolate problem, and it still existed in it. The issue is when a model entity moves around in a full space that was launched when the system environment immersion was turned up before opening it, the entities looks very choppy as they move around. If you take off the headset while still in the space, and put it back on, this fixes it and then they move smoothly as they should. In addition, you can also leave the space, and then turn the system environment immersion all the way down before launching the full space again, this will also make the entity moves smoothly as it should. If you launch a mixed immersion style instead of a full immersion style, this issue never arrises. The issue only arrises if you launch the space with either a full style, or progressive style, while the system immersion level is turned on.
STEPS TO REPRODUCE
https://github.com/nathan-707/ChoppyEntitySample
Open my test project, its a small, modified vision os project template that shows it clearly.
otherwise:
create immersive space with either full or progressive immersion style.
setup a entity in kinematic mode, apply a velocity to it to make it pass over your head when the space appears.
if you opened the space while the Apple Vision Pros system environment was turned up, the entity will look choppy.
if you take the headset off while in the same space, and put it back on, it will fix the issue and it will look smooth.
alternatively if you open the space with the system immersion environment all the way down, you will also not run into the issue. Again, issue also does not happen if space launched is in mixed style.
I use ARKit to build an app, scan rooms to collect the spatial data of objects and re-construct the 3D scene.
the problem is I found the depth map values captured in ARFrame significantly deviate from the real distances, even nonlinearly, for the distances below 1.5m, values are basically correct, but beyond 1.5m, they are smaller than real values. for example read 1.9m from the generated depthmap.tiff, but real distance is 3 meters.
below is my code of generating tiff file to record depth map data:
Generated TIFF file (captured from ARKit):
as shown above, the maximum distance is around 1.9m, but real distance to that wall is more than 3 meters, and also you can see, the depth map picture captured in ARKit is quite blurry, particularly at far distance (> 2.0m), almost smeared out.
Generated TIFF file (captured from AVFoundation):
In comparison, the depth map captured from traditional AVFoundation and with the same hardware device is much clear, the values seem not in meter unit though.
I am a newby of spatial computing. Here I am learning how to use ARKit to capture the environment texture and apply it on a ModelEntity of RealityKit on Vision Pro. But I do not find a demo of how to use EnvironmentLightEstimationProvider.
After checking the documentation, I also have some questions:
EnvironmentProbeAnchor.environmentTexture is a MTLTexture, but EnvironmentResource needs a CGImage. How do I translate MTLTexture to CGImage(Forgive me that I do not know much about Metal or other framework, so It will be better if there is a code that I can copy and paste directly)
It seems that the EnvironmentProbeAnchor can only get the light information around the device. But what should I do if I want get the light information around the ModelEntity so that I can apply the environment texture on it.
It will be better if you can provide a code demo about how to use the new api.
Thank you!