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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VisionOS Main Camera Enterprise API: Development license into distribution for Business Store
Hello, We've been working for months now on an App for the Vision Pro. (it's been great btw!) We already have an App in the App Store for iOS, and have been migrating our platform from the Microsoft Hololens 2 to the AVP: https://apps.microsoft.com/detail/9NPPP031VHD1 We require the Main Camera access and already have gotten the Enterprise.license for development purposes. Unfortunately, we cannot publish our Business App (which uses an Enterprise API) under the same Name/Bundle ID as our iOS App because it would conflict with our current Distribution Method. We arrived at the conclusion that we need a new Enterprise.license under a different Bundle ID to create a new App for the Business Store. Has anyone been in the same boat as us, and tried to publish to the Business Store while already having an App in the Public App Store under the same name? We applied to get another license for distribution under another name (with "Pro" at the end), but it's been stuck in limbo for over a month now (probably because the new bundle ID doesn't have any track record). Anyhow, thanks for any help, we're open to suggestions as to how to proceed!
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Loading USDZ with particle system crashes on Intel Macs
Hello, we have a RealityKit app that also runs on macOS via Catalyst. For specific USD assets containing particle systems we have observed a reproducible crash. Steps to reproduce: Open Reality Composer Pro Create new file Create simple particle system (default one is fine) export as USDZ Create project in Xcode Call Entity.load(… and pass in your USD Running this on an Intel iMac with macOS Sequoia 15.3 will lead to a crash with the following console log: validateWithDevice:4704: failed assertion `Render Pipeline DescrvalidateWithDevice:4704: failed assertion `Render Pipeline Descriptor Validation depthAttachmentPixelFormat (MTLPixelFormatDepthvalidateWithDevice:4704: failed assertion `Render Pipeline Descriptor Validation depthAttachmentPixelFormat (MTLPixelFormatDepthvalidateWithDevice:4704: failed assertion `Render Pipeline Descriptor Validation depthAttachmentPixelFormat (MTLPixelFormatDepth32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil8) must match. ' iptor Validation depthAttachmentPixelFormat (MTLPixelFormatDepth32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil8) must match. ' 32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil32Float) and stencilAttachmentPixelFormat (MTLPixelFormatStencil8) must match. ' 8) must match. ' Xcode version: 16.2.0 iMac 2020 3,8GHz Intel Core i7 macOS Sequoia 15.3 FB16477373 It would be great if this could be fixed quickly or a workaround provided since it affects or production app. Thank you!
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Tracking geographic locations in AR - Sample App Code
Hello, I was looking back into downloading the Tracking geographic locations in AR sample app from https://developer.apple.com/documentation/arkit/tracking-geographic-locations-in-ar Unfortunately the Download links to the .zip of the DisplayingAPointCloudUsingSceneDepth sample project. The exact same issue occurs when trying to download the sample code from https://developer.apple.com/documentation/ARKit/creating-a-fog-effect-using-scene-depth Wondering if those links are deliberately broken because of possible deprecations. Thanks to any Apple Engineer willing to look into that.
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How to move a camera in immersive space and render its output on 2D window using RealityKit
I'm trying to develop an immersive visionOS app, which you can move an Entity having a PerspectiveCamera as its child in immersive space, and render the camera view on 2D window. According to this thread, this seems to can be achieved using RealityRenderer. But when I added the scene entity loaded from realityKitContentBundle to realityRenderer.entities, I needed to clone all entities of the scene, otherwise all entities in the immersive space will disappear. @Observable @MainActor final class OffscreenRenderModel { private let renderer: RealityRenderer private let colorTexture: MTLTexture init(scene: Entity) throws { renderer = try RealityRenderer() // If not clone entities in the scene, all entities in the immersive space will disappear renderer.entities.append(scene.clone(recursive: true)) let camera = PerspectiveCamera() renderer.activeCamera = camera renderer.entities.append(camera) ... } } Is this the expected behavior? Or is there any other way to do this (move camera in immersive space and render its output on 2D window)? Here is my sample code: https://github.com/TAATHub/RealityKitPerspectiveCamera
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[xrsimulator] Exception thrown during compile: cannotGetRkassetsContents
My friend cannot build my visionOS project in the simulator. He gets the following error. Error: [xrsimulator] Exception thrown during compile: cannotGetRkassetsContents(path: "/Users/path/to/Packages/RealityKitContent/Sources/RealityKitContent/RealityKitContent.rkassets") In Xcode, he is able to open the RealityKitContent package in realityComposer Pro by clicking on the Package.realitycomposerpro file. No warnings show up wrt this error in RCP either. All scenes appear to be usable/navigable in RCP. This error only comes up when he tries to build the project in Xcode command+b. The is no other information in the Report Navigator's Build logs for this error. The error is always followed by this next error. Error: Tool exited with code 1 Yikes, please help!
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How to prevent system windows occlusion when using OcclusionMaterial
We use SceneReconstructionProvider to detect meshes in the surrounding environment and apply an OcclusionMaterial to them. // Assuming `entity` represents one of the detected mesh in the environment entity.components.set(ModelComponent( mesh: mesh, materials: [OcclusionMaterial()] )) While this correctly occludes entities placed in the immersive space, it also occludes system windows. This becomes problematic when a window is dragged into an occluded area (before or after entering the immersive space), preventing interaction with its elements. In some cases, it also makes it impossible to focus on the window’s drag handle, since this might become occluded as well after moving the window nearby. More generally, system windows can be occluded when they come into proximity with a model that has OcclusionMaterial applied. I'm aware of a change introduced in visionOS 2 regarding how occlusions interact with UI elements (as noted in the release notes). I believe this change was intended to ensure windows do not remain visible when opened in another room. However, this also introduces some challenges, as described in the scenario above. Is there a way to prevent system window occlusion while still allowing entities to be occluded by environmental features? Perhaps not using OcclusionMaterial at all? Development environment: Xcode 16.2, macOS 15.2 Run-time configuration: visionOS 2.2 and 2.3
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Apple Vision Pro - hand tracking with gloves
I am considering adding finger pad haptics (Data flow for haptic feedback is directed from the AVP to the fingers, not vice versa). Simple piezos wired to a wrist connection holding the driver/battery. But I'm concerned it will impact the hand tracking. Any guidance regarding gloves and/or the size of any peripherals attached to fingers? Or, if anyone has another (inexpensive) low profile option on the market please LMK. Thanks
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The pinch operation by the left hand should be stopped.
Hi, I have a question. In visionOS, when a user looks at a button and performs a pinch gesture with their index finger and thumb, the button responds. By default, this works with both the left and right hands. However, I want to disable the pinch gesture when performed with the left hand while keeping it functional with the right hand. I understand that the system settings allow users to configure input for both hands, the left hand only, or the right hand only. However, I would like to control this behavior within the app itself. Is this possible? Best regards.
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Obect Capture App getting rejected for not supporting non Pro Models
Hi, I created an app using iOS Object Capture API which works only on Lidar enabled phones. It's a limitation of the Api provided by apple itself. I Submitted an app for Review , but It is getting rejected (Twice) saying it doesnt work on non pro models. Even though I explained that capturing Needs Lidar and supported only in PRO models, It still gets rejected after testing in Non Pro models. is there a way out?
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Reading Imagefiles outside of app content
Hi there. Thanks to amazing help from you guys, I've managed to code a 360 image carousel, where the user can browse 360 images located inside the project package. Is there a way to access the filesystem on AVP outside the app? I know about the FileManager, and I can get access to the .documentsDirectory, but how do I access documents folder from the "Files" app on the AVP? My goal is to read images from a hardcoded folderlocation on the AVP, such that the user never will have to select the images themselves. I know this may not be the "right" way to do this. The app is supposed to be "foolproof" with a minimum of userinteraction. The only way to change the images should be to change the contents of the hardcoded imagefolder. I hope this makes sense =) Thanks in advance! Regards, Kim
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