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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ARView.Environment.SceneUnderstanding.Options.occlusion not working on models that aren't opaque
Is this behaviour expected? For example, if I'm using let materials = [SimpleMaterial(color: .red, isMetallic: false)] occlusion works normally, but with let materials = [SimpleMaterial(color: .red.withAlphaComponent(0.5), isMetallic: false)] i can see my cube through real-world objects, like tables, columns, etc. I'm getting the same behaviour if using CustomMaterial from shader and applying customMaterial.blending = .opaque and customMaterial.blending = .transparent(opacity: ) respectively
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505
Dec ’24
Billboard Entity with AttachmentView
Hey Everyone, Happy New Year! I wanted to see if you have seen this before. I have added an attachment to the RealityView as a child on an entity that has a Billboard component set on it. I wanted to create the effect that the attachment is offset by .5 meters from center and follows the device as you move around it. IT works great until you try click a button. The attachment moves with the billboard, but the collision box around the attachment is not following it. If I position myself perfectly it works. Video Example: https://youtu.be/4d9Vx7K8MmU // // ImmersiveView.swift // Billboard Attachment // // Created by Justin Leger on 1/3/25. // import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { var rootEntity = Entity() var body: some View { RealityView { content, attachments in // Add the initial RealityKit content let sphereEntity = ModelEntity(mesh: .generateSphere(radius: 0.1), materials: [SimpleMaterial(color: .red, roughness: 1, isMetallic: false)]) sphereEntity.position = [0.0, 1.0, -2.0] let controlsPivotEntity = Entity() controlsPivotEntity.components[BillboardComponent.self] = .init() // Extract the attachemnt entity and disable it before its used. if let controlsViewAttachmentEntity = attachments.entity(for: PlacedThingControls.attachmentId) { controlsViewAttachmentEntity.position.z = 0.5 controlsPivotEntity.addChild(controlsViewAttachmentEntity) sphereEntity.addChild(controlsPivotEntity) } content.add(sphereEntity) } attachments: { Attachment(id: PlacedThingControls.attachmentId) { PlacedThingControls() } } } } #Preview(immersionStyle: .mixed) { ImmersiveView() .environment(AppModel()) } struct PlacedThingControls: View { static let attachmentId = "placed-thing-3D-controls" var body: some View { VStack { HStack(spacing: 0) { Button { print("🗺️🗺️🗺️ Map selected pieces") } label: { Text("\(Image(systemName: "plus.square.dashed")) Manage Mesh Maps") .fontWeight(.semibold) .frame(maxWidth: .infinity) } .padding(.leading, 20) Spacer() Button(role: .destructive) { print("🗑️🗑️🗑️ Delete selected pieces") } label: { Label { Text("Delete") } icon: { Image(systemName: "trash") } .labelStyle(.iconOnly) } .padding(.trailing, 20) } .padding(.vertical) .frame(minWidth: 320, maxWidth: 480) } .glassBackgroundEffect() } }
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Jan ’25
Camera settings at intrinsic calibration time
Hi everyone, I am wondering under which settings the camera(s) were set by the time they were calibrated. For instance, one aspect that is easy to find is the reference resolution of the images taken when calibrating the intrinsics, this is by retrieving intrinsicMatrixReferenceDimensions. Making sure that the principal point is referenced to the by the time resolution used when the calibration was ongoing. However, recently I saw that there are focusing modes that potentially displace the lens' physical position. Settings like: AutoFocusRangeRestriction: none, near, far setFocusModeLocked: Locks the lens position at the specified value, and sets the focus mode to a locked state. My concern lies the impact this focusing lens displacements can have on the intrinsic matrix parameters, like these parameters no longer describe the camera since the lens position has changed. In simple words, what is the focus 'mode'/'range' the cameras were set when calibrating them for intrnisics?
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Jan ’25
Persisting Anchors in RealityView with ARMode on iOS
Platform: iOS18 Tech: RealityView Hi! I was wondering if RealityView now provides ways for their session to persist Anchor data in a world such that the anchor locations in one session can be saved and loaded in a another session that persists the exact same anchor positions. I know that ARWorldMap in ARKit does that, but I was not able to find a way to use it with RealityView. I think it's because RealityView has ARKit under its hood but does not expose the ARKit session info publicly to the client code. So I was wondering if there's a SwiftUI + RealityView approach that can help me to achieve a similar goal: Come back to the same location and see the object in exactly the same place. Thanks!
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526
Jan ’25
Debug Vision Pro application directly on physical device instead of the simulator
I have Mac mini M4 with 16GB memory, the Xcode is 16.1, when I test my Vision Pro App with the Simulator, it is very slow and system shows the memory is under the high pressure. How do I run/test/debug the application on Vision Pro directly? Tried to add my Vision Pro to my developer account, it didn't work due to cannot find UDID, when I hook the USB to the battery, it only shows Battery device ID.
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Jan ’25
ObjectCaptureSession Crashes When Storage Space Is Insufficient
I’m currently using the RealityKit/ObjectCaptureSession API to develop my app, and I’ve noticed that Apple’s official Reality Composer app also uses the same API. However, both my app and the Reality Composer app crash if the device doesn’t have enough storage space (approximately 4 GB free). Here is the debug log I’m seeing: Insufficient storage: required 4000000000 Switch to error state. Got error = insufficientStorage(requiredBytes: 4000000000) fromState == toState so punting transition! from=disabled toState=disabled Punting transition since states match: disabled Got error starting session! insufficientStorage(requiredBytes: 4000000000) I would like to request: A fix for the crash in the official Reality Composer app. Guidance on how to properly handle this crash or error when using the ObjectCaptureSession API in my own app. Thank you!
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Jan ’25
Realistic Water Shading
Hi I'm trying to create a water shader using the shader graph in Reality Composer Pro, but quite a few of the features you would need for realistic water rendering appear to be missing. One big issue is the lack of a way to create refraction. We can easily control the transparency of the water by changing the opacity, but how can we distort what we see through the water? I can't find any obvious solution for that. In Unity, they provide a node called HD Scene Color which is basically the scene rendered to an offscreen buffer which you can apply to the water and then distort to get a refraction effect. I guess the Background Blur node could be used for something like this if we could turn off the blur and distort it, but there's no control for the blur and no control for the texture coordinates. Am I missing something? Any ideas are welcome :)
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507
Jan ’25
ImpulseAction giving strange error
I am trying to apply impulseAction to an entity but everytime entity.playAnimation(impulseAnimation) is executed, the log says Cannot find a BindPoint for any bind path: "". I can't figure out what is wrong. Could someone please help me with this? import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle), var sphere = immersiveContentEntity.findEntity(named: "Sphere") { sphere.components.set(CollisionComponent(shapes: [ShapeResource.generateSphere(radius: 0.1)])) sphere.components.set(PhysicsBodyComponent(shapes: [ShapeResource.generateSphere(radius: 0.1)], mass: 1000)) sphere.components[PhysicsBodyComponent.self]?.isAffectedByGravity = false sphere.position = [0, 1, -1] content.add(immersiveContentEntity) // Create an action to apply an impulse, forcing the object to move upwards. let impulseAction = ImpulseAction(linearImpulse: [0, 1, 0]) // Create a small positive duration value. let duration: TimeInterval = 1 / 30.0 // Create an animation for the action, which will start playing // after five seconds. do { let impulseAnimation = try AnimationResource .makeActionAnimation(for: impulseAction, duration: duration, delay: 5.0) // Play the sequence animation that will play the actions. sphere.playAnimation(impulseAnimation) } catch { print("Error: \(error)") } } } } } All the logs: Could not locate file 'default-binaryarchive.metallib' in bundle. Error creating the CFMessagePort needed to communicate with PPT. AddInstanceForFactory: No factory registered for id <CFUUID 0x6000029a5b80> F8BB1C28-BAE8-11D6-9C31-00039315CD46 cannot add handler to 0 from 1 - dropping nw_socket_copy_info [C1:2] getsockopt TCP_INFO failed [102: Operation not supported on socket] nw_socket_copy_info getsockopt TCP_INFO failed [102: Operation not supported on socket] Registering library (/Library/Developer/CoreSimulator/Volumes/xrOS_22N840/Library/Developer/CoreSimulator/Profiles/Runtimes/xrOS 2.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/PrivateFrameworks/CoreRE.framework/default.metallib) that already exists in shader manager. Library will be overwritten. cannot add handler to 0 from 1 - dropping Cannot find a BindPoint for any bind path: "", "" Sync object without snapshot while removing view (id: 2816861686082450363, type: 6373420419761316588[SelectableSceneContentIdentifierComponent]). But i think only Cannot find a BindPoint for any bind path: "", "" is relevant.
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Jan ’25
Build Vision Pro failed
`error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift error: [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults") error: Tool exited with code 1
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Jan ’25
Build not working
[xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults") Tool exited with code 1
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Jan ’25
Reflection Diffuse only show white
sample repo: https://github.com/ckse93/VideoDiffusionIssueSHowcase Repo has detailed step by step workflow. as well as screenshot, python script compute result, and parameters after running computeDiffuseReflectionUVs.py and mapping textures and reflection diffuse to objects, I noticed that reflection diffuse does not produce any color. expected result is shown below, diffused light has color
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554
Jan ’25
App crashes after requesting PhotoLibrary limited access
My visionOS requires access to users' personal photos. The trigger mechanism is: when user firstly opens a FooView, a task attached to that FooView and calling let status = PHPhotoLibrary.authorizationStatus(for: .readWrite), if the status is .notDetermined, then calling PHPhotoLibrary.requestAuthorization(for: .readWrite, handler: authCompletionHandler) to let visionOS pop out a window to request Photo access. However, the app crashes every time when user selects Limited Access and the system try to pop out a photo library picker. And btw, I have set Prevent limited photos access alert to Yes, but it shouldn't affect the behavior here I guess. There was a debugger message here: *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Presentations are not permitted within volumetric window scenes.' However, the window this view belongs to is a .plain style window (though there were 3D object appearing in the other view of same windowgroup) This is my code snippet if this helps: checkAndUpdatePhotoAuthorization is just a wrapper of PHPhotoLibrary.authorizationStatus(for: .readWrite) private func checkAndUpdatePhotoAuthorization() -> PHAuthorizationStatus { let currentStatus = PHPhotoLibrary.authorizationStatus(for: .readWrite) switch currentStatus { case .authorized: print("Photo library access authorized.") isPhotoGalleryAuthorized = true isPhotoGalleryLimited = false isPhotoGalleryAccessRestricted = false isPhotoGalleryDetermined = true case .limited: print("Photo library access limited.") isPhotoGalleryLimited = true isPhotoGalleryAuthorized = false isPhotoGalleryAccessRestricted = false isPhotoGalleryDetermined = true case .notDetermined: isPhotoGalleryDetermined = false print("Photo library access not determined.") case .denied: print("Photo library access denied.") isPhotoGalleryAuthorized = false isPhotoGalleryLimited = false isPhotoGalleryAccessRestricted = false showSettingsAlert = true isPhotoGalleryDetermined = true case .restricted: print("Photo library access restricted.") isPhotoGalleryAuthorized = false isPhotoGalleryLimited = false isPhotoGalleryAccessRestricted = true showPhotoAuthExplainationAlert = true isPhotoGalleryDetermined = true @unknown default: print("Photo library Unknown authorization status.") isPhotoGalleryAuthorized = false isPhotoGalleryLimited = false isPhotoGalleryAccessRestricted = false isPhotoGalleryDetermined = true } return currentStatus } And then FooView attaches task to fire up checkAndUpdatePhotoAuthorization() var body: some View { EmptyView() } .task { try? await Task.sleep(for: .seconds(1.0)) let status = self.checkAndUpdatePhotoAuthorization() if status == .notDetermined { DispatchQueue.main.async { PHPhotoLibrary.requestAuthorization(for: .readWrite, handler: authCompletionHandler) } } Another thing worth to mention is that SOMETIMES it won't crash when running on a debug build. But it crashes when it comes to TF. Any other idea? Big thanks in advance XCode version: 16.2 beta 3 VisionOS version: 2.2
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646
Jan ’25
Run to Device( on WLAN)?
Is it possible to use a local wifi router connecting Vision Pro and Mac for developing? I tried from Unity and Xcode. From Unity, the host app wouldn't open without WIFI (internet connection) From Xcode, I can see the Vision Pro paired, but while try to run there's no device listed. Any suggestions? Thanks a lot, /Ruiying
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Jan ’25
Run to Device (on WLAN)?
I was trying to use a local Wifi router to connect Vision Pro and Mac for developing. From Unity, the host on Vision Pro wouldn't open; from Xcode I can see vision pro paired but by the Run button there's no device listed...thanks any ideas? /Ruiying
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Jan ’25
How to get the floor plane with Spatial Tracking Session and Anchor Entity
In the WWDC session titled "Deep dive into volumes and immersive spaces", the developers discussed adding a Spatial Tracking Session and an Anchor Entity to detect the floor. They then glossed over some important details. They added a spatial tap gesture to let the user place content relative to the floor anchor, but they left a lot of information. .gesture( SpatialTapGesture( coordinateSpace: .immersiveSpace ) .targetedToAnyEntity() .onEnded { value in handleTapOnFloor(value: value) } ) My understanding is that an entity has to have input and collision components for gestures like this to work. How can we add a collision to an AnchorEntity when we don't know its size or shape? I've been trying for days to understand what is happening here and I just don't get it. It is even more frustrating that the example project that Apple released does not contain any of these features. I would like to be able Detect the floor plane Get the position/transform of the floor plane Add a collider to the floor plane Enable collisions and physics on the floor plane Enable gestures on the floor plane It seems to me that the Anchor Entity is placed as an entirely arbitrary position. It has absolutely no relationship to the rectangle with the floor label that I can see in the Xcode visualization. It is just a point, not a plane or rect that I can use. I've tried manually calculating the collision shape after the anchor is detected, but nothing that I have tried works. I can't tap on the floor with gestures. I can't drop entities onto the floor. I can't seem to do ANYTHING at all with this floor anchor other than place entity at the totally arbitrary location somewhere on the floor. Is there anyway at all with Spatial Tracking Session and Anchor Entity to get the actual plane that was detected? struct FloorExample: View { @State var trackingSession: SpatialTrackingSession = SpatialTrackingSession() @State var subject: Entity? @State var floor: AnchorEntity? var body: some View { RealityView { content, attachments in let session = SpatialTrackingSession() let configuration = SpatialTrackingSession.Configuration(tracking: [.plane]) _ = await session.run(configuration) self.trackingSession = session let floorAnchor = AnchorEntity(.plane(.horizontal, classification: .floor, minimumBounds: SIMD2(x: 0.1, y: 0.1))) floorAnchor.anchoring.physicsSimulation = .none floorAnchor.name = "FloorAnchorEntity" floorAnchor.components.set(InputTargetComponent()) floorAnchor.components.set(CollisionComponent(shapes: .init())) content.add(floorAnchor) self.floor = floorAnchor // This is just here to let me see where visinoOS decided to "place" the floor anchor. let floorPlaced = ModelEntity( mesh: .generateSphere(radius: 0.1), materials: [SimpleMaterial(color: .black, isMetallic: false)]) floorAnchor.addChild(floorPlaced) if let scene = try? await Entity(named: "AnchorLabsFloor", in: realityKitContentBundle) { content.add(scene) if let subject = scene.findEntity(named: "StepSphereRed") { self.subject = subject } // I can see when the anchor is added _ = content.subscribe(to: SceneEvents.AnchoredStateChanged.self) { event in event.anchor.generateCollisionShapes(recursive: true) // this doesn't seem to work print("**anchor changed** \(event)") print("**anchor** \(event.anchor)") } // place the reset button near the user if let panel = attachments.entity(for: "Panel") { panel.position = [0, 1, -0.5] content.add(panel) } } } update: { content, attachments in } attachments: { Attachment(id: "Panel", { Button(action: { print("**button pressed**") if let subject = self.subject { subject.position = [-0.5, 1.5, -1.5] // Remove the physics body and assign a new one - hack to remove momentum if let physics = subject.components[PhysicsBodyComponent.self] { subject.components.remove(PhysicsBodyComponent.self) subject.components.set(physics) } } }, label: { Text("Reset Sphere") }) }) } } }
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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
How to Disable Default Background Audio in RealityKit’s ObjectCaptureSession?
I am using RealityKit's ObjectCaptureSession API to capture objects, presenting the process with ObjectCaptureView. During the object capture session, there is default background audio that plays automatically. I noticed this same audio behavior in Apple's official Composer app, which seems to use the same API. I'd like to disable this audio in my app, but I have not been able to find any API or configuration option to do so. However, the audio persists, and I cannot find a way to turn it off. Is there an official method or workaround to disable this default audio in the ObjectCaptureSession API? Any guidance would be appreciated. Thank you!
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668
Jan ’25
360 Image quality too low even with 72MP How to improve or decrease sphere size
Using a 360 image that I have taken with 72MP with a Insta360 X3 I would like to add those images into my VisionPro and see them surrounding me completely as we expect of a 360 image. I was able to do by performing the described on some tutorial. The problem is the quality. On my 2D window the image looks with great quality. I will still write down the code: struct ImmersiveView: View { @Environment(AppModel.self) var appModel var body: some View { RealityView { content in content.add(createImmersivePicture(imageName: appModel.activeSpace)) } } func createImmersivePicture(imageName: String) -> Entity { let sphereRadius: Float = 1000 let modelEntity = Entity() let texture = try? TextureResource.load(named: imageName, options: .init(semantic: .raw, compression: .none)) var material = UnlitMaterial() material.color = .init(texture: .init(texture!)) modelEntity.components.set( ModelComponent( mesh: .generateSphere( radius: sphereRadius ), materials: [material] ) ) modelEntity.scale = .init(x: -1, y: 1, z: 1) modelEntity.transform.translation += SIMD3<Float>(0.0, 10.0, 0.0) return modelEntity } } Since the quality is a problem. I thought about reducing the radius of the sphere or decreasing the scale. On both cases, nothing changes. I have tried: modelEntity.scale = .init(x: -0.5, y: 0.5, z: 0.5) And also let sphereRadius: Float = 2000, let sphereRadius: Float = 500, but nothing is changed. I also get the warning: IOSurface creation failed: e00002c2 parentID: 00000000 properties: { IOSurfaceAddress = 4651830624; IOSurfaceAllocSize = 35478941; IOSurfaceCacheMode = 0; IOSurfaceMapCacheAttribute = 1; IOSurfaceName = CMPhoto; IOSurfacePixelFormat = 1246774599; } IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceCacheMode IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfacePixelFormat IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceMapCacheAttribute IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceAddress IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceAllocSize IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceName Is there anything I can do to reduce the radius or just to improve the quality itself?
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370
Jan ’25
AudioPlaybackController stop playing when .plain window is closed
Suppose there was an immersiveSpace, and an Entity() being added to the space as child entity of the content. This entity is responsible for playing background music by calling prepareAudio, gaining a controller and play the music. (check the basic code below) When it was playing music, a .plain window and an immersiveSpace are both presented. I believe this immersiveSpace is holding the handle of the controller so as long as immersiveSpace is open, the music won't stop. However if I close the .plain window (by closing system-level close button), the music just stopped. But the immersiveSpace is still open. If right now I check the value of controller.isPlaying, it was still true. But you just cannot hear the music anymore. To reproduce, simply open an visionOS template App project, selecting volume and full immersive, and replace some code inImmersiveView.swift with the code below. Also simply drag any .mp3 file and replace the AudioFileResource's name. And you could reproduce this bug. RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) // Put skybox here. See example in World project available at // https://developer.apple.com/ if let audioResource = try? await AudioFileResource(named: "anyMP3file.mp3") { let ent = Entity() immersiveContentEntity.addChild(ent) let controller = ent.prepareAudio(audioResource) controller.play() } } } I wonder why this happen? I mean how should I keep the music playing when I close the .plain window? Thanks!
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Jan ’25