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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USDZ Security
I am working on an app that will allow a user to load and share their model files (usdz, usda, usdc). I'm looking at security options to prevent bad actors. Are there security or validation methods built into ARKit/RealityKit/CloudKit when loading models or saving them on the cloud? I want to ensure no one can inject any sort of exploit through these file types.
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444
Jul ’25
Reality Composer Pro Timeline does not seem to work on iphone 12 and 11
I created a project using Reality Composer Pro. When I export to a .usdz file, it works well on iPhone 13, 14, 15, and 16 but not on iPhone 12 and 11. In the timeline, I use a behaviour that is on added to scene to active intro animation and loop background audio. But it does not work on old device like iPhone 12 and 11. Also, all interactive taps/touch points/audio don't seem to work too. Iphone 13,14,15,16 is on ios 18.1. iPhone 11, 12 is on ios 17.6.1. Here is sample usdz file exported from REality Composer Pro 2.0 that has problem above: https://drive.google.com/file/d/1sHZn9JABTswLq2flYjToTbWDuE5T7eNw/view?usp=sharing
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523
Nov ’24
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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1d
Unexpected behavior when writing entities and loading realityFiles.
I have a simple visionOS app that creates an Entity, writes it to the device, and then attempts to load it. However, when the entity file get overwritten, it affects the ability for the app to load it correctly. Here is my code for saving the entity. import SwiftUI import RealityKit import UniformTypeIdentifiers struct ContentView: View { var body: some View { VStack { ToggleImmersiveSpaceButton() Button("Save Entity") { Task { // if let entity = await buildEntityHierarchy(from: urdfPath) { let type = UTType.realityFile let filename = "testing.\(type.preferredFilenameExtension ?? "bin")" let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] let fileURL = documentsURL.appendingPathComponent(filename) do { let mesh = MeshResource.generateBox(size: 1, cornerRadius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: true) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) print("Writing \(fileURL)") try await entity.write(to: fileURL) } catch { print("Failed writing") } } } } .padding() } } Every time I press "Save Entity", I see a warning similar to: Writing file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality Failed to set dependencies on asset 1941054755064863441 because NetworkAssetManager does not have an asset entity for that id. When I open the immersive space, I attempt to load the same file: import SwiftUI import RealityKit import UniformTypeIdentifiers struct ImmersiveView: View { @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in guard let type = UTType.realityFile.preferredFilenameExtension else { return } let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] let fileURL = documentsURL.appendingPathComponent("testing.\(type)") guard FileManager.default.fileExists(atPath: fileURL.path) else { print("❌ File does not exist at path: \(fileURL.path)") return } if let entity = try? await Entity(contentsOf: fileURL) { content.add(entity) } } } } I also get errors after I overwrite the entity (by pressing "Save Entity" after I have successfully loaded it once). The warnings that appear when the Immersive space attempts to load the new entity are: Asset 13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'. Asset 8308977590385781534 Scene (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Scene_0.compiledscene failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to read archive entry. AssetLoadRequest failed because asset failed to load '13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh' (Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'.) The order of operations to make this happen: Launch app Press "Save Entity" to save the entity "Open Immersive Space" to view entity Press "Save Entity" to overwrite the entity "Open Immersive Space" to view entity, failed asset load request Also Launch app, the entity should still be save from last time the app ran "Open Immersive Space" to view entity Press "Save Entity" to overwrite the entity "Open Immersive Space" to view entity, failed asset load request NOTE: It appears I can get it to work slightly better by pressing the "Save Entity" button twice before attempting to view it again in the immersive space.
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125
Aug ’25
ARView.Environment.SceneUnderstanding.Options.occlusion not working on models that aren't opaque
Is this behaviour expected? For example, if I'm using let materials = [SimpleMaterial(color: .red, isMetallic: false)] occlusion works normally, but with let materials = [SimpleMaterial(color: .red.withAlphaComponent(0.5), isMetallic: false)] i can see my cube through real-world objects, like tables, columns, etc. I'm getting the same behaviour if using CustomMaterial from shader and applying customMaterial.blending = .opaque and customMaterial.blending = .transparent(opacity: ) respectively
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493
Dec ’24
Hover Effect & Tap Problem
Hi, since I updated my device to visionOS 2.0 or higher I have some problems with my app. Sometimes when I go with my eyes over buttons or the tabview which is a SwiftUI component that many apps use, the hover effect doesn't trigger anymore, I can tap on the icon from the tabview but doesn't extend when I hover it to se the description of the button. It is weird because it doesn't happen all the time. But in VisionOS 1.0 doesn't happen at all. My second issue is that I have an navbar as an attachment and this attachment has a draggable modifier that we created. The buttons are not tappable until I drag the navbar a little, this also never happened in VisionOS 1.0 but always happen in Vision 2.0+ because I've tested in the simulator with different versions. Is it possible these problems to be related to handTracking Service that we use from ARKit? Because sometimes when we close the trackers the app works as intended.
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440
Nov ’24
.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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91
Jun ’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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18
2d
UIRequiredDeviceCapabilities values?
I've submitted my first AR app for iPhone and iPad to iTunes Connect. After sending a binary to iTunes Connect, I've received the following warning message. The app contains the following UIRequiredDeviceCapabilities values, which aren’t supported in visionOS: [arkit]. No. 1, my app doesn't support visionOS. No. 2, I don't have the UIRequiredDeviceCapabilities dictionary in info.plist. Why am I receiving this warning? One article related to this issue that I've read suggests that I remove the UIRequiredDeviceCapabilities dictionary. Well, I don't have it in my plist. What can I do with this warning message? Thanks.
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236
Jul ’25
Issue with Vertex Animation Scaling Not Working in Reality Composer Pro
Hi everyone, I’m working on a project in Reality Composer Pro, and I’ve encountered an issue with vertex animations. Here’s what I’ve done: I created a model in Blender, which includes two animations: One that scales the vertices of the model. Another that moves the model's position. I imported both animations into Reality Composer Pro, and the position animation works fine, but the vertex scaling animation does not seem to work. What I’m Trying to Achieve: I want the vertex scaling animation to play correctly in Reality Composer Pro alongside the movement animation. Problem: The position animation works as expected, but the vertex scaling animation does not work when applied in Reality Composer Pro. I have checked the vertex scaling animation in other software, and it works fine there. The issue seems to be specific to Reality Composer Pro. Is vertex animation scaling supported in Reality Composer Pro? If so, what might be causing this issue? Any advice or solutions would be greatly appreciated!
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430
Dec ’24
Recognizing Font Uninstall on visionOS
My visionOS app can install custom fonts. My visionOS app also lists these fonts as available within the application, and I can see them in a list using CTFontManagerCopyAvailableFontFamilyNames I manually track which fonts have been installed. So far, so good. But here’s my problem: When a user uninstalls a font via Settings, I have no way to tell. That’s because CTFontManagerCopyAvailableFontFamilyNames will still list that font because it’s still available within the application. How can I track these changes in my app when a font is uninstalled via Settings?
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508
Nov ’24
Odd image placeholder appearing when dismissing an ImmersiveSpace with a ImagePresentationComponent
Hello, There are odd artifacts (one looks like an image placeholder) appearing when dismissing an immersive space which is displaying an ImagePresentationComponent. Both artifacts look like widgets.. See below our simple code displaying the ImagePresentationComponent and the images of the odd artifacts that appear briefly when dismissing the immersive space. import OSLog import RealityKit import SwiftUI struct ImmersiveImageView: View { let logger = Logger(subsystem: AppConstant.SUBSYSTEM, category: "ImmersiveImageView") @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in if let currentMedia = appModel.currentMedia, var imagePresentationComponent = currentMedia.imagePresentationComponent { let imagePresentationComponentEntity = Entity() switch currentMedia.type { case .iphoneSpatialMovie: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .twoD: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .visionProConvertedSpatialPhoto: logger.info("\(#function) \(#line) spatialStereoImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatialStereoImmersive default : logger.error("\(#function) \(#line) Unsupported media type \(currentMedia.type)") assertionFailure("Unsupported media type \(currentMedia.type)") } imagePresentationComponentEntity.components.set(imagePresentationComponent) imagePresentationComponentEntity.position = AppConstant.Position.spacialImagePosition content.add(imagePresentationComponentEntity) } let toggleViewAttachmentComponent = ViewAttachmentComponent(rootView: ToggleImmersiveSpaceButton()) let toggleViewAttachmentComponentEntity = Entity(components: toggleViewAttachmentComponent) toggleViewAttachmentComponentEntity.position = SIMD3<Float>( AppConstant.Position.spacialImagePosition.x + 1, AppConstant.Position.spacialImagePosition.y, AppConstant.Position.spacialImagePosition.z ) toggleViewAttachmentComponentEntity.scale = AppConstant.Scale.attachments content.add(toggleViewAttachmentComponentEntity) } } }
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182
Jul ’25
AVQueuePlayer and AVPlayerLooper implementation.
I am trying to loop my videoMaterial. I have researched the AXQueuePlayer and AVPlayerLooper and tried to implement them into my code. Please see attached. There are no errors showing up but the videoMaterial is no longer working. Please see the attached for the working code that plays the videoMaterial. I am stumped can anyone help me solve this? Thank you.
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75
Jun ’25
white gap between objects in RealityView
I want to display a huge image in RealityView in 3d space on Vision Pro. of course instead of one giant file I'm using a lot of big images. to achieve this, I'm generating multiple planes exactly beside each others and put each image on them. although the planes are exactly beside each others but there is still a white gap between them.(image below) **Does anybody know how to fix this issue? **
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109
May ’25