Hello All,
We're going to do a scene now, kind of like a time travel door. When the user selects the scene, the user passes through the door to show the current scene. The changes in the middle need to be more natural. It's even better if you can walk through an immersive space...
There is very little information now. How can I start doing this? Is there any information I can refer to
thanks
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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We applied for the visionOS enterprise permission license, which can help us improve object tracking capabilities on Vision Pro. However, we are unsure how to use it in Unity, specifically how to implement object tracking in Unity and increase the tracking speed.
I just do as the document in https://developer.apple.com/documentation/shadergraph/realitykit/cube-image-(realitykit)
I have a .ktx file, and use CubeImage node to load it, then Convert node, but it shows black.
I check it on my Vision Pro, it's still black, I don't know why? Is it something wrong?
ps: I also use Image node to load .ktx file, it shows one image, so I belive .ktx file is right. I alse checked it on Vision Pro.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Reality Composer Pro
Shader Graph Editor
visionOS
I have no clue at all. Any suggestions are welcome. Thank you.
We seen to have found an issue when using the pushWindow action on visionOS. The issue occurs if the app is backgrounded then reopened by selecting the apps icon on the home screen. Any window that is opened via the pushWindow action is then dismissed. We've been able to replicate the issue in a small sample project.
Replication steps
Open app
Open window via the push action
Press the digital crown
On the home screen select the apps icon again
The pushed window will now be dismissed.
There is a sample project linked here that shows off the issue, including a video of the bug in progress
Hi,
I'm trying to correct the lens distortion in frames provided by Enterprise API camera frame provider. The frames provided seem to have only in/extrinsics info, but not the distortion lookup table.
Is there some magic setting, or function to do that (I can't seem to find anything like this)? Or is there a way to use AVCameraCalibrationData together with provider?
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?
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.
Rendering the scene onto a RenderTarget with twice the resolution of the Drawable, and then downsampling to the Drawable, causes the image to appear distorted.
Modifications were made on the Xcode VisionOS template
Foveation should be enabled by default
struct ContentStageConfiguration: CompositorLayerConfiguration {
func makeConfiguration(capabilities: LayerRenderer.Capabilities, configuration: inout LayerRenderer.Configuration) {
configuration.depthFormat = .depth32Float
configuration.colorFormat = .bgra8Unorm_srgb
let foveationEnabled = capabilities.supportsFoveation
configuration.isFoveationEnabled = foveationEnabled
let options: LayerRenderer.Capabilities.SupportedLayoutsOptions = foveationEnabled ? [.foveationEnabled] : []
let supportedLayouts = capabilities.supportedLayouts(options: options)
configuration.layout = supportedLayouts.contains(.layered) ? .layered : .dedicated
}
}
To avoid errors, rasterizationRateMap is not set.
var renderPassDescriptor = MTLRenderPassDescriptor()
renderPassDescriptor.colorAttachments[0].texture = self.renderTarget.currentFrameColor
renderPassDescriptor.renderTargetWidth = self.renderTarget.currentFrameColor.width
renderPassDescriptor.renderTargetHeight = self.renderTarget.currentFrameColor.height
renderPassDescriptor.colorAttachments[0].loadAction = .clear
renderPassDescriptor.colorAttachments[0].storeAction = .store
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColor(red: 0.0, green: 0.0, blue: 0.0, alpha: 0.0)
renderPassDescriptor.depthAttachment.texture = self.renderTarget.currentFrameDepth
renderPassDescriptor.depthAttachment.loadAction = .clear
renderPassDescriptor.depthAttachment.storeAction = .store
renderPassDescriptor.depthAttachment.clearDepth = 0.0
//renderPassDescriptor.rasterizationRateMap = drawable.rasterizationRateMaps.first
if layerRenderer.configuration.layout == .layered {
renderPassDescriptor.renderTargetArrayLength = drawable.views.count
}
The rendering process is as follows:
I am using HelloPhotogrammetry in Xcode
I can make one model with something like HelloPhotogrammetry.main([path_to_folder_of images, path_to_output/model.usdz, "-d", "medium", "-o", "unordered", "-f", "high" ])
But how would I request several models simultaneously? I only want to vary the detail.
[ ("/Users/you/Desktop/model_medium.usdz", detail: .medium), ("/Users/you/Desktop/model_full.usdz", detail: .full), ("/Users/you/Desktop/model_raw.usdz", detail: .raw ]
I'm doing a weather app, users can search locations for getting weather, but the problem is, the results only shows locations in my country, not in global. For example, I'm in China, I can't search New York, it just shows nothing. Here's my code:
@Observable
class SearchPlaceManager: NSObject {
var searchText: String = ""
let searchCompleter = MKLocalSearchCompleter()
var searchResults: [MKLocalSearchCompletion] = []
override init() {
super.init()
searchCompleter.resultTypes = .address
searchCompleter.delegate = self
}
@MainActor
func seachLocation() {
if !searchText.isEmpty {
searchCompleter.queryFragment = searchText
}
}
}
extension SearchPlaceManager: MKLocalSearchCompleterDelegate {
func completerDidUpdateResults(_ completer: MKLocalSearchCompleter) {
withAnimation {
self.searchResults = completer.results
}
}
}
Also, I've tried to set searchCompleter.region = MKCoordinateRegion( center: CLLocationCoordinate2D(latitude: 0, longitude: 0), span: MKCoordinateSpan(latitudeDelta: 180, longitudeDelta: 360) ), but it doesn't work.
In VisionOS versions 2.1 and 2.2, I’m encountering a significant limitation when using the .immersionStyle(selection: .constant(.mixed), in: .mixed) mode, specifically in mixed immersive style. Here’s a breakdown of the behavior:
In full immersion mode (.immersionStyle(selection: .constant(.full), in: .full)), users can interact with and manipulate system windows while inside a 3D model, allowing typical interactions like moving windows, pinching, or activating UI switches.
However, in mixed immersive mode, using the exact same layout “inside” a 3D model (which doesn’t visually obstruct the window), users are unable to interact with window content or move the window. Basic interactions like pinching or toggling switches require users to physically touch these elements in AR space, which is inconsistent with the behavior in full immersion.
From a usability perspective, this restriction seems unnecessary, as the software should ideally allow for similar interaction capabilities across both immersive styles. The expected behavior is to enable window manipulation within a 3D model in mixed mode, matching the functionality observed in full immersion.
The scene in question is a House in which the user is placed during the immersion that's why I am referring to the user being "Inside" of the scene.
Has anyone else experienced this or found a workaround?
I am using Entity of RealityKit to display virtual content, however I find that sometimes the real object in front of the virtual content can not occulude the virtual content.
For example, I place an Entity in a room, but when I walk into another room, I can still see the Entity through the wall.
I wonder how should I fix the problem. Thank you!
I haven't found a way to programmatically position the main view in visionOS apps, which seems intentional. While this aligns with user-controlled window placement, it creates a challenge: as users move, they must constantly reposition the main window manually.
A potential solution could be a feature that quickly brings the window to the user, perhaps via a custom gesture. This might improve user experience significantly.
Given my current understanding of visionOS, I may be missing something. I'd appreciate any insights or alternative perspectives on this issue. Thoughts?
Sorry for the cross-post but it's now two days in and this isn't fixed.
If you try to use Xcode 16.3b3 with visionOS, it won't download the visionOS SDK, gives a 'network error' so you can't use the latest beta for Apple Vision Pro.
FB16927025
FB16917874
FB16910449
In ARKit for visionOS, I can track the user's head with a HeadAnchor, but it will not give the location. However, I can get the device's transform by calling queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) on a WorldTrackingProvider.
Why the difference? - if I know the device's transform, I effectively know the head's transform.
In my Vision OS app I am using plane detection and I want to create planes that have physics I want to create an effect that my reality kit entities rest on real world detected planes.
I was curious to see that the code below that I found in the Samples is the most efficient way of doing this.
func processPlaneDetectionUpdates() async {
for await anchorUpdate in planeTracking.anchorUpdates {
let anchor = anchorUpdate.anchor
if anchorUpdate.event == .removed {
planeAnchors.removeValue(forKey: anchor.id)
if let entity = planeEntities.removeValue(forKey: anchor.id) {
entity.removeFromParent()
}
return
}
planeAnchors[anchor.id] = anchor
let entity = Entity()
entity.name = "Plane \(anchor.id)"
entity.setTransformMatrix(anchor.originFromAnchorTransform, relativeTo: nil)
// Generate a mesh for the plane (for occlusion).
var meshResource: MeshResource? = nil
do {
let contents = MeshResource.Contents(planeGeometry: anchor.geometry)
meshResource = try MeshResource.generate(from: contents)
} catch {
print("Failed to create a mesh resource for a plane anchor: \(error).")
return
}
var material = UnlitMaterial(color: .red)
material.blending = .transparent(opacity: .init(floatLiteral: 0))
if let meshResource {
// Make this plane occlude virtual objects behind it.
entity.components.set(ModelComponent(mesh: meshResource, materials: [material]))
}
// Generate a collision shape for the plane (for object placement and physics).
var shape: ShapeResource? = nil
do {
let vertices = anchor.geometry.meshVertices.asSIMD3(ofType: Float.self)
shape = try await ShapeResource.generateStaticMesh(positions: vertices,
faceIndices: anchor.geometry.meshFaces.asUInt16Array())
} catch {
print("Failed to create a static mesh for a plane anchor: \(error).")
return
}
if let shape {
entity.components.set(CollisionComponent(shapes: [shape], isStatic: true))
let physics = PhysicsBodyComponent(mode: .static)
entity.components.set(physics)
}
let existingEntity = planeEntities[anchor.id]
planeEntities[anchor.id] = entity
contentEntity.addChild(entity)
existingEntity?.removeFromParent()
}
}
}
extension MeshResource.Contents {
init(planeGeometry: PlaneAnchor.Geometry) {
self.init()
self.instances = [MeshResource.Instance(id: "main", model: "model")]
var part = MeshResource.Part(id: "part", materialIndex: 0)
part.positions = MeshBuffers.Positions(planeGeometry.meshVertices.asSIMD3(ofType: Float.self))
part.triangleIndices = MeshBuffer(planeGeometry.meshFaces.asUInt32Array())
self.models = [MeshResource.Model(id: "model", parts: [part])]
}
}
extension GeometrySource {
func asArray<T>(ofType: T.Type) -> [T] {
assert(MemoryLayout<T>.stride == stride, "Invalid stride \(MemoryLayout<T>.stride); expected \(stride)")
return (0..<count).map {
buffer.contents().advanced(by: offset + stride * Int($0)).assumingMemoryBound(to: T.self).pointee
}
}
func asSIMD3<T>(ofType: T.Type) -> [SIMD3<T>] {
asArray(ofType: (T, T, T).self).map { .init($0.0, $0.1, $0.2) }
}
subscript(_ index: Int32) -> (Float, Float, Float) {
precondition(format == .float3, "This subscript operator can only be used on GeometrySource instances with format .float3")
return buffer.contents().advanced(by: offset + (stride * Int(index))).assumingMemoryBound(to: (Float, Float, Float).self).pointee
}
}
extension GeometryElement {
subscript(_ index: Int) -> [Int32] {
precondition(bytesPerIndex == MemoryLayout<Int32>.size,
"""
This subscript operator can only be used on GeometryElement instances with bytesPerIndex == \(MemoryLayout<Int32>.size).
This GeometryElement has bytesPerIndex == \(bytesPerIndex)
"""
)
var data = [Int32]()
data.reserveCapacity(primitive.indexCount)
for indexOffset in 0 ..< primitive.indexCount {
data.append(buffer
.contents()
.advanced(by: (Int(index) * primitive.indexCount + indexOffset) * MemoryLayout<Int32>.size)
.assumingMemoryBound(to: Int32.self).pointee)
}
return data
}
func asInt32Array() -> [Int32] {
var data = [Int32]()
let totalNumberOfInt32 = count * primitive.indexCount
data.reserveCapacity(totalNumberOfInt32)
for indexOffset in 0 ..< totalNumberOfInt32 {
data.append(buffer.contents().advanced(by: indexOffset * MemoryLayout<Int32>.size).assumingMemoryBound(to: Int32.self).pointee)
}
return data
}
func asUInt16Array() -> [UInt16] {
asInt32Array().map { UInt16($0) }
}
public func asUInt32Array() -> [UInt32] {
asInt32Array().map { UInt32($0) }
}
}
I was also curious to know if I can do this without ARKit using SpatialTrackingSession. My understanding is that using SpatialTrackingSession in RealityKit I can only get the transforms of the AnchorEntities but it won't have geometry information to create the collision shapes.
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?
I have a VideoMaterial inside a RealityView and want to attach this to a DockingRegion inside an immersive environment.
It appears that adding the VideoMaterial entity as a child of the docking region somewhat works, but there are no lighting effects (specular, diffuse) from the playing video.
So essentially, how can you add a VideoMaterial to a DockingRegion and achieve the same reflections/behavior as using AVPlayerViewController.
The latter is not an option as I need custom controls.
I am currently creating an app where two people share an instance of an immersive space so that they are able to point to certain things in the immersive space. Right now, other people are hidden behind the immersive space, and even with people awareness enabled for everything, people are still too difficult to see. I've found this documentation (https://developer.apple.com/documentation/arkit/occluding-virtual-content-with-people) which describes what I want to do, but it is only listed as working on iOS an iPadOS. Is there anything similar to this that will work on VisionOS?