How do you call the effect where the edges around the central image gradually become transparent? This effect is also seen when viewing immersive mode of spatial photos in Vision Pro. How can I achieve this effect using SwiftUI or ShaderGraph? I want to use this effect when displaying images in my app.
General
RSS for tagDiscuss Spatial Computing on Apple Platforms.
Post
Replies
Boosts
Views
Activity
I have been experimenting with the Hello World sample app from https://developer.apple.com/documentation/visionos/world and I came across behavior that appears inconsistent with user-facing documentation describing the device controls at https://support.apple.com/en-gb/guide/apple-vision-pro/tan1e2a29e00/visionos
I tried pressing simulator's "Home" button while "Objects in Orbit" immersive space was presented alongside with the main application window. According to user documentation, pressing Digital Crown should take the user directly to Home View. In my test a single press only dismissed the immersive space, I needed another press to "exit" the app and go to Home View.
Is this behavior expected? I am assuming that "Home" button in the simulator behaves as if the user pressed Digital Crown on the device, I don't have access to the actual hardware.
After re-launching the immersive space in my app 5-10 times, the WorldTrackingProvider stops working. Only restarting the app will allow it to start working again.
Only on device, not the simulator.
I get these errors when it happens:
The device_anchor can only be queried when the world tracking provider is running.
ARPredictorRemoteService <0x107cbb5e0>: Service configured with error: Error Domain=com.apple.arkit.error Code=501 "(null)"
Remote Service was invalidated: <ARPredictorRemoteService: 0x107cbb5e0>, will stop all data_providers.
ARRemoteService: remote object proxy failed with error: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service with pid 81 named com.apple.arkit.service.session was invalidated from this process." UserInfo={NSDebugDescription=The connection to service with pid 81 named com.apple.arkit.service.session was invalidated from this process.}
ARRemoteService: weak self released before invalidation
@Observable class VisionPro {
let session = ARKitSession()
let worldTracking = WorldTrackingProvider()
func transformMatrix() async -> simd_float4x4 {
guard let deviceAnchor = worldTracking.queryDeviceAnchor(atTimestamp: CACurrentMediaTime())
else { return .init() }
return deviceAnchor.originFromAnchorTransform
}
func runArkitSession() async {
Task {
try? await session.run([worldTracking])
}
}
}
which I call from my RealityView:
.task {
await visionPro.runArkitSession()
}
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
In Reality Composer, it is possible to create child components and manipulate them within the hierarchy of a ModelEntity. Is there a way to create child components in other 3D modeling programs, such as Blender?
I am following this example to create a stereoscopic image: https://developer.apple.com/documentation/visionos/creating-stereoscopic-image-in-visionos
I would also like to add corner radius to the stereoscopic RealityView. With ordinary SwiftUI views, we typically just use .clipShape(RoundedRectangle(cornerRadius: 32)):
struct StereoImage: View {
var body: some View {
let spacing: CGFloat = 10.0
let padding: CGFloat = 40.0
VStack(spacing: spacing) {
Text("Stereoscopic Image Example")
.font(.largeTitle)
RealityView { content in
let creator = StereoImageCreator()
guard let entity = await creator.createImageEntity() else {
print("Failed to create the stereoscopic image entity.")
return
}
content.add(entity)
}
.frame(depth: .zero)
}
.padding(padding)
.clipShape(RoundedRectangle(cornerRadius: 32)) // <= HERE!
}
}
This doesn't seem to actually clip the RealityView shown in the sample above. I am guessing this is due to the fact that the box in the RealityView has a non-zero z scale, which means it isn't on the same "layer" as its SwiftUI containers, and thus isn't clipped by the modifiers apply to the containers.
How can I properly apply a clipshape to RealityViews like this? Thanks!
Hi,
I was wondering if the Enterprise API for visionOS 2 includes access to the raw Lidar data from the Apple Vision Pro, or any intermediate data representation (like the depthMap as shown in this post)? Or if there would be any way to get access to this data?
Thanks in advance!
I'm trying to develop an immersive visionOS app, which you can move an Entity having a PerspectiveCamera as its child in immersive space, and render the camera view on 2D window.
According to this thread, this seems to can be achieved using RealityRenderer. But when I added the scene entity loaded from realityKitContentBundle to realityRenderer.entities, I needed to clone all entities of the scene, otherwise all entities in the immersive space will disappear.
@Observable
@MainActor
final class OffscreenRenderModel {
private let renderer: RealityRenderer
private let colorTexture: MTLTexture
init(scene: Entity) throws {
renderer = try RealityRenderer()
// If not clone entities in the scene, all entities in the immersive space will disappear
renderer.entities.append(scene.clone(recursive: true))
let camera = PerspectiveCamera()
renderer.activeCamera = camera
renderer.entities.append(camera)
...
}
}
Is this the expected behavior? Or is there any other way to do this (move camera in immersive space and render its output on 2D window)?
Here is my sample code:
https://github.com/TAATHub/RealityKitPerspectiveCamera
Hi, I am a new developer. I want to add articulated objects and deformable objects into my AR game. I haven't found any tutorial on this, I hope to interact with these objects. Please let me know if this is available in visionOS.
Hi,
On visionOS to manage entity rotation we can rely on RotateGesture3D. We can even with the constrainedToAxis parameter authorize only rotation on an x, y or z axis or even make combinations.
What I want to know is if it is possible to constrain the rotation on axis automatically.
Let me explain, the functionality that I would like to implement is to constrain the rotation on an axis only once the user has started his gesture. The initial gesture the user makes should let us know which axis they want to rotate on.
This would be equivalent to activating a constraint automatically on one of the axes, as if we were defining the gesture on one of the axes.
RotateGesture3D(constrainedToAxis: .x)
RotateGesture3D(constrainedToAxis: .y)
RotateGesture3D(constrainedToAxis: .z)
Is it possible to do this?
If so, what would be the best way to do it?
A code example would be greatly appreciated.
Regards
Tof
I’m facing an issue while using CustomHoverEffect. In my view, there is a long title, which causes the title to be truncated. When the user hovers over it, the title should scroll. Although I have already implemented the scrolling effect, I am unsure how to trigger the scroll on hover. How should I approach this?
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?
In the DestinationVideo demo, the onAppear in UpNextView is triggered again when it is closed, but I only want it to be triggered once. How can I achieve this?
Alternatively, I would like to capture the button click events in the player menu, as shown in the screenshot below.
We use SceneReconstructionProvider to detect meshes in the surrounding environment and apply an OcclusionMaterial to them.
// Assuming `entity` represents one of the detected mesh in the environment
entity.components.set(ModelComponent(
mesh: mesh,
materials: [OcclusionMaterial()]
))
While this correctly occludes entities placed in the immersive space, it also occludes system windows. This becomes problematic when a window is dragged into an occluded area (before or after entering the immersive space), preventing interaction with its elements. In some cases, it also makes it impossible to focus on the window’s drag handle, since this might become occluded as well after moving the window nearby. More generally, system windows can be occluded when they come into proximity with a model that has OcclusionMaterial applied.
I'm aware of a change introduced in visionOS 2 regarding how occlusions interact with UI elements (as noted in the release notes). I believe this change was intended to ensure windows do not remain visible when opened in another room. However, this also introduces some challenges, as described in the scenario above.
Is there a way to prevent system window occlusion while still allowing entities to be occluded by environmental features? Perhaps not using OcclusionMaterial at all?
Development environment: Xcode 16.2, macOS 15.2
Run-time configuration: visionOS 2.2 and 2.3
my coworkers and i are guessing at what data defines an anchor. i tried searching but struggled to find anything helpful.
our best guess was a combination Triangular Irregular Networks (TIN), gps, magnetic compass direction and maybe elevation sensors.
is this documented anywhere? if not, can a definition or description be provided?
Hi,
We are trying to port our Unity app from other XR devices to Vision Pro. Thus it's way easier for us to use the Metal rendering layer, fully immersive. And to stay true to the platform, we want to keep the gaze/pinch interaction system.
But we just noticed that, unlike Polyspatial XR apps, VisionOS XR in Metal does not provide gaze info unless the user is actively pinching... Which forbids any attempt to give visual feedback on what they are looking at (buttons, etc).
Is this planned in Apple's roadmap ?
Thanks
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)
We're developing an iOS application that integrates RoomCaptureSession with ARSCNView for room scanning. Our implementation differs from the standard RoomCaptureView because we need custom UI guidance with 3D dots placed in the scanning environment to guide users through the capture process.
Bug Description:
The application crashes when users attempt to scan multiple rooms or apartments in sequence. The crash specifically occurs with the following pattern:
User successfully scans first room with multiple hotspots (working correctly)
User stops scanning, moves to a new room
In the new room, first 1-2 hotspots work correctly
Application crashes when attempting to scan additional hotspots
Technical Details:
Error: SLAM Anchor assertion failure in SlamAnchor.cpp:37 : HasValidPose()
Crash occurs in Thread 27 with CAPIDetectionOutputFwdNode
Error suggests invalid positioning when placing AR anchors
Steps to Reproduce:
Start room scan
Complete multiple hotspot captures in first room
Stop scanning
Start new room scan
Capture 1-2 hotspots successfully
Attempt additional hotspot captures -> crashes
Attempted Solutions:
Implemented anchor cleanup between sessions
Added position validation before anchor placement
Implemented ARSession error handling
Added proper thread management for AR operations
Environment:
Device: iPhone 14 Pro (LiDAR equipped)
iOS Version: 18.1.1 (22B91)
Testing through TestFlight
Crash Log Details:
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Triggered by Thread: 27
Thread 27 Crashed:
0 libsystem_kernel.dylib 0x00000001f0cc91d4 __pthread_kill + 8
1 libsystem_pthread.dylib 0x0000000228e12ef8 pthread_kill + 268
2 libsystem_c.dylib 0x00000001a86bbad8 abort + 128
3 AppleCV3D 0x0000000234d71a28 cv3d::vio::capi::SlamAnchor::SlamAnchor
Question:
Is there a recommended approach for handling multiple room captures with custom ARSCNView integration? The standard RoomCaptureView implementation doesn't show this behavior, but we need the custom guidance functionality that ARSCNView provides.
Crash Log
Code and full crash logs can be provided if needed.
I am currently developing an app for visionOS and have encountered an issue involving a component and system that moves an entity up and down within a specific Y-axis range. The system works as expected until I introduce sound playback using AVAudioPlayer.
Whenever I use AVAudioPlayer to play sound, the entity exhibits unexpected behaviors, such as freezing or becoming unresponsive. The freezing of the entity's movement is particularly noticeable when playing the audio for the first time. After that, it becomes less noticeable, but you can still feel it, especially when the audio is played in quick succession.
Also, the issue is more noticable on real device than the simulator
//
// IssueApp.swift
// Issue
//
// Created by Zhendong Chen on 2/1/25.
//
import SwiftUI
@main
struct IssueApp: App {
var body: some Scene {
WindowGroup {
ContentView()
}
.windowStyle(.volumetric)
}
}
//
// ContentView.swift
// Issue
//
// Created by Zhendong Chen on 2/1/25.
//
import SwiftUI
import RealityKit
import RealityKitContent
struct ContentView: View {
@State var enlarge = false
var body: some View {
RealityView { content, attachments in
// Add the initial RealityKit content
if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle) {
if let sphere = scene.findEntity(named: "Sphere") {
sphere.components.set(UpAndDownComponent(speed: 0.03, minY: -0.05, maxY: 0.05))
}
if let button = attachments.entity(for: "Button") {
button.position.y -= 0.3
scene.addChild(button)
}
content.add(scene)
}
} attachments: {
Attachment(id: "Button") {
VStack {
Button {
SoundManager.instance.playSound(filePath: "apple_en")
} label: {
Text("Play audio")
}
.animation(.none, value: 0)
.fontWeight(.semibold)
}
.padding()
.glassBackgroundEffect()
}
}
.onAppear {
UpAndDownSystem.registerSystem()
}
}
}
//
// SoundManager.swift
// LinguaBubble
//
// Created by Zhendong Chen on 1/14/25.
//
import Foundation
import AVFoundation
class SoundManager {
static let instance = SoundManager()
private var audioPlayer: AVAudioPlayer?
func playSound(filePath: String) {
guard let url = Bundle.main.url(forResource: filePath, withExtension: ".mp3") else { return }
do {
audioPlayer = try AVAudioPlayer(contentsOf: url)
audioPlayer?.play()
} catch let error {
print("Error playing sound. \(error.localizedDescription)")
}
}
}
//
// UpAndDownComponent+System.swift
// Issue
//
// Created by Zhendong Chen on 2/1/25.
//
import RealityKit
struct UpAndDownComponent: Component {
var speed: Float
var axis: SIMD3<Float>
var minY: Float
var maxY: Float
var direction: Float = 1.0 // 1 for up, -1 for down
var initialY: Float?
init(speed: Float = 1.0, axis: SIMD3<Float> = [0, 1, 0], minY: Float = 0.0, maxY: Float = 1.0) {
self.speed = speed
self.axis = axis
self.minY = minY
self.maxY = maxY
}
}
struct UpAndDownSystem: System {
static let query = EntityQuery(where: .has(UpAndDownComponent.self))
init(scene: RealityKit.Scene) {}
func update(context: SceneUpdateContext) {
let deltaTime = Float(context.deltaTime) // Time between frames
for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) {
guard var component: UpAndDownComponent = entity.components[UpAndDownComponent.self] else { continue }
// Ensure we have the initial Y value set
if component.initialY == nil {
component.initialY = entity.transform.translation.y
}
// Calculate the current position
let currentY = entity.transform.translation.y
// Move the entity up or down
let newY = currentY + (component.speed * component.direction * deltaTime)
// If the entity moves out of the allowed range, reverse the direction
if newY >= component.initialY! + component.maxY {
component.direction = -1.0 // Move down
} else if newY <= component.initialY! + component.minY {
component.direction = 1.0 // Move up
}
// Apply the new position
entity.transform.translation = SIMD3<Float>(entity.transform.translation.x, newY, entity.transform.translation.z)
// Update the component with the new direction
entity.components[UpAndDownComponent.self] = component
}
}
}
Could someone help me with this?
I am considering adding finger pad haptics (Data flow for haptic feedback is directed from the AVP to the fingers, not vice versa). Simple piezos wired to a wrist connection holding the driver/battery.
But I'm concerned it will impact the hand tracking. Any guidance regarding gloves and/or the size of any peripherals attached to fingers?
Or, if anyone has another (inexpensive) low profile option on the market please LMK. Thanks