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 disable the download option from Quicklook PreviewApplication?
Hi, Following the wwdc24 video - What’s new in Quick Look for visionOS, I've managed to open a 3D model using PreviewApplication by calling let previewItem = PreviewItem(url: modelURL, displayName: "Easter", editingMode: .disabled) _ = PreviewApplication.open(items: [previewItem]) However, the "Save to Downloads" option is aways there(see attached screenshot). As the models are user generated content, and I don't want the download option to be available to all users. How to disable it?
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620
Oct ’24
Send messages to the scene
I saw onnoffitacation in the Behavior configuration of Reality Composer pro, which asked me to enter the Nofficatition name, that is to say, this requires swift in Xcode to send a message. There is a message name in the message, so I hope you can write a list for me how to use Swift in Xcode to send a message containing the message name.(There is an answer in https://developer.apple.com/forums/thread/756978, but it doesn't work.) and in the time line in Reality Composer Pro, there is a Notification action, which is used to send messages to swift. How can I ask swift to detect whether the Notification action has sent a message?(There is an answer in https://developer.apple.com/videos/play/wwdc2024/10102/, but it doesn't work.) I have asked this question before (https://developer.apple.com/forums/thread/756978). Those answers were available before, but now they are all invalid in the latest system. I hope you can help me. Thank you.
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Oct ’24
Seize the entity
How to make a specified entity in RealityView be captured by users: This entity has physical and collision components, and the user will not change when he does not grasp the action. However, when the user makes a grab hand gesture and is very close to the entity (there can be a small deviation), an Anchor component will be enabled to bind the entity to the hand, but when the user lets go, he will fall along the y-axis of the current position (affected by the physical component). I hope you can help me. Thank you.
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512
Oct ’24
Control of LongPressGesture-created element
I have been implementing the LongPressGesture to have a menu come up upon a long press. I love the functionality and it is very close to being where I want it to be. I don't know if this is a visionOS-specific thing, but I am hoping to control the corner radius of the pulled-out element behind my "button." I've wrangled hover effects in the past with overlays, but I'm not sure what to target in this case. Worst case, I'll have to change the border radius on all of my tiles to match this LongPressGesture-controlled behavior, or I could possibly change the radius onLongPressGesture to match. Is there a simpler solution? Thanks!
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Oct ’24
USDZ file not loading on Apple Vision Pro
I'm working on a school project that allows users to open a .USDZ file (using Quick Look) on the webpage while using Apple Vision Pro to put the object in their physical envirnment, the project is deployed on Vercel. I'm testing the page with my apple vision pro, when I click open the .USDZ file, I'm seeing a triangle with an exclamation mark while it's trying to load, but it won't load. Does anybody know how to troubleshoot this issue?
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Oct ’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
Barcode Detection Enterprise API
I am attempting to use the Barcode Detection enterprise API. I have the necessary entitlements and license file. I'm following the sample code online, and whenever I attempt to run the barcode detection using arKitSession.run I get the following error message: ar_barcode_detection_provider_t <0x300d82130>: Failed to run provider with transient error code: 1 It obviously isn't running the barcode detection, even though it's running in an immersive space in mixed mode. Any idea what might be going on?
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1.6k
Oct ’24
Custom Progressive mode --> Unity/Polyspatial not working
I'm setting: .immersionStyle(selection: .constant(.progressive(0.1...1.0, initialAmount: 0.1)), in: .progressive(0.1...1.0, initialAmount: 0.1)) In UnityVisionOSSettings.swift before build out in Xcode. I'm having an issue where this only works on occasion. Seems random. I'll either get no immersion level available (crown dial is greyed out and no changes can be made) or it will only allow 0.5 - 1.0 immersion (dial will go below 0.5 but springs back to 0.5 when released). With no changes to my setup or how I'm setting immersionStyle I've been able to get this to work as I would expect. Wondering if there is some bug that would be causing this to fail. I've tested a simple NativeSDK progressive immersion style with same code for custom setting and it works everytime, so it's something related to Unity. Here is the entire UnityVisionOSSettings that, from as far as I can tell, are controlling this: `// GENERATED BY BUILD import Foundation import SwiftUI import PolySpatialRealityKit import UnityFramework let unityStartInBatchMode = false extension UnityPolySpatialApp { func initialWindowName() -> String { return "Unbounded" } func getAllAvailableWindows() -> [String] { return ["Bounded-0.500x0.500x0.500", "Unbounded"] } func getAvailableWindowsForMatch() -> [simd_float3] { return [] } func displayProviderParameters() -> DisplayProviderParameters { return .init( framebufferWidth: 1830, framebufferHeight: 1600, leftEyePose: .init(position: .init(x: 0, y: 0, z: 0), rotation: .init(x: 0, y: 0, z: 0, w: 1)), rightEyePose: .init(position: .init(x: 0, y: 0, z: 0), rotation: .init(x: 0, y: 0, z: 0, w: 1)), leftProjectionHalfAngles: .init(left: -1, right: 1, top: 1, bottom: -1), rightProjectionHalfAngles: .init(left: -1, right: 1, top: 1, bottom: -1) ) } @SceneBuilder var mainScenePart0: some Scene { ImmersiveSpace(id: "Unbounded", for: UUID.self) { uuid in PolySpatialContentViewWrapper(minSize: .init(1.000, 1.000, 1.000), maxSize: .init(1.000, 1.000, 1.000)) .environment(\.pslWindow, PolySpatialWindow(uuid.wrappedValue, "Unbounded", .init(1.000, 1.000, 1.000))) .onImmersionChange() { oldContext, newContext in PolySpatialWindowManagerAccess.onImmersionChange(oldContext.amount, newContext.amount) } KeyboardTextField().frame(width: 0, height: 0).modifier(LifeCycleHandlerModifier()) } defaultValue: { UUID() } .upperLimbVisibility(.automatic) .immersionStyle(selection: .constant(.progressive(0.1...1.0, initialAmount: 0.1)), in: .progressive(0.1...1.0, initialAmount: 0.1)) WindowGroup(id: "Bounded-0.500x0.500x0.500", for: UUID.self) { uuid in PolySpatialContentViewWrapper(minSize: .init(0.100, 0.100, 0.100), maxSize: .init(0.500, 0.500, 0.500)) .environment(\.pslWindow, PolySpatialWindow(uuid.wrappedValue, "Bounded-0.500x0.500x0.500", .init(0.500, 0.500, 0.500))) KeyboardTextField().frame(width: 0, height: 0).modifier(LifeCycleHandlerModifier()) } defaultValue: { UUID() } .windowStyle(.volumetric).defaultSize(width: 0.500, height: 0.500, depth: 0.500, in: .meters).windowResizability(.contentSize) .upperLimbVisibility(.automatic) .volumeWorldAlignment(.gravityAligned) } @SceneBuilder var mainScene: some Scene { mainScenePart0 } struct LifeCycleHandlerModifier: ViewModifier { func body(content: Content) -> some View { content .onOpenURL(perform: { url in UnityLibrary.instance?.setAbsoluteUrl(url.absoluteString) }) } } }`
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786
Oct ’24
To what extend does AR FaceTracking still rely the Truedepth camera?
I'm exploring face tracking and experimenting with ARKit's ARSCNFaceGeometry face mesh. I'm running a minimal demo application on the latest iPad Pro M4 11-inch, and I've provided the code below. I've heard that Apple still offers some of the best face tracking technology on consumer devices, largely because they are one of the few that combine depth and image data. Both a colleague and I tested the demo, and while it works as well or better than some other solutions we tried, we weren’t particularly impressed compared to Google’s MediaPipe or Nvidia’s Maxine, both of which rely solely on image data without depth. In our case, the ARKit face mesh doesn’t always align perfectly with the chin, and as the face rotates, in some areas vertices shift by up to a centimeter from their original position. This led us to question whether our demo app was using the TrueDepth sensor at all. To test this, we used a piece of cardboard with a small hole punched in it and taped it over the sensor array, leaving only the camera exposed. On the iOS lock screen, this prevents FaceID from working, but we still get a clear image from the camera. With the TrueDepth sensor blocked, the face mesh tracking in our app still functioned, but honestly, we couldn’t detect a significant difference in tracking performance with or without the TrueDepth sensor obscured. Could we be setting up the face tracking configuration incorrectly? Or has face tracking in newer versions of iOS become less dependent on the TrueDepth sensor? The controller: import SwiftUI import ARKit struct FaceTrackingView1: UIViewControllerRepresentable { func makeUIViewController(context: Context) -> FaceTrackingViewController1 { return FaceTrackingViewController1() } func updateUIViewController(_ uiViewController: FaceTrackingViewController1, context: Context) { } } class FaceTrackingViewController1: UIViewController, ARSCNViewDelegate, ARSessionDelegate { var sceneView: ARSCNView! override func viewDidLoad() { super.viewDidLoad() sceneView = ARSCNView(frame: view.bounds) sceneView.delegate = self sceneView.automaticallyUpdatesLighting = true view.addSubview(sceneView) let config = ARFaceTrackingConfiguration() sceneView.session.run(config) } override func viewWillDisappear(_ animated: Bool) { super.viewWillDisappear(animated) sceneView.session.pause() } func renderer(_ renderer: SCNSceneRenderer, nodeFor anchor: ARAnchor) -> SCNNode? { guard anchor is ARFaceAnchor else { return nil } let faceGeometry = ARSCNFaceGeometry(device: sceneView.device!)! let faceNode = SCNNode(geometry: faceGeometry) faceNode.geometry?.firstMaterial?.fillMode = .lines // Makes it a wireframe mesh return faceNode } func renderer(_ renderer: SCNSceneRenderer, didUpdate node: SCNNode, for anchor: ARAnchor) { guard let faceAnchor = anchor as? ARFaceAnchor, let faceGeometry = node.geometry as? ARSCNFaceGeometry else { return } faceGeometry.update(from: faceAnchor.geometry) } } The view: import SwiftUI struct ContentView: View { @State private var isFaceTrackingActive = false var body: some View { VStack { Text("Face mesh tracking demo") .font(.title) .padding() Button(action: { isFaceTrackingActive.toggle() }) { Text("Start Face Tracking") .font(.title2) .padding() .background(Color.blue) .foregroundColor(.white) .cornerRadius(10) } .fullScreenCover(isPresented: $isFaceTrackingActive) { FaceTrackingView1() } } .padding() } } #Preview { ContentView() }
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Oct ’24
Translation API availability on visionOS
Hi, One of the great features introduced in WWDC24 is the Translation API. But unfortunately it's currently unavailable on visionOS. My question is, does Apple have any plan to support it on visionOS as well? If so, what's the ETA for this feature? I would really like to see it on visionOS, otherwise I'll have to pay Google to use their translation API.
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590
Oct ’24
ImmersiveSpace with system environments
Hi, When opening an ImmersiveSpace with the .mixed style, is it possible to keep the user's current selected system immersive environment? Currently, the system immersive environment will be dismissed. ImmersiveSpace(id: "some id") { SomeRealityView() } .immersionStyle(selection: .constant(.mixed), in: .mixed)
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442
Oct ’24
Raw point cloud access
Hi, I currently have Enterprise API access and have observed that the main camera API only provides RGB data. I am trying to access point cloud information from LIDAR, but it seems ARKit doesn't offer this directly via the standard APIs that iPad uses. I wanted to ask if there are any possible options to access depth data or enhanced camera capabilities using the Enterprise API. Specifically: Does having Enterprise API access unlock any additional camera-related APIs in AVFoundation that could provide depth information or more advanced control over the camera? Are there any workarounds or alternative methods to obtain depth data from the camera?
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Oct ’24
App lost audio spatialization from VisionOS 2 Update
Hi, I have a video player app that lost its audio spatialization since the VisionOS 2 update. I am using the VideoPlayerComponent (https://developer.apple.com/documentation/realitykit/videoplayercomponent), to implement my videos as entities, as I want a custom look and controls to my player. In VisionOS 1, there was automatic audio spatialization. Depending where my video entity is, the app automatically enables head tracking audio spatialization. Since VisionOS 2 however, I cannot get my video entities to play Spatial Audio. I've looked into DestinationVideo and even set up AVAudioSessionSpatialExperience but Spatial Audio is still not working. Appreciate any help. Thanks.
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377
Oct ’24
RealityKit HasTransform.position throws a runtime exception
I am working on a React Native app, specifically on the iOS native module with RealityKit. An apparently unexplainable error keeps happening at runtime, as you can see from the following image: Crash log from XCode When I try to retrieve the position of my AnchorEntity relative to the world space (so using relativeTo: nil), it triggers a runtime exception during some of its internal calls: CoreRE: re::BucketArray<unsigned short*, 32ul>::operator[](unsigned long) + 204 As you can see from the code, my AnchorEntity is not null as there is a guard check. I also tried to move that code into an objective c static function in order to use @try @catch and catch runtime exceptions, to later realise that RealityKit is not compatible with ObjectiveC. Do you have any idea/suggestion on how to fix it/prevent it?
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251
Oct ’24
How to convert in iOS a RealityKit SpatialTapGesture value to an Entity coordinate?
I have an app with a visionOS target, and I want to add an iOS target. Both are based on RealityKit. I want to use a SpatialTapGesture to get the tap coordinate local to the entity tapped. In visionOS this is easy: SpatialTapGesture(coordinateSpace: .local) .targetedToAnyEntity() .onEnded { tap in let entity = tap.entity let localPoint3D = tap.convert(tap.location3D, from: .local, to: entity) // … } However, according to the docs, the convert function seems to exist only in visionOS, not in iOS. So how can I do this conversion in iOS? PS: This was already posted on StackOverflow without success. There, I tried to find a workaround, but I failed.
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638
Oct ’24
Apple Vision Pro Enterprise API configuration issue
My name is Tom Shannon, a developer with Omnia (d.b.a Aequilibrium Inc.). We were recently approved for some of the Enterprise APIs for the Vision Pro. You can reference the history through our Case-ID: 9237594 We are contacting you for assistance as we have downloaded the entitlement license provided and added it to our target for an application under the bundle id: com.omnia.spatialbrowser Then under my project and with my developer account, which is under the Aequilibrium Inc. account (279PV9XKZ2), we tried to add the Barcode Scanner Enterprise API entitlement, but this does not show up as an option for us. I am on XCode 16.1 beta (16B5001e) for reference! Any help would be greatly appreciated. Best,
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607
Oct ’24