Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.

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xform called "Scene" breaks animations on Quicklook starting with iOS15
Hello, We discovered that a bunch of our old animated models were no longer animated on iOS15 and onwards. After a few days of playing spot the difference between usda files I noticed that all the broken models had an xform called "Scene". Lo and behold, changing the name of that xform fixed the issue on all the models. Even lowercase "scene" makes the animations work again. Is "Scene" a reserved keyword or something? What other keywords do we need to avoid so we can create more robust USDZ files? I'm surprised this issue isn't more widespread considering Blender wraps models in a "Scene" node. At the drive link below you can find two animated cube USDZs. The only difference is the name of one of the xforms. The one with a "Scene" xform is not animated in quicklook (replicated on iPhone 13 iOS v15.2, iPhone 13 iOS v 18.3, and various devices on Browserstack including iPhone 16 iOS v18.3). https://drive.google.com/drive/folders/1dch1WaM9O6mbHy29S6NGWgnSHkZkPiBf?usp=sharing
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Mar ’25
Control mirroring of Apple Vision Pro on any devices ?
Hi ! I'm new on this forum, so if I need to update this post to have more info, or anything else, please let me know. I'm using the Apple Vision Pro to develop some app (with unity). To demonstrate what the user see on the headset, I would like to mirror the view on a device (an iPad in this case). I managed to do this without any issue. My problem is that, in the Vision Pro, I have an interface that the user can interact with. But I would like to be able to manage myself the interface on the iPad. What I mean is that the user can (or can't, doesn't matter) see the interface in the headset, and the interface is controlled by myself on the iPad. Is there any way to do this ? Is this a question I should ask on unity's forum ? (I don't think so, because it should be related to the mirroring function non ?)
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Mar ’25
When to use an AnchorEntity or HandTrackingProvider in VisionOS
As I understand it there are two ways I can track a hand, or a joint, in RealityKit: either, create an AnchorEntity, for example AnchorEntity(.hand(.left, location: .palm)) or, set up an ARSession with a HandTrackingProvider ( a lot more code which I haven't repeated here). Assuming this is correct, when would I want to use one over the other?
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Mar ’25
How to handle tasks when the Vision Pro is taken off?
I have a grpc server running inside of a task. When the user takes the headset off, the grpc server will no longer work when they put the headset back on. I would like to have this action detected so that I can cancel the task (which will effectively close the grpc server). I am also using a visual indicator to let the user know if the server is running, but it will not accurately reflect the state of the server when removing and putting back on the headset.
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Mar ’25
Adding reference image failed in VisionPro
I am using ARKit to detect image in visionPro. However I met some question about adding the reference image. Some of my images can not be added correctly sometimes. (As you can see in the picture above, the 'orange' can not be added correctly, but the 'cup' can). However, sometimes they will be added without any problem. I do not know why it will happen. And I want they all be added steadily.
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Mar ’25
Issue with tracking multiple images using ARKit on VisionOS
We are using the ARKit image tracking feature on visionOS 2.0 with three pre-registered images. The image tracking works, but only one image is actively tracked at a time. When more than one target image is visible to the camera, it has difficulty detecting and tracking the other images. Is this the expected behavior in visionOS, or is there something we need to do to resolve this issue?
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Mar ’25
Gaze, Eye Tracking responsive Stuff
I am wondering, is it possible to somehow configure a 3D object to respond to the gaze of a person, like change colors of some parts of the 3D-Model where a person is looking, i.e. where a person's gaze lands on the surface of the 3D-model ? For example, if there is a 3D model of a Cool Dragon 🐉 in the physical space of a person, when seen through with the mixed reality view, of a VisionPro. Now, it would be really cool to change only the color, or make some specific parts of the dragon skin shimmer, but only in the areas where a person is looking. Is this possible ? Is it do-able with eye-tracking of VisionPro ? Any advice would be appreciated. 🤝 🤓 I am new to iOS and VisionOS development.
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Mar ’25
Loading USDZ with particle system crashes on Intel Macs
Hello, we have a RealityKit app that also runs on macOS via Catalyst. For specific USD assets containing particle systems we have observed a reproducible crash. Steps to reproduce: Open Reality Composer Pro Create new file Create simple particle system (default one is fine) export as USDZ Create project in Xcode Call Entity.load(… and pass in your USD Running this on an Intel iMac with macOS Sequoia 15.3 will lead to a crash with the following console log: validateWithDevice:4704: failed assertion `Render Pipeline DescrvalidateWithDevice:4704: failed assertion `Render Pipeline Descriptor Validation depthAttachmentPixelFormat (MTLPixelFormatDepthvalidateWithDevice:4704: failed assertion `Render Pipeline Descriptor Validation depthAttachmentPixelFormat (MTLPixelFormatDepthvalidateWithDevice:4704: failed assertion `Render Pipeline Descriptor Validation depthAttachmentPixelFormat (MTLPixelFormatDepth32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil8) must match. ' iptor Validation depthAttachmentPixelFormat (MTLPixelFormatDepth32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil8) must match. ' 32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil8) must match. ' 8) must match. ' Xcode version: 16.2.0 iMac 2020 3,8GHz Intel Core i7 macOS Sequoia 15.3 FB16477373 It would be great if this could be fixed quickly or a workaround provided since it affects or production app. Thank you!
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Mar ’25
ARKit hand tracking
Hello, I am developing a visionOS application and am interested in obtaining detailed data of users’ hands through ARKit, including but not limited to Transform and rotation angle. I have reviewed Happy Beem, but it appears to only introduce the method of identifying the user’s specific gestures. Could you please advise on how to obtain the Transform and rotation angle of the user’s hand? Thank you.
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Mar ’25
How to programmatically update Model Position Offset of GeometryModifier?
is it possible to dynamically update ModelPositionOffset of GeometryModifier with a depth map image? in my code I set up the parameter for "DepthMapTexture" universal input node and tried setting the depth map for depthTextureResource. I have 2 DrawableQueues. One for setting InputTexture, and one for setting DepthMapTexture. This only shows the part that concerns setting DepthMapTexture this is where I define the plane entity. and this is the shader graph what I noticed with GeometryModifier is that, the depthMap image has to be same as input image's dimensions. and when I applied this material to usdz file, with pre-assigned image and depth map from RCP, and loaded that Entity from code, depth map was applied correctly. what I am unsure is that if it is impossible to define a model entity from code, apply ShaderGraphMaterial from RCP, and dynamically update the image used in GeometryModifier. Maybe I'm missing something when defining Entity, something that allows geometric modifications?
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Mar ’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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Mar ’25
Missing Properties in BillboardComponent
In an earlier beta, BillboardComponent had rotationAxis and upDirection properties which allowed more fine-grained control of how an entity rotates towards the camera. Currently, it is only possible to orient the z axis of the entity. Looking at the robot in the documentation, the rotation of its z axis causes its feet to lift off the ground. Before, it was possible to restrain the rotation to one axis (y, for example) so that the robot's feet stayed on the ground with billboard.upDirection = [0, 1, 0] billboard.rotationAxis = [0, 1, 0] Is there an alternative way to achieve this? Are these properties (or similar) coming back?
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Mar ’25
Can iOS and visionOS Devices Share the Same Spatial World in a Multiuser AR Session?
Hey everyone, I'm working on an object viewer where users can place objects in a real room using AR, and I want both visionOS (Apple Vision Pro) and iOS devices (iPad, iPhone) to participate in the same shared spatial experience. The idea is that a user with a Vision Pro can place an object, and peers using iPhones/iPads can see the same object in the same position in their AR view. I've looked into ARKit's Shared ARWorldMap and MultipeerConnectivity, but I'm not sure if this extends seamlessly to visionOS or if Apple has an official way to sync spatial data between visionOS and iOS devices. Has anyone tried sharing a spatial world between visionOS and iOS? Are there any built-in frameworks that allow for a shared multiuser AR session across these devices? If not, what would be the best way to sync object positions between them? Would love to hear if anyone has insights or experience with this! 🚀 Thanks!
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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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Mar ’25
Is there any way, I can use the Object Tracking applications on an iOS (iPhone) AR App.
I have been referencing the Object Tracking Tutorial from WWDC 2024 on Vision OS, how Create ML is used to create a reference object, and we can track them in the ARSession. I am looking forward to building this feature on an AR app for iPhone, I am using iPhone 13 Pro Max. I have created couple of reference objects from the Create ML.
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Mar ’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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Mar ’25