Discuss Spatial Computing on Apple Platforms.

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Logitech Muse: OS-level support?
I've been experimenting with the Muse pen and understand that it can be accessed by my app through a SpatialTrackingSession, but is there any current or planned support for devices like this as for general UI input like game controllers are? For example, using the button as a tap analogue for SwiftUI views.
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86
Oct ’25
mipmapsMode trade-off?
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options). I noticed two situations here in terms of mipmaps options. When setting "mipmapsMode: .none": The graphic quality within the "gaze area" looks sharp and clear The two poles (top and bottom) are perfectly rendered Massive shimmer around the "gaze area" When setting "mipmapsMode: .allocateAndGenerateAll": The graphic looks slightly blurrier than in ".none" within the "gaze area" The two poles are very blurry and hard to recognize the texture Much less shimmer around the "gaze area" My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer? Thank you! Screenshots: mipmapsMode: .none mipmapsMode: .allocateAndGenerateAll
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196
Oct ’25
PSVR2 controller button quirks
I have an open Feedback conversation with Apple on this topic, but I am curious if others have run into this, or want to try out my sample code in their set up. there are two API’s for reading controller buttons, axis, and D pads: GCPhysicalInputProfile and GCControllerLiveInput. There are inconsistencies in behaviour between the two of them. Apple recommends we use GCControllerLiveInput, however, there are some capabilities on these controllers that are only accessible through GCPhysicalInputProfile, as I’ll discuss below. PSVR2 R2/L2 buttons, a.k.a. triggers, have force input analogue values. These can only be accessed on GCPhysicalInputProfile PSVR2 thumbstick direction values are read through “axes” on GCPhysicalInputProfile, but only “dpads” on GCControllerLiveInput on both GCPhysicalInputProfile and GCControllerLiveInput, All pressed events of all buttons are fired properly using generic aliases ( Trigger, Grip ,Menu, Right Thumbstick, Left Thumbstick, Right Button A & B (Circle & Cross), Left Button A&B (Triangle and Square) ). Apple reserves the system button as the equivalent of a home button for the OS. on GCPhysicalInputProfile, touch events are fired when the button is also pressed, but not for only touches. on GCControllerLiveInput , Touch events only works for the following buttons: Left Thumbstick, Right Thumbstick, Right Button A (Circle), and Right Button B (Cross). But Right Button B touch event isn’t labelled correctly, it fires as the Right Button A event. I observed this inside ALVR which uses a polling based approach to event processing: https://github.com/alvr-org/alvr-visionos/blob/17b5968f9d894944b53e97134b39dfce0993302a/ALVRClient/WorldTracker.swift#L301 To simplify to see this on a very simple app, I used the Apple example TrackingAccessories application: https://developer.apple.com/documentation/ARKit/tracking-accessories-in-volumetric-windows I’ve attached the code that replaces the AccessoryTrackingModel class. I added code that prints out what is touched/pressed, see the trackAllConnectedSpatialControllers method: https://github.com/svrc/TrackingAccessories
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570
Oct ’25
Nearby Sharing a Volume won't work
Hi, we've developed an app for Vision Pro that utilises the GroupActivitites SDK to provide shared experiences for our users. Remote Participation works great, but we can't get nearby sharing to work. The behaviour we're observing: User 1 engages share sheet from Volume, 2nd Vision Pro is visible. User 1 starts nearby sharing Session initialisation runs for approx. 30 seconds, then fails Sometimes, the nearby participant doesn't show up at all after the initialisation has failed once. As stated in the Configure your visionOS app for sharing with people nearby article, we didn't make any changes to our implementation to support nearby sharing. Any help would be greatly appreciated. Kind regards, David
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46
Oct ’25
Performance drop when particle emitter is combined with video play
Hi All, We're a studio building an app and as part of a scene we have a 3D asset with a smoke particle emitter and a curved mesh that plays video. I notice that when the video alone is played or the particle effect alone is done then the scene works fine but the frame rate drops drastically when both are turned on. How do I solve this because this is an important storytelling feature.
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260
Oct ’25
Logitech Muse API?
Hello, I've pre-ordered the Logitech Muse with hopes of developing with it, but have yet to find any documentation relating to the capabilities it will have/any APIs that will be available to take advantage of the Muse. Is anyone aware of what might become available? Thank you in advance.
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104
Oct ’25
Share Extensions embedded in visionOS apps
I'm trying to add a feature to my app to allow a user to import items from other apps, like Safari, via the share sheet. I've done this many times on iOS/iPadOS easily with a Share Extension. From what I can tell, Xcode tells me share extensions are not available on visionOS - though my experience on device tells me differently (It seems Reminders, Notes & more implement them somehow.) I was finally able to get it working on device only...but I can now no longer test in the simulator, and have not found a way to distribute this app. When attempting to run on the simulator, I get this issue: Please try again later. Appex bundle at /Users/jason/Library/Developer/CoreSimulator/Devices/09A70160-4F4F-4F5E-B679-F6F7D876D7EF/data/Library/Caches/com.apple.mobile.installd.staging/temp.6OAEZp/extracted/LaunchBar.app/PlugIns/LaunchBarShareExtension.appex with id co.swiftfox.LaunchBar.ShareExtension specifies a value (com.apple.share-services) for the NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point. When trying to archive an upload to test flight, I get this similar error: Invalid Info.plist value. The value for the key 'DTPlatformName' in bundle LaunchBar.app/PlugIns/LaunchBarShareExtension.appex is invalid. (ID: 207610c7-b7e1-48be-959b-22a43cd32d16) The app is for visionOS only - which I'm thinking might be the problem? The share extension is "Designed For iPhone" and requires me to include iPhone as a run destination. In the worst case I can build an iPhone UI for the app but I'd rather not, as it is very specific to visionOS. Has anyone successfully launched a share extension on a visionOS only app? I have an iPad app with a share extension that shows up fine on visionOS, but the issue seems to be specifically with visionOS only apps.
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Oct ’25
version update in Vision Pro
Hi, I'm developing an app for Vision Pro using Xcode, while updating the latest update, things that worked in my app suddenly didn't. in my app flow I'm tapping spheres to get their positions, from some reason I get an offset from where I tap to where a marker on that position is showing up. here's the part of code that does that, and a part that is responsible for an alignment that happens afterwards: func loadMainScene(at position: SIMD3) async { guard let content = self.content else { return } do { let rootEntity = try await Entity(named: "surgery 16.09", in: realityKitContentBundle) rootEntity.scale = SIMD3<Float>(repeating: 0.5) rootEntity.generateCollisionShapes(recursive: true) self.modelRootEntity = rootEntity let bounds = rootEntity.visualBounds(relativeTo: nil) print("📏 Model bounds: center=\(bounds.center), extents=\(bounds.extents)") let pivotEntity = Entity() pivotEntity.addChild(rootEntity) self.pivotEntity = pivotEntity let modelAnchor = AnchorEntity(world: [1, 1.3, -0.8]) modelAnchor.addChild(pivotEntity) content.add(modelAnchor) updateModelOpacity(0.5) self.modelAnchor = modelAnchor rootEntity.visit { entity in print("👀 Entity in model: \(entity.name)") if entity.name.lowercased().hasPrefix("focus") { entity.generateCollisionShapes(recursive: true) entity.components.set(InputTargetComponent()) print("🎯 Made tappable: \(entity.name)") } } print("✅ Model loaded with collisions") guard let sphere = placementSphere else { return } let sphereWorldXform = sphere.transformMatrix(relativeTo: nil) var newXform = sphereWorldXform newXform.columns.3.y += 0.1 // move up by 20 cm let gridAnchor = AnchorEntity(world: newXform) self.gridAnchor = gridAnchor content.add(gridAnchor) let baseScene = try await Entity(named: "Scene", in: realityKitContentBundle) let gridSizeX = 18 let gridSizeY = 10 let gridSizeZ = 10 let spacing: Float = 0.05 let startX: Float = -Float(gridSizeX - 1) * spacing * 0.5 + 0.3 let startY: Float = -Float(gridSizeY - 1) * spacing * 0.5 - 0.1 let startZ: Float = -Float(gridSizeZ - 1) * spacing * 0.5 for i in 0..<gridSizeX { for j in 0..<gridSizeY { for k in 0..<gridSizeZ { if j < 2 || j > gridSizeY - 5 { continue } // remove 2 bottom, 4 top let cell = baseScene.clone(recursive: true) cell.name = "Sphere" cell.scale = .one * 0.02 cell.position = [ startX + Float(i) * spacing, startY + Float(j) * spacing, startZ + Float(k) * spacing ] cell.generateCollisionShapes(recursive: true) gridCells.append(cell) gridAnchor.addChild(cell) } } } content.add(gridAnchor) print("✅ Grid added") } catch { print("❌ Failed to load: \(error)") } } private func handleModelOrGridTap(_ tappedEntity: Entity) { guard let modelRootEntity = modelRootEntity else { return } let localPosition = tappedEntity.position(relativeTo: modelRootEntity) let worldPosition = tappedEntity.position(relativeTo: nil) switch tapStep { case 0: modelPointA = localPosition modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0, 0])) print("📍 Model point A: \(localPosition)") tapStep += 1 case 1: modelPointB = localPosition modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0.5, 0])) print("📍 Model point B: \(localPosition)") tapStep += 1 case 2: targetPointA = worldPosition targetMarkerA = createMarker(at: worldPosition,color: [0, 1, 0]) modelAnchor?.addChild(targetMarkerA!) print("✅ Target point A: \(worldPosition)") tapStep += 1 case 3: targetPointB = worldPosition targetMarkerB = createMarker(at: worldPosition,color: [0, 0, 1]) modelAnchor?.addChild(targetMarkerB!) print("✅ Target point B: \(worldPosition)") alignmentReady = true tapStep += 1 default: print("⚠️ Unexpected tap on model helper at step \(tapStep)") } } func alignModel2Points() { guard let modelPointA = modelPointA, let modelPointB = modelPointB, let targetPointA = targetPointA, let targetPointB = targetPointB, let modelRootEntity = modelRootEntity, let pivotEntity = pivotEntity, let modelAnchor = modelAnchor else { print("❌ Missing data for alignment") return } let modelVec = modelPointB - modelPointA let targetVec = targetPointB - targetPointA let modelLength = length(modelVec) let targetLength = length(targetVec) let scale = targetLength / modelLength let modelDir = normalize(modelVec) let targetDir = normalize(targetVec) var axis = cross(modelDir, targetDir) let axisLength = length(axis) var rotation = simd_quatf() if axisLength < 1e-6 { if dot(modelDir, targetDir) > 0 { rotation = simd_quatf(angle: 0, axis: [0,1,0]) } else { let up: SIMD3<Float> = [0,1,0] axis = cross(modelDir, up) if length(axis) < 1e-6 { axis = cross(modelDir, [1,0,0]) } rotation = simd_quatf(angle: .pi, axis: normalize(axis)) } } else { let dotProduct = dot(modelDir, targetDir) let clampedDot = max(-1.0, min(dotProduct, 1.0)) let angle = acos(clampedDot) rotation = simd_quatf(angle: angle, axis: normalize(axis)) } modelRootEntity.scale = .one * scale modelRootEntity.orientation = rotation let transformedPointA = rotation.act(modelPointA * scale) pivotEntity.position = -transformedPointA modelAnchor.position = targetPointA alignedModelPosition = modelAnchor.position print("✅ Aligned with scale \(scale), rotation \(rotation)")
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274
Oct ’25
visionOS – Starting GroupActivity FaceTime Call dismisses Immersive Space
Hello, I am in the process of implementing SharePlay support in my visionOS app. Everything runs fine when I test locally, but when my app is distributed via TestFlight, calling try await activity.activate() shows the SharePlay dialog as usual, but then when I start a new FaceTime call, my ImmersiveSpace gets dismissed. This is only happening when the app is distributed via TestFlight, when I run it locally the ImmersiveSpace stays active as expected. Looking at the console on my Mac I found this log: Invalid initial client settings class: UIApplicationSceneClientSettings; expected class: MRUISharedApplicationSceneClientSettings; bundle ID: com.apple.facetime; scene ID: com.apple.facetime:SFBSystemService-DDA8C751-C0C4-487E-AD85-59EF4E6C6050 Does anyone have an idea how I can fix this? It's driving me nuts and I wasted over a day looking for a workaround but so far been unsuccessful. Thanks!
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Oct ’25
ManipulationComponent create parent/child crash
Hello, If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message: Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported. CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro The problem occurs precisely with this code: ManipulationComponent.configureEntity(object) I adapted Apple's ObjectPlacementExample and made the changes available via GitHub. The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly. GitHub Repo Thanks Andre
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Oct ’25
Request File Access from Unity for Apple Vision Pro
Hi, I am trying to load files from the Apple Vision Pro's storage into a Unity App (using Apple visionOS XR Plugin and not PolySpatial package). So far, I've tried using UnitySimpleFileBrowser and UnityStandaloneFileBrowser (both aren't made for the Vision Pro and don't work there), and then implemented my own naive file browser that at least allows me to view directories (that I can see from the App Sandbox). This is of course very limited: Gray folders can't be accessed, the only 3 available ones don't contain anything where a user would put files through the "Files" app. I know that an app can request access to these "Files & Folders": So my question is: Is there a way to request this access for a Unity-built app at the moment? If yes, what do I need to do? I've looked into the generated Xcode project's "Capabilities", but did not find anything related to file access. Any help is appreciated!
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Oct ’25
AVPlayer stutters when using AVPlayerItemVideoOutput
We’re trying to build a custom player for Unity. For this, we’re using AVPlayer with AVPlayerItemVideoOutput to get textures. However, we noticed that playback is not smooth and the stream often freezes. For testing, we used this 8K video: https://deovr.com/nwfnq1 The video was played using the following code: @objc public func playVideo(urlString: String) { guard let url = URL(string: urlString) else { return } let pItem = AVPlayerItem(url: url) playerItem = pItem pItem.preferredForwardBufferDuration = 10.0 let pixelBufferAttributes: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, kCVPixelBufferMetalCompatibilityKey as String: true, ] let output = AVPlayerItemVideoOutput( pixelBufferAttributes: pixelBufferAttributes ) pItem.add(output) playerItemObserver = pItem.observe(\.status) { [weak self] pItem, _ in guard pItem.status == .readyToPlay else { return } self?.playerItemObserver = nil self?.player.play() } player = AVPlayer(playerItem: pItem) player.currentItem?.preferredPeakBitRate = 35_000_000 } When AVPlayerItemVideoOutput is attached, the video stutters and the log looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: -0.07s | buffer: 0.00s 🟡 Buffer ahead: 2.94s | buffer: 3.49s 🟡 Buffer ahead: 2.50s | buffer: 4.06s 🟡 Buffer ahead: 1.74s | buffer: 4.30s 🟡 Buffer ahead: 0.74s | buffer: 4.30s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.09s | buffer: 4.30s 🟠 Playback may stall 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.07s | buffer: 1.43s 🟣 Buffer full 🟡 Buffer ahead: 0.47s | buffer: 1.65s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.10s | buffer: 1.65s 🟠 Playback may stall 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟣 Buffer full 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 2.00s 🟡 Buffer ahead: 0.68s | buffer: 2.27s 🟡 Buffer ahead: 0.09s | buffer: 2.27s 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall When we remove AVPlayerItemVideoOutput from the player, the video plays smoothly, and the output looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.22s | buffer: 2.22s 🟡 Buffer ahead: 1.05s | buffer: 3.05s 🟡 Buffer ahead: 1.12s | buffer: 4.12s 🟡 Buffer ahead: 1.18s | buffer: 5.18s 🟡 Buffer ahead: 0.72s | buffer: 5.72s 🟡 Buffer ahead: 1.27s | buffer: 7.28s 🟡 Buffer ahead: 2.09s | buffer: 3.03s 🟡 Buffer ahead: 4.16s | buffer: 6.10s 🟡 Buffer ahead: 6.66s | buffer: 7.09s 🟡 Buffer ahead: 5.66s | buffer: 7.09s 🟡 Buffer ahead: 4.66s | buffer: 7.09s 🟡 Buffer ahead: 4.02s | buffer: 7.45s 🟡 Buffer ahead: 3.62s | buffer: 8.05s 🟡 Buffer ahead: 2.62s | buffer: 8.05s 🟡 Buffer ahead: 2.49s | buffer: 3.53s 🟡 Buffer ahead: 2.43s | buffer: 3.38s 🟡 Buffer ahead: 1.90s | buffer: 3.85s We’ve tried different attribute settings for AVPlayerItemVideoOutput. We also removed all logic related to reading frame data, but the choppy playback still remained. Can you advise whether this is a player issue or if we’re doing something wrong?
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381
Oct ’25
How to update TextureResource with MTLTexture?
Hi I have a monitoring app, that will take input video from uvc and process it using Metal, and eventually get a MTLTexture. The problem I'm facing is I have to convert MTLTexture to CGImage then call TextureResource.replace, which is super slow. Metal processing speed is same as input frame rate(50pfs), but MTLTexture -> CGImage -> TextureResource only got 7fps... Is there any way I can make it faster?
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390
Oct ’25
Setting immerstionStyle while in immersive space breaks all entities.
I have my immersive space set up like: ImmersiveSpace(id: "Theater") { ImmersiveTeleopView() .environment(appModel) .onAppear() { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } } .immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full) Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities. My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this: public enum IStyle: String, CaseIterable, Identifiable { case mixedStyle, fullStyle public var id: Self { self } var style: ImmersionStyle { switch self { case .mixedStyle: return .mixed case .fullStyle: return .full } } } /// Maintains app-wide state @MainActor @Observable class AppModel { // Immersion Style public var immersionStyle: IStyle = .mixedStyle
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211
Oct ’25
Safari-like toolbar in visionOS
I like the toolbar visionOS's Safari uses for back & forward page, share, etc. It floats above the window. My attempt to do this with ornaments isn't as satisfying as they partially cover the window. My attempts with toolbar haven't produced visible results. Is this Safari-style toolbar for visionOS exposed by Apple in the API's? If so, could someone point me to documentation or sample code? Thanks!
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182
Oct ’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
Getting the world position of a QR code
Hi, would love for your help in that matter. I try to get the position in space of two QR codes to make an alignment to their positions in space. The detection shows that the QR codes position is always 0,0,0 and I don't understand why. Here's my code: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @ObservedObject var qrCoordinator: QRCoordinator @ObservedObject var coordinator: ImmersiveCoordinator let qrName: String @Binding var startQRDetection: Bool @State private var anchor: AnchorEntity? = nil @State private var detectionTask: Task<Void, Never>? = nil var body: some View { RealityView { content in // Add the QR anchor once (must exist before detection starts) if anchor == nil { let imageAnchor = AnchorEntity(.image(group: "QRs", name: qrName)) content.add(imageAnchor) anchor = imageAnchor print("📌 Created anchor for \(qrName)") } } .onChange(of: startQRDetection) { enabled in if enabled { startDetection() } else { stopDetection() } } .onDisappear { stopDetection() } } private func startDetection() { guard detectionTask == nil, let anchor = anchor else { return } detectionTask = Task { var detected = false while !Task.isCancelled && !detected { print("🔎 Checking \(qrName)... isAnchored=\(anchor.isAnchored)") if anchor.isAnchored { // wait a short moment to let transform update try? await Task.sleep(nanoseconds: 100_000_000) let worldPos = anchor.position(relativeTo: nil) if worldPos != .zero { // relative to modelRootEntity if available var posToSave = worldPos if let modelEntity = coordinator.modelRootEntity { posToSave = anchor.position(relativeTo: modelEntity) print("converted to model position") } else { print("⚠️ modelRootEntity not available, using world position") } print("✅ \(qrName) detected at position: world=\(worldPos) saved=\(posToSave)") if qrName == "reanchor1" { qrCoordinator.qr1Position = posToSave let marker = createMarker(color: [0,1,0]) marker.position = .zero // sits directly on QR marker.position = SIMD3<Float>(0, 0.02, 0) anchor.addChild(marker) print("marker1 added") } else if qrName == "reanchor2" { qrCoordinator.qr2Position = posToSave let marker = createMarker(color: [0,0,1]) marker.position = posToSave // sits directly on QR marker.position = SIMD3<Float>(0, 0.02, 0) anchor.addChild(marker) print("marker2 added") } detected = true } else { print("⚠️ \(qrName) anchored but still at origin, retrying...") } } try? await Task.sleep(nanoseconds: 500_000_000) // throttle loop } print("🛑 QR detection loop ended for \(qrName)") detectionTask = nil } } private func stopDetection() { detectionTask?.cancel() detectionTask = nil } private func createMarker(color: SIMD3<Float>) -> ModelEntity { let sphere = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: UIColor( red: CGFloat(color.x), green: CGFloat(color.y), blue: CGFloat(color.z), alpha: 1.0 ), isMetallic: false) let marker = ModelEntity(mesh: sphere, materials: [material]) marker.name = "marker" return marker } }
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473
Oct ’25
Displaying multiple immersive movies in spheres in an immersive environment
In visionOS, I'm trying to create an immersive environment which would feature several spheres in which immersive movies are visible. I'm starting from a sample code which creates a sphere, sets an immersive movie as its material, and opens it as an immersive environment. This works fine. But if I create a sphere in an open immersive environment using Reality Composer Pro and sets its material to an immersive movie, I can see the movie on the sphere while I move outside of it but if I try to get inside the sphere, it disappears. What would be the right way of doing this ?
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671
Oct ’25
HoverEffectStyle in visionOS 26.0
This is no longer highlighting my entity when looking at it: RealityView { content let hoverComponent = HoverEffectComponent(.spotlight( HoverEffectComponent.SpotlightHoverEffectStyle( color: .white, strength: 2.0 ) )) entity.components.set(hoverComponent) The entity is in a window. The same code works in an immersive view. Collision Component and Input type are set in RCP. It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device. If I use a 2.x simulator, it works. Is this a bug or is there something I'm missing? Thanks.
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830
Oct ’25