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

All subtopics
Posts under Spatial Computing topic

Post

Replies

Boosts

Views

Activity

Issue in TabletopKit Sample scene + shared immersive space
Hello Community, I am currently developing an experimental VisionOS app, to investigate the social effects of the new Spatial Persona feature, for my bachelor thesis. My setup includes a simple board game for the participants, in which they can engage with their persona avatars. I tried to use the TabletopKit for this setup, but ran into issues when starting the SharePlay session. When I testes my app, I couldn't see the other spatial persona anymore, despite the green SharePlay button indicating the session started. The other person can see my actions in their version of the app on the board, but can not interact with anything. Also, we are both seat on the default side of the seat. I tried to remove the environment I added, because it doesn't seem to synch with the other player. When I tried the FaceTime feature in the simulator without the environment, I could then see the test robot avatar, but at a totally wrong place. It's seems like it isn't just my environment occluding the seats, but a flaw in the seating process as well. When I tried the FaceTime feature in the simulator on the official test scene (TabletopKit Sample), I got the same incorrect placement and the warning "role(for:inSeatNumber:): The provided role identifier does not match a role in the current template." So my questions are: What needs to be changed so the TabletopKit can handle seating correctly? How can I correctly use immersive scenes in combination with the TabletopKit? I tried to keep the implementation of the TabletopKit example as close as possible, so I think it will enough to look into this codebase for now. I debugged the position of seats and they are placed correctly in front of their equipment. The personas are just not placed on them.
6
4
584
Mar ’25
Force quit apps on Vision Pro simulator
How do you force quit apps on the Vision Pro simulator? I've read online you can double press the digital crown on a real Vision Pro device but there is no such button on the simulator. So far I've tried Pressing the home button twice (⇧⌘H) Pressing the Siri button twice (⌥⇧⌘H) None of them works I'm on Xcode 15.0 beta 5 (15A5209g) & visionOS 1.0 beta 2 (21N5207e)
6
2
3k
Feb ’25
App Window Closure Sequence Impacts Main Interface Reload Behavior
My VisionOS App (Travel Immersive) has two interface windows: a main 2D interface window and a 3D Earth window. If the user first closes the main interface window and then the Earth window, clicking the app icon again will only launch the Earth window while failing to display the main interface window. However, if the user closes the Earth window first and then the main interface window, the app restarts normally‌. Below is the code of import SwiftUI @main struct Travel_ImmersiveApp: App { @StateObject private var appModel = AppModel() var body: some Scene { WindowGroup(id: "MainWindow") { ContentView() .environmentObject(appModel) .onDisappear { appModel.closeEarthWindow = true } } .windowStyle(.automatic) .defaultSize(width: 1280, height: 825) WindowGroup(id: "Earth") { if !appModel.closeEarthWindow { Globe3DView() .environmentObject(appModel) .onDisappear { appModel.isGlobeWindowOpen = false } } else { EmptyView() // 关闭时渲染空视图 } } .windowStyle(.volumetric) .defaultSize(width: 0.8, height: 0.8, depth: 0.8, in: .meters) ImmersiveSpace(id: "ImmersiveView") { ImmersiveView() .environmentObject(appModel) } } }
6
0
228
Apr ’25
Photogrammetry Session - new model?
Hi Apple Team, We noticed the following exciting changelog in the latest macOS 26 beta: 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) However after trying this on the latest beta and running some tests we do not see any differences on objects with low textures such as single coloured surfaces. Is there anything we are missing? the machine is definitely connected to the internet but we have no way of knowing from the logs if the new model is being used? thanks
5
1
555
Jul ’25
Scene's origin relative to portal's window?
I am experimenting with RealityKit to set up a portal. Everything works, but I was wondering where the scene's origin is with respect to the front of the portal window? From experiments, the origin's X and Y appear to be at the center of the portal window, while the origin's Z appearing to be about a meter behind the portal window. Is this (at least roughly) correct? Is it documented anywhere? PS. I began with the standard visionOS app and edited the Reality Composer Pro file to create the scene.
5
0
593
Mar ’25
Hidden window/volume system overlays in Full Space
When I show a window while a sky sphere is shown, the handles to drag/close/resize the window are hidden. The colliders still work, so they are there, but only the visuals are hidden. I already know from another project, that this also happens to volumes. They only appear once you get closer to the window or if the sky sphere gets removed. Is this a known issue or is there a fix for that? .persistentSystemOverlays(.visible)does not fix it Xcode 16.3.0 Beta, visionOS 2.4
5
0
257
Mar ’25
A question about adding grounding shadow in visionPro
I want adding grounding shadow on my Entity in RealityView on visionPro. However it seems that the shadow can only appear on another Entity. So I using plane detection in ARKit and add a transparent plane on it to render shadow. let planeEntity = ModelEntity(mesh: .generatePlane(width: anchor.geometry.extent.width, height: anchor.geometry.extent.height), materials: [material]) planeEntity.components.set(OpacityComponent(opacity: 0.0)) But sometimes there will be a border around my Entityon the plane. I do not know why it will happen, and I want remove the border.
5
0
372
Mar ’25
VisionOS 2.0 Main Camera Access Enterprise Entitlement Not Recognized in XCode
I am working on a project that requires access to the main camera on the Vision Pro. My main account holder applied for the necessary enterprise entitlement and we were approved and received the Enterprise.license file by email. I have added the Enterprise.license file to my project, and manually added the com.apple.developer.arkit.main-camera-access.allow entitlement to the entitlement file and set it to true since it was not available in the list when I tried to use the + Capability button in the Signing & Capabilites tab. I am getting an error: Provisioning profile "iOS Team Provisioning Profile: " doesn't include the com.apple.developer.arkit.main-camera-access.allow entitlement. I have checked the provisioning profile settings online, and there is no manual option for adding the main camera access entitlement, and it does not seem to be getting the approval from the license.
5
0
1.2k
Oct ’24
Digital Crown press when both immersive space and additional windows are presented
I have been experimenting with the Hello World sample app from https://developer.apple.com/documentation/visionos/world and I came across behavior that appears inconsistent with user-facing documentation describing the device controls at https://support.apple.com/en-gb/guide/apple-vision-pro/tan1e2a29e00/visionos I tried pressing simulator's "Home" button while "Objects in Orbit" immersive space was presented alongside with the main application window. According to user documentation, pressing Digital Crown should take the user directly to Home View. In my test a single press only dismissed the immersive space, I needed another press to "exit" the app and go to Home View. Is this behavior expected? I am assuming that "Home" button in the simulator behaves as if the user pressed Digital Crown on the device, I don't have access to the actual hardware.
5
0
364
Apr ’25
WWDC 25 RemoteImmersiveSpace - Support for Passthrough Mode? RealityKit?
This is related to the WWDC presentation, What's new in Metal rendering for immersive apps.. Specifically, the macOS spatial streaming to visionOS feature: For reference: the page in the docs. The presentation demonstrates it using a full immersive space and Metal rendering using compositor services. I'd like clarity on a few things: Is the remote device wireless, or must the visionOS device be connected via a wired connected? Is there a limit to the number of remote devices, and if not, could macOS render different things per remote device simultaneously? Can I also use mixed mode with passthrough enabled, instead of just a fully-immersive mode? Can I use RealityKit instead of Metal? If so, may I have an example, or would someone point to an example?
5
0
489
6d
Reality Composer Project and Xcode 16
After upgrading to Xcode 16 my app, which utilizes imported project files from my iPad's Reality Composer app, now has two issues that I have found so far. I am using an ARView as a UIViewRepresentable with SwiftUI. (Prior to upgading to Xcode 16 everything worked well.) First, there are now several duplicate rcp_export.usdz resources in the "Copy Bundle Resources" build phase section. Even though each file is in a separate folder with a unique UUID, it was causing a compile error saying there are duplicate files. I was able to open the RC project folder and delete the older rcp_project versions which now allows the app to compile. I mention it as it may or may not be related to the second issue. Second, Xcode isn't generating the project code for rcproject, so when I call the RCProject.loadSceneAsync function I am getting an error that says "Cannot find 'RCProject' in scope"
5
6
933
Jan ’25
Billboard Entity with AttachmentView
Hey Everyone, Happy New Year! I wanted to see if you have seen this before. I have added an attachment to the RealityView as a child on an entity that has a Billboard component set on it. I wanted to create the effect that the attachment is offset by .5 meters from center and follows the device as you move around it. IT works great until you try click a button. The attachment moves with the billboard, but the collision box around the attachment is not following it. If I position myself perfectly it works. Video Example: https://youtu.be/4d9Vx7K8MmU // // ImmersiveView.swift // Billboard Attachment // // Created by Justin Leger on 1/3/25. // import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { var rootEntity = Entity() var body: some View { RealityView { content, attachments in // Add the initial RealityKit content let sphereEntity = ModelEntity(mesh: .generateSphere(radius: 0.1), materials: [SimpleMaterial(color: .red, roughness: 1, isMetallic: false)]) sphereEntity.position = [0.0, 1.0, -2.0] let controlsPivotEntity = Entity() controlsPivotEntity.components[BillboardComponent.self] = .init() // Extract the attachemnt entity and disable it before its used. if let controlsViewAttachmentEntity = attachments.entity(for: PlacedThingControls.attachmentId) { controlsViewAttachmentEntity.position.z = 0.5 controlsPivotEntity.addChild(controlsViewAttachmentEntity) sphereEntity.addChild(controlsPivotEntity) } content.add(sphereEntity) } attachments: { Attachment(id: PlacedThingControls.attachmentId) { PlacedThingControls() } } } } #Preview(immersionStyle: .mixed) { ImmersiveView() .environment(AppModel()) } struct PlacedThingControls: View { static let attachmentId = "placed-thing-3D-controls" var body: some View { VStack { HStack(spacing: 0) { Button { print("🗺️🗺️🗺️ Map selected pieces") } label: { Text("\(Image(systemName: "plus.square.dashed")) Manage Mesh Maps") .fontWeight(.semibold) .frame(maxWidth: .infinity) } .padding(.leading, 20) Spacer() Button(role: .destructive) { print("🗑️🗑️🗑️ Delete selected pieces") } label: { Label { Text("Delete") } icon: { Image(systemName: "trash") } .labelStyle(.iconOnly) } .padding(.trailing, 20) } .padding(.vertical) .frame(minWidth: 320, maxWidth: 480) } .glassBackgroundEffect() } }
5
0
851
Jan ’25
Gesture filtering using .targetedToEntity(where: QueryPredicate<Entity>) is not working
I am trying to only apply a drag gesture to specific entities that has a specific component. My entities has the component on it along with the input target and collision component. The gestures work when I use .targetedToAnyEntity() modifier but .targetedToEntity(where:) modifier fails struct ImmersiveView: View { var body: some View { RealityView { content in // Add the initial RealityKit content if let scene = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(scene) } } .gesture( DragGesture() .targetedToEntity(where: .has(ToyComponent.self)) .onChanged({ value in value.entity.position = value.convert(value.location3D, from: .local, to: value.entity.parent!) }) ) } } What could be wrong here?
5
1
641
Sep ’24
Synchronizing Physical Properties of EntityEquipment in TableTopKi
I am working on adding synchronized physical properties to EntityEquipment in TableTopKit, allowing seamless coordination during GroupActivities sessions between players. Current Approach and Limitations I have tried setting EntityEquipment's state to DieState and treating it as a TossableRepresentation object. This approach achieves basic physical properties synchronized across players. However, it has several limitations: No Collision Detection Between Dice: Multiple dice do not collide with each other. Shape Limitations: Custom shapes, like parallelepipeds, cannot be configured. Below is my existing code for Base Entity Equipment without physical properties: struct CubeWithPhysics: EntityEquipment { let id: ID let entity: Entity var initialState: BaseEquipmentState init(id: ID, entity: Entity) { self.id = id self.entity = entity initialState = .init(parentID: .tableID, pose: .init(position: .zero, rotation: .zero), entity: self.entity) } } I’d appreciate any guidance on the recommended approach to adding synchronized physical properties to EntityEquipment.
5
4
1.1k
Nov ’24
Synchronizing Multi-User AR Experiences on Apple Vision Pro
Hello Developers, I am currently in the initial planning stages of my bachelor thesis in computer science, where I will be developing an application in collaboration with a manufacturer of large-scale machinery. One of the core features I aim to implement is the ability for multiple Apple Vision Pro users to view the same object in augmented reality simultaneously, each from their respective positions relative to the object. I am still exploring how best to achieve this feature. My initial approach involves designating one device as the host of a "room" within the application, allowing other users to join. If I can accurately determine the relative positions of all users to the host device, it should be possible to display the AR content correctly in terms of angle, size, and location for each user. Despite my research, I haven't found much information on similar projects, and I would appreciate any insights or suggestions. Specifically, I am curious about common approaches for synchronizing AR experiences across multiple devices. Given that the Apple Vision Pro does not have a GPS sensor, I am also looking for alternative methods to precisely determine the positions of multiple devices relative to each other. Any advice or shared experiences would be greatly appreciated! Best regards, Revin
5
0
943
Oct ’24
Build Vision Pro failed
`error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift error: [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults") error: Tool exited with code 1
5
0
574
Jul ’25
RC Pro Timeline Notification Not Received in Xcode
I'm having a heck of a time getting this to work. I'm trying to add an event notification at the end of a timeline animation to trigger something in code but I'm not receiving the notification from RC Pro. I've watched that Compose Interactive 3D Content video quite a few times now and have tried many different ways. RC Pro has the correct ID names on the notifications. I'm not a programmer at all. Just a lowly 3D artist. Here is my code... import SwiftUI import RealityKit import RealityKitContent extension Notification.Name { static let button1Pressed = Notification.Name("button1pressed") static let button2Pressed = Notification.Name("button2pressed") static let button3Pressed = Notification.Name("button3pressed") } struct MainButtons: View { @State private var transitionToNextSceneForButton1 = false @State private var transitionToNextSceneForButton2 = false @State private var transitionToNextSceneForButton3 = false @Environment(AppModel.self) var appModel @Environment(\.dismissWindow) var dismissWindow // Notification publishers for each button private let button1PressedReceived = NotificationCenter.default.publisher(for: .button1Pressed) private let button2PressedReceived = NotificationCenter.default.publisher(for: .button2Pressed) private let button3PressedReceived = NotificationCenter.default.publisher(for: .button3Pressed) var body: some View { ZStack { RealityView { content in // Load your RC Pro scene that contains the 3D buttons. if let immersiveContentEntity = try? await Entity(named: "MainButtons", in: realityKitContentBundle) { content.add(immersiveContentEntity) } } // Optionally attach a gesture if you want to debug a generic tap: .gesture( TapGesture().targetedToAnyEntity().onEnded { value in print("3D Object tapped") _ = value.entity.applyTapForBehaviors() // Do not post a test notification here—rely on RC Pro timeline events. } ) } .onAppear { dismissWindow(id: "main") // Remove any test notification posting code. } // Listen for distinct button notifications. .onReceive(button1PressedReceived) { (output) in print("Button 1 pressed notification received") transitionToNextSceneForButton1 = true } .onReceive(button2PressedReceived.receive(on: DispatchQueue.main)) { _ in print("Button 2 pressed notification received") transitionToNextSceneForButton2 = true } .onReceive(button3PressedReceived.receive(on: DispatchQueue.main)) { _ in print("Button 3 pressed notification received") transitionToNextSceneForButton3 = true } // Present next scenes for each button as needed. For example, for button 1: .fullScreenCover(isPresented: $transitionToNextSceneForButton1) { FacilityTour() .environment(appModel) } // You can add additional fullScreenCover modifiers for button 2 and 3 transitions. } }
5
0
304
2d
Is SceneKit depricated ?
Hi everyone! I am working on AR app and wanted to implement object occlusion because it removes drift pretty much from the object. This working great with RealityKit sample But I am unable to replicate such behaviour it with scenekit. Because scenekit does not offer object occlusion. Can we say scenekit is getting depricated, and we should re-write app in RealityKit (which is obviously a big task)?
5
0
1.5k
Jul ’25