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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[Reality Composer Pro] Is it able playing timeline via Xcode without adding Behaviors component to entities?
Hi! Im making project with Xcode and Reality Composer Pro. I'm trying to play timeline in Reality Composer Pro using codes without setting Behaviors on entities. And I also tried to send notification from Xcode to entities in Reality Composer Pro to play timeline(I already set "OnNotification" with Behaviors component). But it's not working well, and I couldn't figure out any problems. Are there solutions about it?
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Oct ’24
RealityKit/ARKit Environment Texturing broken on iOS 18
Devices running iOS 18 using RealityKit do not seem to receive lighting supplied via ARKit Environment Texturing (https://developer.apple.com/documentation/arkit/arworldtrackingconfiguration/2977509-environmenttexturing). Instead just a default IBL is used by RealityKit. This happens with RealityView as well as ARView. It also happens when I explicitly opt-in to environment texturing: let worldTrackingConfig = ARWorldTrackingConfiguration() worldTrackingConfig.environmentTexturing = .automatic arView.session.run(worldTrackingConfig) Even the Xcode AR Template has this issue. I'm attaching a screenshot of the sample app running on iOS 18 where it's broken and from iOS 17 where it works as expected. I hope this can get resolved quickly since I see it as a major regression. Feedback ID: FB15091335 UPDATE: It works on my older iPhone XS (iOS 18 22A5282m) Broken on iPad Pro (11-inch) (3rd generation) (iPadOS 18.0 (22A5350a)) Maybe it's related to LiDAR? Thank you! iOS 17 (works): iOS 18 (broken):
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Jan ’25
MainActor attribute on RealityKit APIs is causing problems
Hello, A lot of the RealityKit APIs (Ex. LowLevelMesh, LowLevelTexture, etc.) are marked with MainActor so they needed to be accessed on the main thread. This creates issues when we need to perform expensive GPU related operations since now we need to perform those on the main thread. This results in bottlenecks and hangs in our application. We would like to use a multi-threaded approach to solve these problems which is difficult to do here. We are constantly streaming data whether the app is just appearing or the user is interacting with our application so we need to be able to perform these operations on a separate thread. Any advice on how to achieve this using RealityKit? Thank you.
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Mar ’25
How to obtain, FoV values for eyes VisionOS
Hi, We have been experimenting with VisionOS and we are in need to query the field of view values for each eye of the device. We are currently using drawable.views[0].tangents and drawable.views[1].tangents respectively which is labeled as 'Depreceated' . We wonder is there an alternative function for obrtaining FOVs since we had no luck to calcuate them out of the projection matrix we obtain from drawables. Thanks
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Dec ’24
raycast during RoomCaptureSession
I created an app where the user: first scans a room using RoomCaptureView (RoomPlan) then taps on physical elements (objects, walls...) using an ARView to record some 3d positions I can handle taps in an ARView using a UITapGestureRecognizer and the ARView raycast(from:, allowing:, alignment:) method. This works fine, so I thought I could do the same using the ARView used by RoomCaptureView., so the user can scan a room and record some 3d positions at the same time. Sadly, this approach does not work, as the raycast method always returns nil. What I actually need is mapping a tap on screen to a real-world position during RoomCaptureSession. Does anyone know how to do this?
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Nov ’24
Ground shadow and visibility
Hey, I'm building an interior design app In Vision OS 2.0. I'm fetching the planes detected by ARKit and I then proceed to add them with an "OcclusionMaterial" to make sure my object are occluded accordingly. However, I'm facing two problems with this: The ground shadows are completely disabled as soon as an occlusion material is added, even if I inset the planes doing the occlusion. I've looked into this: https://developer.apple.com/documentation/shadergraph/realitykit/shadow-receiving-occlusion-surface-(realitykit) but when I tried to use it, it behaved exactly as "OcclusionMaterial". The planes are also occluding all windows (mines and the system ones), which is a behavior I'd like to avoid. I only want to occluded the Entity I added. Is there a way to achieve this? Thanks in advance
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Jan ’25
Photogrammetry Session - new model?
Hi Apple Team, We noticed the following exciting changelog in the latest macOS 26 beta: A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451) However after trying this on the latest beta and running some tests we do not see any differences on objects with low textures such as single coloured surfaces. Is there anything we are missing? the machine is definitely connected to the internet but we have no way of knowing from the logs if the new model is being used? thanks
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Jul ’25
Protobuf Error Crash
We are developing a mixed reality app for Vision Pro using Reality Composer Pro, but we're consistently encountering a Protobuf-related crash whenever we enter the immersive space. Our Reality Composer Pro package is quite complex, with numerous objects. Could the complexity of the package be contributing to the issue, or could something else be at play? No errors are being flagged in the code or Reality Composer itself. Here’s the error log: [libprotobuf FATAL /Library/Caches/com.apple.xbs/Sources/REKit/ThirdParty/protobuf/src/google/protobuf/io/zero_copy_stream_impl_lite.cc:276] CHECK failed: (count) >= (0): libc++abi: terminating due to uncaught exception of type google::protobuf::FatalException: CHECK failed: (count) >= (0): Any insight on what might be causing this would be appreciated.
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Oct ’24
RoomPlan Framework v2 - Stairs missing
Hello Community, I'm encountering an issue with the latest iOS 17 update, specifically related to RoomPlan version-2. In iOS 16, when using RoomPlan version-1, we were able to display stairs in our app. However, after upgrading to iOS 17 and implementing RoomPlan version-2, the stairs are no longer visible. Despite thorough investigation, I couldn't find any option within the code to show or hide stairs, or any other objects for that matter. It seems like a specific issue with the update rather than a coding error on our part. Has anyone else encountered a similar problem? If so, I would greatly appreciate any insights or solutions you might have. It's crucial for our app functionality to have stairs displayed accurately, and we're currently at a loss on how to address this issue. Thank you in advance for any assistance you can provide. Best regards
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How to draw directly to the pixels of the Vision Pro screens?
I have been playing around with the idea of drawing directly onto the pixels of the Vision Pro, as I am working on a telepresence app that streams a live stereoscopic feed from an articulated robot neck to the wearer. I was playing around in the Compositor Services demo and modified it to show the following. I created a grid pattern using normalized device coordinates (-1 to 1) and it looks great when it shows up in the simulator as shown below. I wanted to see the effects of lens distortion on the image so I launched this script inside the actual Vision Pro, it seems that each eye has only a portion of this screen visible. I have included a screen capture of a screen recording inside of the Vision Pro when running this modified app. The lines appear straight, which says to me that there must be some automatic pre-distortion correction applied (similar to the image shown below taken from an AVP teardown that I cannot link here). However, I am wondering why the grid appears cropped and what the bounds of the frame are defined by?
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Dec ’24
ImagePresentationComponent .spatialStereoImmersive mode not rendering in WindowGroup context
Platform: visionOS 2.6 Framework: RealityKit, SwiftUIComponent: ImagePresentationComponent I’m working with the new ImagePresentationComponent from visionOS 26 and hitting a rendering limitation when switching to .spatialStereoImmersive viewing mode within a WindowGroup context. This is what I’m seeing: Pure immersive space: ImagePresentationComponent with .spatialStereoImmersive mode works perfectly in a standalone ImmersiveSpace Mode switching API: All mode transitions work correctly (logs confirm the component updates) Spatial content: .spatialStereo mode renders correctly in both window and immersive contexts. This is where it’s breaking for me: Window context: When the same RealityView + ImagePresentationComponent is placed inside a WindowGroup (even when that window is floating in a mixed immersive space), switching to .spatialStereoImmersive mode shows no visual change The API calls succeed, state updates correctly, but the immersive content doesn’t render. Apple’s Spatial Gallery demonstrates exactly what I’m trying to achieve: Spatial photos displayed in a window with what feels like horizontal scroll view using system window control bar, etc. Tapping a spatial photo smoothly transitions it to immersive mode in-place. The immersive content appears to “grow” from the original window position by just changing IPC viewing modes. This proves the functionality should be possible, but I can’t determine the correct configuration. So, my question to is: Is there a specific RealityView or WindowGroup configuration required to enable immersive content rendering from window contexts that you know of? Are there bounds/clipping settings that need to be configured to allow immersive content to “break out” of window constraints? Does .spatialStereoImmersive require a specific rendering context that’s not available in windowed RealityView instances? How do you think Apple’s SG app achieves this functionality? For a little more context: All viewing modes are available: [.mono, .spatialStereo, .spatialStereoImmersive] The spatial photos are valid and work correctly in pure immersive space Mixed immersive space is active when testing window context No errors or warnings in console beyond the successful mode switching logs I’m getting Any insights into the proper configuration for window-hosted immersive content
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Aug ’25
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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Jul ’25
Issue with tracking multiple images using ARKit on VisionOS
We are using the ARKit image tracking feature on visionOS 2.0 with three pre-registered images. The image tracking works, but only one image is actively tracked at a time. When more than one target image is visible to the camera, it has difficulty detecting and tracking the other images. Is this the expected behavior in visionOS, or is there something we need to do to resolve this issue?
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Mar ’25
Getting to MeshAnchor.MeshClassification from MeshAnchor?
I am working with MeshAnchors, and I am having troubles getting to the classification of the triangles/faces. This post references the MeshAnchor.Geometry, and that struct does have a property named "classifications", but it is of type GeometrySource. I cannot find any classification information in GeometrySource. Am I missing something there? I think I am looking for something of type MeshAnchor.MeshClassification, but I cannot find any structs with this as a property.
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Feb ’25
Loading USDZ asset into Model3D causes visionOS 2.0 beta 5 to crash
We've recently discovered that our app crashes on startup on the latest visionOS 2.0 beta 5 (22N5297g) build. In fact, the entire field of view would dim down and visionOS would then restart, showing the Apple logo. Interestingly, no app crash is reported by Xcode during debug. After investigation, we have isolated the issue to a specific USDZ asset in our app. Loading it in a sample, blank project also causes visionOS to reliably crash, or become extremely unresponsive with rendering artifacts everywhere. This looks like a potentially serious issue. Even if the asset is problematic, loading it should not crash the entire OS. We have filed feedback FB14756285, along with a demo project. Hopefully someone can take a look. Thanks!
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Jul ’25