Discuss Spatial Computing on Apple Platforms.

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[WWDC25] For GuessTogether, can you initiate a FaceTime call via the custom SharePlay button?
Hello, For GuessTogether source code, it seems like the code assumes that you're already in a FaceTime call before pressing the custom SharePlay button (labeled "Play Guess Together"). If not already on a FaceTime call, my Apple Vision Pro and the visionOS simulator both do nothing after throwing warnings. Is this intended behavior? If so, how do I make it so that pressing the button can also initiate FaceTime calls? Is this allowed? Thank you!
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111
Sep ’25
Unity on VisionOS development - best practice on structuring a project
Hello, I am experimenting with Unity to develop a mixed reality (MR) application for visionOS. I would like to understand the best approach for structuring my project: Should I build the entire experience in Unity (both Windows and Volumes)? Or is it better to create only certain elements (e.g., Volumes) in Unity while managing Windows separately in Xcode? Also, how well do interactions (e.g pinch, grab…) created in Unity integrate with Xcode? If I use the PolySpatial plugin, does that allow me to manage all interactions entirely within Unity, or would I still need to handle/integrate part of it in Xcode? What's worked best for you? Please let me know if you have any recommendations, Thanks!
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115
Apr ’25
WorldTrackingProvider stops working on device
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() }
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420
Feb ’25
RealityKit Trace Metric Max/Range for VisionOS app
Hi Nathaniel, I spoke with you yesterday in the WWDC lab. Thanks for chatting with me! Is it possible to get a link to a doc that has some key metrics I'd find in a RealityKit trace so I know if that metric is exceeding limits and probably causing a problem? Right now, I just see numbers and have no idea if a metric is high or low :). This is specifically for a VisionOS app. Thanks, Bob
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Jun ’25
Reading scenePhase from custom Scene
Hi, I've encountered a thread where an Apple engineer points out that there are 2 possible ways to anchor scenePhase, either App or View implementation: https://developer.apple.com/forums/thread/757429 This thread also links to documentation which states If you read the phase from within a custom Scene instance, the value similarly reflects an aggregation of all the scenes that make up the custom scene: This doesn't seem to be the case on visionOS 2, I tried the following code starting from an empty app template: import SwiftUI @main struct SceneTestApp: App { var body: some Scene { MyScene() WindowGroup(id: "extra") { Text("Extra window") } } } struct MyScene: Scene { @Environment(\.scenePhase) private var scenePhase @Environment(\.openWindow) private var openWindow var body: some Scene { WindowGroup { ContentView() .onAppear { openWindow(id: "extra") } } .onChange(of: scenePhase) { oldValue, newValue in print("scenePhase changed") } } } The result was that I didn't get onChange callback if I only closed the extra window, the callback only came after I closed both windows and the whole app was suspended. Is this expected behavior?
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369
Feb ’25
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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475
Jan ’25
visionOS console warning: Trying to convert coordinates between views that are in different UIWindows
Hello, I have an iOS app that is using SwiftUI but the gesture code is written using UIGestureRecognizer. When I run this app on visionOS using the "Designed for iPad" destination and try to use any of my gestures I see this warning in the console: Trying to convert coordinates between views that are in different UIWindows, which isn't supported. Use convertPoint:fromCoordinateSpace: instead. But I don't see any visible problems with the gestures. I see this warning printed out after the gesture takes place but before any of our gesture methods get kicked off. So now I am wondering if this is something we need to deal with or some internal work that needs to happen in UIKit. Does anyone have any thoughts on this?
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1.1k
Dec ’24
Loading USDZ asset into Model3D causes visionOS 2.0 beta 5 to crash
We've recently discovered that our app crashes on startup on the latest visionOS 2.0 beta 5 (22N5297g) build. In fact, the entire field of view would dim down and visionOS would then restart, showing the Apple logo. Interestingly, no app crash is reported by Xcode during debug. After investigation, we have isolated the issue to a specific USDZ asset in our app. Loading it in a sample, blank project also causes visionOS to reliably crash, or become extremely unresponsive with rendering artifacts everywhere. This looks like a potentially serious issue. Even if the asset is problematic, loading it should not crash the entire OS. We have filed feedback FB14756285, along with a demo project. Hopefully someone can take a look. Thanks!
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Jul ’25
For a third year, no screenshot capability for immersive visionOS apps... here's a workaround?
Since only the user can take a screenshot using the Apple Vision Pro's top buttons, the only workaround available to an immersive app that needs a screenshot to document the user's creative interior design choices is ask the user to take a screenshot wait until the user taps a button indicating the screenshot has been taken then the app asks the user to select the screenshot when the app opens the PhotoPicker when the user presses Done, the screenshot is handed off to the app. One wonders why there is no Apple Api for doing this in a simple privacy protective way such as: When called, the Apple api captures the screenshot in Apple secured memory The api displays the screenshot to the user with appropriate privacy warnings and asks if the user wants to a. share this screenshot with the app, or b. cancel, c. retake the screenshot If the user approves, the app receives the screenshot
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Jun ’25
ReplayKit start and stop capture breaks and give me an error when switching from Immersive to Mixed and back.
Hi, I'm developing a virtual camera system using ReplayKit to capture scene video by directly accessing raw video buffers. The capture mechanism works flawlessly when repeatedly starting and stopping video capture within a continuous immersive environment. However, a critical issue arises when interrupting the immersive space: Step 1: Enter immersive environment and start and stop capture videos(Multiple times with no issues) Step 2: Press the crown button to exit the immersive environment Step 3: Return to the immersive space subsequently Step 4: Attempt to start the video capture At this point, the startCapture method throws an unexpected error, disrupting the video capture workflow. This is the Xcode error that I see " [ERROR] -[RPScreenRecorder startCaptureWithHandler:completionHandler:]_block_invoke_2:500 failed to start due to error: Error Domain=com.apple.ReplayKit.RPRecordingErrorDomain Code=-5803 "Recording failed to start" UserInfo={NSLocalizedDescription=Recording failed to start}" I have tried all possible ways to stopCapture including OnDisappear and other methods and nothing seems to solve this.
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285
Mar ’25
RealityKit Entity ComponentSet does not conform to Sequence?
Hello, I'm trying to view the components of an Entity I'm creating in RealityKit by reading from a USDZ file. I have the following code snippet in my app. if let appleEntity = try? Entity.loadModel(named: "apple_tile") { let c = appleEntity.components for comp in c { // <- compiler error here print(comp) } } The compiler error I'm receiving says "For-in loop requires 'Entity.ComponentSet' to conform to 'Sequence'". However, I thought this was the case, according to the documentation for Entity.ComponentSet? Curious if anyone else has had this problem. Running XCode 15.4, and my Swift version is xcrun swift -version swift-driver version: 1.90.11.1 Apple Swift version 5.10 (swiftlang-5.10.0.13 clang-1500.3.9.4) Target: x86_64-apple-macosx14.0
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403
Mar ’25
RealityView Not Refreshing With SwiftData
Hi, I am trying to update what entities are visible in my RealityView. After the SwiftData set is updated, I have to restart the app for it to appear in the RealityView. Also, the RealityView does not close when I move to a different tab. It keeps everything on and tracking, leaving the model in the same location I left it. import SwiftUI import RealityKit import MountainLake import SwiftData struct RealityLakeView: View { @Environment(\.modelContext) private var context @Query private var items: [Item] var body: some View { RealityView { content in print("View Loaded") let lakeScene = try? await Entity(named: "Lake", in: mountainLakeBundle) let anchor = AnchorEntity(.plane(.horizontal, classification: .any, minimumBounds: SIMD2<Float>(0.2, 0.2))) @MainActor func addEntity(name: String) { if let lakeEntity = lakeScene?.findEntity(named: name) { // Add the Cube_1 entity to the RealityView anchor.addChild(lakeEntity) } else { print(name + "entity not found in the Lake scene.") } } addEntity(name: "Island") for item in items { if(item.enabled) { addEntity(name: item.value) } } // Add the horizontal plane anchor to the scene content.add(anchor) content.camera = .spatialTracking } placeholder: { ProgressView() } .edgesIgnoringSafeArea(.all) } } #Preview { RealityLakeView() }
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503
Jan ’25
Request for gaze data in fully immersive Metal apps
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
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Feb ’25
Automatic Plane Measurements like in the Apple Measure App
I’m working on an iOS app that needs to measure the area of planes or surfaces, like the length and width of objects, just like the Apple Measure app does. I’ve been exploring ARKit, but I’m curious if there are any APIs or techniques that can help automate the process of detecting and measuring planes. Specifically, I’m looking for a way to automatically detect and measure planes (e.g., from a top-down view). For example: Measuring a box width and length. I have attached a screenshot and a video of the Apple Measure App doing it. Does Apple provide any tools or APIs for this, or are there any best practices I should know about? I’d love to hear from anyone who’s tackled something similar. Video: https://drive.google.com/file/d/1BxM7fIbFxsCsYwY7w8ZxIeq_4WTGkkwA/view?usp=drive_link
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Jan ’25
How to request several models simultaneously
I am using HelloPhotogrammetry in Xcode I can make one model with something like HelloPhotogrammetry.main([path_to_folder_of images, path_to_output/model.usdz, "-d", "medium", "-o", "unordered", "-f", "high" ]) But how would I request several models simultaneously? I only want to vary the detail. [ ("/Users/you/Desktop/model_medium.usdz", detail: .medium), ("/Users/you/Desktop/model_full.usdz", detail: .full), ("/Users/you/Desktop/model_raw.usdz", detail: .raw ]
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Apr ’25