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 kit Entities Appearing to Lag in a Full or Progressive Style Immersive Space When Opened with Environment Turned On
PLATFORM AND VERSION Vision OS Development environment: Xcode 16.2, macOS 15.2 Run-time configuration: visionOS 2.3 (On Real Device, Not simulator) Please someone confirm I'm not crazy and this issue is actually out of my control. Spent hours trying to fix my app and running profiles because thought it was an issue related to my apps performance. Finally considered chance it was issue with API itself and made sample app to isolate problem, and it still existed in it. The issue is when a model entity moves around in a full space that was launched when the system environment immersion was turned up before opening it, the entities looks very choppy as they move around. If you take off the headset while still in the space, and put it back on, this fixes it and then they move smoothly as they should. In addition, you can also leave the space, and then turn the system environment immersion all the way down before launching the full space again, this will also make the entity moves smoothly as it should. If you launch a mixed immersion style instead of a full immersion style, this issue never arrises. The issue only arrises if you launch the space with either a full style, or progressive style, while the system immersion level is turned on. STEPS TO REPRODUCE https://github.com/nathan-707/ChoppyEntitySample Open my test project, its a small, modified vision os project template that shows it clearly. otherwise: create immersive space with either full or progressive immersion style. setup a entity in kinematic mode, apply a velocity to it to make it pass over your head when the space appears. if you opened the space while the Apple Vision Pros system environment was turned up, the entity will look choppy. if you take the headset off while in the same space, and put it back on, it will fix the issue and it will look smooth. alternatively if you open the space with the system immersion environment all the way down, you will also not run into the issue. Again, issue also does not happen if space launched is in mixed style.
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Jan ’25
USDZ with Blend Shapes Workflow Recommendations
Hi, since RealityKit 4 now supports Blend Shapes I was wondering if there are any workflow or tooling recommendations to bake/export them into a USDZ. Are Blender or Cinema4D capable to do that out of the box? Should we look into NVIDIA omniverse (https://docs.omniverse.nvidia.com/connect/latest/blender/manual.htm) So far this topic seems very sparsely documented and I would appreciate any hints. Thank you!
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Jan ’25
How to find the camera transform (or view matrix) in the world coordinate from a camera frame
I'm trying to implement a prototype to render virtual objects in a mixed immersive space on the camer frames captured by CameraFrameProvider. Here are what I have done: Get camera's instrinsics from frame.primarySample.parameters.intrinsics Get camera's extrinsics from frame.primarySample.parameters.extrinsics Get the device anchor by worldTrackingProvider.queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) Setup a RealityKit.RealityRenderer to render virtual objects on the captured camera frames let realityRenderer = try RealityKit.RealityRenderer() realityRenderer.cameraSettings.colorBackground = .outputTexture() let cameraEntity = PerspectiveCamera() // see https://developer.apple.com/forums/thread/770235 let cameraTransform = deviceAnchor.originFromAnchorTransform * extrinsics.inverse cameraEntity.setTransformMatrix(cameraTransform, relativeTo: nil) cameraEntity.camera.near = 0.01 cameraEntity.camera.far = 100 cameraEntity.camera.fieldOfViewOrientation = .horizontal // manually calculated based on camera intrinsics cameraEntity.camera.fieldOfViewInDegrees = 105 realityRenderer.entities.append(cameraEntity) realityRenderer.activeCamera = cameraEntity Virtual objects, which should be seen in the camera frames, are clipped out by the camera transform. If I use deviceAnchor.originFromAnchorTransform as the camera transform, virtual objects can be rendered on camera frames at wrong positions (I think it is because the camera extrinsics isn't used to adjust the camera to the correct position). My question is how to use the camera extrinsic matrix for this purpose? Does the camera extrinsics point to a similar orientation of the device anchor with some minor rotation and postion change? Here is an extrinsics from a camera frame. It seems that the direction of Y-axis and Z-axis are flipped by the extrinsics. So the camera is point to a wrong direction. simd_float4x4([[0.9914258, 0.012555369, -0.13006608, 0.0], // X-axis [-0.0009778949, -0.9946325, -0.10346654, 0.0], // Y-axis [-0.13066702, 0.10270659, -0.98609203, 0.0], // Z-axis [0.024519, -0.019568002, -0.058280986, 1.0]]) // translation
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Jan ’25
generateConvex(from mesh: MeshResource) crashes instead of throwing a Swift error
I have a MeshResource and I would like to create a collision component from it. let childBounds = child.visualBounds(relativeTo: self) var childShape: ShapeResource do { // Crashed by the following line instead of throwing a Swift Error childShape = try await ShapeResource.generateConvex(from: childModel.mesh); } catch { childShape = ShapeResource.generateBox(size: childBounds.extents) childShape = childShape.offsetBy(translation: childBounds.center) } Based on this document: https://developer.apple.com/documentation/realitykit/shaperesource/generateconvex(from:)-6upj9 Will throw an error if mesh does not define a nonempty convex volume. For example, will fail if all the vertices in mesh are coplanar. But, the method crashes the app instead of throwing a Swift error Incident Identifier: 35CD58F8-FFE3-48EA-85D3-6D241D8B0B4C CrashReporter Key: FE6790CA-6481-BEFD-CB26-F4E27652BEAE Hardware Model: Mac15,11 ... Version: 1.0 (1) Code Type: ARM-64 (Native) Role: Foreground Parent Process: launchd_sim [2057] Coalition: com.apple.CoreSimulator.SimDevice.85A2B8FA-689F-4237-B4E8-DDB93460F7F6 [1496] Responsible Process: SimulatorTrampoline [910] Date/Time: 2025-01-26 16:13:17.5053 +0800 Launch Time: 2025-01-26 16:13:09.5755 +0800 OS Version: macOS 15.2 (24C101) Release Type: User Report Version: 104 Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000001, 0x00000001abf841d0 Termination Reason: SIGNAL 5 Trace/BPT trap: 5 Terminating Process: exc handler [17316] Triggered by Thread: 0 Thread 0 Crashed: 0 CoreRE 0x1abf841d0 REAssetManagerCollisionShapeAssetCreateConvexPolyhedron + 232 1 CoreRE 0x1abf845f0 REAssetManagerCollisionShapeAssetCreateConvexPolyhedronFromMesh + 868 2 RealityFoundation 0x1d25613bc static ShapeResource.generateConvex(from:) + 148 Here is the message on the app console from Xcode /Library/Caches/com.apple.xbs/Sources/REKit_Sim/ThirdParty/PhysX/physx/source/physxcooking/src/convex/QuickHullConvexHullLib.cpp (935) : internal error : QuickHullConvexHullLib::findSimplex: Simplex input points appers to be coplanar. Failed to cook convex mesh (0x3) assertion failure: 'convexPolyhedronShape != nullptr' (REAssetManagerCollisionShapeAssetCreateConvexPolyhedron:line 356) Bad parameters passed for convex mesh creation. Message from debug The above crash happened on a visionOS simulator (visionOS 2.2 (22N840)
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Jan ’25
Automatic Plane Measurements like in the Apple Measure App
I’m working on an iOS app that needs to measure the area of planes or surfaces, like the length and width of objects, just like the Apple Measure app does. I’ve been exploring ARKit, but I’m curious if there are any APIs or techniques that can help automate the process of detecting and measuring planes. Specifically, I’m looking for a way to automatically detect and measure planes (e.g., from a top-down view). For example: Measuring a box width and length. I have attached a screenshot and a video of the Apple Measure App doing it. Does Apple provide any tools or APIs for this, or are there any best practices I should know about? I’d love to hear from anyone who’s tackled something similar. Video: https://drive.google.com/file/d/1BxM7fIbFxsCsYwY7w8ZxIeq_4WTGkkwA/view?usp=drive_link
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Jan ’25
Releasing a TextureObject from memory
Hi there! I´m trying to make a 360 image carousel in RealityView/SwiftUI with very large textures. I´ve managed to load one 12K 360 image and showing it on a inverted sphere with a ShaderMaterialGraph made in Reality Composer Pro. When I try to load the next image I get an out of memory error. The carousel works fine with smaller textures. My question is. How do I release the memory from the current texture before loading the next? In theory the garbagecollector should erase it eventually? Hope someone can help =) Thanks in advance! Best regards, Kim
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Jan ’25
Developer Capture and microphone input for audio-based apps
Hi Apple engineers, I'm currently working on an app that uses the incoming microphone audio and gives visual feedback to the user about the incoming audio. I would like to use Reality Composer Pro's Developer Capture to get a high quality recording of the app and its use cases for the App Store — but any time I have an in-progress capture, my app stops receiving the incoming audio. It almost seems as if the microphone audio is getting 'hijacked' during the screen capture, which prevents me from demonstrating the app's core features. Could you please advise on how to proceed?
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Jan ’25
WorldAnchors added and removed immediately
I can add a WorldAnchor to a WorldTrackingProvider. The next time I start my app, the WorldAnchor is added back, and then is immediately removed: dataProviderStateChanged(dataProviders: [WorldTrackingProvider(0x0000000300bc8370, state: running)], newState: running, error: nil) AnchorUpdate(event: added, timestamp: 43025.248134708, anchor: WorldAnchor(id: C0A1AE95-F156-45F5-9030-895CAABF16E9, isTracked: true, originFromAnchorTransform: <translation=(0.048458 0.000108 -0.317565) rotation=(0.00° 15.44° -0.00°)>)) AnchorUpdate(event: removed, timestamp: 43025.348131208, anchor: WorldAnchor(id: C0A1AE95-F156-45F5-9030-895CAABF16E9, isTracked: false, originFromAnchorTransform: <translation=(0.000000 0.000000 0.000000) rotation=(-0.00° 0.00° 0.00°)>)) It always leaves me with zero anchors in .allAnchors...the ARKitSession is still active at this point
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Jan ’25
Barcode Anchor Jitter in Vision Pro due to Invalid enterprise api for barcode scanning Values
We’re using the enterprise API for spatial barcode/QR code scanning in the Vision Pro app, but we often get invalid values for the barcode anchor from the API, leading to jittery barcode positions in the UI. The code we’re using is attached below. import SwiftUI import RealityKit import ARKit import Combine struct ImmersiveView: View { @State private var arkitSession = ARKitSession() @State private var root = Entity() @State private var fadeCompleteSubscriptions: Set = [] var body: some View { RealityView { content in content.add(root) } .task { // Check if barcode detection is supported; otherwise handle this case. guard BarcodeDetectionProvider.isSupported else { return } // Specify the symbologies you want to detect. let barcodeDetection = BarcodeDetectionProvider(symbologies: [.code128, .qr, .upce, .ean13, .ean8]) do { try await arkitSession.requestAuthorization(for: [.worldSensing]) try await arkitSession.run([barcodeDetection]) print("Barcode scanning started") for await update in barcodeDetection.anchorUpdates where update.event == .added { let anchor = update.anchor // Play an animation to indicate the system detected a barcode. playAnimation(for: anchor) // Use the anchor's decoded contents and symbology to take action. print( """ Payload: \(anchor.payloadString ?? "") Symbology: \(anchor.symbology) """) } } catch { // Handle the error. print(error) } } } // Define this function in ImmersiveView. func playAnimation(for anchor: BarcodeAnchor) { guard let scene = root.scene else { return } // Create a plane sized to match the barcode. let extent = anchor.extent let entity = ModelEntity(mesh: .generatePlane(width: extent.x, depth: extent.z), materials: [UnlitMaterial(color: .green)]) entity.components.set(OpacityComponent(opacity: 0)) // Position the plane over the barcode. entity.transform = Transform(matrix: anchor.originFromAnchorTransform) root.addChild(entity) // Fade the plane in and out. do { let duration = 0.5 let fadeIn = try AnimationResource.generate(with: FromToByAnimation<Float>( from: 0, to: 1.0, duration: duration, isAdditive: true, bindTarget: .opacity) ) let fadeOut = try AnimationResource.generate(with: FromToByAnimation<Float>( from: 1.0, to: 0, duration: duration, isAdditive: true, bindTarget: .opacity)) let fadeAnimation = try AnimationResource.sequence(with: [fadeIn, fadeOut]) _ = scene.subscribe(to: AnimationEvents.PlaybackCompleted.self, on: entity, { _ in // Remove the plane after the animation completes. entity.removeFromParent() }).store(in: &fadeCompleteSubscriptions) entity.playAnimation(fadeAnimation) } catch { print("Error") } } }
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Jan ’25
Dynamically assigning texture resource to ShaderGraphMaterial on VisionOS
I implemented a ShaderGraphMaterial and tried to load it from my usda scene by ShaderGraphMaterial.init(name: in: bundle). I want to dynamically set TextureResource on that material, so I wanted to expose texture as Uniform Input of a ShaderGraphMaterial. But obviously RCP's Shader Graph doesn't support Texture input as parameter as the image shows: And from the code level, ShaderGraphMaterial also didn't expose a way to set TexturesResources neither. Its parameterNames shows an empty array if I didn't set any custom input params. The texture I get is from my backend so it really cannot be saved into a file and load it again (that would be too weird). Is there something I am missing?
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Jan ’25
What causes »ARSessionDelegate is retaining X ARFrames« console warning?
Hi, since iOS 15 I've repeatedly noticed the console warning »ARSessionDelegate is retaining X ARFrames. This can lead to future camera frames being dropped« even for rather simple projects using RealityKit and ARKit. Could someone from the ARKit team please elaborate what causes this warning and what can be done to avoid it? If I remember correctly I didn't even assign an ARSessionDelegate. Thank you!
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3.3k
Feb ’25
Significant deviation of depth map values captured in ARKit framework
I use ARKit to build an app, scan rooms to collect the spatial data of objects and re-construct the 3D scene. the problem is I found the depth map values captured in ARFrame significantly deviate from the real distances, even nonlinearly, for the distances below 1.5m, values are basically correct, but beyond 1.5m, they are smaller than real values. for example read 1.9m from the generated depthmap.tiff, but real distance is 3 meters. below is my code of generating tiff file to record depth map data: Generated TIFF file (captured from ARKit): as shown above, the maximum distance is around 1.9m, but real distance to that wall is more than 3 meters, and also you can see, the depth map picture captured in ARKit is quite blurry, particularly at far distance (> 2.0m), almost smeared out. Generated TIFF file (captured from AVFoundation): In comparison, the depth map captured from traditional AVFoundation and with the same hardware device is much clear, the values seem not in meter unit though.
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Feb ’25
Reading Imagefiles outside of app content
Hi there. Thanks to amazing help from you guys, I've managed to code a 360 image carousel, where the user can browse 360 images located inside the project package. Is there a way to access the filesystem on AVP outside the app? I know about the FileManager, and I can get access to the .documentsDirectory, but how do I access documents folder from the "Files" app on the AVP? My goal is to read images from a hardcoded folderlocation on the AVP, such that the user never will have to select the images themselves. I know this may not be the "right" way to do this. The app is supposed to be "foolproof" with a minimum of userinteraction. The only way to change the images should be to change the contents of the hardcoded imagefolder. I hope this makes sense =) Thanks in advance! Regards, Kim
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Feb ’25
Obect Capture App getting rejected for not supporting non Pro Models
Hi, I created an app using iOS Object Capture API which works only on Lidar enabled phones. It's a limitation of the Api provided by apple itself. I Submitted an app for Review , but It is getting rejected (Twice) saying it doesnt work on non pro models. Even though I explained that capturing Needs Lidar and supported only in PRO models, It still gets rejected after testing in Non Pro models. is there a way out?
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Feb ’25