Hi there,
I was looking to add a particle emitter to my augmented reality app I'm developing using RealityKit. I'm targeting iOS. I noticed in the documentation for the ParticleEmitterComponent that it looks like iOS 18.0+ is supported, but when I try to use the ParticleEmitterComponent in my code in XCode, I get an error that it isn't found. Furthermore, this StackOverflow post seems to indicate that particle systems are not available for iOS. Would it be possible to get clarification on this?
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I am encountering an issue while using the multiview video demo provided at this link "https://developer.apple.com/documentation/avkit/creating-a-multiview-video-playback-experience-in-visionos/". Specifically, when running on versions of visionOS prior to 2.2, navigating back results in a blank screen. Has anyone else experienced this problem and found a solution? Any advice or workaround would be greatly appreciated.
prefetching logic for UICollectionView on VisionOS does not work.
I have set up a Standalone test repo to demonstrate this issue. This repo is basically a visionOS version of Apple's guide project on implementation of prefetching logic.
in repo you will see a simple ViewController that has UICollectionView, wrapped inside UIViewControllerRepresentable.
on scroll, it should print 🕊️ prefetch start on console to demonstrate func collectionView(_ collectionView: UICollectionView, prefetchItemsAt indexPaths: [IndexPath]) is called. However it never happens on VisionOS devices.
With the same code it behaves correctly on iOS devices
Topic:
Spatial Computing
SubTopic:
General
Tags:
SwiftUI
UIKit
visionOS
iPad and iOS apps on visionOS
I have a visionOS app using immersive space with RealityView. The app adds RealityKit entities to the app's Scene instance, and uses raycast to find CollisionCastHits.
I want now to write a unit test to check if the app finds the right hits.
To do so, I have to access the Scene instance to add entities, and to check if they are hit by scene.raycast.
But how can I access the scene instance?
I can access it e.g. after creating the RealityView via its content parameter, or via @Environment(\.realityKitScene). But this seems not to be possible in a unit test.
I tried the following test function:
@MainActor @Test func test() async throws {
var scene: RealityKit.Scene?
await withCheckedContinuation { continuation in
_ = RealityView(make: { content in
print("make")
let entity = Entity()
content.add(entity)
scene = entity.scene
continuation.resume()
})
}
#expect(scene != nil)
}
But this logs
◇ Test test() started.
SWIFT TASK CONTINUATION MISUSE: test() leaked its continuation!
The reason is apparently that the make closure of RealityView is only called when SwiftUI calls it within the body of a SwiftUI View.
So, is it possible at all to access the app's scene i a unit test?
Hi, Could anyone share some insights on how to get and track the 3D coordinates of real objects in the environment in playgrounds? I searched for some resources and noticed ARKit, Reality may be helpful but not sure how to do it.
After updating to the latest visionOS beta, visionOS 26 Beta 4 (23M5300g) the ‘Presenting images in RealityKit’ sample from the following link no longer builds due to an error. https://developer.apple.com/documentation/RealityKit/presenting-images-in-realitykit
Expected / Previous:
Application builds and runs on device, working as described in the documentation.
Reality:
Application builds, but does not run on device due to an error (shown in screenshot) “Thread 1: EXC_BAD_ACCESS (code=1, address=0xb)”. The application still runs on the simulator, but not on device. When launching the app from Xcode, it builds and installs correctly but hangs due to the respective error. When loading the app from the Home Screen, the app does not load, and immediately returns to the Home Screen.
This Xcode project previously ran with no changes to code - the only change was updating the visionOS system software to the latest version. visionOS 26 Beta 4 (23M5300g)
Is anyone else experiencing this issue?
I am trying to launch a fully immersive game from Unity on a SwiftUI view. The game is using Metal Rendering with Compositor Services.
I added the unity Xcode project into the workspace, added the necessary bridge code. When I click on the button to call ufw?.showUnityWindow(), it does not start and I get the following in the console:
AR session failed to start after 5 seconds. Is the app configured to use an immersive space?
There a way to use contentCaptureProtected with Quick Look on VisionOS 26? Or exist a way to see a spatial photo with Quick Look without sharing options ?
I have a class with an Entity, on which I added a Spatial Audio component. Furthermore, I have a function, which uses the playAudio() method to start the Spatial Audio. During the first call of the function, everything is fine. If I call the again, the audio volume drops abruptly after a half second. It is very quiet.
Approximately, I have following code:
class VoiceOutputPlayer: NSObject, ObservableObject, AVAudioPlayerDelegate {
private var speechEntity = Entity()
func play() {
Task{
let audioRessource = try await AudioFileResource(contentsOf: urlWave)
self.speechEntity.playAudio(audioRessource)
}
}
func initSpatialAudio() -> Entity {
speechEntity.transform.translation.y = -0.37
speechEntity.transform.translation.z = 0.09
speechEntity.spatialAudio = SpatialAudioComponent(gain: Double.zero)
speechEntity.spatialAudio?.reverbLevel = -2
speechEntity.spatialAudio?.directivity = .beam(focus: 0.9)
speechEntity.orientation = .init(angle: .pi, axis: [0, 1, 0])
speechEntity.spatialAudio?.distanceAttenuation = .rolloff(factor: 1)
return speechEntity
}
}
Have visionOS 2.2 on the Apple Vision Pro and use Xcode 16.1
I’ve submitted the following feedback:
FB13820942 (List Outline View Not Using Accent Color on Disclosure Caret for visionOS)
I’d appreciate help on this to see if I’m doing something wrong or indeed it’s the way visionOS currently works and it’s a suggested feedback.
I am working on an app that will allow a user to load and share their model files (usdz, usda, usdc). I'm looking at security options to prevent bad actors. Are there security or validation methods built into ARKit/RealityKit/CloudKit when loading models or saving them on the cloud? I want to ensure no one can inject any sort of exploit through these file types.
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for visionOS.
I saw that there is a new way to add SwiftUI View attachments in my RealityView, what advantages does this have over the old way?
Attachments can now be added directly to your entities with ViewAttachmentComponent. The removes the need to declare your attachments upfront in your RealityView initializer and then add those attachments as child entities. The new approach provides greater flexibility. Canyon Crosser and Petite Asteroids both utilize the new approach.
ManipulationComponent looks really cool! Right now my app has a series of complicated custom gestures. What gestures does it handle for me exactly, and are there any situations where I should prefer my own custom gestures?
ManipulationComponent provides natural interaction with virtual objects. It seamlessly handles translation and rotation. You can easily add manipulation to a SwiftUI view like Model3D with the manipulable view modifier.
The new Object Manipulation API is great for most apps, and is a breeze to implement, but sometimes you might want a more custom feel, and that’s ok! Custom gestures are still fully supported for that scenario.
I saw that there is a new API to also access the right main camera. What can I do with this?
Correct, in visionOS 26, you can access the left and right main cameras. You can even access them simultaneously as a stereo pair. Camera access still requires a managed entitlement and an enterprise license, see Accessing the main camera for more details about those requirements.
More computer vision and machine learning use-cases are unlocked with access to both cameras, we are excited to see what you will do!
What do I need to do to add spatial accessory input for my app?
First, use the GameController framework to establish a connection with the spatial accessory, and then listen for events from the controller. Then, you can use either RealityKit, ARKit, or a combination of both to track the accessory, anchor virtual content to it, and fine tune the accessory interaction with the content in your app.
For more details, check out Discovering and tracking spatial game controllers and styli.
By far, the most difficulty with implementing visionOS apps is SwiftUI window management…placing, opening, closing, etc. Are there any improvements to window management in visionOS 26?
Yes! We recommend watching Set the scene with SwiftUI in visionOS.
You can use the defaultLaunchBehavior to choose whether a particular window is presented (or suppressed) at launch. You can also prevent a window like a secondary toolbar from launching as the initial window using .restorationBehavior(.disabled). Adopting best practices for persistent UI provides a great overview of SwiftUI window management on visionOS.
As for placing windows, there is still no API for an app to specify the placement of its windows other than relative placement. If that is a feature you are interested in, please file an enhancement request for it using Feedback Assistant!
How to get access to the Enterprise API?
First, request the entitlement and license through your Apple Developer or enterprise account. Once these have been granted, include the license and entitlement in your project. Then you can build, test, and distribute as an in-house app.
Topic:
Spatial Computing
SubTopic:
General
I noticed that when I drag the menu window in an Immersive View, the entities behind it becomes semi-transparent, and the boundary between virtual and real-world objects is very pronounced.
May I ask how does VisionOS implement this effect? Is there any API or technique I can use in my own code to enable the same semi-transparent overlay - even when I am not dragging the menu window?
Can you help to write a code able to pick an element a bit far from me, then bring it near to me, flick it a bit and then send it back to its original position when I release it?
Thanks a lot,
Christophe
When you click the button in the background of three horizontal lines, when the view is about to appear, add buried event statistics, but click the button to close it, it will repeat the view will appear method API, equivalent to the view method repeated execution twice, resulting in incorrect buried event statistics
Hi guys,
In visionOS, when using a ZStack decorated with .glassBackgroundEffect(), you can see the 3D glass background from the front, but when viewed from the side, the view appears to have no thickness.
However, I noticed that in an app built by Apple, when viewing a glass background view from the side, it appears to have thickness.
I tried adding .frame(depth:) to a glass background view, but it appears as two separate layers spaced by the depth value.
My question is:
Is there a view modifier that adds visual thickness to a glass background view, as shown in the picture?
Or, if not, how should I write a custom view modifier to achieve this effect? Thanks!
Hi, I am a new developer. I want to add articulated objects and deformable objects into my AR game. I haven't found any tutorial on this, I hope to interact with these objects. Please let me know if this is available in visionOS.
.glassEffect(.regular, in: .rect(cornerRadius: 24))
error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS
This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
Environment Versions
・macOS15.6.1
・visionOS26.0.1
・Xcode16.1 or 26.0.1
・unity6000.2.9f1
・Apple.core3.2.0
・Apple.PHASE1.2.7
・polyspatial2.4.2
With the above environment, after installing Apple.PHASE into unity and building to a visionOS device, Audio is available and distance attention works, but Early Reflection and Late Reverb produce no audible change even when checked and their parameters are adjusted.
What is required to make Early Reflection and Late Reverb take effect on a visionOS device build?
action taken
・created a SoundEvent.
・in composer, created a Sampler and a SpatialMixer; attached an AudioClip to the Sampler; enabled Direct Path, Early Reflection, and Late Reverb on the SpatialMixer.
・attached a PHASE Source to the object to be played, attached the created SoundEvent to it, and set non-zero values for Early Reflection and Late Reverb.
・attached a PHASE Listener to the mainCamera and set the ReverbPreset to a value other than None.
・in project settings > Audio, set Spatializer plugin to PHASE Spatializer.
・from there, build for visionOS.
Im just trying to setup some kind of visual on my iPad for testing and play purposes... I tried adding iPad to both APPLE Visual APPS.
I get this error for both
Building for 'iphoneos', but '12.0' must be >= '18.0'
Topic:
Spatial Computing
SubTopic:
General