Discuss Spatial Computing on Apple Platforms.

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Debug Vision Pro application directly on physical device instead of the simulator
I have Mac mini M4 with 16GB memory, the Xcode is 16.1, when I test my Vision Pro App with the Simulator, it is very slow and system shows the memory is under the high pressure. How do I run/test/debug the application on Vision Pro directly? Tried to add my Vision Pro to my developer account, it didn't work due to cannot find UDID, when I hook the USB to the battery, it only shows Battery device ID.
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450
Jan ’25
Synchronizing Multi-User AR Experiences on Apple Vision Pro
Hello Developers, I am currently in the initial planning stages of my bachelor thesis in computer science, where I will be developing an application in collaboration with a manufacturer of large-scale machinery. One of the core features I aim to implement is the ability for multiple Apple Vision Pro users to view the same object in augmented reality simultaneously, each from their respective positions relative to the object. I am still exploring how best to achieve this feature. My initial approach involves designating one device as the host of a "room" within the application, allowing other users to join. If I can accurately determine the relative positions of all users to the host device, it should be possible to display the AR content correctly in terms of angle, size, and location for each user. Despite my research, I haven't found much information on similar projects, and I would appreciate any insights or suggestions. Specifically, I am curious about common approaches for synchronizing AR experiences across multiple devices. Given that the Apple Vision Pro does not have a GPS sensor, I am also looking for alternative methods to precisely determine the positions of multiple devices relative to each other. Any advice or shared experiences would be greatly appreciated! Best regards, Revin
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Oct ’24
ImpulseAction giving strange error
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.
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Jan ’25
App crashes after requesting PhotoLibrary limited access
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
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602
Jan ’25
Run to Device( on WLAN)?
Is it possible to use a local wifi router connecting Vision Pro and Mac for developing? I tried from Unity and Xcode. From Unity, the host app wouldn't open without WIFI (internet connection) From Xcode, I can see the Vision Pro paired, but while try to run there's no device listed. Any suggestions? Thanks a lot, /Ruiying
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251
Jan ’25
Missing Properties in BillboardComponent
In an earlier beta, BillboardComponent had rotationAxis and upDirection properties which allowed more fine-grained control of how an entity rotates towards the camera. Currently, it is only possible to orient the z axis of the entity. Looking at the robot in the documentation, the rotation of its z axis causes its feet to lift off the ground. Before, it was possible to restrain the rotation to one axis (y, for example) so that the robot's feet stayed on the ground with billboard.upDirection = [0, 1, 0] billboard.rotationAxis = [0, 1, 0] Is there an alternative way to achieve this? Are these properties (or similar) coming back?
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278
Mar ’25
'Segmentation fault: 11' error after upgrading to the latest macOS version
Today I updated my macbook pro to macOS sequoia. with this I also downloaded the latest Xcode and visionOS 2 packages. I had a working project. Which did work with my vision pro which is updated to the latest visionOS 2. But now whenever I try to click on preview in xcode while editing a swift file I am receiving the following error: (lot of lines here) Library/Developer/Xcode/DerivedData/test2-fznbrpphddkqdaddrzamkayoajjm/Build/Intermediates.noindex/RealityKitContent.build/Debug-xrsimulator/RealityKitContent_RealityKitContent.build/DerivedSources/RealityAssetsGenerated/CustomComponentUSDInitializers.usda error: Tool terminated by signal 'Segmentation fault: 11' I tried exiting and restarting my mac but the problem is not going away. Can someone help me with this? Thank you!
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1.8k
Nov ’24
How to set the AttractionCenter for a ParticleEmitterComponent in a System with real time updates
I am trying to achieve an effect such that the particles of a particle system are attracted to my hand entity. The hand entity is essentially an AnchorEntity that is tracking my right hand. let particleEmitterEntities = context.entities(matching: particleEmitterQuery, updatingSystemWhen: .rendering) for particleEmitterEntity in particleEmitterEntities { if var particleEmitter = particleEmitterEntity.components[ParticleEmitterComponent.self] { particleEmitter.mainEmitter.attractionCenter = rightHandEntity.position(relativeTo: nil) // trying to get the world space position of the hand // I also tried relative to particleEmitterEntity particleEmitterEntity.components[ParticleEmitterComponent.self] = particleEmitter } else { fatalError("Cannot find particle emitter") } } The particle attraction center doesn't seem to update Another issue I am noticing here that My particle system doesn't show the particle image a lot of times and just renders a placeholder square when I do this, when I comment this code out I get the right particle image. I believe this is due to the number of times this loop runs to update the position of the attraction center. What is the right way to do an effect where the particles are attracted to my hand.
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Oct ’24
Run to Device (on WLAN)?
I was trying to use a local Wifi router to connect Vision Pro and Mac for developing. From Unity, the host on Vision Pro wouldn't open; from Xcode I can see vision pro paired but by the Run button there's no device listed...thanks any ideas? /Ruiying
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301
Jan ’25
Palm Menu Button Issue
Hi, we have in our app an immersive space and we taught the palm menu button is not available in immersive spaces, but when I look in the hand and tap the menu button appear. Is it possible to keep it hidden? Because we a have an hand tracking feature in palm and when we try to press a button to overlap the palm it triggers the menu button and then when the user presses again by mistake, it sends the application to the background. This is very important for us because we would like to release this hand-tracking feature as soon as possible. Here is a link with to a video with the problem: https://drive.google.com/file/d/1cfOcdzF19h_mbmpvkVNCJjXEBJecVeJL/view?usp=sharing
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604
Sep ’24
Scene's origin relative to portal's window?
I am experimenting with RealityKit to set up a portal. Everything works, but I was wondering where the scene's origin is with respect to the front of the portal window? From experiments, the origin's X and Y appear to be at the center of the portal window, while the origin's Z appearing to be about a meter behind the portal window. Is this (at least roughly) correct? Is it documented anywhere? PS. I began with the standard visionOS app and edited the Reality Composer Pro file to create the scene.
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Mar ’25
What's the relation of SwiftUI frames' sizes and RealityKit Entities sizes
Currently I want to recreate a window which is similar to system window in ImmersiveSpace. But we only can use the meter unit in RealityKit. I create a plane entity, I don't know how to set the size using meter unit to make the plane's size totally consistent with the system window. Also, I want to know the z and y position of the system window in the immersive space.
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Jan ’25
Control mirroring of Apple Vision Pro on any devices ?
Hi ! I'm new on this forum, so if I need to update this post to have more info, or anything else, please let me know. I'm using the Apple Vision Pro to develop some app (with unity). To demonstrate what the user see on the headset, I would like to mirror the view on a device (an iPad in this case). I managed to do this without any issue. My problem is that, in the Vision Pro, I have an interface that the user can interact with. But I would like to be able to manage myself the interface on the iPad. What I mean is that the user can (or can't, doesn't matter) see the interface in the headset, and the interface is controlled by myself on the iPad. Is there any way to do this ? Is this a question I should ask on unity's forum ? (I don't think so, because it should be related to the mirroring function non ?)
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339
Mar ’25
RealityView Gestures for iOS
I started a new project using RealityKit and RealityView, intended as an AR app on iPhone and iPad, but eventually VisionOS as well. I'm challenged because I find much of the recent documentations, WWDC videos, etc, include features that are VisionOS only. Right now, I would simply like to create some gesture functionality that is similar to AR Quick Look defaults, meaning drag to reposition, two fingers to rotate or zoom. In the past, this would be implemented with something like: arView.installGestures([.all], for: entity) however, with RealityView I don't know how (or if possible) to access an ARView. In RealityKit, I have found this doc: https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures However, many of the features in that posting are VisionOS only, and I've found no good documentation on the topic that is specific or at least compatible with iOS. I know reverting to an ARView is an option, but I want to use RealityView if at all possible as I see it as more forward-looking.
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373
Jan ’25
Cast virtual light on real-world environments in VisionOS/RealityKit?
Hi everyone, I've been exploring an idea that involves using virtual light sources in VisionOS/RealityKit to interact with real-world objects. Specifically, I'd like to simulate a scenario where a virtual spotlight or other light source casts light or shadows onto real-world environments, creating the effect of virtual lighting interacting with physical surroundings. Is this currently feasible within VisionOS/RealityKit? Thank you!
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395
Jan ’25
Positioning share sheet on VisionOS
I am trying to position the share sheet popped up by the shareLink API on VisionOS, but the share sheet is always anchored by at the label position. I checked the Photos app is achieving this already, the share sheet there appears at very center of the window while the share button locates at the corner inside the menu. How is this possible to make it?
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435
Sep ’24
Handling user-initiated re-centering in group immersive space?
Hi, currently tinkering with a little shareplay app for the Vision Pro that allows people to facetime and shareplay to play with random 3d models (as well as move them around, which should sync the model positions for everyone in relative space). When the users start their facetime call, then open the immersive space to see the 3d models, the models load in properly in context of the group immersive space's coordinate system, and moving the models reflects the new positions real-time for each participant. The main issue comes if/when users use the digital crown to re-center their view. It appears to re-center the model and view, which is expected. However, it also seems to re-position the model/root entity to match the user's origin. Not sure if this is intentional or not, but this essentially makes it so that it "de-syncs" the model (so me moving the model next to someone does not reflect it 1:1 - it still moves properly, but the new "initial" position after re-centering makes it offset). Is there a potential solution or work-around for this such that re-centering the view doesn't de-sync the model/entity's position? Rough code for my RealityView component is below: RealityView { content, attachments in content.add(appModel.originEntity) appModel.originEntity.addChild(appModel.modelContainerEntity) appModel.setInitialModelPosition() configureGestures(forModel: appModel.modelContainerEntity) configureToolbarAttachment(content: content, attachments: attachments) } update: { content, _ in // I have modified the Apple provided gesture components to // send the app model the new positions/rotations // as well as broadcast the position/rotation to shareplay participants // When user re-centers view, it seems to also re-position the model // so that its origin is at the local user's origin, rather than // the original origin // Can we receive a notification that user has re-centered view? // Or some other work-around? appModel.modelContainerEntity.setPosition(appModel.modelState.position, relativeTo: nil) appModel.modelContainerEntity.setOrientation(.init(appModel.modelState.rotation3d), relativeTo: nil) } attachments: { Attachment(id: "customViewAttachment") { CustomView() } } .installGestures() Please let me know if anything wasn't clear or if more information is needed. Thanks!
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670
Oct ’24