I am using ARKit to detect image in visionPro. However I met some question about adding the reference image.
Some of my images can not be added correctly sometimes. (As you can see in the picture above, the 'orange' can not be added correctly, but the 'cup' can). However, sometimes they will be added without any problem. I do not know why it will happen. And I want they all be added steadily.
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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In several visionOS apps, we readjust our scenes to the user's eye level (their heads). But, we have encountered issues whereby the WorldTrackingProvider returns bad/incorrect positions for the first x number of frames.
See below code which you can copy paste in any Immersive Space. Relaunch the space and observe the numberOfBadWorldInfos value is inconsistent.
a. what is the most reliable way to get the devices's position?
b. is this indeed a bug?
c. are we using worldInfo improperly?
d. as a workaround, in our apps we set to 10 the number of frames to let pass before using worldInfo, should we set our threshold differently?
import ARKit
import Combine
import OSLog
import SwiftUI
import RealityKit
import RealityKitContent
let SUBSYSTEM = Bundle.main.bundleIdentifier!
struct ImmersiveView: View {
let logger = Logger(subsystem: SUBSYSTEM, category: "ImmersiveView")
let session = ARKitSession()
let worldInfo = WorldTrackingProvider()
@State var sceneUpdateSubscription: EventSubscription? = nil
@State var deviceTransform: simd_float4x4? = nil
@State var numberOfBadWorldInfos = 0
@State var isBadWorldInfoLoged = false
var body: some View {
RealityView { content in
try? await session.run([worldInfo])
sceneUpdateSubscription = content.subscribe(to: SceneEvents.Update.self) { event in
guard let pose = worldInfo.queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) else {
return
}
// `worldInfo` does not return correct values for the first few frames (exact number of frames is unknown)
// - known SO: https://stackoverflow.com/questions/78396187/how-to-determine-the-first-reliable-position-of-the-apple-vision-pro-device
deviceTransform = pose.originFromAnchorTransform
if deviceTransform!.columns.3.y < 1.6 {
numberOfBadWorldInfos += 1
logger.warning("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)")
} else {
if !isBadWorldInfoLoged {
logger.info("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)")
}
isBadWorldInfoLoged = true // stop logging.
}
}
}
}
}
Hi team I don't know from this error has popped up any suggestions please
Thanks
Zippy Games
Hi,
When closing a WindowGroup, I want to show a prompt, and only dismiss the window when the user confirms.
How to do it?
WindowGroup(id: "A") {
ContentView()
}
I am trying the image tracking of ARKit on VisionPro, but there seems to be some problem when adding reference image.
Here is my code:
let images = ReferenceImage.loadReferenceImages(inGroupNamed: "photos")
print("Images: \(images)")
try await appState!.arkitSession.run([imageTracking])
It can successfully print those images, however sometimes it will print the error message like this:
ARImageTrackingRemoteService: Adding reference image <ARReferenceImage: 0x3032399e0 name="chair" physicalSize=(0.070, 0.093)> failed.
When this error message is printed, the corresponding image can not be tracked.
I do not understand why this will happen, because sometimes the image can be successfully added, but other time not, even for the same image. It makes my app not stable.
Besides, there are some other error messages, and I do not know whether it is related:
ARPredictorRemoteService <0x1042154a0>: Query queue is not running.
Execution of the command buffer was aborted due to an error during execution. Insufficient Permission (to submit GPU work from background) (00000006:kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted)
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.
I have two cubes in my blender project. But one gets lost after importing the USDZ file which is exported from the blender project.
It seems that Apple frameworks don't support non-English USDZ.
I am experiencing an issue where USDZ files exported from Blender do not display textures when opened in Apple Vision Pro Quick Look. Instead of the expected materials, the model appears completely white, as if the textures are missing or not being recognized by the rendering engine.
Topic:
Spatial Computing
SubTopic:
General
I would like to integrate the object capture API with a ML model for analysis. So, i will need to get the current frame into CG images for further process.
Thanks in advance !
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?
Does anyone have any idea if Apple plans to add in UDIM support for its 3D development? It is a real bummer to not have this feature and makes an otherwise clean USD pipeline kinda suck.
As far as I know, Apple hasn’t opened access to the Vision Pro camera for developers yet, so I’m trying to find possible workarounds within the current capabilities. I’m wondering if there’s any way to apply a mesh to a person in the scene in Vision Pro, or if there’s an alternative approach to roughly detect a human shape in front of the user?
I have been trying to implement this look where a component looks "pushed in" but I could not find any resources regarding this effect. The closest I got was a combination of a RoundedRectangle and .glassBackgroundEffect(), but this makes the view look pushed out, instead of pushed in.
I was wondering if this is achievable in SwiftUI level, or even in UIKit level.
Hello Community,
I’m currently working with the sample code “CapturingDepthUsingTheLiDARCamera” and using it to capture the depth map of an image taken with the iPhone 14 Pro.
From this depth map, I generate a point cloud using the intrinsic camera parameters.
I've noticed that objects not facing the camera directly appear distorted in the resulting point cloud.
For example: An object with surfaces that are perpendicular to each other appears with a sharper angle in the point cloud — around 60° instead of 90°.
My question is:
Is this due to the general accuracy limitations of the LiDAR sensor? Or could it be related to the sample code?
To obtain the depth map, I’m using:
AVCapturePhoto.depthData.converting(toDepthDataType: kCVPixelFormatType_DepthFloat32)
Thanks in advance for your help!
What is recommended best practice for importing a Blender 3D file into RCP? I assume as a .usdz file? Is there a WWDC24 session or other Apple resource that best explains this. I want to make sure I provide the right format/file to RCP from Blender.
I want to select a sub model under a large model in a mixed space, and when I select this sub model, I will add a stroke to it, similar to the effect of selecting a model in Reality Composer Pro ,How to create entity strokes similar to this effect
If I long press on an element, the sidebar disappears and then a Done appears on the screen, but nothing else changes, so what are the Environments in Vision Pro's Simulator?
I’m working on a Vision Pro app using Metal and need to implement multi-pass rendering. Specifically, I want to render intermediate results to a texture, then use that texture in a second pass for post-processing before presenting the final output.
What’s the best approach in visionOS? Should I use multiple render passes in a single command buffer or separate command buffers? Any insights on efficiently handling this in RealityKit or Metal?
Thanks!
In Vision OS app, We have two types of windows:
Main App Window – This is the default window that launches when the app starts. It displays the video listings and other primary content.
Immersive Space Window – This opens only when a user starts streaming or playing a video.
Issue:
When entering the immersive space, the main app window remains visible in front of it unless manually closed. To avoid this, I currently close the main window when transitioning to immersive space and reopen it when exiting. However, this causes the app to restart instead of resuming from its previous state.
Desired Behavior:
I want the main app window to retain its state and seamlessly resume from where it was before entering immersive mode, rather than restarting.
Attempts & Challenges:
Tried managing opacity, visibility, and state preservation, but none worked as expected.
Couldn’t find a way to push the main window to the background while bringing the immersive space to the foreground.
Looking for a solution to keep the main window’s state intact while transitioning between immersive and normal modes.
I have a visionOS 2 project created on Xcode 16, when I updated to Xcode 26 beta5, I can't build it any more, every time it stuck in process like the picture shows below:
Already tried many methods to fix this issue, such as clear build folders, but don't work.
MacBook Air M2 / MacOS 26 beta5 / Xcode 26 beta5