After implementing the method of obtaining video streams discussed at WWDC in the program, I found that the obtained video stream does not include digital models in the digital space or related videos such as the program UI. I would like to ask how to obtain a video stream or frame that contains only the physical world?
let formats = CameraVideoFormat.supportedVideoFormats(for: .main, cameraPositions:[.left])
let cameraFrameProvider = CameraFrameProvider()
var arKitSession = ARKitSession()
var pixelBuffer: CVPixelBuffer?
var cameraAccessStatus = ARKitSession.AuthorizationStatus.notDetermined
let worldTracking = WorldTrackingProvider()
func requestWorldSensingCameraAccess() async {
let authorizationResult = await arKitSession.requestAuthorization(for: [.cameraAccess])
cameraAccessStatus = authorizationResult[.cameraAccess]!
}
func queryAuthorizationCameraAccess() async{
let authorizationResult = await arKitSession.queryAuthorization(for: [.cameraAccess])
cameraAccessStatus = authorizationResult[.cameraAccess]!
}
func monitorSessionEvents() async {
for await event in arKitSession.events {
switch event {
case .dataProviderStateChanged(_, let newState, let error):
switch newState {
case .initialized:
break
case .running:
break
case .paused:
break
case .stopped:
if let error {
print("An error occurred: \(error)")
}
@unknown default:
break
}
case .authorizationChanged(let type, let status):
print("Authorization type \(type) changed to \(status)")
default:
print("An unknown event occured \(event)")
}
}
}
@MainActor
func processWorldAnchorUpdates() async {
for await anchorUpdate in worldTracking.anchorUpdates {
switch anchorUpdate.event {
case .added:
//检查是否有持久化对象附加到此添加的锚点-
//它可能是该应用程序之前运行的一个世界锚。
//ARKit显示与此应用程序相关的所有世界锚点
//当世界跟踪提供程序启动时。
fallthrough
case .updated:
//使放置的对象的位置与其对应的对象保持同步
//世界锚点,如果未跟踪锚点,则隐藏对象。
break
case .removed:
//如果删除了相应的世界定位点,则删除已放置的对象。
break
}
}
}
func arkitRun() async{
do {
try await arKitSession.run([cameraFrameProvider,worldTracking])
} catch {
return
}
}
@MainActor
func processDeviceAnchorUpdates() async {
await run(function: self.cameraFrameUpdatesBuffer, withFrequency: 90)
}
@MainActor
func cameraFrameUpdatesBuffer() async{
guard let cameraFrameUpdates =
cameraFrameProvider.cameraFrameUpdates(for: formats[0]),let cameraFrameUpdates1 =
cameraFrameProvider.cameraFrameUpdates(for: formats[1]) else {
return
}
for await cameraFrame in cameraFrameUpdates {
guard let mainCameraSample = cameraFrame.sample(for: .left) else {
continue
}
self.pixelBuffer = mainCameraSample.pixelBuffer
}
for await cameraFrame in cameraFrameUpdates1 {
guard let mainCameraSample = cameraFrame.sample(for: .left) else {
continue
}
if self.pixelBuffer != nil {
self.pixelBuffer = mergeTwoFrames(frame1: self.pixelBuffer!, frame2: mainCameraSample.pixelBuffer, outputSize: CGSize(width: 1920, height: 1080))
}
}
}
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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How do I convert a blend shape/morphed 3D lip-synced model into a usdz that will play in AR on an iPhone?
I've encountered an unexpected crash with RoomPlan on iOS 16 devices. The odd part is the code is protected by an available check, since I'm using newer RoomPlan features.
Xcode error
dyld[40588]: Symbol not found: _$s8RoomPlan08CapturedA0V16USDExportOptionsV5modelAEvgZ
I can repro using the Apple sample code.
https://developer.apple.com/documentation/roomplan/create-a-3d-model-of-an-interior-room-by-guiding-the-user-through-an-ar-experience
Modify RoomCaptureViewController.swift as follows.
Remove
try finalResults?.export(to: destinationURL, exportOptions: .parametric)
Add
if #available(iOS 17.0, *) {
try finalResults?.export(to: destinationURL, exportOptions: .model)
} else {
try finalResults?.export(to: destinationURL, exportOptions: .parametric)
}
I would have expected this code to at least compile and run on older devices.
When the app was targeting iOS 15, the available checks worked as expected and the app is able to launch properly.
With iOS26 unveiled, has anyone noticed or found any changes related to RoomPlan?
I can't find anything myself, which is disappointing.
Has anyone found any improvements or changes?
Can I apply .scrollInputBehavior(.enabled, for: .look) to a WebView (wrapped UIViewRepresentable) in a visionOS 26 app?
I tried it myself, but I couldn't do it, so I would like to know if there is any way to do this.
Best regards.
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.
Hope to achieve stable transmission
And the colors are different. The colors in the glasses are not consistent with the colors projected on the screen.
当我进入混合空间时,出现一个模型,但模型后面有一个 windowGroup,无法完全查看。如果我想点击进入 mix 空间,我需要使用代码将 windowGroup 移动到另一个位置,而不是手动移动

Topic:
Spatial Computing
SubTopic:
General
Apple's WWDC video What’s new for the spatial web says the spatial-backdrop markup may change as it goes through the standards process (at 27:26 mark).
I have started adding spatial-backdrops to web pages, so I want to keep an eye out for status updates by Apple and follow the standards progress.
Is there any place I can keep an eye on this standards process?
Has Apple announced any feature updates or news on spatial-backdrops?
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.
Topic:
Spatial Computing
SubTopic:
ARKit
I have an iOS app that uses RealityView to display some models and interact with them, and the app uses regular iOS app navigations, then a challenge I'm facing is how to maintain multiple RealityView on multiplescreens.
For example Screen A has a RealityView, and then I navigate to Screen B (also has a RealityView) using stack based navigation, when I do so I got a crash
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation
Fragment Function(fsRealityPbr): argument envProbeTable[0] from Buffer(7) with offset(0) and length(16) has space for 16 bytes, but argument has a length(864).
Fragment Function(fsRealityPbr): incorrect type of texture (MTLTextureType2D) bound at Texture binding at index 20 (expect MTLTextureTypeCubeArray) for envProbeDiffuseArray[0].
Interestingly this crash only happens when debugging with Xcode, not happens when the app runs on its own.
I'm not sure what I'm doing is anti-pattern or it's some Xcode debugging limitation.
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
My visionOS 26.3 app displays a diorama-like scene in a RealityView in a mixed immersive space, about 1 meter square, with view attachments floating above the scene.
Each view attachment fades out after user interaction, by animating the view's opacity.
What I'm observing is that depending on the position of a view attachment relative to the scene and the camera, an unwanted cutout effect is observed (presumably because of draw order issues), as shown in the right column in the screenshots below.
YouTube video link of these sequences: https://youtu.be/oTuo0okKCkc
(19 seconds)
My question:
How does visionOS determine the view attachment draw order relative to the RealityView scene?
If I better understood how the draw order is determined, I could modify my scene to ensure that the view attachments were always drawn after the scene, fixing the unwanted cutout effect.
I've successfully used ModelSortGroupComponent to control the draw order of entities within the RealityView scene, but my understanding is that this approach cannot be used with view attachments.
I've submitted FB22014370 about this issue.
Thank you.
I first started using the SwiftUI pushWindow API in visionOS 26.2, and I've reported several bugs I discovered, listed below.
Under certain circumstances, pushed window relationships may break, and this behavior affects all other apps, not just the app that caused the problem, until the next device reboot. In other cases, the system may crash and restart.
(FB21287011) When a window presented with pushWindow is dismissed, its parent window reappears in the wrong location
(FB21294645) Pinning a pushed window to a wall breaks pushWindow for all other apps on the system
(FB21594646) pushWindow interacts poorly with the window bar close app option
(FB21652261) If a window locked to a wall calls pushWindow, the original window becomes unlocked
(FB21652271) If a window locked in place calls pushWindow and the pushed window is closed, the system freezes
(FB21828413) pushWindow, UIApplication.open, and a dismissed immersive space result in multiple failures that require a device reboot
(FB21840747) visionOS randomly foregrounds a backgrounded immersive space app with a pushed window's parent window visible instead of the pushed window
(FB21864652) When a running app is selected in the visionOS home view, windows presented with pushWindow spontaneously close
(FB21873482) Pushed windows use the fixed scaling behavior instead of the dynamic scaling behavior
I'm posting the issues here in case this information is helpful to other developers. I'd also like to hear about other pushWindow issues developers have encountered, so I can watch out for them.
Questions:
I've discovered that some of the issues above can be partially worked around by applying the defaultLaunchBehavior and restorationBehavior scene modifiers to suppress window restoration and locking, which pushWindow appears to interact poorly with. Are there other recommended workarounds?
I've observed that the Photos and Settings apps, which predate the pushWindow API, are not affected by the issues I reported. Are there other more reliable ways I could achieve the same behavior as pushWindow without relying on that API?
I'd appreciate any guidance Apple engineers could provide. Thank you.
VideoMaterial Black Screen on Vision Pro Device (Works in Simulator)
App Overview
App Name: Extn Browser
Bundle ID: ai.extn.browser
Purpose: A visionOS web browser that plays 360°/180° VR videos in an immersive sphere environment
Development Environment & SDK Versions
Component
Version
Xcode
26.2
Swift
6.2
visionOS Deployment Target
26.2
Swift Concurrency
MainActor isolation enabled
App is released in the TestFlight.
Frameworks Used
SwiftUI - UI framework
RealityKit - 3D rendering, MeshResource, ModelEntity, VideoMaterial
AVFoundation - AVPlayer, AVAudioSession
WebKit - WKWebView for browser functionality
Network - NWListener for local proxy server
Sphere Video Mechanism
The app creates an immersive 360° video experience using the following approach:
// 1. Create sphere mesh (10 meter radius for immersive viewing)
let mesh = MeshResource.generateSphere(radius: 10.0)
// 2. Create initial transparent material
var material = UnlitMaterial()
material.color = .init(tint: .clear)
// 3. Create entity and invert sphere (negative X scale)
let sphere = ModelEntity(mesh: mesh, materials: [material])
sphere.scale = SIMD3<Float>(-1, 1, 1) // Inverts normals for inside-out viewing
sphere.position = SIMD3<Float>(0, 1.5, 0) // Eye level
// 4. Create AVPlayer with video URL
let player = AVPlayer(url: videoURL)
// 5. Configure audio session for visionOS
let audioSession = AVAudioSession.sharedInstance()
try audioSession.setCategory(.playback, mode: .moviePlayback, options: [.mixWithOthers])
try audioSession.setActive(true)
// 6. Create VideoMaterial and apply to sphere
let videoMaterial = VideoMaterial(avPlayer: player)
if var modelComponent = sphere.components[ModelComponent.self] {
modelComponent.materials = [videoMaterial]
sphere.components.set(modelComponent)
}
// 7. Start playback
player.play()
ImmersiveSpace Configuration
// browserApp.swift
ImmersiveSpace(id: appModel.immersiveSpaceID) {
ImmersiveView()
.environment(appModel)
}
.immersionStyle(selection: .constant(.mixed), in: .mixed)
Entitlements
<!-- browser.entitlements -->
<key>com.apple.security.app-sandbox</key>
<true/>
<key>com.apple.security.network.client</key>
<true/>
<key>com.apple.security.network.server</key>
<true/>
Info.plist Network Configuration
<key>NSAppTransportSecurity</key>
<dict>
<key>NSAllowsArbitraryLoads</key>
<true/>
</dict>
The Issue
Behavior in Simulator: Video plays correctly on the inverted sphere surface - 360° video is visible and wraps around the user as expected.
Behavior on Physical Vision Pro: The sphere displays a black screen. No video content is visible, though the sphere entity itself is present.
Important: Not a DRM/Licensing Issue
This issue is NOT related to Digital Rights Management (DRM) or FairPlay. I have tested with:
Unlicensed raw MP4 video files (no DRM protection)
Self-hosted video content with no copy protection
Direct MP4 URLs from CDN without any licensing requirements
The same black screen behavior occurs with all unprotected video sources, ruling out DRM as the cause.
(Plain H.264 MP4, no DRM)
Screen Recording: Working in Simulator
The following screen recording demonstrates playing a 360° YouTube video in the immersive sphere on the visionOS Simulator:
https://cdn.commenda.kr/screen-001.mov
This confirms that the VideoMaterial and sphere rendering work correctly in the simulator, but the same setup shows a black screen on the physical Vision Pro device.
Observations
AVPlayer status reports .readyToPlay - The video appears to load successfully
VideoMaterial is created without errors - No exceptions thrown
Sphere entity renders - The geometry is visible (black surface)
Audio session is configured - No errors during audio session setup
Network requests succeed - The video URL is accessible from the device
Same result with local/unprotected content - DRM is not a factor
Console Logs (Device)
The logging shows:
Sphere created and added to scene
AVPlayer created with correct URL
VideoMaterial created and applied
Player status transitions to .readyToPlay
player.play() called successfully
Rate shows 1.0 (playing)
Despite all success indicators, the rendered output is black.
Questions for Apple
Are there known differences in VideoMaterial behavior between the visionOS Simulator and physical Vision Pro hardware?
Does VideoMaterial(avPlayer:) require specific video codec/format requirements that differ on device? (The test video is a standard H.264 MP4)
Is there a required Metal capability or GPU feature for VideoMaterial that may not be available in certain contexts on device?
Does the immersion style (.mixed) affect VideoMaterial rendering on hardware?
Are there additional entitlements required for video texture rendering in RealityKit on physical hardware?
Attempted Solutions
Configured AVAudioSession with .playback category
Added delay before player.play() to ensure material is applied
Verified sphere scale inversion (-1, 1, 1)
Tested multiple video URLs (including raw, unlicensed MP4 files)
Confirmed network connectivity on device
Ruled out DRM/FairPlay issues by testing unprotected content
Environment Details
Device: Apple Vision Pro
visionOS Version: 26.2
Xcode Version: 26.2
macOS Version: Darwin 25.2.0
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
I noticed in the latest macOS beta 3 that there was this update:
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)
I am not noticing any difference to before with the reconstructions I tested so I am assuming it's reverting to the old model but in the logs there is no way to see if it succeeds or fails to download that new model.
do you have any more information on what was improved here with some examples and what we should be looking for? also how can confirm the download of that new model has not failed?
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
传输后的直播流分辨率显著下降,画面细节丢失、清晰度不足,导致 3D 家具商品的纹理、尺寸等关键信息无法精准展示,影响用户对商品的判断。
期望
优化流传输过程中的分辨率压缩策略,减少传输过程中的画质损耗,提升 Mac 端接收的直播流清晰度,匹配 3D 商品展示的高精度需求。
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.