I've encountered an unexpected crash with RoomPlan on iOS 16 devices. The odd part is the code is protected by an available check, since I'm using newer RoomPlan features.
Xcode error
dyld[40588]: Symbol not found: _$s8RoomPlan08CapturedA0V16USDExportOptionsV5modelAEvgZ
I can repro using the Apple sample code.
https://developer.apple.com/documentation/roomplan/create-a-3d-model-of-an-interior-room-by-guiding-the-user-through-an-ar-experience
Modify RoomCaptureViewController.swift as follows.
Remove
try finalResults?.export(to: destinationURL, exportOptions: .parametric)
Add
if #available(iOS 17.0, *) {
try finalResults?.export(to: destinationURL, exportOptions: .model)
} else {
try finalResults?.export(to: destinationURL, exportOptions: .parametric)
}
I would have expected this code to at least compile and run on older devices.
When the app was targeting iOS 15, the available checks worked as expected and the app is able to launch properly.
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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Hello,
I have downloaded and run the sample object tracking app for visionos.
Now I'm working on my own objects for tracking. I have made a model using Create ML using images of my object.
However, I cannot see how to convert the Create ML output file (xxx.mlmodel) into a reference object like the files in the sample project.
is there a tool for converting them?
TIA
Topic:
Spatial Computing
SubTopic:
ARKit
While using Screen Mirroring in developer mode within my immersive space, I noticed an alignment issue with the computer cursor (transparent circle). When I move it toward an attachment view, the cursor remains horizontal instead of aligning with the surface of the attachment view. It shows correctly on a 2D window only wrong on attachment view.
Is this behavior a bug, or could it be caused by a missing or incorrect configuration on the attachment view?
Want help, thanks.
Hello,
If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message:
Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported.
CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro
The problem occurs precisely with this code:
ManipulationComponent.configureEntity(object)
I adapted Apple's ObjectPlacementExample and made the changes available via GitHub.
The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly.
GitHub Repo
Thanks
Andre
具体表现为:在Unity编辑器中材质显示正常,但部署到Vision Pro真机后部分材质丢失或Shader效果异常(如透明通道失效、光照计算错误等)。此问题影响了开发进度,希望得到技术支持的帮助
Specific results: The materials are displayed normally in the Unity editor, but after being deployed to the Vision Pro real machine, some materials are lost or the Shader effect is abnormal (such as transparent channel failure, antenna calculation error, etc.). This problem has affected the development progress, and I hope to get help from technical support
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
So it seems to be that there is a contradiction between how ARKit defines UIDeviceOrientation.landscapeRight, and the actual definition of UIDeviceOrientation.landscapeRight in the UIKit documentation.
In the ARKit documentation for ARCamera.transform, it says the following:
This transform creates a local coordinate space for the camera that is constant with respect to device orientation. In camera space, the x-axis points to the right when the device is in UIDeviceOrientation.landscapeRight orientation—that is, the x-axis always points along the long axis of the device, from the front-facing camera toward the Home button. The y-axis points upward (with respect to UIDeviceOrientation.landscapeRight orientation), and the z-axis points away from the device on the screen side.
Going through the same link, we see the definition of UIDeviceOrientation.landscapeRight given as:
The device is in landscape mode, with the device held upright and the front-facing camera on the right side.
There seems to be a conflict in the two definitions, that has already been asked and visualized in this StackOverflow thread
The resolution of that answer says that ARKit landscapeRight, unlike what is given in UIDeviceOrientation.landscapeRight, has home button on the right, as stated in the ARCamera.transform documentation.
It says that more details are given in this StackOverflow thread, but this thread talks about the discrepancy between the definitions of landscapeRight in UIDeviceOrientation and UIInterfaceOrientation, and not anything related to ARKit.
So I am wondering, why does ARKit definition of landscapeRight contradict with that of UIDeviceOrientation despite explicitly mentioning it? Is it just a mistake by Apple developers that hasn't been resolved even after so long?
I'm using Unity 2022.3.56f, with Apple VisionOS App Mode set to 'Virtual Reality - Fully Immersive Space'.
It seems that the render resolution of my game in the Apple Vision Pro when I build is well below the native resolution of the AVP displays.
I can't see a setting in XR Plug-in Management Apple visionOS options, or in Quality settings, to increase the render resolutions. Is this possible?
I tried setting:
UnityEngine.XR.XRSettings.eyeTextureResolutionScale= 2.0f
For example, but this doesn't seem to do anything to the render resolution in the build.
Topic:
Spatial Computing
SubTopic:
General
My ARViewContainer code is not working. I don't know how to debug the issue and I don't know or see where my results is going to. I need help to resolve this issue. please help debug. See code below:
hi, I'm trying to create a virtual movie theater, but after running computeDiffuseReflectionUVs.py and applying attenuation map, I noticed the light falloff effect just covers over the objects. I used apple provided attenuation map (did not specify the attenuation map name on python script) with sample size of 6000. I thought the python script would calculate vertices and create shadow for, say, back of the chairs. Am I understanding this wrong?
Hello all, I saw this interesting VisionOS app: https://apps.apple.com/us/app/splitscreen-multi-display/id6478007837
I was wondering if there was any documentation on the Swift APIs that were used to create this app.
SharePlay objects are not placed in the same place in the same space. I hope they can be placed in the same place. (Vision Pro)
Topic:
Spatial Computing
SubTopic:
ARKit
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)
I've been experimenting with the Muse pen and understand that it can be accessed by my app through a SpatialTrackingSession, but is there any current or planned support for devices like this as for general UI input like game controllers are? For example, using the button as a tap analogue for SwiftUI views.
Topic:
Spatial Computing
SubTopic:
General
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options).
I noticed two situations here in terms of mipmaps options.
When setting "mipmapsMode: .none":
The graphic quality within the "gaze area" looks sharp and clear
The two poles (top and bottom) are perfectly rendered
Massive shimmer around the "gaze area"
When setting "mipmapsMode: .allocateAndGenerateAll":
The graphic looks slightly blurrier than in ".none" within the "gaze area"
The two poles are very blurry and hard to recognize the texture
Much less shimmer around the "gaze area"
My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer?
Thank you!
Screenshots:
mipmapsMode: .none
mipmapsMode: .allocateAndGenerateAll
Hi all,
I'm running into an issue with an app that previously worked fine on device using visionOS 2.0. After updating to visionOS 26, the same code runs fine in the simulator but crashes on the device with the following error:
-[MTLDebugComputeCommandEncoder _validateThreadsPerThreadgroup:]:1330:
failed assertion `(threadsPerThreadgroup.width(32) * threadsPerThreadgroup.height(32) * threadsPerThreadgroup.depth(1))(1024) must be <= 832. (kernel threadgroup size limit)`
Is there any documented way to check or increase the allowed threadsPerThreadgroup size on Apple Vision Pro? Or any recommended workaround for this regression?
Thanks in advance!
.glassEffect(.regular, in: .rect(cornerRadius: 24))
error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS
This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
I want to display a huge image in RealityView in 3d space on Vision Pro. of course instead of one giant file I'm using a lot of big images.
to achieve this, I'm generating multiple planes exactly beside each others and put each image on them. although the planes are exactly beside each others but there is still a white gap between them.(image below)
**Does anybody know how to fix this issue? **
Topic:
Spatial Computing
SubTopic:
General
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
visionOS
I have an entity that was created using Mixamo, and it has an animation.
after the animation completes the mesh of the robot is not where the entity is positioned.
I want to do something like when the animation finishes, I set the root entity's transform to the mesh's transform. There are no transformations applied to any of the children of this root of the model, which means that the transformations are applied to the skeleton due the the playing of animations.
Is there a way where I can apply the final position of the root of the skeleton to the root entity to make sure to position the entity where the animation has ended just before the next animation plays?
I am developing a Unity application for the Apple Vision Pro using PolySpatial and RealityKit integration.
The goal is to create a graspable object (for example, a handheld cube) that includes a secondary camera. When the user grabs and moves the object, the secondary camera should render its view to a RenderTexture, which is displayed on a quad attached to the object, simulating a live camera screen.
In the Unity Editor, this setup works correctly. The RenderTexture updates in real time, and the quad displays the camera’s view as expected.
However, when building and running the application on the Vision Pro, the quad only displays the clear background color of the secondary camera. No scene content appears. The graspable interaction itself works fine: the object can be grabbed and moved as intended.
Steps I have taken:
Created a new layer (CameraFeed) and assigned the relevant objects to it.
Set the secondary camera’s culling mask to render only the CameraFeed layer.
Assigned the RenderTexture as the camera’s target texture.
Applied the RenderTexture to an Unlit/Texture material on a quad.
Confirmed the camera is active and correctly positioned relative to the object.
From my research, it appears that once objects are managed by RealityKit through PolySpatial (for example, made graspable), they are no longer rendered through Unity's normal camera pipeline. Only the main XR camera (managed by RealityKit) seems able to see these objects. Secondary Unity cameras cannot render RealityKit-synced content to a RenderTexture. If this is correct, it seems there is currently no way to implement a true live secondary camera feed showing graspable objects on Vision Pro using Unity PolySpatial.
My questions are:
Is there any official way to enable multiple camera rendering of RealityKit-managed objects through PolySpatial?
Are there known workarounds to simulate a live camera feed that still allows objects to be grabbed?
Has anyone found alternative design patterns or methods for this kind of interaction?
Environment: Unity 6.0 , PolySpatial 2.2.4, Apple Vision OS XR 2.2.4
Any insight or suggestions would be greatly appreciated.
Thank you.
Hello,
We've been working for months now on an App for the Vision Pro.
(it's been great btw!)
We already have an App in the App Store for iOS, and have been migrating our platform from the Microsoft Hololens 2 to the AVP:
https://apps.microsoft.com/detail/9NPPP031VHD1
We require the Main Camera access and already have gotten the Enterprise.license for development purposes.
Unfortunately, we cannot publish our Business App (which uses an Enterprise API) under the same Name/Bundle ID as our iOS App because it would conflict with our current Distribution Method.
We arrived at the conclusion that we need a new Enterprise.license under a different Bundle ID to create a new App for the Business Store.
Has anyone been in the same boat as us, and tried to publish to the Business Store while already having an App in the Public App Store under the same name?
We applied to get another license for distribution under another name (with "Pro" at the end), but it's been stuck in limbo for over a month now (probably because the new bundle ID doesn't have any track record).
Anyhow, thanks for any help, we're open to suggestions as to how to proceed!