Discuss Spatial Computing on Apple Platforms.

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CustomMaterial disable unlit tone mapping
Hi, since iOS 18 UnlitMaterial and ShaderGraphMaterial have the option to disable tone mapping, e.g via https://developer.apple.com/documentation/realitykit/unlitmaterial/init(applypostprocesstonemap:) Is it possible to do the same for CustomMaterial? I tried initializing a CustomMaterial based on an UnlitMaterial where tone mapping is disabled, like so: let unlitMat = UnlitMaterial(applyPostProcessToneMap: false) let customMaterial = try CustomMaterial( from: unlitMat, surfaceShader: surfaceShader, geometryModifier: geometryModifier ) but that does not seem to work. The colors of my texture still look altered in comparison to a plain UnlitMaterial or a ShaderGraphMaterial where its disabled. Any hints? Thank you!
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126
Jun ’25
How to add visual thickness to a glass background view
Hi guys, In visionOS, when using a ZStack decorated with .glassBackgroundEffect(), you can see the 3D glass background from the front, but when viewed from the side, the view appears to have no thickness. However, I noticed that in an app built by Apple, when viewing a glass background view from the side, it appears to have thickness. I tried adding .frame(depth:) to a glass background view, but it appears as two separate layers spaced by the depth value. My question is: Is there a view modifier that adds visual thickness to a glass background view, as shown in the picture? Or, if not, how should I write a custom view modifier to achieve this effect? Thanks!
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102
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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Feb ’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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Feb ’25
Vision Pro 画面传输至 Mac 后分辨率偏低
传输后的直播流分辨率显著下降,画面细节丢失、清晰度不足,导致 3D 家具商品的纹理、尺寸等关键信息无法精准展示,影响用户对商品的判断。 期望 优化流传输过程中的分辨率压缩策略,减少传输过程中的画质损耗,提升 Mac 端接收的直播流清晰度,匹配 3D 商品展示的高精度需求。
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3w
new algorithm significantly improves PhotogrammetrySession?
I noticed in the latest macOS beta 3 that there was this update: A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451) I am not noticing any difference to before with the reconstructions I tested so I am assuming it's reverting to the old model but in the logs there is no way to see if it succeeds or fails to download that new model. do you have any more information on what was improved here with some examples and what we should be looking for? also how can confirm the download of that new model has not failed?
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Jul ’25
how to transition between spatial3d to spatial3DImmersive?
Hi, When viewing a spatial photo scene on the Apple Vision Pro Photos app, you can tap on the immersive icon on the top right corner to transaction from the window presenting the image as spatial3d to an immersive photo scene with spatial3DImmersive where the window borders disappear. Could someone explain how to achieve that? I tried to do it but once I transition from spatial3d to spatial3DImmersive I can see still see a rectangle around the spatial image. Thanks.
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845
Nov ’25
Launching a Unity fully immersive game from SwiftUI
I am trying to launch a fully immersive game from Unity on a SwiftUI view. The game is using Metal Rendering with Compositor Services. I added the unity Xcode project into the workspace, added the necessary bridge code. When I click on the button to call ufw?.showUnityWindow(), it does not start and I get the following in the console: AR session failed to start after 5 seconds. Is the app configured to use an immersive space?
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Jun ’25
Pinning a pushed window to a wall breaks pushWindow for all other apps on the system
I posted https://developer.apple.com/forums/thread/809481 yesterday about an issue I discovered with pushWindow in visionOS 26.2 RC, but today I discovered a second problem with pushWindow. If window A calls pushWindow to present window B, and the user pins window B to a wall, the following unexpected behaviors are observed: Window B spontaneously disappears. If the user re-launches the (still running) app from the visionOS home view, both window A and window B appear simultaneously. I assume only window B should be visible at this point, since window A pushed window B. If the user closes window B, it's now impossible to present window B again. Calls to pushWindow appear to be ignored. If the user force-quits the app and relaunches it, and pushWindow is called again, window B appears, but window A remains visible. I also noticed this surprising behavior: This broken state of pushWindow behavior now affects all other apps on the system that may call pushWindow in the future, not just the app whose pushed window was pinned above. A workaround is to reboot the device, and then the system will behave as expected until the next time the user pins a pushed window.
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3w
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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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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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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233
Oct ’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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440
Feb ’25
How to implement the semi-transparent overlay effect in Immersive View?
I noticed that when I drag the menu window in an Immersive View, the entities behind it becomes semi-transparent, and the boundary between virtual and real-world objects is very pronounced. May I ask how does VisionOS implement this effect? Is there any API or technique I can use in my own code to enable the same semi-transparent overlay - even when I am not dragging the menu window?
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123
May ’25
Cannot extract imagePair from generated Spatial Photos
Hi I am trying to implement something simple as people can share their Spatial Photos with others (just like this post). I encountered the same issue with him, but his answer doesn't help me out here. Briefly speaking, I am using CGImgaeSoruce to extract paired leftImage and rightImage from one fetched spatial photo let photos = PHAsset.fetchAssets(with: .image, options: nil) // enumerating photos .... if asset.mediaSubtypes.contains(PHAssetMediaSubtype.spatialMedia) { spatialAsset = asset } // other code show below I can fetch left and right images from native Spatial Photo (taken by Apple Vision Pro or iPhone 15+), but it didn't work on generated spatial photo (2D -> 3D feat in Photos). // imageCount is 1 when it comes to generated spatial photo let imageCount = CGImageSourceGetCount(source) I searched over the net and someone says the generated version is having a depth image instead of left/right pair. But still I cannot extract any depth image from imageSource. The full code below, the imagePair extraction will stop at "no groups found": func extractPairedImage(phAsset: PHAsset, completion: @escaping (StereoImagePair?) -> Void) { let options = PHImageRequestOptions() options.isNetworkAccessAllowed = true options.deliveryMode = .highQualityFormat options.resizeMode = .none options.version = .original return PHImageManager.default().requestImageDataAndOrientation(for: phAsset, options: options) { imageData, _, _, _ in guard let imageData, let imageSource = CGImageSourceCreateWithData(imageData as CFData, nil) else { completion(nil) return } let stereoImagePair = stereoImagePair(from: imageSource) completion(stereoImagePair) } } } func stereoImagePair(from source: CGImageSource) -> StereoImagePair? { guard let properties = CGImageSourceCopyProperties(source, nil) as? [CFString: Any] else { return nil } let imageCount = CGImageSourceGetCount(source) print(String(format: "%d images found", imageCount)) guard let groups = properties[kCGImagePropertyGroups] as? [[CFString: Any]] else { /// function returns here print("no groups found") return nil } guard let stereoGroup = groups.first(where: { let groupType = $0[kCGImagePropertyGroupType] as! CFString return groupType == kCGImagePropertyGroupTypeStereoPair }) else { return nil } guard let leftIndex = stereoGroup[kCGImagePropertyGroupImageIndexLeft] as? Int, let rightIndex = stereoGroup[kCGImagePropertyGroupImageIndexRight] as? Int, let leftImage = CGImageSourceCreateImageAtIndex(source, leftIndex, nil), let rightImage = CGImageSourceCreateImageAtIndex(source, rightIndex, nil), let leftProperties = CGImageSourceCopyPropertiesAtIndex(source, leftIndex, nil), let rightProperties = CGImageSourceCopyPropertiesAtIndex(source, rightIndex, nil) else { return nil } return (leftImage, rightImage, self.identifier) } Any suggestion? Thanks visionOS 2.4
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Jun ’25