Discuss Spatial Computing on Apple Platforms.

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Screenshot using visionOS (Code) on Apple Vision Pro
I want to create a screenshot (static image) of the current view on the Apple Vision Pro using written code in visionOS. Unfortunately, I currently can’t find a way to achieve this. The only option I’ve found so far is through Reality Composer Pro. However, since I want to accomplish this directly through code, this approach is not an option for me.
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311
Jan ’25
Parent is changed during gesture interaction producing incorrect relative translation values.
I'm having trouble re-setting the position of a child entity during app re-load even though it appears that I am correctly obtaining and persisting the correct translation values after a drag gesture. The problem exists when I drag a child element to a new location (persist those new values) then reload the app to force re-positioning from persisted translation values. I notice that the parent relationship changes during interaction (tap or drag) which can be seen in the debug statements. I'm wondering if this is related to the problem, or, if the parent change is normal during re-rendering and is un-related to my problem. My thought process is since we care about relative translation values when persisting, if the parent relationship is changed just before persistence, then, are we persisting and setting the wrong values? Project Link: Private STEPS TO REPRODUCE Run the app. Drag the pre-loaded stage down the Y axis so that the floor of the stage is more visible to your eye (in order to better visualize the problem). Tap the button in the timeline to create a new project. Drag the only visible element from the left panel onto the timeline (element is labeled f_works_entity_1). There should now be a green 3d model added to the stage. Drag this green element to a new location (be careful to hover over the green element so that you don't inadvertently drag the stage). Re-run the app to see that the green element is offset to a new location, not the last dragged location. To reset and try again, delete the project canvas next to the project name (trash button) then restart the app. Areas of concern: RealityKitView is the only file you may need. Line 119 is where we create new child entities Lines 185-219 is where we persist and apply persisted values. You can also search FIXME in the file to see areas of concern. Tip: I have a tap gesture on each entity that produces a debug statement with info about the entity and its parent including IDs.
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502
Nov ’24
Positioning share sheet on VisionOS
I am trying to position the share sheet popped up by the shareLink API on VisionOS, but the share sheet is always anchored by at the label position. I checked the Photos app is achieving this already, the share sheet there appears at very center of the window while the share button locates at the corner inside the menu. How is this possible to make it?
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435
Sep ’24
Please provide access to face tracking blendshapes on vision os
Apple, please provide access to face tracking blend shapes on vision os, just like you do on iOS. You have the best eye and face tracking implementation on the market, please let us use it. There is a sizable audience who will buy the headset just for it. I personally know multiple people who are not buying the headset simply because you locked those features out. No raw camera access is needed, just abstracted blendshapes values. You will make the headset so much more useful if you do this simple thing.
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85
Jun ’25
Raw point cloud access
Hi, I currently have Enterprise API access and have observed that the main camera API only provides RGB data. I am trying to access point cloud information from LIDAR, but it seems ARKit doesn't offer this directly via the standard APIs that iPad uses. I wanted to ask if there are any possible options to access depth data or enhanced camera capabilities using the Enterprise API. Specifically: Does having Enterprise API access unlock any additional camera-related APIs in AVFoundation that could provide depth information or more advanced control over the camera? Are there any workarounds or alternative methods to obtain depth data from the camera?
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384
Oct ’24
Game controller issues in visionOS
Hi, I'm building a windowed game in visionOS which requires a gamepad. And I'm using a PS5 controller for this case. However, I found a few problems: When looking at the window close button, and press X in the gamepad, the window will be closed. This can happen accidentally when the user is playing. When press the PS button(the home button), I want my app to handle it, e.g. take the user to the title screen. But visionOS will always capture this input and opens the home screen(App Library). How to avoid these 2 issues? Or in general, how to make the gamepad input only available to my app but not the visionOS system?
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632
Nov ’24
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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74
May ’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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334
Mar ’25
App lost audio spatialization from VisionOS 2 Update
Hi, I have a video player app that lost its audio spatialization since the VisionOS 2 update. I am using the VideoPlayerComponent (https://developer.apple.com/documentation/realitykit/videoplayercomponent), to implement my videos as entities, as I want a custom look and controls to my player. In VisionOS 1, there was automatic audio spatialization. Depending where my video entity is, the app automatically enables head tracking audio spatialization. Since VisionOS 2 however, I cannot get my video entities to play Spatial Audio. I've looked into DestinationVideo and even set up AVAudioSessionSpatialExperience but Spatial Audio is still not working. Appreciate any help. Thanks.
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379
Oct ’24
Dynamically assigning texture resource to ShaderGraphMaterial on VisionOS
I implemented a ShaderGraphMaterial and tried to load it from my usda scene by ShaderGraphMaterial.init(name: in: bundle). I want to dynamically set TextureResource on that material, so I wanted to expose texture as Uniform Input of a ShaderGraphMaterial. But obviously RCP's Shader Graph doesn't support Texture input as parameter as the image shows: And from the code level, ShaderGraphMaterial also didn't expose a way to set TexturesResources neither. Its parameterNames shows an empty array if I didn't set any custom input params. The texture I get is from my backend so it really cannot be saved into a file and load it again (that would be too weird). Is there something I am missing?
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514
Jan ’25
generateConvex(from mesh: MeshResource) crashes instead of throwing a Swift error
I have a MeshResource and I would like to create a collision component from it. let childBounds = child.visualBounds(relativeTo: self) var childShape: ShapeResource do { // Crashed by the following line instead of throwing a Swift Error childShape = try await ShapeResource.generateConvex(from: childModel.mesh); } catch { childShape = ShapeResource.generateBox(size: childBounds.extents) childShape = childShape.offsetBy(translation: childBounds.center) } Based on this document: https://developer.apple.com/documentation/realitykit/shaperesource/generateconvex(from:)-6upj9 Will throw an error if mesh does not define a nonempty convex volume. For example, will fail if all the vertices in mesh are coplanar. But, the method crashes the app instead of throwing a Swift error Incident Identifier: 35CD58F8-FFE3-48EA-85D3-6D241D8B0B4C CrashReporter Key: FE6790CA-6481-BEFD-CB26-F4E27652BEAE Hardware Model: Mac15,11 ... Version: 1.0 (1) Code Type: ARM-64 (Native) Role: Foreground Parent Process: launchd_sim [2057] Coalition: com.apple.CoreSimulator.SimDevice.85A2B8FA-689F-4237-B4E8-DDB93460F7F6 [1496] Responsible Process: SimulatorTrampoline [910] Date/Time: 2025-01-26 16:13:17.5053 +0800 Launch Time: 2025-01-26 16:13:09.5755 +0800 OS Version: macOS 15.2 (24C101) Release Type: User Report Version: 104 Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000001, 0x00000001abf841d0 Termination Reason: SIGNAL 5 Trace/BPT trap: 5 Terminating Process: exc handler [17316] Triggered by Thread: 0 Thread 0 Crashed: 0 CoreRE 0x1abf841d0 REAssetManagerCollisionShapeAssetCreateConvexPolyhedron + 232 1 CoreRE 0x1abf845f0 REAssetManagerCollisionShapeAssetCreateConvexPolyhedronFromMesh + 868 2 RealityFoundation 0x1d25613bc static ShapeResource.generateConvex(from:) + 148 Here is the message on the app console from Xcode /Library/Caches/com.apple.xbs/Sources/REKit_Sim/ThirdParty/PhysX/physx/source/physxcooking/src/convex/QuickHullConvexHullLib.cpp (935) : internal error : QuickHullConvexHullLib::findSimplex: Simplex input points appers to be coplanar. Failed to cook convex mesh (0x3) assertion failure: 'convexPolyhedronShape != nullptr' (REAssetManagerCollisionShapeAssetCreateConvexPolyhedron:line 356) Bad parameters passed for convex mesh creation. Message from debug The above crash happened on a visionOS simulator (visionOS 2.2 (22N840)
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400
Jan ’25
Seize the entity
How to make a specified entity in RealityView be captured by users: This entity has physical and collision components, and the user will not change when he does not grasp the action. However, when the user makes a grab hand gesture and is very close to the entity (there can be a small deviation), an Anchor component will be enabled to bind the entity to the hand, but when the user lets go, he will fall along the y-axis of the current position (affected by the physical component). I hope you can help me. Thank you.
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516
Oct ’24
Using AVAsynchronousKeyValueLoading.load() on an AVAssetTrack gives an error
I'm seeing this error while attempting to compile my VisionOS app under Xcode 26. My existing code looks like: let (naturalSize, formatDescriptions, mediaCharacteristics) = try? await videoTrack.load(.naturalSize, .formatDescriptions, .mediaCharacteristics) This is now giving a compiler error: Type of expression is ambiguous without a type annotation I don't see that anything that was changed or deprecated in the latest version. Also loading the properties individually seems to work fine i.e.: let naturalSize = try? await videoTrack.load(.naturalSize) let formatDescriptions = try? await videoTrack.load(.formatDescriptions) let mediaCharacteristics = try? await videoTrack.load(.mediaCharacteristics)
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69
Jun ’25
Obect Capture App getting rejected for not supporting non Pro Models
Hi, I created an app using iOS Object Capture API which works only on Lidar enabled phones. It's a limitation of the Api provided by apple itself. I Submitted an app for Review , but It is getting rejected (Twice) saying it doesnt work on non pro models. Even though I explained that capturing Needs Lidar and supported only in PRO models, It still gets rejected after testing in Non Pro models. is there a way out?
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326
Feb ’25
RealityKit Rotation Origin
I am trying to rotate topEntity around the origin point of shapeEntity, but have not found a way to do so. topEntity is an entity group that also contains shapeEntity, so I cannot set topEntity as a child of shapeEntity. From Blender I set the correct origin of topEntity, but when I import the usd model into Reality Composer Pro it does not save the origin point and there is no way to set the origin in Reality Composer Pro. DragGesture() .targetedToEntity(where: .has(CustomComponent.self)) .onChanged({ value in let rotation = -Float(value.translation.height) let clampedRotation = min(max(rotation, 0), 45) if value.entity.name == "grab"{ if let topEntity = selectedEntity.findEntity(named: "top"), let shapeEntity = selectedEntity.findEntity(named: "Shape_1"){ topEntity.transform.rotation = simd_quatf( angle: clampedRotation * .pi / 180, axis: SIMD3(x: 0, y: 0, z: 1) ) } } })
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399
Nov ’24
How to use `unproject(_:from:to:ontoPlane:)` of Content of RealityView
When using ARView of RealityKit, I can code like this let results = arView.raycast(from: point, allowing: .estimatedPlane, alignment: .any) to get the 3D position of where I tap on the plane. In iOS 18, we can use RealityView and I found that unproject(_:from:to:ontoPlane:) may implement the same function, but I don't know how to set the ontoPlane parameter. Can someone help me with some code snippets?
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580
Nov ’24