Discuss Spatial Computing on Apple Platforms.

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white gap between objects in RealityView
I want to display a huge image in RealityView in 3d space on Vision Pro. of course instead of one giant file I'm using a lot of big images. to achieve this, I'm generating multiple planes exactly beside each others and put each image on them. although the planes are exactly beside each others but there is still a white gap between them.(image below) **Does anybody know how to fix this issue? **
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127
May ’25
USDZ Security
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.
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468
Jul ’25
Accessing LiDAR Depth Data and Scene Reconstruction on Apple Vision Pro
Hello, I'm developing a visionOS application for Apple Vision Pro that aims to scan unknown physical objects, capture their 3D data (such as meshes or point clouds), and export them as 3D models. Ideally, I'd also like to visualize these reconstructions in real-time within the headset. This functionality is similar to what's available in Reality Composer on iPad and iPhone, but I'm seeking to implement it natively on Vision Pro. I've reviewed the visionOS documentation but haven't found clear guidance on accessing LiDAR depth data or performing scene reconstruction. Specifically, I'm interested in: 1.Accessing LiDAR or depth data from Vision Pro's sensors. 2.Utilizing ARKit's scene reconstruction capabilities on visionOS. 3.Exporting captured 3D data as models (e.g., USDZ or OBJ formats). Are there APIs or frameworks in visionOS that support these features?
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113
May ’25
How to implement the semi-transparent overlay effect in Immersive View?
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?
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106
May ’25
How to obtain, FoV values for eyes VisionOS
Hi, We have been experimenting with VisionOS and we are in need to query the field of view values for each eye of the device. We are currently using drawable.views[0].tangents and drawable.views[1].tangents respectively which is labeled as 'Depreceated' . We wonder is there an alternative function for obrtaining FOVs since we had no luck to calcuate them out of the projection matrix we obtain from drawables. Thanks
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324
Dec ’24
Odd image placeholder appearing when dismissing an ImmersiveSpace with a ImagePresentationComponent
Hello, There are odd artifacts (one looks like an image placeholder) appearing when dismissing an immersive space which is displaying an ImagePresentationComponent. Both artifacts look like widgets.. See below our simple code displaying the ImagePresentationComponent and the images of the odd artifacts that appear briefly when dismissing the immersive space. import OSLog import RealityKit import SwiftUI struct ImmersiveImageView: View { let logger = Logger(subsystem: AppConstant.SUBSYSTEM, category: "ImmersiveImageView") @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in if let currentMedia = appModel.currentMedia, var imagePresentationComponent = currentMedia.imagePresentationComponent { let imagePresentationComponentEntity = Entity() switch currentMedia.type { case .iphoneSpatialMovie: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .twoD: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .visionProConvertedSpatialPhoto: logger.info("\(#function) \(#line) spatialStereoImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatialStereoImmersive default : logger.error("\(#function) \(#line) Unsupported media type \(currentMedia.type)") assertionFailure("Unsupported media type \(currentMedia.type)") } imagePresentationComponentEntity.components.set(imagePresentationComponent) imagePresentationComponentEntity.position = AppConstant.Position.spacialImagePosition content.add(imagePresentationComponentEntity) } let toggleViewAttachmentComponent = ViewAttachmentComponent(rootView: ToggleImmersiveSpaceButton()) let toggleViewAttachmentComponentEntity = Entity(components: toggleViewAttachmentComponent) toggleViewAttachmentComponentEntity.position = SIMD3<Float>( AppConstant.Position.spacialImagePosition.x + 1, AppConstant.Position.spacialImagePosition.y, AppConstant.Position.spacialImagePosition.z ) toggleViewAttachmentComponentEntity.scale = AppConstant.Scale.attachments content.add(toggleViewAttachmentComponentEntity) } } }
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197
Jul ’25
Unity PolySpatial – Live handheld camera feed of graspable objects not rendering on Vision Pro
I am developing a Unity application for the Apple Vision Pro using PolySpatial and RealityKit integration. The goal is to create a graspable object (for example, a handheld cube) that includes a secondary camera. When the user grabs and moves the object, the secondary camera should render its view to a RenderTexture, which is displayed on a quad attached to the object, simulating a live camera screen. In the Unity Editor, this setup works correctly. The RenderTexture updates in real time, and the quad displays the camera’s view as expected. However, when building and running the application on the Vision Pro, the quad only displays the clear background color of the secondary camera. No scene content appears. The graspable interaction itself works fine: the object can be grabbed and moved as intended. Steps I have taken: Created a new layer (CameraFeed) and assigned the relevant objects to it. Set the secondary camera’s culling mask to render only the CameraFeed layer. Assigned the RenderTexture as the camera’s target texture. Applied the RenderTexture to an Unlit/Texture material on a quad. Confirmed the camera is active and correctly positioned relative to the object. From my research, it appears that once objects are managed by RealityKit through PolySpatial (for example, made graspable), they are no longer rendered through Unity's normal camera pipeline. Only the main XR camera (managed by RealityKit) seems able to see these objects. Secondary Unity cameras cannot render RealityKit-synced content to a RenderTexture. If this is correct, it seems there is currently no way to implement a true live secondary camera feed showing graspable objects on Vision Pro using Unity PolySpatial. My questions are: Is there any official way to enable multiple camera rendering of RealityKit-managed objects through PolySpatial? Are there known workarounds to simulate a live camera feed that still allows objects to be grabbed? Has anyone found alternative design patterns or methods for this kind of interaction? Environment: Unity 6.0 , PolySpatial 2.2.4, Apple Vision OS XR 2.2.4 Any insight or suggestions would be greatly appreciated. Thank you.
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90
Apr ’25
Help Configuring Unity for Immersive VR on Vision Pro with Pinch Teleport
How do I configure a Unity project for a fully immersive VR app on Apple Vision Pro using Metal Rendering, and add a simple pinch-to-teleport-where-looking feature? I've tried the available samples and docs, but they don't cover this clearly (to me). So far, I've reviewed Unity XR docs, Apple dev guides, and tutorials, but most emphasize spatial apps. Metal examples exist but don't include teleportation. Specifically: visionOS sample "XRI_SimpleRig" – Deploys to device/simulator, but no full immersion or teleport. XRI Toolkit sample "XR Origin Hands (XR Rig)" – Pinch gestures detect, but not linked to movement. visionOS "XR Plugin" sample "Metal Sample URP" – Metal setup works, but static scene without locomotion. I'm new in Unity XR development and would appreciate a simple, standalone scene or document focused only on the essentials for "teleport to gaze on pinch" in VR mode—no extra features. I do have some experience in unreal, world toolkit, cosmo, etc from the 90's and I'm ok with code. Please include steps for: Setting up immersive VR (disabling spatial defaults if needed). Integrating pinch detection with ray-based teleport. Any config changes or basic scripts. Project Configuration: Unity Editor Version: 6000.2.5f1.2588.7373 (Revision: 6000.2/staging 43d04cd1df69) Installed Packages: Apple visionOS XR Plugin: 2.3.1 AR Foundation: 6.2.0 PolySpatial XR: 2.3.1 XR Core Utilities: 2.5.3 XR Hands: 1.6.1 XR Interaction Toolkit: 3.2.1 XR Legacy Input Helpers: 2.1.12 XR Plugin Management: 4.5.1 Imported Samples: Apple visionOS XR Plugin 2.3.1: Metal Sample - URP XR Hands 1.6.1 XR Interaction Toolkit 3.2.1: Hands Interaction Demo, Starter Assets, visionOS Build Platform Settings: Target: Apple visionOS App Mode: Metal Rendering with Compositor Services Selected Validation Profiles: visionOS Metal Documentation: Enabled Xcode Version: 26.01 visionOS SDK: 26 Mac Hardware: Apple M1 Max Target visionOS Version: 20 or 26 Test Environment: Model: Apple Vision Pro, visionOS 26.0.1 (23M341), Apple M1 Max No errors in builds so far; just missing the desired functionality. Thanks for a complete response with actionable steps.
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207
Oct ’25
Vision Pro stucks on "Retrieving configuration"
Hi, after upgrading to 2.4.1 (from 1.0) my vision stucks on "Retrieving configuration" screen. Apple Store didn't support my case since it has been sold in USA and the product isn't still present in italian market. I don't have dev strap, how can I manage the issue? Thank you
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107
May ’25
Material showing only half?
Hi, I'm currently implementing 180° / 360° property for immersive video in my app. I was able to implement 360° easily by just giving VideoMaterial to flipped sphere. However, I'm bit stuck at 180°. I want to implement by setting VideoMaterial to hemisphere mesh. But since RealityKit doesn't provide default function such like MeshResource.generateHemisphere yet, I just want to apply VideoMaterial half front visible, and half back transparent. I thought this would make my sphere looks like hemisphere. But I can't find my way to implement this method.. I would appreciate any advice / idea / information that might help.
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56
4w
Export Camera Position from object capture API
Hi, I would like to train Gaussian splats from my object captures. So I need a pointcloud and camera positions together with the original photos taken to train GS In an app like postShot. I could do this with Reality Capture, which supports exporting pointclouds and camera position but it does not do well with turntable photogrammetry. While the Apple object capture API does produce really solid results with turntable images. so my question is, can I export camera data from my object captures to use in another application? Or is there may be a plan to at this feature in the future? It would be really helpful in creating ultra realistic, 3-D objects in Gaussian splat format. Thanks for any isuggestions…
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354
Dec ’24
New Spatial Rendering App on macOS doesn't display on visionOS device
I created a new Spatial Rendering App from the template in Xcode 26.0.1. When I run the app, click 'Show Immersive Space' and select my Vision Pro from the pop-up dialog, the content in the dialog flickers (which seems to indicate something crashed) and nothing appears on my Vision Pro. I'm running the released macOS 26.0 (25A354) and visionOS 26.0 (23M336). Filed as FB20397093.
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325
Sep ’25
VisionPro MRApp issue: location reset
We use Unity6+VisonOS2.2 to develop an MR Application. App Mode: RealityKit with PolySpatial, In the actual test, we found that when my moving position is more than 80~100 meters away from the starting position of the application, my current position will be reset to Vector.zero, which will cause my application experience to be very bad. Is anyone experiencing the same problem? Is there a solution?
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212
Jan ’25
How to get the transform of the joint in a skeleton when it is Animating
I have an entity that was created using Mixamo, and it has an animation. after the animation completes the mesh of the robot is not where the entity is positioned. I want to do something like when the animation finishes, I set the root entity's transform to the mesh's transform. There are no transformations applied to any of the children of this root of the model, which means that the transformations are applied to the skeleton due the the playing of animations. Is there a way where I can apply the final position of the root of the skeleton to the root entity to make sure to position the entity where the animation has ended just before the next animation plays?
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102
May ’25
360 Image quality too low even with 72MP How to improve or decrease sphere size
Using a 360 image that I have taken with 72MP with a Insta360 X3 I would like to add those images into my VisionPro and see them surrounding me completely as we expect of a 360 image. I was able to do by performing the described on some tutorial. The problem is the quality. On my 2D window the image looks with great quality. I will still write down the code: struct ImmersiveView: View { @Environment(AppModel.self) var appModel var body: some View { RealityView { content in content.add(createImmersivePicture(imageName: appModel.activeSpace)) } } func createImmersivePicture(imageName: String) -> Entity { let sphereRadius: Float = 1000 let modelEntity = Entity() let texture = try? TextureResource.load(named: imageName, options: .init(semantic: .raw, compression: .none)) var material = UnlitMaterial() material.color = .init(texture: .init(texture!)) modelEntity.components.set( ModelComponent( mesh: .generateSphere( radius: sphereRadius ), materials: [material] ) ) modelEntity.scale = .init(x: -1, y: 1, z: 1) modelEntity.transform.translation += SIMD3<Float>(0.0, 10.0, 0.0) return modelEntity } } Since the quality is a problem. I thought about reducing the radius of the sphere or decreasing the scale. On both cases, nothing changes. I have tried: modelEntity.scale = .init(x: -0.5, y: 0.5, z: 0.5) And also let sphereRadius: Float = 2000, let sphereRadius: Float = 500, but nothing is changed. I also get the warning: IOSurface creation failed: e00002c2 parentID: 00000000 properties: { IOSurfaceAddress = 4651830624; IOSurfaceAllocSize = 35478941; IOSurfaceCacheMode = 0; IOSurfaceMapCacheAttribute = 1; IOSurfaceName = CMPhoto; IOSurfacePixelFormat = 1246774599; } IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceCacheMode IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfacePixelFormat IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceMapCacheAttribute IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceAddress IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceAllocSize IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceName Is there anything I can do to reduce the radius or just to improve the quality itself?
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370
Jan ’25
How to access the Scene instance of a visionOS app using immersive space in a unit test?
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?
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407
Dec ’24
Custom Material half visible..?
I'm currently implementing 180° / 360° immersive video for my app. I easily implemented 360° by just applying VideoMaterial to flipped sphere. But I'm stuck at 180°. I'm trying to implement by applying VideoMaterial to hemisphere (half sphere). I want to make VideoMaterial to be visible half front sphere and half back sphere transparent / clear. Would there be any advice / information / idea to implement this? Your help would be grateful.
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84
4w
How to draw directly to the pixels of the Vision Pro screens?
I have been playing around with the idea of drawing directly onto the pixels of the Vision Pro, as I am working on a telepresence app that streams a live stereoscopic feed from an articulated robot neck to the wearer. I was playing around in the Compositor Services demo and modified it to show the following. I created a grid pattern using normalized device coordinates (-1 to 1) and it looks great when it shows up in the simulator as shown below. I wanted to see the effects of lens distortion on the image so I launched this script inside the actual Vision Pro, it seems that each eye has only a portion of this screen visible. I have included a screen capture of a screen recording inside of the Vision Pro when running this modified app. The lines appear straight, which says to me that there must be some automatic pre-distortion correction applied (similar to the image shown below taken from an AVP teardown that I cannot link here). However, I am wondering why the grid appears cropped and what the bounds of the frame are defined by?
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417
Dec ’24