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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version update in Vision Pro
Hi, I'm developing an app for Vision Pro using Xcode, while updating the latest update, things that worked in my app suddenly didn't. in my app flow I'm tapping spheres to get their positions, from some reason I get an offset from where I tap to where a marker on that position is showing up. here's the part of code that does that, and a part that is responsible for an alignment that happens afterwards: func loadMainScene(at position: SIMD3) async { guard let content = self.content else { return } do { let rootEntity = try await Entity(named: "surgery 16.09", in: realityKitContentBundle) rootEntity.scale = SIMD3<Float>(repeating: 0.5) rootEntity.generateCollisionShapes(recursive: true) self.modelRootEntity = rootEntity let bounds = rootEntity.visualBounds(relativeTo: nil) print("📏 Model bounds: center=\(bounds.center), extents=\(bounds.extents)") let pivotEntity = Entity() pivotEntity.addChild(rootEntity) self.pivotEntity = pivotEntity let modelAnchor = AnchorEntity(world: [1, 1.3, -0.8]) modelAnchor.addChild(pivotEntity) content.add(modelAnchor) updateModelOpacity(0.5) self.modelAnchor = modelAnchor rootEntity.visit { entity in print("👀 Entity in model: \(entity.name)") if entity.name.lowercased().hasPrefix("focus") { entity.generateCollisionShapes(recursive: true) entity.components.set(InputTargetComponent()) print("🎯 Made tappable: \(entity.name)") } } print("✅ Model loaded with collisions") guard let sphere = placementSphere else { return } let sphereWorldXform = sphere.transformMatrix(relativeTo: nil) var newXform = sphereWorldXform newXform.columns.3.y += 0.1 // move up by 20 cm let gridAnchor = AnchorEntity(world: newXform) self.gridAnchor = gridAnchor content.add(gridAnchor) let baseScene = try await Entity(named: "Scene", in: realityKitContentBundle) let gridSizeX = 18 let gridSizeY = 10 let gridSizeZ = 10 let spacing: Float = 0.05 let startX: Float = -Float(gridSizeX - 1) * spacing * 0.5 + 0.3 let startY: Float = -Float(gridSizeY - 1) * spacing * 0.5 - 0.1 let startZ: Float = -Float(gridSizeZ - 1) * spacing * 0.5 for i in 0..<gridSizeX { for j in 0..<gridSizeY { for k in 0..<gridSizeZ { if j < 2 || j > gridSizeY - 5 { continue } // remove 2 bottom, 4 top let cell = baseScene.clone(recursive: true) cell.name = "Sphere" cell.scale = .one * 0.02 cell.position = [ startX + Float(i) * spacing, startY + Float(j) * spacing, startZ + Float(k) * spacing ] cell.generateCollisionShapes(recursive: true) gridCells.append(cell) gridAnchor.addChild(cell) } } } content.add(gridAnchor) print("✅ Grid added") } catch { print("❌ Failed to load: \(error)") } } private func handleModelOrGridTap(_ tappedEntity: Entity) { guard let modelRootEntity = modelRootEntity else { return } let localPosition = tappedEntity.position(relativeTo: modelRootEntity) let worldPosition = tappedEntity.position(relativeTo: nil) switch tapStep { case 0: modelPointA = localPosition modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0, 0])) print("📍 Model point A: \(localPosition)") tapStep += 1 case 1: modelPointB = localPosition modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0.5, 0])) print("📍 Model point B: \(localPosition)") tapStep += 1 case 2: targetPointA = worldPosition targetMarkerA = createMarker(at: worldPosition,color: [0, 1, 0]) modelAnchor?.addChild(targetMarkerA!) print("✅ Target point A: \(worldPosition)") tapStep += 1 case 3: targetPointB = worldPosition targetMarkerB = createMarker(at: worldPosition,color: [0, 0, 1]) modelAnchor?.addChild(targetMarkerB!) print("✅ Target point B: \(worldPosition)") alignmentReady = true tapStep += 1 default: print("⚠️ Unexpected tap on model helper at step \(tapStep)") } } func alignModel2Points() { guard let modelPointA = modelPointA, let modelPointB = modelPointB, let targetPointA = targetPointA, let targetPointB = targetPointB, let modelRootEntity = modelRootEntity, let pivotEntity = pivotEntity, let modelAnchor = modelAnchor else { print("❌ Missing data for alignment") return } let modelVec = modelPointB - modelPointA let targetVec = targetPointB - targetPointA let modelLength = length(modelVec) let targetLength = length(targetVec) let scale = targetLength / modelLength let modelDir = normalize(modelVec) let targetDir = normalize(targetVec) var axis = cross(modelDir, targetDir) let axisLength = length(axis) var rotation = simd_quatf() if axisLength < 1e-6 { if dot(modelDir, targetDir) > 0 { rotation = simd_quatf(angle: 0, axis: [0,1,0]) } else { let up: SIMD3<Float> = [0,1,0] axis = cross(modelDir, up) if length(axis) < 1e-6 { axis = cross(modelDir, [1,0,0]) } rotation = simd_quatf(angle: .pi, axis: normalize(axis)) } } else { let dotProduct = dot(modelDir, targetDir) let clampedDot = max(-1.0, min(dotProduct, 1.0)) let angle = acos(clampedDot) rotation = simd_quatf(angle: angle, axis: normalize(axis)) } modelRootEntity.scale = .one * scale modelRootEntity.orientation = rotation let transformedPointA = rotation.act(modelPointA * scale) pivotEntity.position = -transformedPointA modelAnchor.position = targetPointA alignedModelPosition = modelAnchor.position print("✅ Aligned with scale \(scale), rotation \(rotation)")
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274
Oct ’25
RoomPlan CaptureError.exceedSceneSizeLimit on iOS devices
When scanning multiple rooms (10+) in a single structure using ARWorldMap for coordinate space consistency, RoomCaptureSession throws CaptureError.exceedSceneSizeLimit. The instructions here (https://developer.apple.com/documentation/roomplan/scanning-the-rooms-of-a-single-structure) provide exactly what I am doing to keep the underlying ARSession alive (by calling captureSession.stop(pause: false)) and save the results before a user moves to the next room. Scanning 11 or so rooms will cause the user to hit the exceedSceneSizeLimit error. The ARWorldMap is about 58 MB and always is around this size when hitting this issue. No anchors are present and all the data seems to be from tracking data. On iPad devices (where I do not see this issue) the ARWorldMap grows as a significantly slower rate in size. I save the ARWorldMap after each room is scanned and confirmed by the user. If I use the ARMap to initialize the ARSession (as described in the docs) the session will immediately error with "exceedSceneSizeLimit" once the captureSession.run() is executed. Occasionally it will allow me/the user to scan again, but either breaks mid scan or the following. This has been working fine for the past 2 years and users have been able to scan dozens of rooms without issue. It seems only lately that it has been a problem. I would expect the ARWorldMap to be allowed for much bigger sizes. At this point I can just about scan more area of my house with a single scan than I can when I use different captureSessions. Few observations: This happens on my iPhone 15 Pro Max, my iPhone 17 Pro, but not my iPad M4 (maybe memory related?). It is possible if scanning many more rooms it would happen on the iPad too. I have tried things such as resetting the ARConfig on the underlying ARSession to reset some, but this doesn't work. I have tried to create a new ARWorldMap and move the origin to the older map to clear out tracking data. This almost works but causes a mess of issues when a user moves at all due to the unshared coordinate space. I believe there are three active issues regarding this: FB14454922, FB15035788, FB20642944 Could we get an update for this issue? It is a production issue and severely limits my user experience in my production application.
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75
Oct ’25
Request File Access from Unity for Apple Vision Pro
Hi, I am trying to load files from the Apple Vision Pro's storage into a Unity App (using Apple visionOS XR Plugin and not PolySpatial package). So far, I've tried using UnitySimpleFileBrowser and UnityStandaloneFileBrowser (both aren't made for the Vision Pro and don't work there), and then implemented my own naive file browser that at least allows me to view directories (that I can see from the App Sandbox). This is of course very limited: Gray folders can't be accessed, the only 3 available ones don't contain anything where a user would put files through the "Files" app. I know that an app can request access to these "Files & Folders": So my question is: Is there a way to request this access for a Unity-built app at the moment? If yes, what do I need to do? I've looked into the generated Xcode project's "Capabilities", but did not find anything related to file access. Any help is appreciated!
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318
Oct ’25
Share Extensions embedded in visionOS apps
I'm trying to add a feature to my app to allow a user to import items from other apps, like Safari, via the share sheet. I've done this many times on iOS/iPadOS easily with a Share Extension. From what I can tell, Xcode tells me share extensions are not available on visionOS - though my experience on device tells me differently (It seems Reminders, Notes & more implement them somehow.) I was finally able to get it working on device only...but I can now no longer test in the simulator, and have not found a way to distribute this app. When attempting to run on the simulator, I get this issue: Please try again later. Appex bundle at /Users/jason/Library/Developer/CoreSimulator/Devices/09A70160-4F4F-4F5E-B679-F6F7D876D7EF/data/Library/Caches/com.apple.mobile.installd.staging/temp.6OAEZp/extracted/LaunchBar.app/PlugIns/LaunchBarShareExtension.appex with id co.swiftfox.LaunchBar.ShareExtension specifies a value (com.apple.share-services) for the NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point. When trying to archive an upload to test flight, I get this similar error: Invalid Info.plist value. The value for the key 'DTPlatformName' in bundle LaunchBar.app/PlugIns/LaunchBarShareExtension.appex is invalid. (ID: 207610c7-b7e1-48be-959b-22a43cd32d16) The app is for visionOS only - which I'm thinking might be the problem? The share extension is "Designed For iPhone" and requires me to include iPhone as a run destination. In the worst case I can build an iPhone UI for the app but I'd rather not, as it is very specific to visionOS. Has anyone successfully launched a share extension on a visionOS only app? I have an iPad app with a share extension that shows up fine on visionOS, but the issue seems to be specifically with visionOS only apps.
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91
Oct ’25
Xcode 26 - extremely long time to open immersive space
The issue reproducible with empty project. When you run it and tap "Open immersive space" it takes a couple of minutes to respond. The issue only reproducible on real device with debugger attached. Reproducible other developers too (not specific to my environment). Issue doesn't exists in Xcode 16. Afer initial long delay subsequent opens works fine. Console logs: nw_socket_copy_info [C1:2] getsockopt TCP_INFO failed [102: Operation not supported on socket] nw_socket_copy_info getsockopt TCP_INFO failed [102: Operation not supported on socket] Failed to set dependencies on asset 9303749952624825765 because NetworkAssetManager does not have an asset entity for that id. void * _Nullable NSMapGet(NSMapTable * _Nonnull, const void * _Nullable): map table argument is NULL PSO compilation completed for driver shader copyFromBufferToTexture so=0 sbpr=256 sbpi=16384 ss=(64, 64, 1) p=70 sc=1 ds=0 dl=0 do=(0, 0, 0) in 1997 XPC connection interrupted <<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606 Failed to load item AXCodeItem<0x14706f250> [Rank:6000] SpringBoardUIServices [AXBundle name:/System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle/SpringBoardUIServices] [Platforms and Targets:{ iOS = SpringBoardUIServices; } Framework] [Excluded: (null)]. error: Error Domain=AXLoading Code=0 "URL does not exist: file:///System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle" UserInfo={NSLocalizedDescription=URL does not exist: file:///System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle} Failed to load item AXCodeItem<0x14706f250> [Rank:6000] SpringBoardUIServices [AXBundle name:/System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle/SpringBoardUIServices] [Platforms and Targets:{ iOS = SpringBoardUIServices; } Framework] [Excluded: (null)]. error: Error Domain=AXLoading Code=0 "URL does not exist: file:///System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle" UserInfo={NSLocalizedDescription=URL does not exist: file:///System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle} [b30780-MRUIFeedbackTypeButtonWithBackgroundTouchDown] Playback timed out before completion (after 3111 ms) Failed to set dependencies on asset 7089614247973236977 because NetworkAssetManager does not have an asset entity for that id.
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379
Oct ’25
Getting the world position of a QR code
Hi, would love for your help in that matter. I try to get the position in space of two QR codes to make an alignment to their positions in space. The detection shows that the QR codes position is always 0,0,0 and I don't understand why. Here's my code: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @ObservedObject var qrCoordinator: QRCoordinator @ObservedObject var coordinator: ImmersiveCoordinator let qrName: String @Binding var startQRDetection: Bool @State private var anchor: AnchorEntity? = nil @State private var detectionTask: Task<Void, Never>? = nil var body: some View { RealityView { content in // Add the QR anchor once (must exist before detection starts) if anchor == nil { let imageAnchor = AnchorEntity(.image(group: "QRs", name: qrName)) content.add(imageAnchor) anchor = imageAnchor print("📌 Created anchor for \(qrName)") } } .onChange(of: startQRDetection) { enabled in if enabled { startDetection() } else { stopDetection() } } .onDisappear { stopDetection() } } private func startDetection() { guard detectionTask == nil, let anchor = anchor else { return } detectionTask = Task { var detected = false while !Task.isCancelled && !detected { print("🔎 Checking \(qrName)... isAnchored=\(anchor.isAnchored)") if anchor.isAnchored { // wait a short moment to let transform update try? await Task.sleep(nanoseconds: 100_000_000) let worldPos = anchor.position(relativeTo: nil) if worldPos != .zero { // relative to modelRootEntity if available var posToSave = worldPos if let modelEntity = coordinator.modelRootEntity { posToSave = anchor.position(relativeTo: modelEntity) print("converted to model position") } else { print("⚠️ modelRootEntity not available, using world position") } print("✅ \(qrName) detected at position: world=\(worldPos) saved=\(posToSave)") if qrName == "reanchor1" { qrCoordinator.qr1Position = posToSave let marker = createMarker(color: [0,1,0]) marker.position = .zero // sits directly on QR marker.position = SIMD3<Float>(0, 0.02, 0) anchor.addChild(marker) print("marker1 added") } else if qrName == "reanchor2" { qrCoordinator.qr2Position = posToSave let marker = createMarker(color: [0,0,1]) marker.position = posToSave // sits directly on QR marker.position = SIMD3<Float>(0, 0.02, 0) anchor.addChild(marker) print("marker2 added") } detected = true } else { print("⚠️ \(qrName) anchored but still at origin, retrying...") } } try? await Task.sleep(nanoseconds: 500_000_000) // throttle loop } print("🛑 QR detection loop ended for \(qrName)") detectionTask = nil } } private func stopDetection() { detectionTask?.cancel() detectionTask = nil } private func createMarker(color: SIMD3<Float>) -> ModelEntity { let sphere = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: UIColor( red: CGFloat(color.x), green: CGFloat(color.y), blue: CGFloat(color.z), alpha: 1.0 ), isMetallic: false) let marker = ModelEntity(mesh: sphere, materials: [material]) marker.name = "marker" return marker } }
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473
Oct ’25
How to update TextureResource with MTLTexture?
Hi I have a monitoring app, that will take input video from uvc and process it using Metal, and eventually get a MTLTexture. The problem I'm facing is I have to convert MTLTexture to CGImage then call TextureResource.replace, which is super slow. Metal processing speed is same as input frame rate(50pfs), but MTLTexture -> CGImage -> TextureResource only got 7fps... Is there any way I can make it faster?
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390
Oct ’25
AVPlayer stutters when using AVPlayerItemVideoOutput
We’re trying to build a custom player for Unity. For this, we’re using AVPlayer with AVPlayerItemVideoOutput to get textures. However, we noticed that playback is not smooth and the stream often freezes. For testing, we used this 8K video: https://deovr.com/nwfnq1 The video was played using the following code: @objc public func playVideo(urlString: String) { guard let url = URL(string: urlString) else { return } let pItem = AVPlayerItem(url: url) playerItem = pItem pItem.preferredForwardBufferDuration = 10.0 let pixelBufferAttributes: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, kCVPixelBufferMetalCompatibilityKey as String: true, ] let output = AVPlayerItemVideoOutput( pixelBufferAttributes: pixelBufferAttributes ) pItem.add(output) playerItemObserver = pItem.observe(\.status) { [weak self] pItem, _ in guard pItem.status == .readyToPlay else { return } self?.playerItemObserver = nil self?.player.play() } player = AVPlayer(playerItem: pItem) player.currentItem?.preferredPeakBitRate = 35_000_000 } When AVPlayerItemVideoOutput is attached, the video stutters and the log looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: -0.07s | buffer: 0.00s 🟡 Buffer ahead: 2.94s | buffer: 3.49s 🟡 Buffer ahead: 2.50s | buffer: 4.06s 🟡 Buffer ahead: 1.74s | buffer: 4.30s 🟡 Buffer ahead: 0.74s | buffer: 4.30s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.09s | buffer: 4.30s 🟠 Playback may stall 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.07s | buffer: 1.43s 🟣 Buffer full 🟡 Buffer ahead: 0.47s | buffer: 1.65s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.10s | buffer: 1.65s 🟠 Playback may stall 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟣 Buffer full 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 2.00s 🟡 Buffer ahead: 0.68s | buffer: 2.27s 🟡 Buffer ahead: 0.09s | buffer: 2.27s 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall When we remove AVPlayerItemVideoOutput from the player, the video plays smoothly, and the output looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.22s | buffer: 2.22s 🟡 Buffer ahead: 1.05s | buffer: 3.05s 🟡 Buffer ahead: 1.12s | buffer: 4.12s 🟡 Buffer ahead: 1.18s | buffer: 5.18s 🟡 Buffer ahead: 0.72s | buffer: 5.72s 🟡 Buffer ahead: 1.27s | buffer: 7.28s 🟡 Buffer ahead: 2.09s | buffer: 3.03s 🟡 Buffer ahead: 4.16s | buffer: 6.10s 🟡 Buffer ahead: 6.66s | buffer: 7.09s 🟡 Buffer ahead: 5.66s | buffer: 7.09s 🟡 Buffer ahead: 4.66s | buffer: 7.09s 🟡 Buffer ahead: 4.02s | buffer: 7.45s 🟡 Buffer ahead: 3.62s | buffer: 8.05s 🟡 Buffer ahead: 2.62s | buffer: 8.05s 🟡 Buffer ahead: 2.49s | buffer: 3.53s 🟡 Buffer ahead: 2.43s | buffer: 3.38s 🟡 Buffer ahead: 1.90s | buffer: 3.85s We’ve tried different attribute settings for AVPlayerItemVideoOutput. We also removed all logic related to reading frame data, but the choppy playback still remained. Can you advise whether this is a player issue or if we’re doing something wrong?
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382
Oct ’25
Reoccurring World Tracking / Scene Exceeded Limit Error
Hi, We’ve been successfully using the RoomPlan API in our application for over two years. Recently, however, users have reported encountering persistent capture errors during their sessions. Specifically, the errors observed are: CaptureError.worldTrackingFailure CaptureError.exceedSceneSizeLimit What we have observed: Persistent Errors: The errors continue to occur even after initiating new capture sessions. Normal Usage: Our implementation adheres to typical usage patterns of the RoomPlan API without exceeding any documented room size limits. Limited Feature Usage: We are not utilizing the WorldTracking feature for the StructureBuilder functionality to stitch rooms together. Potential State Caching: Given that these errors persist across sessions, we suspect that there might be memory or state cached between sessions that is not being cleared, particularly since we are not taking advantage of StructureBuilder. Request: Could you please advise if there is any internal caching or memory retention between capture sessions that might lead to these errors? Additionally, we would appreciate guidance on how to clear or manage this state when the StructureBuilder feature is not in use. Here is a generalised version of our capture session initialization code to help diagnose the issue. struct RoomARCaptureView: UIViewRepresentable { typealias Handler = (CapturedRoom, Error?) -> Void @Binding var stop: Bool @Binding var done: Bool let completion: Handler? func makeUIView(context: Self.Context) -> RoomCaptureView { let view = RoomCaptureView(frame: .zero) view.delegate = context.coordinator view.captureSession.run(configuration: .init()) return view } func updateUIView(_ uiView: RoomCaptureView, context: Self.Context) { if stop { // Stop the session only once, multiple times causes issues with the final presentation uiView.captureSession.stop() stop = false done = true } } static func dismantleUIView(_ uiView: RoomCaptureView, coordinator: Self.Coordinator) { uiView.captureSession.stop() } func makeCoordinator() -> ARViewCoordinator { ARViewCoordinator(completion) } @objc(ARViewCoordinator) class ARViewCoordinator: NSObject, RoomCaptureViewDelegate { var completion: Handler? public required init?(coder: NSCoder) {} public func encode(with coder: NSCoder) {} public init(_ completion: Handler?) { super.init() self.completion = completion } public func captureView(shouldPresent roomDataForProcessing: CapturedRoomData, error: (Error)?) -> Bool { return true } public func captureView(didPresent processedResult: CapturedRoom, error: (Error)?) { completion?(processedResult, error) } } } Thank you for your assistance.
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619
Oct ’25
Roomplan exceeded scene size limit error. (RoomCaptureSession.CaptureError.exceedSceneSizeLimit)
Error: RoomCaptureSession.CaptureError.exceedSceneSizeLimit Apple Documentation Explanation: An error that indicates when the scene size grows past the framework’s limitations. Issue: This error is popping up in my iPhone 14 Pro (128 GB) after a few roomplan scans are done. This error shows up even if the room size is small. It occurs immediately after I start the RoomCaptureSession after the relocalisation of previous AR session (in world tracking configuration). I am having trouble understanding exactly why this error shows and how to debug/solve it. Does anyone have any idea on how to approach to this issue?
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828
Oct ’25
Setting immerstionStyle while in immersive space breaks all entities.
I have my immersive space set up like: ImmersiveSpace(id: "Theater") { ImmersiveTeleopView() .environment(appModel) .onAppear() { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } } .immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full) Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities. My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this: public enum IStyle: String, CaseIterable, Identifiable { case mixedStyle, fullStyle public var id: Self { self } var style: ImmersionStyle { switch self { case .mixedStyle: return .mixed case .fullStyle: return .full } } } /// Maintains app-wide state @MainActor @Observable class AppModel { // Immersion Style public var immersionStyle: IStyle = .mixedStyle
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211
Oct ’25
Safari-like toolbar in visionOS
I like the toolbar visionOS's Safari uses for back & forward page, share, etc. It floats above the window. My attempt to do this with ornaments isn't as satisfying as they partially cover the window. My attempts with toolbar haven't produced visible results. Is this Safari-style toolbar for visionOS exposed by Apple in the API's? If so, could someone point me to documentation or sample code? Thanks!
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183
Oct ’25
HoverEffectStyle in visionOS 26.0
This is no longer highlighting my entity when looking at it: RealityView { content let hoverComponent = HoverEffectComponent(.spotlight( HoverEffectComponent.SpotlightHoverEffectStyle( color: .white, strength: 2.0 ) )) entity.components.set(hoverComponent) The entity is in a window. The same code works in an immersive view. Collision Component and Input type are set in RCP. It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device. If I use a 2.x simulator, it works. Is this a bug or is there something I'm missing? Thanks.
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830
Oct ’25
ManipulationComponent in both parent and child entities
Hello, In my project, I have attached a ManipulationComponent to Entity A and as expected, I'm able interact with it using the built-in gestures. I have another Entity B which is a child of A that I would like to interact with as well, so I attempted to add a ManipulationComponent to B. However, no gestures seem to be registered on B; I can still interact with A but B cannot be interacted with despite having ManipulationComponents on both entities. So I'm wondering if I'm just doing something wrong, if this is an issue with the ManipulationComponent, or if this is a limitation of the API. Attached is the code used to add the ManipulationComponent to an Entity and it was done on both A and B: let mc = ManipulationComponent() model.components.set(mc) var boxShape = ShapeResource.generateBox(width: 0.25, height: 0.05, depth: 0.25) boxShape = boxShape.offsetBy(translation: simd_float3(0, -0.05, -0.25)) ManipulationComponent.configureEntity(model, collisionShapes: [boxShape]) if var mc = model.components[ManipulationComponent.self] { mc.releaseBehavior = .stay mc.dynamics.inertia = .low model.components.set(mc) } I am using visionOS 26.0; let me know if there's any additional information needed.
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344
Oct ’25
Manipulation stops working when changing rooms
This post documents an issue I reported in feedback FB19610114 and see if anyone knows of a workaround. Here is a copy of the feedback. Short version Manipulation (SwiftUI OR RealityKit) fails to translate entities after changing rooms. By changing rooms, I mean a human wearing an Apple Vision Pro leaving one room and entering another room. Once this issue occurs, it impacts all apps that use these features. A device restart is the only solution I have to fix it. Feedback FB19610114 This is an odd one. I'm using the new Manipulation Component in visionOS 26. Most of the time this works well. Sometime it stops working and when it does the only way to get it working again is to reboot the headset. When this happens, I can continue to rotate and scale items, but translation no longer works. It is as if the item is stuck to a fixed point in the parent scene (window, volume, etc). When this bug occurs, it affects every app across the entire operating system that is using manipulation, including the RealityKit component AND the SwiftUI version. This is not limited to one app and is not limited to apps that I am working on. Once this error occurs, it affects literally any application across the operating system that is using this API, including apps from Apple. I won't speculate on the cause of this, but I do know of one way where I can always get it to happen. Here is how to reproduce it: Make an Xcode project with a single entity that uses the Manipulation Component. There is no need to customize the configuration of this component. The default implementation will work. Build and run this app on device. You can keep running from device or quit and launch the app like normal on device. Open the app and manipulate the entity - it should work as expected. Physically walk into another room. It is vital that you leave the current room that you are in and enter a different room entirely. Use the digital crown to recenter your view and bring your window or volume to you. Test the manipulation on the entity again - it should still be working as expected at this point. Physically, move yourself and your headset into the original room where you started. Use the digital crown to recenter your view and bring your window or volume to you. Test the manipulation on the entity again - you should now see the issue. When I follow the steps above, then 100% of the time manipulation translation stops working at this point. It will impact any application using this API. The only way to fix it is to restart my headset. A few points to keep in mind It does not matter if an app is actively being run from Xcode. When this occurs, it impacts every single app, not just one. When this occurs, rotation and scaling continue to work, but the entity/view cannot be translated. This impacts BOTH the SwiftUI version and the RealityKit version. When this occurs, the only way to "fix" it is to reboot the device.
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606
Oct ’25
Multiple-frames BlendShape (failed) Animation in Reality Composer Pro
Goal: To render in an apple vision pro app, the solid-mechanics 3D simulation results coming form an FEA code. Starting point: I have surface vtks with deformations on each node. Each time step has a a mesh with the nodal coordinates. This is straighforward translatable to a usd MeshSequence. Unfortunately, the results cannot be simplified to a scaling o linear transformation as you would do with other game-oriented animations. Tools: Right now, I am using Xcode and reality composer pro (RCP) to build the scenes. Technical limitations: I am aware that RCP can do animations with BlendMesh and skeletons and that MeshSequence is not a problem. Progress: Coverting to the sequence of vtk meshes to a usd MeshSequence is straighforward. This animates correctly in Preview and Blender (see screenshot). I managed to convert from MeshSequence to multiple keys and BlendMesh. This also animates correctly in Blender and preview. Unfortunately, the BlendMesh of multiple blended meshes shows a zero animation time in RCP (see screenshot below) Also, see below usda file scheme for the animation. Of course I am not showing full vectors such as faceVertexCounts, faceVertexIndex, normals. Question: what is the right set up to create a BlendMesh animation that RCP will correctly import and animate, form a set of Meshes or multiple key shapes? Blender animation Time zero RCP "animations" #usda 1.0 ( defaultPrim = "BlendMeshRoot" doc = "Blender v4.5.3 LTS" endTimeCode = 48 framesPerSecond = 24 metersPerUnit = 1 startTimeCode = 0 timeCodesPerSecond = 24 upAxis = "Z" ) def Xform "BlendMeshRoot" ( customData = { dictionary Blender = { bool generated = 1 } } ) { def SkelRoot "Mesh" { custom string userProperties:blender:object_name = "Mesh" float3 xformOp:rotateXYZ = (89.99999, -0, 0) float3 xformOp:scale = (0.009999999, 0.01, 0.01) double3 xformOp:translate = (0, 0, 0) uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"] def Mesh "Mesh" ( active = true prepend apiSchemas = ["MaterialBindingAPI", "SkelBindingAPI"] ) { uniform bool doubleSided = 1 float3[] extent = [(25.091871, -34.121277, -13.298501), (299.94482, 245.10088, 202.35126)] int[] faceVertexCounts = [3, 3, ... int[] faceVertexIndices = [0, 10293, ... rel material:binding = </BlendMeshRoot/_materials/MeshSequence_Default> normal3f[] normals = [(-0.3632836, -0.9102419, -0.19870725), .... point3f[] points = [(244.41148, 155.42062, 70.454926),..... float3[] primvars:node_displacement = [(93.54703, 110.9341, 48.37992).... float3[] primvars:Normals = [(-0.0050530406, -0.9910114, -0.13368203),... int[] primvars:skel:jointIndices = [0, 0, 0, 0, 0 ... float[] primvars:skel:jointWeights = [1, 1, 1, 1, 1... uniform token[] skel:blendShapes = ["frame_0000", "frame_0001", "frame_0002", "frame_0003", "frame_0004", "frame_0005"] rel skel:blendShapeTargets = [ </BlendMeshRoot/Mesh/Mesh/frame_0000>, ....... </BlendMeshRoot/Mesh/Mesh/frame_0005>, ] prepend rel skel:skeleton = </BlendMeshRoot/Mesh/Skel> uniform token subdivisionScheme = "none" custom string userProperties:blender:data_name = "Mesh" custom float userProperties:originalTime float userProperties:originalTime.timeSamples = { 0: 0, } def BlendShape "frame_0000" { uniform vector3f[] offsets = [(0, 0, 0), (0, 0, 0),..... uniform int[] pointIndices = [0, 1, 2, ..... } ..... ..... #### BlendShape frame to 0005 ..... def Skeleton "Skel" ( prepend apiSchemas = ["SkelBindingAPI"] ) { uniform matrix4d[] bindTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )] uniform token[] joints = ["joint1"] uniform matrix4d[] restTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )] prepend rel skel:animationSource = </BlendMeshRoot/Mesh/Skel/Anim> def SkelAnimation "Anim" { uniform token[] blendShapes = ["frame_0000", "frame_0001", "frame_0002", "frame_0003", "frame_0004", "frame_0005"] float[] blendShapeWeights.timeSamples = { 0: [1, 0, 0, 0, 0, 0], 1: [0.9697085, 0.03029152, 0, 0, 0, 0], 2: [0.88787615, 0.11212383, 0, 0, 0, 0], ..... 46: [0, 0, 0, 0, 0.11212379, 0.8878762], 47: [0, 0, 0, 0, 0.030291557, 0.96970844], 48: [0, 0, 0, 0, 0, 1], } } } } def Scope "_materials" { def Material "MeshSequence_Default" { token outputs:surface.connect = </BlendMeshRoot/_materials/MeshSequence_Default/Principled_BSDF.outputs:surface> custom string userProperties:blender:data_name = "MeshSequence_Default" def Shader "Principled_BSDF" { uniform token info:id = "UsdPreviewSurface" float inputs:clearcoat = 0 float inputs:clearcoatRoughness = 0.03 color3f inputs:diffuseColor = (0.8, 0.4, 0.3) float inputs:ior = 1.5 float inputs:metallic = 0 float inputs:opacity = 1 float inputs:roughness = 0.5 float inputs:specular = 0.2 token outputs:surface } } } def Scope "AnimationClips" { custom rel animations = </BlendMeshRoot/Mesh/Skel/Anim> } def RealityKitComponent "AnimationLibrary" { custom rel animations = </BlendMeshRoot/Mesh/Skel/Anim> custom token info:id = "RealityKit.AnimationLibrary" custom double realitykit:approximateDuration = 2 custom double[] realitykit:clipDurations = [2] custom string[] realitykit:clipNames = ["Anim"] custom rel realitykit:clipTargets = </BlendMeshRoot/Mesh/Skel/Anim> custom double realitykit:frameRate = 24 custom bool realitykit:isAnimationLibrary = 1 } }
2
1
351
Oct ’25
Help Configuring Unity for Immersive VR on Vision Pro with Pinch Teleport
How do I configure a Unity project for a fully immersive VR app on Apple Vision Pro using Metal Rendering, and add a simple pinch-to-teleport-where-looking feature? I've tried the available samples and docs, but they don't cover this clearly (to me). So far, I've reviewed Unity XR docs, Apple dev guides, and tutorials, but most emphasize spatial apps. Metal examples exist but don't include teleportation. Specifically: visionOS sample "XRI_SimpleRig" – Deploys to device/simulator, but no full immersion or teleport. XRI Toolkit sample "XR Origin Hands (XR Rig)" – Pinch gestures detect, but not linked to movement. visionOS "XR Plugin" sample "Metal Sample URP" – Metal setup works, but static scene without locomotion. I'm new in Unity XR development and would appreciate a simple, standalone scene or document focused only on the essentials for "teleport to gaze on pinch" in VR mode—no extra features. I do have some experience in unreal, world toolkit, cosmo, etc from the 90's and I'm ok with code. Please include steps for: Setting up immersive VR (disabling spatial defaults if needed). Integrating pinch detection with ray-based teleport. Any config changes or basic scripts. Project Configuration: Unity Editor Version: 6000.2.5f1.2588.7373 (Revision: 6000.2/staging 43d04cd1df69) Installed Packages: Apple visionOS XR Plugin: 2.3.1 AR Foundation: 6.2.0 PolySpatial XR: 2.3.1 XR Core Utilities: 2.5.3 XR Hands: 1.6.1 XR Interaction Toolkit: 3.2.1 XR Legacy Input Helpers: 2.1.12 XR Plugin Management: 4.5.1 Imported Samples: Apple visionOS XR Plugin 2.3.1: Metal Sample - URP XR Hands 1.6.1 XR Interaction Toolkit 3.2.1: Hands Interaction Demo, Starter Assets, visionOS Build Platform Settings: Target: Apple visionOS App Mode: Metal Rendering with Compositor Services Selected Validation Profiles: visionOS Metal Documentation: Enabled Xcode Version: 26.01 visionOS SDK: 26 Mac Hardware: Apple M1 Max Target visionOS Version: 20 or 26 Test Environment: Model: Apple Vision Pro, visionOS 26.0.1 (23M341), Apple M1 Max No errors in builds so far; just missing the desired functionality. Thanks for a complete response with actionable steps.
0
0
207
Oct ’25
Displaying multiple immersive movies in spheres in an immersive environment
In visionOS, I'm trying to create an immersive environment which would feature several spheres in which immersive movies are visible. I'm starting from a sample code which creates a sphere, sets an immersive movie as its material, and opens it as an immersive environment. This works fine. But if I create a sphere in an open immersive environment using Reality Composer Pro and sets its material to an immersive movie, I can see the movie on the sphere while I move outside of it but if I try to get inside the sphere, it disappears. What would be the right way of doing this ?
1
1
671
Oct ’25