Discuss Spatial Computing on Apple Platforms.

Posts under General subtopic

Post

Replies

Boosts

Views

Created

How to display stereo images in Apple Vision Pro?
Hi community, I have a pair of stereo images, one for each eye. How should I render it on visionOS? I know that for 3D videos, the AVPlayerViewController could display them in fullscreen mode. But I couldn't find any docs relating to 3D stereo images. I guess my question can be brought up in a more general way: Is there any method that we can render different content for each eye? This could also be helpful to someone who only has sight on one eye.
9
0
4.7k
Jul ’23
Force quit apps on Vision Pro simulator
How do you force quit apps on the Vision Pro simulator? I've read online you can double press the digital crown on a real Vision Pro device but there is no such button on the simulator. So far I've tried Pressing the home button twice (⇧⌘H) Pressing the Siri button twice (⌥⇧⌘H) None of them works I'm on Xcode 15.0 beta 5 (15A5209g) & visionOS 1.0 beta 2 (21N5207e)
6
2
3k
Jul ’23
VisionOS Continuously Rotate a 3D Object
I want to open a view in my App that contains a Model3D view and I want that object to rotate continuously around the Y axis while it is visible. Is it possible to animate the rotation of a Model3D view? I've tried this code, but the object just sits there and doesn't rotate. import RealityKit import RealityKitContent import SwiftUI struct QuantumComputerArea: View { @State var degreesRotating = 0.0 var body: some View { VStack { Model3D(named: "quantumComputer") { phase in switch phase { case .empty: ProgressView() case let .failure(error): Text(error.localizedDescription) case let .success(model): model .resizable() .scaledToFit() .offset(x: -75, y: 0) .rotation3DEffect(.degrees(degreesRotating), axis: (x: 0, y: 1, z: 0)) @unknown default: fatalError() } //phase } //Model3D .onAppear { withAnimation(Animation.linear(duration: 10).repeatForever(autoreverses: false)) { degreesRotating = 360 } } } //VStack } //View } //View I'm probably missing something simple but if anyone has any suggestions (including use a RealityView) I'd be grateful for the advice.
2
0
1.2k
Feb ’24
How does rendering to a higher resolution RenderTarget and then downsampling to a Drawable cause image distortion?
Rendering the scene onto a RenderTarget with twice the resolution of the Drawable, and then downsampling to the Drawable, causes the image to appear distorted. Modifications were made on the Xcode VisionOS template Foveation should be enabled by default struct ContentStageConfiguration: CompositorLayerConfiguration { func makeConfiguration(capabilities: LayerRenderer.Capabilities, configuration: inout LayerRenderer.Configuration) { configuration.depthFormat = .depth32Float configuration.colorFormat = .bgra8Unorm_srgb let foveationEnabled = capabilities.supportsFoveation configuration.isFoveationEnabled = foveationEnabled let options: LayerRenderer.Capabilities.SupportedLayoutsOptions = foveationEnabled ? [.foveationEnabled] : [] let supportedLayouts = capabilities.supportedLayouts(options: options) configuration.layout = supportedLayouts.contains(.layered) ? .layered : .dedicated } } To avoid errors, rasterizationRateMap is not set. var renderPassDescriptor = MTLRenderPassDescriptor() renderPassDescriptor.colorAttachments[0].texture = self.renderTarget.currentFrameColor renderPassDescriptor.renderTargetWidth = self.renderTarget.currentFrameColor.width renderPassDescriptor.renderTargetHeight = self.renderTarget.currentFrameColor.height renderPassDescriptor.colorAttachments[0].loadAction = .clear renderPassDescriptor.colorAttachments[0].storeAction = .store renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 0.0, blue: 0.0, alpha: 0.0) renderPassDescriptor.depthAttachment.texture = self.renderTarget.currentFrameDepth renderPassDescriptor.depthAttachment.loadAction = .clear renderPassDescriptor.depthAttachment.storeAction = .store renderPassDescriptor.depthAttachment.clearDepth = 0.0 //renderPassDescriptor.rasterizationRateMap = drawable.rasterizationRateMaps.first if layerRenderer.configuration.layout == .layered { renderPassDescriptor.renderTargetArrayLength = drawable.views.count } The rendering process is as follows:
2
0
581
Apr ’24
[WebXR] Support for AR module in VisionOS 2.x
Thank you again for pushing the web forward in VisionOS 2, super exciting! The latest WWDC24 video touched on VR experiences for VisionOS2.0 using WebXR, however there was no mention of passthrough AR experiences. Samples such as this one are not supported: https://immersive-web.github.io/webxr-samples/immersive-ar-session.html In Settings > Safari, there is a feature flag for the AR WebXR module, but enabling it did not seem to change anything. Is this the expected behavior at this time? Any developer preview(s) we could try?
7
6
2k
Jun ’24
RealityKit Subdivide
In the Discover RealityKit APIs for iOS, macOS, and visionOS presentation, there was a slide at the end highlighting new features not covered in the video. One of them was surface subdivision, but I have not been able to find any documentation or APIs that support this feature. Does anyone have any further details or how this works in RealityKit?
4
1
937
Jul ’24
visionOS console warning: Trying to convert coordinates between views that are in different UIWindows
Hello, I have an iOS app that is using SwiftUI but the gesture code is written using UIGestureRecognizer. When I run this app on visionOS using the "Designed for iPad" destination and try to use any of my gestures I see this warning in the console: Trying to convert coordinates between views that are in different UIWindows, which isn't supported. Use convertPoint:fromCoordinateSpace: instead. But I don't see any visible problems with the gestures. I see this warning printed out after the gesture takes place but before any of our gesture methods get kicked off. So now I am wondering if this is something we need to deal with or some internal work that needs to happen in UIKit. Does anyone have any thoughts on this?
3
0
1.1k
Jul ’24
Vision pro not pairing Macbook with pro
I'm having trouble pairing my apple vision pro to my macbook pro M3, my macbook pro is on sonoma 14.6 and i have tested pairing a visionOS1.2 and 2.0 vision pro but it still doesn't work, i have a mac mini that pairs and connects fine to the headsets and those are the steps i tried to do on vision pro and macbook pro to pair them together until now but with no success : On the same windows wifi hotspot On the same iPhone hotspot On an other wifi hotspot Tried to clear remote devices, still not recognized tried to turn off and turn on developper mode still nothing tried to reset network parameters tried to restart headset tried to restart Xcode tried to restart mac just after restart the headset showed up and i clicked pair and typed in the code but then the headset was still in "disconnected" and couldn't connect to mac tried to restart mac and headset tried to rename headset tried to switch mac tried 1 headset on at a time tried to clean build folder deleted contents of ~/Library/Developer/Xcode/DerivedData tried sudo defaults write "/Library/Preferences/com.apple.mDNSResponder.plist NoMulticastAdvertisements" -bool true tried to deactivate the firewall
2
0
635
Aug ’24
AVAudioSession gets interrupted when closing a window
I have a visionOS app that plays audio using AVAudioEngine and presents both a window and an immersive space. If I close the window, the audio session gets interrupted and attempting to restart the session and audio engine has no effect. I need to dismiss the app, then reopen it, which reopens the main window, in order for audio to start playing again. This is in all visionOS 2 betas. Note that I have background audio enabled for my app.
3
1
825
Aug ’24
Loading USDZ asset into Model3D causes visionOS 2.0 beta 5 to crash
We've recently discovered that our app crashes on startup on the latest visionOS 2.0 beta 5 (22N5297g) build. In fact, the entire field of view would dim down and visionOS would then restart, showing the Apple logo. Interestingly, no app crash is reported by Xcode during debug. After investigation, we have isolated the issue to a specific USDZ asset in our app. Loading it in a sample, blank project also causes visionOS to reliably crash, or become extremely unresponsive with rendering artifacts everywhere. This looks like a potentially serious issue. Even if the asset is problematic, loading it should not crash the entire OS. We have filed feedback FB14756285, along with a demo project. Hopefully someone can take a look. Thanks!
3
1
539
Aug ’24
Building a custom render pipeline with RealityKit
Hello experts, and question seekers, I have been trying to get Gaussian splats working with RealityKit, however it seems not to work out for me. The library I use for Gaussian splatting: https://github.com/scier/MetalSplatter My idea was to use the renderers provided by RealityKit (aka RealityRenderer) https://developer.apple.com/documentation/realitykit/realityrenderer and the renderer provided by MetalSplatter (aka. SplatRenderer) https://github.com/scier/MetalSplatter/blob/main/MetalSplatter/Sources/SplatRenderer.swift Then with a custom render pipeline, I would be able to compose the outputs of the renderers, enabling the possibility, for example to build immersive scenery with realistic environment scans, as Gaussian splats, and RealityKit to provide the necessary features to build extra scenery around Gaussian splats, eg. dynamic 3D models inside Gaussian splats. However the problem is, as of now I am not able to do that with the current implementation of RealityRenderer. It seems to be, that first RealityRenderer is supposed to be an API, just to render colour information onto a texture, which in first glance might be useful, but misses important information, such as for example depth, and stencil information. Second issue is, even with that in mind, currently I am not able to execute RealityRenderer.updateAndRender, due to the following error messages: Could not resolve material name 'engine:BuiltinRenderGraphResources/Common/realityRendererBackground.rematerial' in bundle at '/Users//Library/Developer/CoreSimulator/Devices//data/Containers/Bundle/Application//.app'. Loading via asset path. exiting spatial tracking service update thread because wait returned 37” I was able to build a custom Metal view with UIViewRepresentable, MTKView, and MTKViewDelegate, enabling me to build a custom rendering pipeline, by utilising some of the Metal developer workflows. Reference: https://developer.apple.com/documentation/xcode/metal-developer-workflows/ Inside draw(in view: MTKView), in a class derived by MTKViewDelegate: guard let currentDrawable = view.currentDrawable else { return } let realityRenderer = try! RealityRenderer() try! realityRenderer.updateAndRender(deltaTime: 0.0, cameraOutput: .init(.singleProjection(colorTexture: currentDrawable.texture)), whenScheduled: { realityRenderer in print("Rendering scheduled") }, onComplete: { RealityRenderer in print("Rendering completed") }) Can you please tell me, what I am doing wrong? Is there any solution, that enables me to use RealityKit with for example Gaussian splats? Any help is greatly appreciated. All the best, Ethem Kurt
2
1
689
Aug ’24