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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Crash: offlineFloorPlanGeneration
Lately i got a lot of crashes on iOS 18 devices (mostly 13 Pro devices but also a 16 Pro Max), has anyone encountered similar issues and is there more information about offlineFloorPlanGeneration? com.apple.RoomScanCore.offlineFloorPlanGeneration EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x0000f5cab18e03c0 RoomScanCore RSFrameFromDictionary + 110992
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Dec ’24
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
Issue: Closing Bounded Volume Never Re-Opens
Greetings. I am having this issue with a Unity Polyspatial VisionOS app. We have our main Bounded Volume for our app. We have other Native UI windows that appear when we interact with objects in our Bounded Volume. If a user closes our main Bounded Volume...sometimes it quits the app. Sometimes it doesn't. If we go back to the home screen and reopen the app, our main Bounded Volume doesn't always appear, and just the Native UI windows we left open are visible. But, we can sometimes still hear sounds that are playing in our Bounded Volume. What solutions are there to make sure our Bounded Volume always appears when the app is open?
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94
Jun ’25
how to achieve "concave in" glass view look?
I have been trying to implement this look where a component looks "pushed in" but I could not find any resources regarding this effect. The closest I got was a combination of a RoundedRectangle and .glassBackgroundEffect(), but this makes the view look pushed out, instead of pushed in. I was wondering if this is achievable in SwiftUI level, or even in UIKit level.
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100
Apr ’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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556
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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410
Jan ’25
Unable to Retain Main App Window State When Transitioning to Immersive Space
In Vision OS app, I have two types of windows: Main App Window – This is the default window that launches when the app starts. It displays the video listings and other primary content. Immersive Space Window – This opens only when a user starts streaming or playing a video. Issue: When entering the immersive space, the main app window remains visible in front of it unless manually closed. To avoid this, I currently close the main window when transitioning to immersive space and reopen it when exiting from immersive space. However, this causes the app to restart instead of resuming from its previous state. Desired Behavior: I want the main app window to retain its state and seamlessly resume from where it was before entering immersive mode, rather than restarting. Attempts & Challenges: Tried managing opacity, visibility but none worked as expected. Couldn’t find a way to push the main window to the background while bringing the immersive space to the foreground. Looking for a solution to keep the main window’s state intact while transitioning between immersive and normal modes.
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65
Mar ’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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314
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
Issue with Behaviors + Timelines in VisionOS
Hello, I'm unable to activate a timeline in my application through an OnTap, OnAddedToScene or OnNotification. In RCP I can test and play the timelines easily. When running in the simulator or on device the timelines simply do not run, regardless of the method through which I try to call the API. I have two questions: How can I check that my timelines are in my RCP project that's loaded into the scene? I don't see timelines in the entity hierarchy when I debug in RealityKit Debugger Is Behaviors a component I can manually set at runtime? I can very clearly see the behaviors component attached to my entity in RCP, but when running this code: .gesture( TapGesture() .targetedToAnyEntity() .onEnded { value in if value.entity.applyTapForBehaviors() { print("Success!") } else { print("Failure.") } } ) It prints "Failure." every time indicating to me that the entity does not have a Behavior attached to it (whether that's a component or however else the Behavior is associated with the entity) I also have not had success using the Notification system or even the OnAddedToScene behavior trigger which should theoretically work if a behavior is attached to the entity which the tap experiment indicates it's not. For context this is my notification trigger code: private let notificationTrigger = NotificationCenter.default .publisher(for: Notification.Name("RealityKit.NotificationTrigger")) @Environment(\.realityKitScene) var scene Attachment(id: "home") { Button { NotificationCenter.default.post( name: NSNotification.Name("RealityKit.NotificationTrigger"), object: nil, userInfo: [ "RealityKit.NotificationTrigger.Scene": scene, "RealityKit.NotificationTrigger.Identifier": "test" ] ) } label: { Text("Test") } .padding(20) .glassBackgroundEffect() } .onReceive(notificationTrigger) { _ in print("test notification received") I am receiving "test notification received" print statements as well. I'm using Xcode 16.0 with VisionOS 2.0 on MacOS 15.3.1
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504
Feb ’25
Plane Model Falling into Infinity in RealityKit Immersive Space
We have a plane model (basecircle)without physics and rigid body components, and no gestures are implemented. However, when tapped, the model unexpectedly falls into infinity. func fetchEnvResource(){ var simpleMaterial = SimpleMaterial() env = try! Entity.loadModel(named: "bgMain5") env.position += [0,0,-10] envTexture = PhysicallyBasedMaterial() envTextureUnlit = UnlitMaterial() envTexture.baseColor = .init(texture: .init(try! .load(named: "bgMain5"))) envTextureUnlit.color = .init(texture: .init(try! .load(named: "bgMain5"))) env.isEnabled = false let anchor = AnchorEntity(world: [0, 0, -3]) baseCircle = ModelEntity(mesh: .generatePlane(width: 1.5, depth: 1.5, cornerRadius: 0.75), materials: [SimpleMaterial(color: .green, isMetallic: false)]) env.components.set(InputTargetComponent()) baseMaterial = PhysicallyBasedMaterial() baseMaterialUnlit = UnlitMaterial() baseMaterial.baseColor = .init(texture: .init(try! .load(named: "groundTexture"))) baseMaterial.baseColor.tint = UIColor(white: 1.0, alpha: CGFloat(textureOpacity)) baseCircle.model?.materials = [baseMaterial] baseCircle.generateCollisionShapes(recursive: false) baseCircle.components.set(InputTargetComponent()) baseCircle.components[PhysicsBodyComponent.self] = .init(PhysicsBodyComponent(massProperties: .default, mode: .static)) baseCircle.physicsBody = PhysicsBodyComponent( mode: .kinematic ) anchorEntity.addChild(baseCircle) baseCircle.position = [0,0,-3] baseCircle.isEnabled = false let cylinder = ModelEntity(mesh: .generateCylinder(height: 0.2, radius: 0.5), materials: [SimpleMaterial(color: .blue, isMetallic: false)]) cylinder.position = [0,-0.1,0] cylinder.generateCollisionShapes(recursive: false) cylinder.components[PhysicsBodyComponent.self] = .init(PhysicsBodyComponent(massProperties: .default, mode: .static)) cylinder.physicsBody = nil cylinder.scale = [500, 100, 100] anchor.addChild(cylinder) } The plane model in this issue is the BaseCircle. Any suggestions on how to solve this or potential fixes would be greatly appreciated
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386
Dec ’24