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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How to obtain video streams from the digital space included in VisionPro after applying for the "Enterprise API"?
After implementing the method of obtaining video streams discussed at WWDC in the program, I found that the obtained video stream does not include digital models in the digital space or related videos such as the program UI. I would like to ask how to obtain a video stream or frame that contains only the physical world? let formats = CameraVideoFormat.supportedVideoFormats(for: .main, cameraPositions:[.left]) let cameraFrameProvider = CameraFrameProvider() var arKitSession = ARKitSession() var pixelBuffer: CVPixelBuffer? var cameraAccessStatus = ARKitSession.AuthorizationStatus.notDetermined let worldTracking = WorldTrackingProvider() func requestWorldSensingCameraAccess() async { let authorizationResult = await arKitSession.requestAuthorization(for: [.cameraAccess]) cameraAccessStatus = authorizationResult[.cameraAccess]! } func queryAuthorizationCameraAccess() async{ let authorizationResult = await arKitSession.queryAuthorization(for: [.cameraAccess]) cameraAccessStatus = authorizationResult[.cameraAccess]! } func monitorSessionEvents() async { for await event in arKitSession.events { switch event { case .dataProviderStateChanged(_, let newState, let error): switch newState { case .initialized: break case .running: break case .paused: break case .stopped: if let error { print("An error occurred: \(error)") } @unknown default: break } case .authorizationChanged(let type, let status): print("Authorization type \(type) changed to \(status)") default: print("An unknown event occured \(event)") } } } @MainActor func processWorldAnchorUpdates() async { for await anchorUpdate in worldTracking.anchorUpdates { switch anchorUpdate.event { case .added: //检查是否有持久化对象附加到此添加的锚点- //它可能是该应用程序之前运行的一个世界锚。 //ARKit显示与此应用程序相关的所有世界锚点 //当世界跟踪提供程序启动时。 fallthrough case .updated: //使放置的对象的位置与其对应的对象保持同步 //世界锚点,如果未跟踪锚点,则隐藏对象。 break case .removed: //如果删除了相应的世界定位点,则删除已放置的对象。 break } } } func arkitRun() async{ do { try await arKitSession.run([cameraFrameProvider,worldTracking]) } catch { return } } @MainActor func processDeviceAnchorUpdates() async { await run(function: self.cameraFrameUpdatesBuffer, withFrequency: 90) } @MainActor func cameraFrameUpdatesBuffer() async{ guard let cameraFrameUpdates = cameraFrameProvider.cameraFrameUpdates(for: formats[0]),let cameraFrameUpdates1 = cameraFrameProvider.cameraFrameUpdates(for: formats[1]) else { return } for await cameraFrame in cameraFrameUpdates { guard let mainCameraSample = cameraFrame.sample(for: .left) else { continue } self.pixelBuffer = mainCameraSample.pixelBuffer } for await cameraFrame in cameraFrameUpdates1 { guard let mainCameraSample = cameraFrame.sample(for: .left) else { continue } if self.pixelBuffer != nil { self.pixelBuffer = mergeTwoFrames(frame1: self.pixelBuffer!, frame2: mainCameraSample.pixelBuffer, outputSize: CGSize(width: 1920, height: 1080)) } } }
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98
Apr ’25
RealityView doesn't free up memory after disappearing
Basically, take just the Xcode 26 AR App template, where we put the ContentView as the detail end of a NavigationStack. Opening app, the app uses < 20MB of memory. Tapping on Open AR the memory usage goes up to ~700MB for the AR Scene. Tapping back, the memory stays up at ~700MB. Checking with Debug memory graph I can still see all the RealityKit classes in the memory, like ARView, ARRenderView, ARSessionManager. Here's the sample app to illustrate the issue. PS: To keep memory pressure on the system low, there should be a way of freeing all the memory the AR uses for apps that only occasionally show AR scenes.
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105
Sep ’25
vision shareplay nearby codes expired
it looks like one week after accepting as a nearby other AVP device... it expires since we are providing our clients for a timeless app to walk inside archtiecture, it's a shame that not technical staff should connect every week 5 devices to work together is there any roundabout for this issue or straight to the wishlist ? thanks for the support !!
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41
Sep ’25
new algorithm significantly improves PhotogrammetrySession?
I noticed in the latest macOS beta 3 that there was this update: A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451) I am not noticing any difference to before with the reconstructions I tested so I am assuming it's reverting to the old model but in the logs there is no way to see if it succeeds or fails to download that new model. do you have any more information on what was improved here with some examples and what we should be looking for? also how can confirm the download of that new model has not failed?
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317
Jul ’25
.usdz files not loading in iOS app
Hello everyone, I'm a new developer and I'm still learning the foundations of Swift and SwiftUI while building my first app. Today I wanted to ask you how to implement AR Quixck Views inside my app. I wanna be able to dynamically preview AR objects in a dedicated view, however, I don't seem to have understood where and how to locate AR objects inside my project. I tried including them in the Assets folder of the project, or in the Recources folder, or within the main folder of my project alongside the MyAppApp.swift file. None of the methods I used seemed have worked in that none of the objects was ever located. I made sure to specify the path to the files every time, but somehow the location isn't recognized. I also tried giving no path so that the app would search for the files in their default location (which I apparently haven't grasped yet), but still my attempt failed. I don't have the code sample on me at the moment, but I will write a followup comment on this post to show you what I wrote in case anyone was interested in debugging my code. Meanwhile, if anyone would be so kind to point me at the support article or to comment below the sample code they used in their app, I would very much appreciate it, so that I can start debugging. Thank you for reading this, I appreciate you.
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107
Jun ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets. I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity. In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging: Low-complexity images are compressed more aggressively The final packaged file size varies based on content complexity Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment. Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro? Or any best practices to optimize .ktx sizes based on image complexity? Thanks!
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110
May ’25
RealityView camera feed not shown
I have two RealityView: ParentView and When click the button in ParentView, ChildView will be shown as full screen cover, but the camera feed in ChildView will not be shown, only black screen. If I show ChildView directly, it works with camera feed. Please help me on this issue? Thanks. import RealityKit import SwiftUI struct ParentView: View{ @State private var showIt = false var body: some View{ ZStack{ RealityView{content in content.camera = .virtual let box = ModelEntity(mesh: MeshResource.generateSphere(radius: 0.2),materials: [createSimpleMaterial(color: .red)]) content.add(box) } Button("Click here"){ showIt = true } } .fullScreenCover(isPresented: $showIt){ ChildView() .overlay( Button("Close"){ showIt = false }.padding(20), alignment: .bottomLeading ) } .ignoresSafeArea(.all) } } import ARKit import RealityKit import SwiftUI struct ChildView: View{ var body: some View{ RealityView{content in content.camera = .spatialTracking } } }
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148
Jun ’25
360 Image quality too low even with 72MP How to improve or decrease sphere size
Using a 360 image that I have taken with 72MP with a Insta360 X3 I would like to add those images into my VisionPro and see them surrounding me completely as we expect of a 360 image. I was able to do by performing the described on some tutorial. The problem is the quality. On my 2D window the image looks with great quality. I will still write down the code: struct ImmersiveView: View { @Environment(AppModel.self) var appModel var body: some View { RealityView { content in content.add(createImmersivePicture(imageName: appModel.activeSpace)) } } func createImmersivePicture(imageName: String) -> Entity { let sphereRadius: Float = 1000 let modelEntity = Entity() let texture = try? TextureResource.load(named: imageName, options: .init(semantic: .raw, compression: .none)) var material = UnlitMaterial() material.color = .init(texture: .init(texture!)) modelEntity.components.set( ModelComponent( mesh: .generateSphere( radius: sphereRadius ), materials: [material] ) ) modelEntity.scale = .init(x: -1, y: 1, z: 1) modelEntity.transform.translation += SIMD3<Float>(0.0, 10.0, 0.0) return modelEntity } } Since the quality is a problem. I thought about reducing the radius of the sphere or decreasing the scale. On both cases, nothing changes. I have tried: modelEntity.scale = .init(x: -0.5, y: 0.5, z: 0.5) And also let sphereRadius: Float = 2000, let sphereRadius: Float = 500, but nothing is changed. I also get the warning: IOSurface creation failed: e00002c2 parentID: 00000000 properties: { IOSurfaceAddress = 4651830624; IOSurfaceAllocSize = 35478941; IOSurfaceCacheMode = 0; IOSurfaceMapCacheAttribute = 1; IOSurfaceName = CMPhoto; IOSurfacePixelFormat = 1246774599; } IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceCacheMode IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfacePixelFormat IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceMapCacheAttribute IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceAddress IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceAllocSize IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceName Is there anything I can do to reduce the radius or just to improve the quality itself?
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370
Jan ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets. I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity. In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging: Low-complexity images are compressed more aggressively The final packaged file size varies based on content complexity Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment. Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro? Or any best practices to optimize .ktx sizes based on image complexity? Thanks!
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127
Jun ’25
How to Implement a Curved Surface Effect for Video Playback and Allow Dynamic Width Adjustment in visionOS?
Dear Apple Engineers, I am working on a project in visionOS and need to implement a curved surface effect for video playback, where the width of the surface can be dynamically adjusted. Specifically, I want the video to be displayed on a curved surface (similar to a scroll unfolding), and the user should be able to adjust the width of this surface. I have the following specific questions: How can I implement a curved surface for video playback and ensure the video content is not stretched or distorted on the surface? How can I create a dynamic curved surface (such as a bending plane) in RealityKit or visionOS, where the width can be adjusted by the user? Is it possible to achieve more complex curved surface effects (such as scroll unfolding or bending) using Shaders or other techniques? Thank you very much for your help!
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521
Dec ’24
Lidar sensor does not work on some Iphone 13 Pro
I am experience problem with three iPhone 13 Pro. They are reporting the lowest quality for all points in the depthmap from the Lidar sensor. The readings I get are unusable. If it was just one phone I would consider it a faulty sensor, but in this case it is three phones that gives the same result. I have other iPhone 13 Pro that works as expected. Have any else experienced a similar behavior? I am using iOS 18.4.1 https://developer.apple.com/documentation/avfoundation/avdepthdata/depthdataquality
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51
May ’25
visionOS 26 - Rendering Issues related to Transparency
Summary After updating to visionOS 26, we’ve encountered severe transparency rendering issues in RealityKit that did not exist in visionOS 2.6 and earlier. These regressions affect applications that dynamically control scene opacity (via OpacityComponent). Our app renders ultra-realistic apartment environments in real time, where users can walk or teleport inside 3D spaces. When the user moves above a speed threshold, we apply a global transparency effect to prevent physical collisions with real-world objects. Everything worked perfectly in visionOS 2.6 — the problems appeared only after upgrading to 26. Scene Setup Overview The environment consists of multiple USDZ models (e.g., architecture, rooms, furniture). We manage LODs manually for performance (e.g., walls and floors always visible in full-res, while rooms swap between low/high-res versions based on user position and field of view). Transparency is achieved using OpacityComponent, applied dynamically when the user moves. Some meshes (e.g., portals to skyboxes, glass windows) use alpha materials We also use OcclusionMaterials to prevent things to be seen through walls when scene is transparent Observed Behavior by Scenario (I can share a video showing the results of each scenario if needed.) Scenario 1 — Severe Flickering (Root Opacity) Setup: OpacityComponent applied to the root entity NO ModelSortGroupComponent used Symptoms: Strong flickering when transparency is active Triangles within the same mesh render at inconsistent opacity levels Appears as if per-triangle alpha sorting is broken Workaround: Moving the OpacityComponent from the root to each individual USDZ entity removes the per-triangle flicker Pros: No conflicts with portals or alpha materials Scenario 2 — Partially Stable, But Alpha Conflicts Setup: OpacityComponent applied per USDZ entity ModelSortGroupComponent(planarUIAlwaysBehind) applied to portal meshes Other entities have NO ModelSortGroupComponent Symptoms: Frequent alpha blending conflicts: Transparent surfaces behind other transparent surfaces flicker or disappear Example: Wine glasses behind glass doors — sometimes neither is rendered, or only one Even opaque meshes behind glass flicker due to depth buffer confusion Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Analysis: Appears related to internal changes in alpha sorting or depth pre-pass behavior introduced in visionOS 26 Pros: Most stable setup so far Cons: Still unreliable when OpacityComponent is active Scenario 3 — Layer Separation Attempt (Regression) Setup: Same as Scenario 2, but: Entities with alpha materials moved to separate USDZs Explicit ModelSortGroupComponent order set (alpha surfaces rendered last) Symptoms: Transparent surfaces behind other transparent surfaces flicker or disappear Depth is completely broken when there's a large transparent surface Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Workaround Attempt: Re-ordering and further separating models did not solve it Pros: None — this setup makes transparency unusable Conclusion There appears to be a regression in RealityKit’s handling of transparency and sorting in visionOS 26, particularly when: OpacityComponent is applied dynamically, and Scenes rely on multiple overlapping transparent materials. These issues did not exist prior to 26, and the same project (no code changes) behaves correctly on previous versions. Request We’d appreciate any insight or confirmation from Apple engineers regarding: Whether alpha sorting or opacity blending behavior changed in visionOS 26 If there are new recommended practices for combining OpacityComponent with transparent materials If a bug report already exists for this regression Thanks in advance!
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150
2w
The Question Of Two ARView Together
First, I scan first room using the roomplan api. Because I need scan second room, I stop it by “captureSession.stop(pauseARSession: false)”, I think the Arsession is continue work at that time. Second, before the another room will scan, I want to run another ARView. (in order to detect some objects which are not detected by Roomplan in first room) But, at this time, the second ARView(there is an ARView in roomplan, I think) will always black screen, can’t normally work. This is the question I want to resolve. Please help me let the second ARView go well.
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93
Mar ’25