Discuss Spatial Computing on Apple Platforms.

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Collision Detection Fails After Anchoring ModelEntity to Hand in VisionOS
I'm starting my journey in developing an immersive app for VisionOS. I've been making steady progress, but I've encountered a specific challenge that I haven't been able to resolve. I created two ModelEntity objects — a sphere and a cube — and added a DragGesture to the cube. When I drag the cube over the sphere, the two collide correctly, and the collision is logged in the console. So far, everything works as expected. However, when I try to anchor the cube to my hand, the collision stops working. It's as if the cube loses its ability to detect collisions once it's anchored. Any guidance or clarification on this behavior would be greatly appreciated. //  ImmersiveView.swift //  estudos_vision // //  Created by Lailan Rogerio Rodrigues Matos on 15/05/25. // import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { @Environment(AppModel.self) var appModel @State private var session: SpatialTrackingSession? @State private var box = ModelEntity() @State private var subs: [EventSubscription] = [] @State private var ballEntity: Entity? var body: some View { RealityView { content in // Load initial content from the RealityKit scene. if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) } // Create and run a spatial tracking session. let session = SpatialTrackingSession() let configuration = SpatialTrackingSession.Configuration(tracking: [.hand]) _ = await session.run(configuration) self.session = session // Create a red box. let boxMesh = MeshResource.generateBox(size: 0.2) let material = SimpleMaterial(color: .red, isMetallic: false) box = ModelEntity(mesh: boxMesh, materials: [material]) box.position.y += 0.15 // Position the box slightly above the origin. // Configure the box for user interaction and physics. box.components.set(InputTargetComponent(allowedInputTypes: .indirect)) // Make it interactive. box.generateCollisionShapes(recursive: false) // Generate collision shapes for physics. box.components.set(PhysicsBodyComponent( // Add physics behavior. massProperties: .default, material: .default, mode: .kinematic // Use kinematic mode so it can be moved by user interaction. )) box.components.set(GroundingShadowComponent(castsShadow: true)) // Add a shadow. //content.add(box) //commented out to add to hand anchor // Create a left hand anchor and add the box as a child. let handAnchor = AnchorEntity(.hand(.left, location: .palm), trackingMode: .continuous) handAnchor.addChild(box) content.add(handAnchor) // Add the hand anchor to the scene. // Create a sphere. let ball = ModelEntity(mesh: .generateSphere(radius: 0.15)) ball.position = [0.0, 1.5, -1.0] // Initial position of the ball. ball.generateCollisionShapes(recursive: false) // Add collision. ball.name = "Sphere" content.add(ball) ballEntity = ball // Subscribe to collision events between the box and other entities. let event = content.subscribe(to: CollisionEvents.Began.self, on: box) { ce in print("Collision between \(ce.entityA.name) and \(ce.entityB.name) occurred") //ce.entityA.removeFromParent() // removes the colliding object //ce.entityB.removeFromParent() } Task { subs.append(event) } } // Add a drag gesture to the box, allowing the user to move it. .gesture( DragGesture() .targetedToEntity(box) // Target the drag gesture to the box. .onChanged({ value in // Update the position of the box based on the drag gesture. box.position = value.convert(value.location3D, from: .local, to: box.parent!) }) ) } } #Preview(immersionStyle: .full) { ImmersiveView() .environment(AppModel()) }
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99
May ’25
Body segmentation/occlusion on the Apple Vision Pro
Hello, I am currently working on a Unity project for the Apple Vision Pro. I would like to have people passing in front of the virtual objects occlude the virtual objects that are behind. Something similar to this: https://developer.apple.com/documentation/arkit/occluding-virtual-content-with-people I could unfortunately not find any documentation about this. Is it possible to implement body segmentation or occlusion on the Apple Vision Pro? If it's not currently supported, are there plans to add it? Any ideas on how to achieve this with existing tools? Thanks! Mehdi
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405
Feb ’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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139
Oct ’25
DragGesture that pivots with the user in visionOS
Apple published a set of examples for using system gestures to interact with RealityKit entities. I've been using DragGesture a lot in my apps and noticed an issue when using it in an immersive space. When dragging an entity, if I turn my body to face another direction, the dragged entity does not stay relative to my hand. This can lead to situations where the entity is pulled very close to me, or pushed far way, or even ends up behind me. In the examples linked above, there are two versions of how they use drag. handleFixedDrag: This is similar to what I'm doing now. It uses the value from value.gestureValue.translation3D as the basis for the drag handlePivotDrag: This version aims to solve the problem I described above by using value.inputDevicePose3D as the basis of the gesture. I've tried the example from handlePivotDrag, but it has one limitation. Using this version, I can move the entity around me as if it were on the inside of an arc or sphere. However, I can no longer move the entity further or closer. It stays within a similar (though not exact) distance relative to me while I drag. Is there a way to combine these concepts? Ideally, I would like to use a gesture that behaves the same way that visionOS windows do. When we drag windows, I can move them around relative to myself, pull them closer, push them further, all while avoiding the issues described above. Example from handleFixedDrag mutating private func handleFixedDrag(value: EntityTargetValue<DragGesture.Value>) { let state = EntityGestureState.shared guard let entity = state.targetedEntity else { fatalError("Gesture contained no entity") } if !state.isDragging { state.isDragging = true state.dragStartPosition = entity.scenePosition } let translation3D = value.convert(value.gestureValue.translation3D, from: .local, to: .scene) let offset = SIMD3<Float>(x: Float(translation3D.x), y: Float(translation3D.y), z: Float(translation3D.z)) entity.scenePosition = state.dragStartPosition + offset if let initialOrientation = state.initialOrientation { state.targetedEntity?.setOrientation(initialOrientation, relativeTo: nil) } } Example from handlePivotDrag mutating private func handlePivotDrag(value: EntityTargetValue<DragGesture.Value>) { let state = EntityGestureState.shared guard let entity = state.targetedEntity else { fatalError("Gesture contained no entity") } // The transform that the pivot will be moved to. var targetPivotTransform = Transform() // Set the target pivot transform depending on the input source. if let inputDevicePose = value.inputDevicePose3D { // If there is an input device pose, use it for positioning and rotating the pivot. targetPivotTransform.scale = .one targetPivotTransform.translation = value.convert(inputDevicePose.position, from: .local, to: .scene) targetPivotTransform.rotation = value.convert(AffineTransform3D(rotation: inputDevicePose.rotation), from: .local, to: .scene).rotation } else { // If there is not an input device pose, use the location of the drag for positioning the pivot. targetPivotTransform.translation = value.convert(value.location3D, from: .local, to: .scene) } if !state.isDragging { // If this drag just started, create the pivot entity. let pivotEntity = Entity() guard let parent = entity.parent else { fatalError("Non-root entity is missing a parent.") } // Add the pivot entity into the scene. parent.addChild(pivotEntity) // Move the pivot entity to the target transform. pivotEntity.move(to: targetPivotTransform, relativeTo: nil) // Add the targeted entity as a child of the pivot without changing the targeted entity's world transform. pivotEntity.addChild(entity, preservingWorldTransform: true) // Store the pivot entity. state.pivotEntity = pivotEntity // Indicate that a drag has started. state.isDragging = true } else { // If this drag is ongoing, move the pivot entity to the target transform. // The animation duration smooths the noise in the target transform across frames. state.pivotEntity?.move(to: targetPivotTransform, relativeTo: nil, duration: 0.2) } if preserveOrientationOnPivotDrag, let initialOrientation = state.initialOrientation { state.targetedEntity?.setOrientation(initialOrientation, relativeTo: nil) } }
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516
Feb ’25
How to show only Spatial video using UIDocumentPickerViewController
Is there a suitable UTType type to satisfy the need to pick up only SpatialVideo in UIDocumentPickerViewController? I already know that PHPickerFilter in PHPickerViewController can do this, but not in UIDocumentPickerViewController. Our app needs to adapt both of these ways to pick spatial videos So is there anything that I can try in UIDocumentPickerViewController to fulfill such picker functionality?
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487
Feb ’25
Volumetric Windwos anchores
Hi, we would like to create something where you can open multiple volumetric windows and place them in a room, our biggest issue is that we want these windows to be persistent, so when I close and reopen the app, the windows to be in the same position. We can't use immersive spaces because we also want to have the possibility to access the shared space. Is it possible with the current features and capabilities to do that? If yes do you have some advices how can we achieve this? The alternative is if is it possible to open the virtual display in immersive spaces or if we have the possibility to implement our own virtual display.
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414
Feb ’25
Issue: Closing Bounded Volume Never Re-Opens
Greetings. I am having this issue with a Unity Polyspatial VisionOS app. We have our main Bounded Volume for our app. We have other Native UI windows that appear when we interact with objects in our Bounded Volume. If a user closes our main Bounded Volume...sometimes it quits the app. Sometimes it doesn't. If we go back to the home screen and reopen the app, our main Bounded Volume doesn't always appear, and just the Native UI windows we left open are visible. But, we can sometimes still hear sounds that are playing in our Bounded Volume. What solutions are there to make sure our Bounded Volume always appears when the app is open?
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102
Jun ’25
SpatialEventGesture Not Working to Show Hidden Menu in Immersive Panorama View - visionOS
SpatialEventGesture Not Working to Show Hidden Menu in Immersive Panorama View - visionOS Problem Description I'm developing a Vision Pro app that displays 360° panoramic photos in a full immersive space. I have a floating menu that auto-hides after 5 seconds, and I want users to be able to show the menu again using spatial gestures (particularly pinch gestures) when it's hidden. However, the SpatialEventGesture implementation is not working as expected. The menu doesn't appear when users perform pinch gestures or other spatial interactions in the immersive space. Current Implementation Here's the relevant gesture detection code in my ImmersiveView: import SwiftUI import RealityKit struct ImmersiveView: View { @EnvironmentObject var appModel: AppModel @Environment(\.openWindow) private var openWindow var body: some View { RealityView { content in // RealityView content setup with panoramic sphere... let rootEntity = Entity() content.add(rootEntity) // Load panoramic content here... } // Using SpatialEventGesture to handle multiple spatial gestures .gesture( SpatialEventGesture() .onEnded { eventCollection in // Check menu visibility state if !appModel.isPanoramaMenuVisible { // Iterate through event collection to handle various gestures for event in eventCollection { switch event.kind { case .touch: print("Detected spatial touch gesture, showing menu") showMenuWithGesture() return case .indirectPinch: print("Detected spatial pinch gesture, showing menu") showMenuWithGesture() return case .pointer: print("Detected spatial pointer gesture, showing menu") showMenuWithGesture() return @unknown default: print("Detected unknown spatial gesture: \(event.kind)") showMenuWithGesture() return } } } } ) // Keep long press gesture as backup .simultaneousGesture( LongPressGesture(minimumDuration: 1.5) .onEnded { _ in if !appModel.isPanoramaMenuVisible { print("Detected long press gesture, showing menu") showMenuWithGesture() } } ) } private func showMenuWithGesture() { if !appModel.isPanoramaMenuVisible { appModel.showPanoramaMenu() if !appModel.windowExists(id: "PanoramaMenu") { openWindow(id: "PanoramaMenu", value: "menu") } } } } What I've Tried Multiple SpatialTapGesture approaches: Originally tried using multiple .gesture() modifiers with SpatialTapGesture(count: 1) and SpatialTapGesture(count: 2), but realized they override each other. SpatialEventGesture implementation: Switched to SpatialEventGesture to handle multiple event types (.touch, .indirectPinch, .pointer), but pinch gestures still don't trigger the menu. Added debugging: Console logs show that the gesture callbacks are never called when performing pinch gestures in the immersive space. Backup LongPressGesture: Added a simultaneous long press gesture as backup, which also doesn't work consistently. Expected Behavior When the panorama menu is hidden (after 5-second auto-hide), users should be able to: Perform a pinch gesture (indirect pinch) to show the menu Tap in space to show the menu Use other spatial gestures to show the menu Questions Is SpatialEventGesture the correct approach for detecting gestures in a full immersive RealityView? Are there any special considerations for gesture detection when the RealityView contains a large panoramic sphere that might be intercepting gestures? Should I be using a different gesture approach for visionOS immersive spaces? Is there a way to ensure gestures work even when the RealityView content (panoramic sphere) might be blocking them? Environment Xcode 16.1 visionOS 2.5 Testing on Vision Pro device App uses SwiftUI + RealityKit Any guidance on the proper way to implement spatial gesture detection in visionOS immersive spaces would be greatly appreciated! Additional Context The app manages multiple windows and the gesture detection should work specifically when in the immersive panorama mode with the menu hidden. Thank you for any help or suggestions!
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180
Jun ’25
Implementing Foveated Streaming with Apple Vision Pro
Hello, Want to understand what's the current state for developing for Apple Vision Pro? I want to stream a video from a remote server in realtime. It is a video stream and can't download it. I want to stream a low quality stream and high res stream. The server will only send the "box" where user is looking at. Are there any API to track where the user is looking at in the experience? Thanks,
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657
3w
CapturedRoom.Section is missing a lot of information
The Section struct only publicly makes the center property available, but this is a SIMD3 that doesn't seem to line up with the rest of the model. All other objects have a 4x4 transform matrix that accurately gives each position and rotation. When inspecting a Section in the debugger, many more properties are visible such as polygon and transform. Why are these not visible? The transform in particular seems necessary to make any sort of use of the Sections.
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366
Sep ’25
Implementing multi-pass rendering in VisionOS
I’m working on a Vision Pro app using Metal and need to implement multi-pass rendering. Specifically, I want to render intermediate results to a texture, then use that texture in a second pass for post-processing before presenting the final output. What’s the best approach in visionOS? Should I use multiple render passes in a single command buffer or separate command buffers? Any insights on efficiently handling this in RealityKit or Metal? Thanks!
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371
Mar ’25
How to mix Animation and IKRig in RealityKit
I want an AR character to be able to look at a position while still playing the characters animation. So far, I managed to manually adjust a single bone rotation using skeletalComponent.poses.default = Transform( scale: baseTransform.scale, rotation: lookAtRotation, translation: baseTransform.translation ) which I run at every rendering update, while a full body animation is running. But of course, hardcoding single joints to point into a direction (in my case the head) does not look as nice, as if I were to run some inverse cinematic that includes, hips + neck + head joints. I found some good IKRig code in Composing interactive 3D content with RealityKit and Reality Composer Pro. But when I try to adjust rigs while animations are playing, the animations are usually winning over the IKRig changes to the mesh.
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512
Aug ’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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226
Oct ’25
Eye tracking data access for researchers in the medical field
Hello, esteemed tech developer. I am using the Apple Vision Pro to create an AR assist system about the da Vinci Surgical Robot in a medical surgical suite, and would like to capture eye movement data with tester uniformity. Although the Apple Vision Pro has a superb infrared sensor to monitor eye movement status, Apple does not seem to have open access officially. (I'm aware of many existing discussions about this, but I was still wondering if there might be an option, particularly for research labs.)Here's my FB number.FB16603687
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628
Feb ’25