When building a multiplayer Tabletop game, the documentation includes how to attach a custom TabletopNetworkSessionCoordinator, which could be used in addition to TabletopGame.MultiplayerDelegate. But so far, we have been unable to create these types of custom coordinators or have a delegate that works.
Our current setup with our generic GroupActivity works by sending the session to TabletopGame's coordinateWithSession method (like in the current sample project), but we didn't find a way to access and control, for example, the arbiter, seats, player events, among other features mentioned on https://developer.apple.com/documentation/tabletopkit/tabletopnetworksession.
Is correct to expect having access to the participants, messenger, or journal without having to maintain a parallel coordinator?
possibly we are missing something here; any suggestions?
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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?
Topic:
Spatial Computing
SubTopic:
General
Tags:
Media Player
Frameworks
Media Accessibility
Core Media
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
}
}
Topic:
Spatial Computing
SubTopic:
General
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.
Hi, I'm working with CameraFrameProvider from Enterprise API. Is it always capped at 30fps, or is there something I can switch to get more?
I assume it is capped at 30, so let me cram in additional question here :). If I'd get a developer strap and attach an external camera capable of doing >30fps, will I get the full stream, or some other limitation will kick in?
let component = GestureComponent(DragGesture())
iOS: ☑️
visionOS: ❌
This bug from beta to public, please fix it.
Hi,
I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true
Now visionOS establishes a shared coordinate space for the immersive space.
From the docs:
To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session
There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform
to position content in front of the user (plus some Z Offset and smooth interpolation).
This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset.
Here is a video of the issue in action: https://streamable.com/205r2p
The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position.
The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset.
Is there any way I can query query this transform locally for the user during a FaceTime call?
Also I would like to know if it's possible to disable this automatic entity transform syncing behavior?
Setting entity.synchronization = nil results in the entity not showing up at all.
https://developer.apple.com/documentation/realitykit/synchronizationcomponent
Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach?
Thank you!
I have been concentrating on developing the visionOS application. While I am currently quite familiar with RealityKit, CompositorServices has also captured my attention. I have not yet acquired knowledge of CompositorServices. Could you please clarify whether it is essential for me to learn CompositorServices? Additionally, I would appreciate it if you could provide insights into the advantages of RealityKit and CompositorServices.
How can I request access to Enterprise API for VisionPro with an individual developer account? I wanted it for learning and testing
The landing page for visionOS 26 mentions
The Unified Coordinate Conversion API makes moving views and entities between scenes straightforward — even between views and ARKit accessory anchors.
This WWDC session very briefly shows a single example of using this, but with no context. For example, they discuss a way to tell the distance between a Model3D and an entity in a RealityView. But they don't provide any details for how they are referencing the entity (bolts in the slide).
The session used the BOT-anist example project that we saw in visionOS 2, but the version on in the Sample Code library has not been updated with these examples.
I was able to put together a simple example where we can get the position of a window relative to the world origin. It even updates when the user recenters.
struct Lab080: View {
@State private var posX: Float = 0
@State private var posY: Float = 0
@State private var posZ: Float = 0
var body: some View {
GeometryReader3D { geometry in
VStack {
Text("Unified Coordinate Conversion")
.font(.largeTitle)
.padding(24)
VStack {
Text("X: \(posX)")
Text("Y: \(posY)")
Text("Z: \(posZ)")
}
.font(.title)
.padding(24)
}
.onGeometryChange3D(for: Point3D.self) { proxy in try! proxy
.coordinateSpace3D()
.convert(value: Point3D.zero, to: .worldReference)
} action: { old, new in
posX = Float(new.x)
posY = Float(new.y)
posZ = Float(new.z)
}
}
}
}
This is all that I've been able to figure out so far. What other features are included in this new Unified Coordinate Conversion?
Can we use this to get the position of one window relative to another? Can we use this to get the position of a view in a window relative to an entity in a RealityView, for example in a Volume or Immersive Space? What else can Unified Coordinate Conversion do?
Are there documentation pages that I'm missing? I'm not sure what to search for. Are there any Sample projects that use these features? Any additional information would be very helpful.
Topic:
Spatial Computing
SubTopic:
General
In WWDC25 session What’s new for the spatial web, the presenter showed creating an immersive environment for a web page by adding to the page's HEAD section
<link rel="spatial-backdrop" href="office.usdz" environmentmap="lighting.hdr">
My first attempt failed, and I am trying to track down why.
Before I search all the potential failure paths, I wanted to ask the community,
Is this feature available in the latest visionOS 26 beta?
I haven't seen anyone talk about their use of the feature yet.
Topic:
Spatial Computing
SubTopic:
General
I recently added pushWindow to my app, and I discovered that in visionOS 26.2 RC (23N301), pushWindow followed by dismissWindow no longer works as expected.
Specifically, if the user moves the pushed window, then when the pushed window is later dismissed, the parent window's position isn't aligned with the pushed window's new position. Its original position is restored instead.
Curiously, the bug only happens when an app is launched from the visionOS home view, and not when an app is launched from Xcode. It also doesn't happen in the visionOS 26.2 simulator.
Another interesting detail is that while the parent window is hidden, if the user long-presses the Digital Crown and then dismisses the pushed window, the parent window's position seems to be immune from the Digital Crown scene reorientation. It's restored to its original real world position.
Demo video: https://youtu.be/zR3t2ON3Wz0
I've submitted feedback as FB21287011 with a sample app and detailed repro steps.
Has anyone else encountered this issue already and figured out a workaround? It would be nice if I could get pushWindow to work correctly in my app.
Thanks everybody! 😀
Hi everyone,
I’m building a visualization app for VisionPro that uses SharePlay and GroupActivities to explore datasets collaboratively.
I’ve successfully implemented the new SharedWorldAnchor feature, and everything works well with nearby, local participants.
However, I’m stuck on one point:
How can I share a world anchor with remote participants who join via FaceTime as spatial personas?
Apple’s demo app (where multiple users move a plane model around) seems to suggest that this is possible.
For context, I’m building an immersive app with Metal rendering.
Any guidance or examples would be greatly appreciated!
Thanks,
Jens
In visionOS, once an immersive space is opened, the background color is solid black, is it possible to make this background transparent?
FYI, The Immersive spaces on visionOS uses Compositor Services for drawing 3D content.
Seeing this magical sand table, the unfolding and folding effects are similar to spreading out cards, which is very interesting. But I don't know how to achieve it. I want to see if there are any ways to achieve this effect and give some ideas. May I ask if this effect can be achieved under the existing API
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())
}
Topic:
Spatial Computing
SubTopic:
General
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
Entity.animate() makes entity animation much easier, but in many cases, I want to break the progress because of some gestures, I couldn't find any way to do this, including tried entity.stopAllAnimations(), I have to wait till Entity.animate() completes.
iOS 26 / visionOS 26
If I update vision pro size then textfield and button are not update as per its new size.
Its working on some scren but not in some screen.
Please refer below screenshot for your reference,
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)
}
}