We were having an issue wrb the system rotate and scale gestures (two-handed gestures / RotateGesture3D and MagnifyGesture) were extremely difficult to register (make work) in the visionOS simulator.
The solution we found was to:
Launch your app in the simulator
Move the pointer on top of the 3D object for which you are testing rotation and scaling gestures.
Press and hold the Option key to display touch points (ie: the two-handed gesture points).
While maintaining the option key pressed, release the pointer and re-enable it again. I am using a track pad with tap-to-click enabled and three-finger to drag enabled in accessibility, so "release the pointer and re-enable it again" translates simply to removing the three finger and placing them again on the trackpad.
If you have maintained the option key pressed, then you should now be able to rotate and scale the 3D object.
Context if you are interested:
Our issue was also occurring in Apple's own sample project relating to gestures "Transforming RealityKit entities using gestures", at below link.
On Apple's article "Interacting with your app in the visionOS simulator" at the below link, for two-handed gestures it states "Press and hold the Option key to display touch points. Move the pointer while pressing the Option key to change the distance between the touch points. Move the pointer and hold the Shift and Option keys to reposition the touch points."
This simply did not work anymore for rotation and scaling gestures.
These gestures used to be a lot more responsive in Sonoma. Either the article should be updated to what I described above, or there is an issue. Our colleague who is using macOS Sonoma 14.6.1 with the latest release of Xcode is not having these issues.
Here is the list of configurations (troubleshooting we tried!) where it is difficult to achieve rotation and scaling gestures in the visionOS simulator:
macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.1
macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.0
macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.1
macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.0
macOS Sequoia 16.1 Beta, remove all Xcodes and installed the build from AppStore (Xcode 16.1)
macOS Sequoia 16.1 Beta, Xcode 16.0 w visionOS 2.0
completely wiped out, and reset entire development machine, re-installed latest releases of sequoia (15.1) and xcode (15.1))
Throughout these troubleshooting I often:
restarted both xcode and sim
erased all derived data
erased all contents and settings from sims
performed fresh git clones
None of the above worked, only the workaround described above works atm. As you can maybe deduce, it was very time consuming to find the workaround, we also wasted some development effort thinking our gesture development was no-good.
Hopefully this will help other devs.
Article Link:
https://developer.apple.com/documentation/xcode/interacting-with-your-app-in-the-visionos-simulator
Gesture sample project link:
https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
General
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Hello, I am creating a VisionOS application where a simple web browser is implemented in an immersive view by using WKWebView. Presentations cause a crash with "Presentations are not permitted within volumetric window scenes."
I found some snapshot API in developer documents, like blows:
RealityKit / Views and attachments / ARView / /snapshot(saveToHDR:completion:)
SceneKit / SCNView / snapshot()
Is there a similar API in visionOS?and if not, how can I implement snapshot for realityview and usdz?
Copy of Feedback:
FB15969432
Improve window management with immersive spaces.
It is hard to manage windows from code when entering immersive space.
Look for instance at the sample:
https://developer.apple.com/documentation/visionos/displaying-a-3d-environment-through-a-portal
The window displayed before entering the virtual space stays there once the virtual space is entered : this window is too big but can't be resized by the program.
One could say this big window could be closed and a smaller window opened by the program with the "exit" button, but then this small window should be closed and the main window reopened when leaving te immersive space.
In the immersive space closing the "Exit" window with the X does not allow to leave the immersive space.
If the crown button is then used we go back to the Vision Pro main menu. If the app is chosen again we can see that it wasn't closed : the "Exit" window is now displayed but we are not in the immersive space!
Don't say "this is just a sample app", because all developers face those issues.
Please try to find the right solutions with your team to enhance this sample and share the right way to solve those issues. You could find that the specifications need to be enhanced.
You can also see that there is no way to exit a program from a program even if this is something that could be useful for some apps (you end a SharePlay game for instance)
Thank you very much for your time and consideration.
Topic:
Spatial Computing
SubTopic:
General
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 just downloaded and opened the sample code for Creating 3D models as movable windows. (Link: https://developer.apple.com/documentation/visionos/creating-a-volumetric-window-in-visionos ).
I opened the main view in the simulator (canvas), placed the volumentric window somewhere and then moved the camera a bit.
Expected:
I would expect volumentric windows to stay in place when I place them somewhere and then move around or look in a different direction.
Actually:
They don't stay in place. They slightly move with the camera.
Question:
Is this actual behavior expected?
Is this just a thing with the simulator and will not happen with real hardware?
Topic:
Spatial Computing
SubTopic:
General
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.
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?
I use a AVplayer in a window view, I found that when I move the window to different positions, the default behavior is that the sound will change according to the window position. However, in some cases, I don't need this default behavior. I hope the sound doesn't change.
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
I'm developing an app in which I need to render pictures and contain some models in a RealityView. I want to set up a camera, intercept virtual content through the camera, and save it as an image.
Topic:
Spatial Computing
SubTopic:
General
Tags:
SwiftUI
RealityKit
Reality Composer Pro
Shader Graph Editor
Hi,
When closing a WindowGroup, I want to show a prompt, and only dismiss the window when the user confirms.
How to do it?
WindowGroup(id: "A") {
ContentView()
}
i have normal application flow and at one place i have to open immesive space for image seen 360 view but currently when ever i run application it start with immersive space my app normal flow is not start.What the isssue here?
How can I guide users to set their preferred language in visionOS? At this point, the behavior seems to be different from that of iOS.
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?
When I try to open Immersive space I got error like below:-
HALC_ProxyIOContext::IOWorkLoop: skipping cycle due to overload
How to solve it any idea?
This issue has been since visionOS 1 unless that is how it is supposed to work. As you can see in the screen capture the shadows from the top box are shown on all 3 boxes below.
This is a screen capture in composer pro but the same thing happens in the Vision Pro.
Is there any way to stop this behavior and just have shadows on the first object below the object that is casting the shadows ?
if I set UIApplicationPreferredDefaultSceneSessionRole to UISceneSessionRoleImmersiveSpaceApplication then my Immersive Space for image is working fine but when I try with UIWindowSceneSessionRoleApplication this option and try to open Immersive space on particular sub screen then its not showing image in immersive space(Immersive space not open).
Any one have idea what the issue.
<key>UIApplicationSceneManifest</key>
<dict>
<key>UIApplicationPreferredDefaultSceneSessionRole</key>
<string>UIWindowSceneSessionRoleApplication</string>
<key>UIApplicationSupportsMultipleScenes</key>
<true/>
<key>UISceneConfigurations</key>
<dict>
<key>UISceneSessionRoleImmersiveSpaceApplication</key>
<array>
<dict>
<key>UISceneInitialImmersionStyle</key>
<string>UIImmersionStyleFull</string>
</dict>
</array>
</dict>
</dict>
My info.plist value as above
In RealityView, physical components are only applicable to certain solids. How can I simulate the physical effects of water and cloth?
enity.components.set(PhysicalComponent)
I’m developing an app using RealityKit and RealityView. On newer iPhones, such as the iPhone 15 Pro, Object Occlusion appears to be enabled by default, which causes 3D entities to be hidden behind real-world objects in the scene. However, I need to disable this behavior to ensure proper rendering of my 3D content.
This issue does not occur on older devices like the iPhone 13, where the app works as intended. I haven’t been able to find a solution to explicitly disable object occlusion on the newer devices for RealityView.
Any guidance or suggestions to resolve this issue would be greatly appreciated! Thanks!