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 to integrate Apple Immersive Video into the app you are developing.
Hello, Let me ask you a question about Apple Immersive Video. https://www.apple.com/newsroom/2024/07/new-apple-immersive-video-series-and-films-premiere-on-vision-pro/ I am currently considering implementing a feature to play Apple Immersive Video as a background scene in the app I developed, using 3DCG-created content converted into Apple Immersive Video format. First, I would like to know if it is possible to integrate Apple Immersive Video into an app. Could you provide information about the required software and the integration process for incorporating Apple Immersive Video into an app? It would be great if you could also share any helpful website resources. I am considering creating Apple Immersive Video content and would like to know about the necessary equipment and software for producing both live-action footage and 3DCG animation videos. As I mentioned earlier, I’m planning to play Apple Immersive Video as a background in the app. In doing so, I would also like to place some 3D models as RealityKit entities and spatial audio elements. I’m also planning to develop the visionOS app as a Full Space Mixed experience. Is it possible to have an immersive viewing experience with Apple Immersive Video in Full Space Mixed mode? Does Apple Immersive Video support Full Space Mixed? I’ve asked several questions, and that’s all for now. Thank you in advance!
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Feb ’25
Feedback : Improve windows management on Vision Pro
Copy of Feedback: FB15969432 Improve window management with immersive spaces. It is hard to manage windows from code when entering immersive space. Look for instance at the sample: https://developer.apple.com/documentation/visionos/displaying-a-3d-environment-through-a-portal The window displayed before entering the virtual space stays there once the virtual space is entered : this window is too big but can't be resized by the program. One could say this big window could be closed and a smaller window opened by the program with the "exit" button, but then this small window should be closed and the main window reopened when leaving te immersive space. In the immersive space closing the "Exit" window with the X does not allow to leave the immersive space. If the crown button is then used we go back to the Vision Pro main menu. If the app is chosen again we can see that it wasn't closed : the "Exit" window is now displayed but we are not in the immersive space! Don't say "this is just a sample app", because all developers face those issues. Please try to find the right solutions with your team to enhance this sample and share the right way to solve those issues. You could find that the specifications need to be enhanced. You can also see that there is no way to exit a program from a program even if this is something that could be useful for some apps (you end a SharePlay game for instance) Thank you very much for your time and consideration.
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Dec ’24
Issue: ARKit Camera Frame Provider Not Authorized in visionOS App
I’m developing a visionOS app using EnterpriseKit, and I need access to the main camera for QR code detection. I’m using the ARKit CameraFrameProvider and ARKitSession to capture frames, but I’m encountering this error when trying to start the camera stream: ar_camera_frame_provider_t: Failed to start camera stream with error: <ar_error_t Error Domain=com.apple.arkit Code=100 "App not authorized."> Context: VisionOS using EnterpriseKit for camera access and QR code scanning. My Info.plist includes necessary permissions like NSCameraUsageDescription and NSWorldSensingUsageDescription. I’ve added the com.apple.developer.arkit.main-camera-access.allow entitlement as per the official documentation here. My app is allowed camera access as shown in the logs (Authorization status: [cameraAccess: allowed]), but the camera stream still fails to start with the “App not authorized” error. I followed Apple’s WWDC 2024 sample code for accessing the main camera in visionOS from this session. Sample of My Code: import ARKit import Vision class QRCodeScanner: ObservableObject { private var arKitSession = ARKitSession() private var cameraFrameProvider = CameraFrameProvider() private var pixelBuffer: CVPixelBuffer? init() { Task { await requestCameraAccess() } } private func requestCameraAccess() async { await arKitSession.queryAuthorization(for: [.cameraAccess]) do { try await arKitSession.run([cameraFrameProvider]) } catch { print("Failed to start ARKit session: \(error)") return } let formats = CameraVideoFormat.supportedVideoFormats(for: .main, cameraPositions: [.left]) guard let cameraFrameUpdates = cameraFrameProvider.cameraFrameUpdates(for: formats[0]) else { return } Task { for await cameraFrame in cameraFrameUpdates { guard let mainCameraSample = cameraFrame.sample(for: .left) else { continue } self.pixelBuffer = mainCameraSample.pixelBuffer // QR Code detection code here } } } } Things I’ve Tried: Verified entitlements in both Info.plist and .entitlements files. I have added the com.apple.developer.arkit.main-camera-access.allow entitlement. Confirmed camera permissions in the privacy settings. Followed the official documentation and WWDC 2024 sample code. Checked my provisioning profile to ensure it supports ARKit camera access. Request: Has anyone encountered this “App not authorized” error when accessing the main camera via ARKit in visionOS using EnterpriseKit? Are there additional entitlements or provisioning profile configurations I might be missing? Any help would be greatly appreciated! I haven't seen any official examples using new API for main camera access and no open source examples either.
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1.1k
Oct ’24
Detecting collisions between fingertip and world mesh
I'm using hand tracking to detect collisions between fingertips and entities that I have placed in the scene. I'm using the .mixed environment. However, I want to detect when a fingertip touches a real-world object such as a wall. No matter what I try, I can't get the collision to fire. I'm using the SceneReconstructionProvider to give me world meshes, which I use to create ModelEntity objects to which I add a CollisionComponent with the shape of the object. I can render the meshes just fine, but nothing I do seems to allow collisions to work. Surely this is possible, what am I missing?
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Nov ’24
[ARKit] Is it possible remembering certain room using Room Tracking?
Hi! I'm making content using Room Tracking for vision pro these days. So I searched information about it. Here the links I visited. But I could not found the info I wanted to know Apple ARKit Create enhanced spatial computing experiences with ARKit RoomTrackingProvider I wanna know that if it's possible remembering room structure that recognized before and adding contents in certain world anchor in the room space when user entered the room again? For example, a developer can save the room structure, room info (with room ID) and world anchor of the room with Room Tracking feature. After this, the developer can add entities via Xcode and Reality Composer Pro in certain position of the room to show contents to users when users enter the room. So users can see the contents whenever they visit the room. Is this possible? If there are example codes or projects about it, please let me know.
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Nov ’24
VisionOS slow image tracking and enterprise API questions
To set the stage: I made a prototype of an app for a company, the app is to be used internally right now. Prototype runs perfectly on iOS, so now I got VP to port the app to its final destination. The first thing I found out is that the image tracking on VP is useless for moving images (and that's the core of my app). Also distance at which image is lost seems to be way shorter on VP. Now I'm trying to figure out if it's possible to fix/work around it in any way and I'm wondering if Enterprise API would change anything. So: Is it possible to request Enterprise API access as a single person with basic Apple Developer subscription? I looked around the forum and only got more confused. Does QR code detection and tracking work any better than image detection, or anchor updates are the same? Does the increased "object detection" frequency affect in any way image/QR tracking, or is it (as name implies) only for object tracking? Would increasing the CPU/GPU headroom make any change to image/QR detection frequency? Is there something to disable to make anchor updates more frequent? I don't need complex models, shadows, physics, etc. Greetings Michal
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Oct ’24
[Group Activities, TabletopKit] Creating an Auto-syncing Multiplayer visionOS App for Shared Spaces without SharePlay
Hi! I'm planning to make visionOS multiplayer app for people in same space(a room). I wanna know that if it's possible to use TabletopKit, Group Activities to create an app that becomes multiplayer(synchronize) with the people who are using it as soon as the app is opened without using SharePlay.
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Nov ’24
[ARKit, Reality Composer Pro] Is it possible loading Immersive Scene after recognizing preregistered images?
Hi! I wanna know that if it's possible that loading Immersive Scene after scanning(recognizing) preregistered images or objects? I tried to load the Immersive scene after scanning image and objects, it didn't work well. Please let me know about the solution if it's possible. Here the ImmersiveView.swift code i tried. // ImmersiveView.swift import SwiftUI import RealityKit import RealityKitContent // Using the RealityKitContent module struct ImmersiveView: View { @ObservedObject var viewModel: TrackingViewModel @State private var immersiveScene: Entity? @State private var isToggleOn: Bool = false // Variable for toggle state var body: some View { ZStack { // Overlay RealityView and UI elements RealityView { content in if let scene = immersiveScene { content.add(scene) print("Immersive scene successfully added.") if let moneyGunsEntity = scene.findEntity(named: "MoneyGuns") { NotificationCenter.default.post( name: Notification.Name("RealityKit.NotificationTrigger"), object: nil, userInfo: [ "RealityKit.NotificationTrigger.Scene": scene, "RealityKit.NotificationTrigger.Identifier": "PlayTimeline" ] ) print("PlayTimeline notification sent.") } else { print("MoneyGuns entity not found.") } } } .onAppear { Task { if let scene = try? await Entity(named: "Immersive", in: realityKitContentBundle) { immersiveScene = scene } else { print("Failed to load immersive scene.") } } } VStack { Spacer() Toggle(isOn: $isToggleOn) { // Add toggle button Text("Toggle Option") .foregroundColor(.white) } .padding() .background(Color.black.opacity(0.7)) .cornerRadius(8) .padding() } } } }
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Nov ’24
Rendering Order with ModelSortGroup
I have a huge sphere where the camera stays inside the sphere and turn on front face culling on my ShaderGraphMaterial applied on that sphere, so that I can place other 3D stuff inside. However when it comes to attachment, the object occlusion never works as I am expecting. Specifically my attachments are occluded by my sphere (some are not so the behavior is not deterministic. Then I suspect it was the issue of depth testing so I started using ModelSortGroup to reorder the rending sequence. However it doesn't work. As I was searching through the internet, this post's comments shows that ModelSortGroup simply doesn't work on attachments. So I wonder how should I tackle this issue now? To let my attachments appear inside my sphere. OS/Sys: VisionOS 2.3/XCode 16.3
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470
Feb ’25
[Reality Composer Pro] How to Enable Entities Mid-Timeline Without Early Appearance?
Hi! I'm using timeline in Reality Composer Pro. I tried to enable entities that were disabled at the beginning of the scene to be enabled in the middle of the Timeline playback using the 'Enable Entities'. But it didn't work well as I imagined. (It was keep appearing before starting Timeline) How do I solve this problem? Are there good solutions about it?
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Nov ’24
How to extracted stereo image pair from generated spatial photos by visionOS 2.0
Hi, My app allows users to share and view spatial photos. For viewing spatial photos, I'm using a plane in a RealityView that has a camera index switch material node, which takes the stereo images as the inputs. For sharing native spatial photos taken on the vision pro, prior to visionOS 2.0, I extract the stereo image pair and merge them into a single side-by-side image to upload to the app's backend. However, since visionOS 2.0 introduced generating spatial photos from normal photos, I've been seeing some unexpected behaviours in my app, while on the other hand, they can be viewed correctly in the system Photos app: Sometimes the extracted images have different size, the right image is smaller than the left image. See the first image in the google drive below, taken with iPhone 15 Pro. Even if the image pair have the same size, when viewed in my app, it has some artefacts, especially around the edge of objects which are closer to the camera. See the second image in the google drive below, taken with iPhone 11. Google drive link here: https://drive.google.com/drive/folders/1UTfpxvO3-ChqshwfyzY5E_KCgk8VgUaa I know that now Quicklook preview application can support viewing spatial photos now, but I would like to keep it the way I implemented in the app, for compatibility concerns. Below is a code snippet that deals with the extraction. Please point out the correct way to extract stereo image pair from a generated spatial photo. Happy to submit a code-level support request if more information is needed. // the data is from photos picker item let data = try await photo.loadTransferable(type: Data.self) let source = CGImageSourceCreateWithData(data as CFData, nil) let sbsImage = source.extractSpatialPhoto() extension CGImageSource { func extractSpatialPhoto() -> UIImage? { guard let leftCGImage = extractSpatialImage(at: 0), let rightCGImage = extractSpatialImage(at: 1) else { return nil } let leftImage = UIImage(ciImage: leftCGImage) let rightImage = UIImage(ciImage: rightCGImage) guard leftImage.size == rightImage.size else { return nil } // merge left + right let size = CGSize(width: leftImage.size.width * 2, height: leftImage.size.height) UIGraphicsBeginImageContextWithOptions(size, true, 1.0) leftImage.draw(in: CGRect(x: 0, y: 0, width: leftImage.size.width, height: leftImage.size.height)) rightImage.draw(in: CGRect(x: leftImage.size.width, y: 0, width: rightImage.size.width, height: rightImage.size.height)) let mergedImage = UIGraphicsGetImageFromCurrentImageContext() UIGraphicsEndImageContext() return mergedImage } // not sure if this actually works func extractSpatialImage(at index: Int) -> CIImage? { guard let cgImage = CGImageSourceCreateImageAtIndex(self, index, nil) else { return nil } var ciImage = CIImage(cgImage: cgImage) if let properties = CGImageSourceCopyPropertiesAtIndex(self, index, nil) as? [String: Any], let heifDictionary = properties[kCGImagePropertyHEIFDictionary as String] as? [String: Any], let extrinsics = heifDictionary[kIIOMetadata_CameraExtrinsicsKey as String] as? [String: Any], let position = extrinsics[kIIOCameraExtrinsics_Position as String] as? [Double] { // Default baseline is 64mm (0 for left camera, 0.064m for right camera) let standardBaseline = 0.064 // Check if it's the right image (should be at [0.064, 0, 0]) let isRightImage = (index == 1) let expectedPosition = isRightImage ? standardBaseline : 0.0 // Calculate the translation needed to align to standard baseline let positionDelta = position[0] - expectedPosition // Apply translation only if there's a mismatch in position if positionDelta != 0 { let transform = CGAffineTransform(translationX: CGFloat(positionDelta), y: 0) ciImage = ciImage.transformed(by: transform) } } return ciImage } }
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1.2k
Oct ’24
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
VisionOS : defaultWindowPlacement unavailable?
I'm getting the following error in my swift build targeting VisionOS 2.0 : " 'defaultDisplay' is unavailable in visionOS " TLDR : how do I specify an initial window position in visionOS? The docs seem to be off? - see below. The docs say it is available, but it is not, or at least my XCODE (Version 16.0 ) is throwing errors on it : https://developer.apple.com/documentation/swiftui/scene/defaultwindowplacement(_:) I know apple is opinionated about window placement in visionOS, and maybe it will never be available, but the docs say it is in visionOS 2.0+ and it sure would be nice to be able to specify a default position toward the bottom of one's FOV, etc . Side-note -- the example code in that doc also has the issue that "Window" is not available in visionOS ( WindowGroup is ). example code -- barely modified from example code in doc : var body: some Scene { WindowGroup("MyLilWindow", id: "MyLilWindow") { TestView() } .windowResizability(.contentSize) .defaultWindowPlacement { content, context in let displayBounds = context.defaultDisplay.visibleRect let size = content.sizeThatFits(.unspecified) let position = CGPoint( x: displayBounds.midX - (size.width / 2), y: displayBounds.maxY - size.height - 140) return WindowPlacement(position) } }
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Sep ’24
Generating procedural textures sample code error.
Screenshot: Specific error message: validateComputeFunctionArguments:1149: failed assertion `Compute Function(textureShader): Shader uses texture(texture[0]) as read-write, but hardware does not support read-write texture of this pixel format.' OS: visionOS 2.1 (22N5548c) simulator. Link: https://developer.apple.com/documentation/visionos/generating-procedural-textures-in-visionos
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581
Oct ’24
Attachment always user facing
Hello, Is there a way to always have the attachments of a RealityView always face the user? For example, in a visionOS app, in an immersive space, we have an attachment. When the user either walks around the attachment, or rotates the parent entity, we would like the attachment to automatically rotate to face the user. How do we do this? I anticipated this to be a trivial feature to implement, since I thought I remembered seeing this feature as a built-in/opt-in option for attachments. But, I cannot find that feature. All and any recommendations are appreciated, thanks.
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Nov ’24