I need help to wrap my head around this...
If I import the Reality Composer Pro package and load it into an ARView, I will see 1.3gb of memory usage and about 180-220% cpu usage. The frames will start at around 60fps, and then eventually drop to around 30fps.
If I export the usdz from Reality Composer Pro and load that into the same ARView, I will see about 1gb of memory usage and around 150% cpu usage; fps holds longer at 60 but eventually drops.
If I load that same usdz into a QuickLook view, I will see about 55mb of memory usage, 9-11% cpu, and the frames stay locked at 116fps. The only thing I notice is the button I have is slightly less responsive, but it all still works fine.
I don't understand. How can I make the ARView work as efficiently as QuickLook?
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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When scanning multiple rooms (10+) in a single structure using ARWorldMap for coordinate space consistency, RoomCaptureSession throws CaptureError.exceedSceneSizeLimit. The instructions here (https://developer.apple.com/documentation/roomplan/scanning-the-rooms-of-a-single-structure) provide exactly what I am doing to keep the underlying ARSession alive (by calling captureSession.stop(pause: false)) and save the results before a user moves to the next room. Scanning 11 or so rooms will cause the user to hit the exceedSceneSizeLimit error. The ARWorldMap is about 58 MB and always is around this size when hitting this issue. No anchors are present and all the data seems to be from tracking data.
On iPad devices (where I do not see this issue) the ARWorldMap grows as a significantly slower rate in size.
I save the ARWorldMap after each room is scanned and confirmed by the user. If I use the ARMap to initialize the ARSession (as described in the docs) the session will immediately error with "exceedSceneSizeLimit" once the captureSession.run() is executed. Occasionally it will allow me/the user to scan again, but either breaks mid scan or the following.
This has been working fine for the past 2 years and users have been able to scan dozens of rooms without issue. It seems only lately that it has been a problem.
I would expect the ARWorldMap to be allowed for much bigger sizes. At this point I can just about scan more area of my house with a single scan than I can when I use different captureSessions.
Few observations:
This happens on my iPhone 15 Pro Max, my iPhone 17 Pro, but not my iPad M4 (maybe memory related?). It is possible if scanning many more rooms it would happen on the iPad too.
I have tried things such as resetting the ARConfig on the underlying ARSession to reset some, but this doesn't work.
I have tried to create a new ARWorldMap and move the origin to the older map to clear out tracking data. This almost works but causes a mess of issues when a user moves at all due to the unshared coordinate space.
I believe there are three active issues regarding this: FB14454922, FB15035788, FB20642944
Could we get an update for this issue? It is a production issue and severely limits my user experience in my production application.
Hi, would love for your help in that matter.
I try to get the position in space of two QR codes to make an alignment to their positions in space. The detection shows that the QR codes position is always 0,0,0 and I don't understand why. Here's my code:
import SwiftUI
import RealityKit
import RealityKitContent
struct AnchorView: View {
@ObservedObject var qrCoordinator: QRCoordinator
@ObservedObject var coordinator: ImmersiveCoordinator
let qrName: String
@Binding var startQRDetection: Bool
@State private var anchor: AnchorEntity? = nil
@State private var detectionTask: Task<Void, Never>? = nil
var body: some View {
RealityView { content in
// Add the QR anchor once (must exist before detection starts)
if anchor == nil {
let imageAnchor = AnchorEntity(.image(group: "QRs", name: qrName))
content.add(imageAnchor)
anchor = imageAnchor
print("📌 Created anchor for \(qrName)")
}
}
.onChange(of: startQRDetection) { enabled in
if enabled {
startDetection()
} else {
stopDetection()
}
}
.onDisappear {
stopDetection()
}
}
private func startDetection() {
guard detectionTask == nil, let anchor = anchor else { return }
detectionTask = Task {
var detected = false
while !Task.isCancelled && !detected {
print("🔎 Checking \(qrName)... isAnchored=\(anchor.isAnchored)")
if anchor.isAnchored {
// wait a short moment to let transform update
try? await Task.sleep(nanoseconds: 100_000_000)
let worldPos = anchor.position(relativeTo: nil)
if worldPos != .zero {
// relative to modelRootEntity if available
var posToSave = worldPos
if let modelEntity = coordinator.modelRootEntity {
posToSave = anchor.position(relativeTo: modelEntity)
print("converted to model position")
} else {
print("⚠️ modelRootEntity not available, using world position")
}
print("✅ \(qrName) detected at position: world=\(worldPos) saved=\(posToSave)")
if qrName == "reanchor1" {
qrCoordinator.qr1Position = posToSave
let marker = createMarker(color: [0,1,0])
marker.position = .zero // sits directly on QR
marker.position = SIMD3<Float>(0, 0.02, 0)
anchor.addChild(marker)
print("marker1 added")
} else if qrName == "reanchor2" {
qrCoordinator.qr2Position = posToSave
let marker = createMarker(color: [0,0,1])
marker.position = posToSave // sits directly on QR
marker.position = SIMD3<Float>(0, 0.02, 0)
anchor.addChild(marker)
print("marker2 added")
}
detected = true
} else {
print("⚠️ \(qrName) anchored but still at origin, retrying...")
}
}
try? await Task.sleep(nanoseconds: 500_000_000) // throttle loop
}
print("🛑 QR detection loop ended for \(qrName)")
detectionTask = nil
}
}
private func stopDetection() {
detectionTask?.cancel()
detectionTask = nil
}
private func createMarker(color: SIMD3<Float>) -> ModelEntity {
let sphere = MeshResource.generateSphere(radius: 0.05)
let material = SimpleMaterial(color: UIColor(
red: CGFloat(color.x),
green: CGFloat(color.y),
blue: CGFloat(color.z),
alpha: 1.0
), isMetallic: false)
let marker = ModelEntity(mesh: sphere, materials: [material])
marker.name = "marker"
return marker
}
}
Topic:
Spatial Computing
SubTopic:
General
Hi, I'm developing an app for Vision Pro using Xcode, while updating the latest update, things that worked in my app suddenly didn't.
in my app flow I'm tapping spheres to get their positions, from some reason I get an offset from where I tap to where a marker on that position is showing up.
here's the part of code that does that, and a part that is responsible for an alignment that happens afterwards:
func loadMainScene(at position: SIMD3) async {
guard let content = self.content else { return }
do {
let rootEntity = try await Entity(named: "surgery 16.09", in: realityKitContentBundle)
rootEntity.scale = SIMD3<Float>(repeating: 0.5)
rootEntity.generateCollisionShapes(recursive: true)
self.modelRootEntity = rootEntity
let bounds = rootEntity.visualBounds(relativeTo: nil)
print("📏 Model bounds: center=\(bounds.center), extents=\(bounds.extents)")
let pivotEntity = Entity()
pivotEntity.addChild(rootEntity)
self.pivotEntity = pivotEntity
let modelAnchor = AnchorEntity(world: [1, 1.3, -0.8])
modelAnchor.addChild(pivotEntity)
content.add(modelAnchor)
updateModelOpacity(0.5)
self.modelAnchor = modelAnchor
rootEntity.visit { entity in
print("👀 Entity in model: \(entity.name)")
if entity.name.lowercased().hasPrefix("focus") {
entity.generateCollisionShapes(recursive: true)
entity.components.set(InputTargetComponent())
print("🎯 Made tappable: \(entity.name)")
}
}
print("✅ Model loaded with collisions")
guard let sphere = placementSphere else { return }
let sphereWorldXform = sphere.transformMatrix(relativeTo: nil)
var newXform = sphereWorldXform
newXform.columns.3.y += 0.1 // move up by 20 cm
let gridAnchor = AnchorEntity(world: newXform)
self.gridAnchor = gridAnchor
content.add(gridAnchor)
let baseScene = try await Entity(named: "Scene", in: realityKitContentBundle)
let gridSizeX = 18
let gridSizeY = 10
let gridSizeZ = 10
let spacing: Float = 0.05
let startX: Float = -Float(gridSizeX - 1) * spacing * 0.5 + 0.3
let startY: Float = -Float(gridSizeY - 1) * spacing * 0.5 - 0.1
let startZ: Float = -Float(gridSizeZ - 1) * spacing * 0.5
for i in 0..<gridSizeX {
for j in 0..<gridSizeY {
for k in 0..<gridSizeZ {
if j < 2 || j > gridSizeY - 5 { continue } // remove 2 bottom, 4 top
let cell = baseScene.clone(recursive: true)
cell.name = "Sphere"
cell.scale = .one * 0.02
cell.position = [
startX + Float(i) * spacing,
startY + Float(j) * spacing,
startZ + Float(k) * spacing
]
cell.generateCollisionShapes(recursive: true)
gridCells.append(cell)
gridAnchor.addChild(cell)
}
}
}
content.add(gridAnchor)
print("✅ Grid added")
} catch {
print("❌ Failed to load: \(error)")
}
}
private func handleModelOrGridTap(_ tappedEntity: Entity) {
guard let modelRootEntity = modelRootEntity else { return }
let localPosition = tappedEntity.position(relativeTo: modelRootEntity)
let worldPosition = tappedEntity.position(relativeTo: nil)
switch tapStep {
case 0:
modelPointA = localPosition
modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0, 0]))
print("📍 Model point A: \(localPosition)")
tapStep += 1
case 1:
modelPointB = localPosition
modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0.5, 0]))
print("📍 Model point B: \(localPosition)")
tapStep += 1
case 2:
targetPointA = worldPosition
targetMarkerA = createMarker(at: worldPosition,color: [0, 1, 0])
modelAnchor?.addChild(targetMarkerA!)
print("✅ Target point A: \(worldPosition)")
tapStep += 1
case 3:
targetPointB = worldPosition
targetMarkerB = createMarker(at: worldPosition,color: [0, 0, 1])
modelAnchor?.addChild(targetMarkerB!)
print("✅ Target point B: \(worldPosition)")
alignmentReady = true
tapStep += 1
default:
print("⚠️ Unexpected tap on model helper at step \(tapStep)")
}
}
func alignModel2Points() {
guard let modelPointA = modelPointA,
let modelPointB = modelPointB,
let targetPointA = targetPointA,
let targetPointB = targetPointB,
let modelRootEntity = modelRootEntity,
let pivotEntity = pivotEntity,
let modelAnchor = modelAnchor else {
print("❌ Missing data for alignment")
return
}
let modelVec = modelPointB - modelPointA
let targetVec = targetPointB - targetPointA
let modelLength = length(modelVec)
let targetLength = length(targetVec)
let scale = targetLength / modelLength
let modelDir = normalize(modelVec)
let targetDir = normalize(targetVec)
var axis = cross(modelDir, targetDir)
let axisLength = length(axis)
var rotation = simd_quatf()
if axisLength < 1e-6 {
if dot(modelDir, targetDir) > 0 {
rotation = simd_quatf(angle: 0, axis: [0,1,0])
} else {
let up: SIMD3<Float> = [0,1,0]
axis = cross(modelDir, up)
if length(axis) < 1e-6 {
axis = cross(modelDir, [1,0,0])
}
rotation = simd_quatf(angle: .pi, axis: normalize(axis))
}
} else {
let dotProduct = dot(modelDir, targetDir)
let clampedDot = max(-1.0, min(dotProduct, 1.0))
let angle = acos(clampedDot)
rotation = simd_quatf(angle: angle, axis: normalize(axis))
}
modelRootEntity.scale = .one * scale
modelRootEntity.orientation = rotation
let transformedPointA = rotation.act(modelPointA * scale)
pivotEntity.position = -transformedPointA
modelAnchor.position = targetPointA
alignedModelPosition = modelAnchor.position
print("✅ Aligned with scale \(scale), rotation \(rotation)")
Topic:
Spatial Computing
SubTopic:
General
Hi, I am a new developer. I want to add articulated objects and deformable objects into my AR game. I haven't found any tutorial on this, I hope to interact with these objects. Please let me know if this is available in visionOS.
After writing the code, when debugging on VisionPro, the program will encounter a blocking situation when running from Xcode to VisionPro. It will take a long time for the execution information to appear on the Xcode console
I am developing an app which needs high-quality immersion on VisionOS. I found that when some messages pop up, the virtual object will get transparent so the immersion is broken. How could I disable such pop-up messages when the ImmersiveSpace is open
.
I have read in the apple documentation and on forums that in order to access the camera and capture images on VisionPro, both an Entitlement and an Enterprise.license are required. I already have the Entitlement, but I don’t yet have the Enterprise.license. I would like to ask: is the Enterprise.license strictly required to gain camera access for capturing images? How can I obtain this file, and does it require an Enterprise account? Currently, my developer account is a regular Developer 99$, not an Enterprise account.
Topic:
Spatial Computing
SubTopic:
ARKit
I am trying the image tracking of ARKit on VisionPro, but there seems to be some problem when adding reference image.
Here is my code:
let images = ReferenceImage.loadReferenceImages(inGroupNamed: "photos")
print("Images: \(images)")
try await appState!.arkitSession.run([imageTracking])
It can successfully print those images, however sometimes it will print the error message like this:
ARImageTrackingRemoteService: Adding reference image <ARReferenceImage: 0x3032399e0 name="chair" physicalSize=(0.070, 0.093)> failed.
When this error message is printed, the corresponding image can not be tracked.
I do not understand why this will happen, because sometimes the image can be successfully added, but other time not, even for the same image. It makes my app not stable.
Besides, there are some other error messages, and I do not know whether it is related:
ARPredictorRemoteService <0x1042154a0>: Query queue is not running.
Execution of the command buffer was aborted due to an error during execution. Insufficient Permission (to submit GPU work from background) (00000006:kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted)
This is no longer highlighting my entity when looking at it:
RealityView { content
let hoverComponent = HoverEffectComponent(.spotlight(
HoverEffectComponent.SpotlightHoverEffectStyle(
color: .white, strength: 2.0
)
))
entity.components.set(hoverComponent)
The entity is in a window. The same code works in an immersive view.
Collision Component and Input type are set in RCP.
It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device.
If I use a 2.x simulator, it works.
Is this a bug or is there something I'm missing?
Thanks.
I am experiencing an issue where USDZ files exported from Blender do not display textures when opened in Apple Vision Pro Quick Look. Instead of the expected materials, the model appears completely white, as if the textures are missing or not being recognized by the rendering engine.
Topic:
Spatial Computing
SubTopic:
General
I like the toolbar visionOS's Safari uses for back & forward page, share, etc. It floats above the window.
My attempt to do this with ornaments isn't as satisfying as they partially cover the window. My attempts with toolbar haven't produced visible results.
Is this Safari-style toolbar for visionOS exposed by Apple in the API's? If so, could someone point me to documentation or sample code? Thanks!
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?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
I'm working on a project that uses imageTrackingProvider through ARKit on VisionPro, and I want to detect multiple images(about 5) and show info at the same time.
However, I found that it seems only 1 image could be detected by device at one time.
And the api of maximumNumberOfTrackedImages doing this seems not available for visionOS but only iOS.
Anyone knows possible ways to detect multiple images at the same time on VisionPro?
Topic:
Spatial Computing
SubTopic:
ARKit
Hello,
There are three issues I am running into with a default template project + additional minimal code changes:
the Sphere_Left entity always overlaps the Sphere_Right entity.
when I release the Sphere_Left entity, it does not remain sticking to the Sphere_Right entity
when I release the Sphere_Left entity, it distances itself from the Sphere_Right entity
When I manipulate the Sphere_Right entity, these above 3 issues do not occur: I get a correct and expected behavior.
These issues are simple to replicate:
Create a new project in XCode
Choose visionOS -> App, then click Next
Name your project, and leave all other options as defaults: Initial Scene: Window, Immersive Space Renderer: RealityKit, Immersive Space: Mixed, then click Next
Save you project anywhere...
Replace the entire ImmersiveView.swift file with the below code.
Run.
Try to manipulate the left sphere, you should get the same issues I mentioned above
If you restart the project, and manipulate only the right sphere, you should get the correct expected behaviors, and no issues.
I am running this in macOS 26, XCode 26, on visionOS 26, all released lately.
ImmersiveView Code:
//
// ImmersiveView.swift
//
import OSLog
import SwiftUI
import RealityKit
import RealityKitContent
struct ImmersiveView: View {
private let logger = Logger(subsystem: "com.testentitiessticktogether", category: "ImmersiveView")
@State var collisionBeganUnfiltered: EventSubscription?
var body: some View {
RealityView { content in
// Add the initial RealityKit content
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
// Add manipulation components
setupManipulationComponents(in: immersiveContentEntity)
collisionBeganUnfiltered = content.subscribe(to: CollisionEvents.Began.self) { collisionEvent in
Task { @MainActor in
handleCollision(entityA: collisionEvent.entityA, entityB: collisionEvent.entityB)
}
}
}
}
}
private func setupManipulationComponents(in rootEntity: Entity) {
logger.info("\(#function) \(#line) ")
let sphereNames = ["Sphere_Left", "Sphere_Right"]
for name in sphereNames {
guard let sphere = rootEntity.findEntity(named: name) else {
logger.error("\(#function) \(#line) Failed to find \(name) entity")
assertionFailure("Failed to find \(name) entity")
continue
}
ManipulationComponent.configureEntity(sphere)
var manipulationComponent = ManipulationComponent()
manipulationComponent.releaseBehavior = .stay
sphere.components.set(manipulationComponent)
}
logger.info("\(#function) \(#line) Successfully set up manipulation components")
}
private func handleCollision(entityA: Entity, entityB: Entity) {
logger.info("\(#function) \(#line) Collision between \(entityA.name) and \(entityB.name)")
guard entityA !== entityB else { return }
if entityB.isAncestor(of: entityA) {
logger.debug("\(#function) \(#line) \(entityA.name) already under \(entityB.name); skipping reparent")
return
}
if entityA.isAncestor(of: entityB) {
logger.info("\(#function) \(#line) Skip reparent: \(entityA.name) is an ancestor of \(entityB.name)")
return
}
reparentEntities(child: entityA, parent: entityB)
entityA.components[ParticleEmitterComponent.self]?.burst()
}
private func reparentEntities(child: Entity, parent: Entity) {
let childBounds = child.visualBounds(relativeTo: nil)
let parentBounds = parent.visualBounds(relativeTo: nil)
let maxEntityWidth = max(childBounds.extents.x, parentBounds.extents.x)
let childPosition = child.position(relativeTo: nil)
let parentPosition = parent.position(relativeTo: nil)
let currentDistance = distance(childPosition, parentPosition)
child.setParent(parent, preservingWorldTransform: true)
logger.info("\(#function) \(#line) Set \(child.name) parent to \(parent.name)")
child.components.remove(ManipulationComponent.self)
logger.info("\(#function) \(#line) Removed ManipulationComponent from child \(child.name)")
if currentDistance > maxEntityWidth {
let direction = normalize(childPosition - parentPosition)
let newPosition = parentPosition + direction * maxEntityWidth
child.setPosition(newPosition - parentPosition, relativeTo: parent)
logger.info("\(#function) \(#line) Adjusted position: distance was \(currentDistance), now \(maxEntityWidth)")
}
}
}
fileprivate extension Entity {
func isAncestor(of other: Entity) -> Bool {
var current: Entity? = other.parent
while let node = current {
if node === self { return true }
current = node.parent
}
return false
}
}
#Preview(immersionStyle: .mixed) {
ImmersiveView()
.environment(AppModel())
}
Hi, I have a hand model that is in FBX and I'm exporting it to USD in Blender. I get a skinned mesh and while I can track the whole hand how do I track each joint and assign it and animate the skinned mesh itself. All my attempts say this is not possible in RealityKit as of now. True?
it looks like one week after accepting as a nearby other AVP device... it expires
since we are providing our clients for a timeless app to walk inside archtiecture, it's a shame that not technical staff should connect every week 5 devices to work together
is there any roundabout for this issue or straight to the wishlist ?
thanks for the support !!
Basically, take just the Xcode 26 AR App template, where we put the ContentView as the detail end of a NavigationStack.
Opening app, the app uses < 20MB of memory. Tapping on Open AR the memory usage goes up to ~700MB for the AR Scene. Tapping back, the memory stays up at ~700MB.
Checking with Debug memory graph I can still see all the RealityKit classes in the memory, like ARView, ARRenderView, ARSessionManager.
Here's the sample app to illustrate the issue.
PS: To keep memory pressure on the system low, there should be a way of freeing all the memory the AR uses for apps that only occasionally show AR scenes.
How do I convert a blend shape/morphed 3D lip-synced model into a usdz that will play in AR on an iPhone?
Hi,
I’m trying to configure camera feed in ARKit to be in Apple Log color space.
I can change Capture Device’s format to one that has Apple Log and I see one frame being in proper log-gray colors but then all AR tracking stops and tracking state hangs at “initializing”. In other combinations I see error “sensor failed to initialize” and session restarts with default format.
I suspect that this is because normal AR capture formats are 420f, whereas ones that have Apple Log are 422.
Could someone confirm if it’s even possible to run ARKit session with camera feed in a different pixel format?
I’m trying it on iphone 15 pro