Hi, I'm currently implementing 180° / 360° property for immersive video in my app.
I was able to implement 360° easily by just giving VideoMaterial to flipped sphere.
However, I'm bit stuck at 180°. I want to implement by setting VideoMaterial to hemisphere mesh. But since RealityKit doesn't provide default function such like MeshResource.generateHemisphere yet, I just want to apply VideoMaterial half front visible, and half back transparent. I thought this would make my sphere looks like hemisphere.
But I can't find my way to implement this method.. I would appreciate any advice / idea / information that might help.
Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Hello all, I saw this interesting VisionOS app: https://apps.apple.com/us/app/splitscreen-multi-display/id6478007837
I was wondering if there was any documentation on the Swift APIs that were used to create this app.
Is there any size guidance for the new WidgetKit integration on visionOS? The Widget HIG provides dimensions for all the widget size classes on iOS, iPadOS and watchOS, but has not been updated for visionOS.
https://developer.apple.com/design/human-interface-guidelines/widgets
My potential widget use case is image based, so I'm looking to better understand the optimal size, resolution etc I would need, particularly for the new visionOS specific extra large widget size.
具体表现为:在Unity编辑器中材质显示正常,但部署到Vision Pro真机后部分材质丢失或Shader效果异常(如透明通道失效、光照计算错误等)。此问题影响了开发进度,希望得到技术支持的帮助
Specific results: The materials are displayed normally in the Unity editor, but after being deployed to the Vision Pro real machine, some materials are lost or the Shader effect is abnormal (such as transparent channel failure, antenna calculation error, etc.). This problem has affected the development progress, and I hope to get help from technical support
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
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.
Topic:
Spatial Computing
SubTopic:
General
First, I scan first room using the roomplan api. Because I need scan second room, I stop it by “captureSession.stop(pauseARSession: false)”, I think the Arsession is continue work at that time.
Second, before the another room will scan, I want to run another ARView. (in order to detect some objects which are not detected by Roomplan in first room)
But, at this time, the second ARView(there is an ARView in roomplan, I think) will always black screen, can’t normally work. This is the question I want to resolve. Please help me let the second ARView go well.
I work on a game where I use timeline animations in Reality Composer Pro.
The game runs in an immersive space, but can be paused where I then move the whole level root entity from the immersive space to another RealityView in a Window Group. When the player continues I do it exactly the other way around to move the level root from the window group back to my immersive space RealityView.
And it seems like all animations get automatically stopped and restarted when the scene gets changed. The problem is, it does not resume where it stopped before, it completely starts again from where it stopped and therefore, has for example a wrong y offset as visible in the picture.
For example in the picture, the yellow sphere loops the following animation:
0 to 100
100 to -100
-100 to 0
If I now pause the game (and basically switch scenes), the previous animation gets stopped and restarted at position y = 100. So now it loops:
100 to 200
200 to 0
0 to 100
I already tried all kind of setups - like:
Setting the animations relative to root, parent, local
Using behaviors (on Added to Scene, on Notification)
And finally even by accessing the availableAnimations directly and saving the playback controller of the animation
There I saw, if I manually trigger the following code before switching the scene, everything works as expected:
Button("Reset") {
animationPlaybackController.time = 0
animationPlaybackController.pause()
animationPlaybackController.stop(blendOutDuration: 0.00001)
}
But if I use time = 0 with .stop() directly, the time = 0 seems to be ignored and I get the same behavior as before that it stops in a wrong y offset, hence my assumption that animations get stopped and invalidated once they change the scene.
I tried to call the code manually on ImmersiveSpace.onDisappear, WindowGroup.onAppear and different kind of SceneEvents subscriptions, but unfortunately nothing worked.
So am I doing something wrong in general or is there a way to fix this?
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?
I’m currently developing a visionOS app that includes an RCP scene with a large USDZ file (around 2GB).
Each time I make adjustments to the CG model in Blender, I export it as USDZ again, place it in the RCP scene, and then build the app using Xcode.
However, because the USDZ file is quite large, the build process takes a long time, significantly slowing down my development speed.
For example, I’d like to know if there are any effective ways to:
Improve overall build performance
Reduce the time between updating the USDZ file and completing the build
Any advice or best practices for optimizing this workflow would be greatly appreciated.
Best regards,
Sadao
SharePlay objects are not placed in the same place in the same space. I hope they can be placed in the same place. (Vision Pro)
Topic:
Spatial Computing
SubTopic:
ARKit
Hi,
I’m trying to configure camera feed in ARKit to be in Apple Log color space.
I can change Capture Device’s format to one that has Apple Log and I see one frame being in proper log-gray colors but then all AR tracking stops and tracking state hangs at “initializing”. In other combinations I see error “sensor failed to initialize” and session restarts with default format.
I suspect that this is because normal AR capture formats are 420f, whereas ones that have Apple Log are 422.
Could someone confirm if it’s even possible to run ARKit session with camera feed in a different pixel format?
I’m trying it on iphone 15 pro
We have successfully obtained the permissions for "Main Camera access" and "Passthrough in screen capture" from Apple. Currently, the video streams we have received are from the physical world and do not include the digital world. How can we obtain video streams from both the physical and digital worlds?
thank you!
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Enterprise
Swift
Reality Composer Pro
visionOS
Hello,
I'm currently trying to make a collaborative app. But it just works only on Reality View, when I tried to use Compositor Layer like below, the personas disappeared.
ImmersiveSpace(id: "ImmersiveSpace-Metal") {
CompositorLayer(configuration: MetalLayerConfiguration()) { layerRenderer in
SpatialRenderer_InitAndRun(layerRenderer)
}
}
Is there any potential solution too see Personas in Metal view?
Thanks in advance!
I'm placing sphere at finger tip and updating its position as hand move.
Finger joint tracking functions correctly, but I’ve observed noticeable latency in hand tracking updates whenever a UITextView becomes active. This lag happens intermittently during app usage, lasting about 5–10 seconds, after which the latency disappears and the sphere starts following the finger joints immediately.
When I open the immersive space for the first time, the profiler shows a large performance spike upto 328%. After that, it stabilizes and runs smoothly.
Note: I don’t observe any lag when CPU usage spikes to 300% (upon immersive view load)
yet the lag still occurs even when CPU usage remains below 100%.
I’m using the following code for hand tracking:
private func processHandTrackingUpdates() async {
for await update in handTracking.anchorUpdates {
let handAnchor = update.anchor
if handAnchor.isTracked {
switch handAnchor.chirality {
case .left:
leftHandAnchor = handAnchor
updateHandJoints(for: handAnchor, with: leftHandJointEntities)
case .right:
rightHandAnchor = handAnchor
updateHandJoints(for: handAnchor, with: rightHandJointEntities)
}
} else {
switch handAnchor.chirality {
case .left:
leftHandAnchor = nil
hideAllJoints(in: leftHandJointEntities)
case .right:
rightHandAnchor = nil
hideAllJoints(in: rightHandJointEntities)
}
}
await MainActor.run {
handTrackingData.processNewHandAnchors(
leftHand: self.leftHandAnchor,
rightHand: self.rightHandAnchor
)
}
}
}
And here’s the function I’m using to update the joint positions:
private func updateHandJoints(
for handAnchor: HandAnchor,
with jointEntities: [HandSkeleton.JointName: Entity]
) {
guard handAnchor.isTracked else {
hideAllJoints(in: jointEntities)
return
}
// Check if the little finger tip and intermediate base are both tracked.
if let tipJoint = handAnchor.handSkeleton?.joint(.littleFingerTip),
let intermediateBaseJoint = handAnchor.handSkeleton?.joint(.littleFingerIntermediateTip),
tipJoint.isTracked,
intermediateBaseJoint.isTracked,
let pinkySphere = jointEntities[.littleFingerTip] {
// Convert joint transforms to world space.
let tipTransform = handAnchor.originFromAnchorTransform * tipJoint.anchorFromJointTransform
let intermediateBaseTransform = handAnchor.originFromAnchorTransform * intermediateBaseJoint.anchorFromJointTransform
// Extract positions from the transforms.
let tipPosition = SIMD3<Float>(tipTransform.columns.3.x,
tipTransform.columns.3.y,
tipTransform.columns.3.z)
let intermediateBasePosition = SIMD3<Float>(intermediateBaseTransform.columns.3.x,
intermediateBaseTransform.columns.3.y,
intermediateBaseTransform.columns.3.z)
// Calculate the midpoint.
let midpointPosition = (tipPosition + intermediateBasePosition) / 2.0
// Position the sphere at the midpoint and make it visible.
pinkySphere.isEnabled = true
pinkySphere.transform.translation = midpointPosition
} else {
// If either joint is not tracked, hide the sphere.
jointEntities[.littleFingerTip]?.isEnabled = false
}
// Update the positions of all other hand joint spheres.
for (jointName, entity) in jointEntities {
if jointName == .littleFingerTip {
// Already handled the pinky above.
continue
}
guard let joint = handAnchor.handSkeleton?.joint(jointName),
joint.isTracked else {
entity.isEnabled = false
continue
}
entity.isEnabled = true
let jointTransform = handAnchor.originFromAnchorTransform * joint.anchorFromJointTransform
entity.transform.translation = SIMD3<Float>(jointTransform.columns.3.x,
jointTransform.columns.3.y,
jointTransform.columns.3.z)
}
}
I’ve attached both a profiler trace and a video recording from Vision Pro that clearly demonstrate the issue.
Profiler: https://drive.google.com/file/d/1fDWyGj_fgxud2ngkGH_IVmuH_kO-z0XZ
Vision Pro Recordings:
https://drive.google.com/file/d/17qo3U9ivwYBsbaSm26fjaOokkJApbkz-
https://drive.google.com/file/d/1LxTxgudMvWDhOqKVuhc3QaHfY_1x8iA0
Has anyone else experienced this behavior? My thought is that there might be some background calculations happening at the OS level causing this latency. Any guidance would be greatly appreciated.
Thanks!
Recently, questions about ARKit/visionOS seem to be being asked in the Apple forum by internal Apple engineers. Inexperienced and untested makeshift features are being offered, putting average but experienced developers in a difficult position. They are unable to react and get something useful from the posts. Apple needs to review the situation.
Topic:
Spatial Computing
SubTopic:
ARKit
Hi there
I'm using Reality Composer Pro to anchor virtual content to a .referenceobject. However moving the referenceobject quickly causes tracking to stop. (I know this is a limitation and I am trying to embrace it as a feature)
Is there a way to play a USDZ animation at the last known location, after detecting that the reference object is no longer tracked? is it possible to set this up in Reality Composer pro?
I'm trying to get the USDZ to play before the Virtual Content disappears (due to reference object not being located). So that it smooths out the vanishing of the content.
Nearly everything is set up in Reality Composer pro with my immersive.scene just adding virtual content to the reference object which anchors it in the RCP Scene, so my immersive view just does this -
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
& this
.onAppear {
appModel.immersiveSpaceState = .open
}
.onDisappear {
appModel.immersiveSpaceState = .closed
}
I have tried Using SpatialTracking & WorldTrackingProvider, but I'm still quite new to Swift and coding in general so im unsure how to implement in conjunction with my RCP scene and/or if this is the right way to go about it.
Also I have implemented this at the beginning of object tracking.
All I had to do was add a onAppear behavior to the object to play a USDZ and that works.
Doing it for disappearing (due to loss of reference object) seems to be a lot harder.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
ARKit
AR / VR
RealityKit
Reality Composer Pro
Hi,
I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true
Now visionOS establishes a shared coordinate space for the immersive space.
From the docs:
To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session
There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform
to position content in front of the user (plus some Z Offset and smooth interpolation).
This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset.
Here is a video of the issue in action: https://streamable.com/205r2p
The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position.
The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset.
Is there any way I can query query this transform locally for the user during a FaceTime call?
Also I would like to know if it's possible to disable this automatic entity transform syncing behavior?
Setting entity.synchronization = nil results in the entity not showing up at all.
https://developer.apple.com/documentation/realitykit/synchronizationcomponent
Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach?
Thank you!
Hi,
I'm encountering an issue in our app that uses RoomPlan and ARsession for scanning.
After prolonged use—especially under heavy load from both the scanning process and other unrelated app operations—the iPhone becomes very hot, and the following warning begins to appear more frequently:
"ARSession <0x107559680>: The delegate of ARSession is retaining 11 ARFrames. The camera will stop delivering camera images if the delegate keeps holding on to too many ARFrames. This could be a threading or memory management issue in the delegate and should be fixed."
I was able to reproduce this behavior using Apple’s RoomPlanExampleApp, with only one change: I introduced a CPU-intensive workload at the end of the startSession() function:
DispatchQueue.global().asyncAfter(deadline: .now() + 5) {
for i in 0..<4 {
var value = 10_000
DispatchQueue.global().async {
while true {
value *= 10_000
value /= 10_000
value ^= 10_000
value = 10_000
}
}
}
}
I suspect this is some RoomPlan API problem that's why a filed an feedback: 17441091
I am creating a vision pro app with a 3D model, it has a mesh hierarchy of head, hands, feet etc. I want the character to look towards the camera, but am not able to access head of character through sceneKit nor reality kit. when I try to print names of the child meshes, it only prints till the character, it does iterate through all the body parts. Can anyone help?
I believe I have created a videoMaterial and assigned it to a mesh with code I found in the Developer's Documentation but Im getting this error.
"Trailing closure passed to parameter of type 'String' that does not accept a closure"
I have attached a photo of the code and where the error happens.
Any help will greatly be appreciated.