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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I learned Sharplay from the WWDC video. I understand the creation of seats, but I can't learn some of the following contents well, so I hope you can help me. The content is as follows: I have set up the seats. struct TeamSelectionTemplate: SpatialTemplate { let elements: [any SpatialTemplateElement] = [ .seat(position: .app.offsetBy(x: 0, z: 4)), .seat(position: .app.offsetBy(x: 1, z: 4)), .seat(position: .app.offsetBy(x: -1, z: 4)), .seat(position: .app.offsetBy(x: 2, z: 4)), .seat(position: .app.offsetBy(x: -2, z: 4)), ] } It was mentioned in one of my previous posts: "I hope you can give me a SharePlay Button. After pressing it, it will assign all users in Facetime to a seat with elements quantified in TeamSe lectionTemplate.", and someone replied to me and asked me to try systemCoordinator.configuration.spatialTemplatePreference = .custom (TeamSelectionTemplate()), however, Xcode error Cannot find 'systemCoordinator' in scope How to solve it? Thank you!
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Object Tracking with RealtyView
When I wanted to call the Reality Composer Pro scene containing Object Tracking, I tried the following code: RealityView { content in if let model = try? await Entity(named: "Scene", in: realityKitContentBundle) { content.add(model) } } Obviously, this is wrong. We need to add some configurations that can enable Object Tracking to Reality View. What do we need to add? Note:I have seen https://developer.apple.com/videos/play/wwdc2024/10101/, but I don't know much about it.
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Can the world tracking function be used in Unity?
The project was developed using Unity, and the requirement is to place a virtual model in the real world. When the user leaves the environment or the machine is turned off and then on again, the virtual model is still in its original real position. I found that the worldtracking function of Arkit is useful, but I don't know how to use it in Unity. Is that have any related example projects?
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size of AVplayerViewController in immersive space
I am trying to make the immersive version of AVplayerViewController bigger, but I can't find any information on how I can go about it. It seems that if I wanted to change immersive video viewing experience, only thing I can do is using VideoMaterial and put it on ModelEntity with .generatePlane. is there a way to change video size on immersive mode for AVplayerViewController?
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custom usda question
hello i wanna play mp4 file in VideoMaterial avPlayer. so first i make to use reality composer pro. I created matterial using the sphere provided by default in Reality Composer Pro and exported it to usdz. and when i play mp4 file in sphere matterial, it's good play But i wanna custom created matterial (ex. shaper3d create 3d modeling) not good play. i make custom created matterial - it's curved matterial curved matterial in shaper3d and exported it to usdz. curved matterial in Reality Composer Pro Scene and exported it to usdz. when i play mp4 file in curved matterial, it's not good play -> not adjust screen play How can I adjust and display the video in a custom usda file?
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Capturing Perspective Camera View in RealityKit and Integrating SceneKit with RealityKit
Hello, I am currently developing an application using RealityKit and I've encountered a couple of challenges that I need assistance with: Capturing Perspective Camera View: I am trying to render or capture the view from a PerspectiveCamera in RealityKit/RealityView. My goal is to save this view of a 3D model as an image or video using a virtual camera. However, I'm unsure how to access or redirect the rendered output from a PerspectiveCamera within RealityKit. Is there an existing API or a recommended approach to achieve this? Integrating SceneKit with RealityKit: I've also experimented with using SCNNode and SCNCamera to capture the camera's view, but I'm wondering if SceneKit is directly compatible within a RealityKit scene, specifically within a RealityView. I would like to leverage the advanced features of RealityKit for managing 3D models. Is saving the virtual view of a camera supported, and if so, what are the best practices? Any guidance, sample code, or references to documentation would be greatly appreciated. Thank you in advance for your help!
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AVCam modified for Spatial Video captureing in WWDC24
I just follow the video and add the codes, but when I switch to spatial video capturing, the videoPreviewLayer shows black. <<<< FigCaptureSessionRemote >>>> Fig assert: "! storage->connectionDied" at bail (FigCaptureSessionRemote.m:405) - (err=0) <<<< FigCaptureSessionRemote >>>> captureSessionRemote_getObjectID signalled err=-16405 (kFigCaptureSessionError_ServerConnectionDied) (Server connection was lost) at FigCaptureSessionRemote.m:405 <<<< FigCaptureSessionRemote >>>> Fig assert: "err == 0 " at bail (FigCaptureSessionRemote.m:421) - (err=-16405) <<<< FigCaptureSessionRemote >>>> Fig assert: "msg" at bail (FigCaptureSessionRemote.m:744) - (err=0) Did I miss something?
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Apple: please unlock "enterprise features" for all visionOS devs!
We are developing apps for visionOS and need the following capabilities for a consumer app: access to the main camera, to let users shoot photos and videos reading QR codes, to trigger the download of additional content So I was really happy when I noticed that visionOS 2.0 has these features. However, I was shocked when I also realized that these capabilities are restricted to enterprise customers only: https://developer.apple.com/videos/play/wwdc2024/10139/ I think that Apple is shooting itself into the foot with these restrictions. I can understand that privacy is important, but these limitations restrict potential use cases for this platform drastically, even in consumer space. IMHO Apple should decide if they want to target consumers in the first place, or if they want to go the Hololens / MagicLeap route and mainly satisfy enterprise customers and their respective devs. With the current setup, Apple is risking to push devs away to other platforms where they have more freedom to create great apps.
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Scene Phase issue with VisionOS 2.0
Hello, I am new to swiftUI and VisionOS but I developed an app with a window and an ImmersiveSpace. I want the Immersive space to be dismissed when the window/app is closed. I have the code below using the state of ScenePhase and it was working fine in Vision OS 1.1 but it stopped working with VisionOS 2.0. Any idea what I am doing wrong? Is there another way to handle the dismissal of ImmersiveSpace when my main Window is closed? @main struct MyApp: App { @State private var viewModel = ViewModel() var body: some Scene { @Environment(\.scenePhase) var scenePhase @Environment(\.dismissImmersiveSpace) var dismissImmersiveSpace WindowGroup { SideBarView() .environment(viewModel) .frame(width: 1150,height: 700) .onChange(of: scenePhase, { oldValue, newValue in if newValue == .inactive || newValue == .background { Task { await dismissImmersiveSpace() viewModel.immersiveSpaceIsShown = false } } }) }.windowResizability(.contentSize) ImmersiveSpace(id: "ImmersiveSpace") { ImmersiveView(area: viewModel.currentModel) .environment(viewModel) } } }
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Error Loading USDZ File in Vision Pro Application
Hi everyone, I'm working on a Vision Pro application and encountering an issue while trying to load a USDZ file. Here are the details: File Path: /Users/siddharthpatel/Library/Developer/CoreSimulator/Devices/31F10013-50B6-4CEF-9388-9094087FAEBF/data/Containers/Data/Application/EB260F0A-A84F-4E95-876D-08199D2A4998/Documents/hive1.usdz Code: do { try await modelEntityForCollider = ModelEntity(contentsOf: fileURL!) } catch { print("Error loading model: (error)") } Error: Thread 1: Fatal error: Failed to import entity from "/Users/siddharthpatel/Library/Developer/CoreSimulator/Devices/31F10013-50B6-4CEF-9388-9094087FAEBF/data/Containers/Data/ ... ve1.usdz" I've verified that the file path is correct and the USDZ file exists at the specified location. What could be causing this error and how can I resolve it? Thanks in advance for your help! Siddharth
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Can i use Ultra-Wide AVKit, AvPlayer VisionOS 2 ?
hello i watched WWDC24, Ultra-Wide Mac Display. i wanna use to my player like that Ultra-wide mac Display. i wanna play for mp4 movie file in Ultra-wide mode (like that curved mode) Can i use Ultra-Wide AVKit, VisionOS 2 ? when i check in Apple documentation, AVExperienceController.Experience.expanded, Is this the function(Ultra-wide mode) I think it is? (https://developer.apple.com/documentation/avkit/avexperiencecontroller/experience-swift.enum/expanded#discussion)
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quick look configuration how to write a usdz with?
this week i was watching https://developer.apple.com/videos/play/wwdc2024/10105/ with the amazing "configuration" feature to change the color or mesh straight in quick look, but i tried a lot with goarounds but nothing bring me to success how do i write in the usda files? anytiome i overwrite the usda even with just a "{}" inside... Reality composer pro rejects the file to be open again where is the developer man in the tutorial writing the usda? how is the usda compressed in usdz? (none of the compressors i tried accepeted the modified usda file) this is the code it's suggested in the video #usda 1.0 ( defaultPrim = "iPhone" ) def Xform "iPhone" ( variants = { string Color = "Black_Titanium" } prepend variantSets = ["Color"] ) { variantSet "Color" = { "Black_Titanium" { } "Blue_Titanium" { } "Natural_Titanium" { } "White_Titanium" { } } } but i dont understand how to do it with my own files,
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RealityKit for macOS example
I would like to code some RealityViews to run on my Mac first (and then incorporate them in a visionOS project) so that my code/test loop is faster, but I have not been able to find a simple example that supports Mac. Is it possible to have volumes on a Mac? Is there support for using a game controller to move around the RealityView, like in the visionOS simulator?
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