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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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
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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521
Jan ’25
How to show only Spatial video using UIDocumentPickerViewController
Is there a suitable UTType type to satisfy the need to pick up only SpatialVideo in UIDocumentPickerViewController? I already know that PHPickerFilter in PHPickerViewController can do this, but not in UIDocumentPickerViewController. Our app needs to adapt both of these ways to pick spatial videos So is there anything that I can try in UIDocumentPickerViewController to fulfill such picker functionality?
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456
Feb ’25
Why can't I load a ModelEntity from RealityKitContentBundle?
If I place the .usdz file in the project directory alongside other .swift files, ModelEntity loads it perfectly. However, if I try to load the same file from Reality Composer Pro under RealityKitContent.rkassets, I get the error: resourceNotFound("heart"). Could someone help me with this? Thank you so much Code: // // TestttttttApp.swift // Testtttttt // // Created by Zhendong Chen on 2/17/25. // import SwiftUI @main struct TestttttttApp: App { var body: some Scene { WindowGroup { ContentView() } .windowStyle(.volumetric) } } // // ContentView.swift // Testtttttt // // Created by Zhendong Chen on 2/17/25. // import SwiftUI import RealityKit import RealityKitContent struct ContentView: View { @State private var enlarge = false var body: some View { RealityView { content in do { // MARK: Work let scene = try await ModelEntity(named: "heart") content.add(scene) // MARK: Doesn't work // let scene = try await ModelEntity(named: "heart", in: realityKitContentBundle) // content.add(scene) } catch { print(error) } } } } #Preview(windowStyle: .volumetric) { ContentView() }
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474
Feb ’25
ARPlaneGeometry Negative triangles indices ?
Hello When processing an ARPlaneAnchor geometry using its ARPlaneGeometry, the triangleIndices is an array of Int16. It's supposed to be an index buffer, which can only be uint16 or uint32 metal. What am I supposed to do with negative indices ? Negative indices are rare but do appear sometimes. Thank you
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196
Mar ’25
Body segmentation/occlusion on the Apple Vision Pro
Hello, I am currently working on a Unity project for the Apple Vision Pro. I would like to have people passing in front of the virtual objects occlude the virtual objects that are behind. Something similar to this: https://developer.apple.com/documentation/arkit/occluding-virtual-content-with-people I could unfortunately not find any documentation about this. Is it possible to implement body segmentation or occlusion on the Apple Vision Pro? If it's not currently supported, are there plans to add it? Any ideas on how to achieve this with existing tools? Thanks! Mehdi
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384
Feb ’25
VisionOS, passthrough through broadcast shows a black background
Hey, I have Enterprise Access on the account and have added the passthrough capability and the entitlement on the main project and the "Broadcast Upload" extension, too. The broadcast works except it returns a black screen. I am attaching some screenshots below of the entitlement file. I have tried searching online to no avail, so any help would be greatly appreciated. I am also attaching the code. import Foundation import AVFoundation import ReplayKit class VideoAssetWriter { private var isRecording = false private var outputStream: OutputStream? private func setupConnection() { guard outputStream == nil else { return } print("setting up connection.") let serverIP = macIP let port = 12345 var readStream: Unmanaged<CFReadStream>? var writeStream: Unmanaged<CFWriteStream>? CFStreamCreatePairWithSocketToHost(kCFAllocatorDefault, serverIP as CFString, UInt32(port), &readStream, &writeStream) guard let writeStream = writeStream?.takeRetainedValue() else { print("Failed to create write stream") return } self.outputStream = writeStream as OutputStream self.outputStream?.open() } func startRecording() { isRecording = true } func processVideoSampleBuffer(_ sampleBuffer: CMSampleBuffer) { print("Processing Sample 1") guard isRecording else { return } print("Processing Sample 2") sendVideoChunkToServer(sampleBuffer) } private func sendVideoChunkToServer(_ sampleBuffer: CMSampleBuffer) { guard let imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer) else { return } print("Processing Sample 3") let ciImage = CIImage(cvPixelBuffer: imageBuffer) let context = CIContext() guard let cgImage = context.createCGImage(ciImage, from: ciImage.extent) else { return } print("Processing Sample 4") let image = UIImage(cgImage: cgImage) if let imageData = image.jpegData(compressionQuality: 0.5) { guard imageData.count <= 10_000_000 else { print("Frame too large: \(imageData.count) bytes") return } if outputStream == nil { setupConnection() } print("sending frame size up connection.") // Convert to network byte order (big-endian) var frameSize = UInt32(imageData.count).bigEndian let sizeData = Data(bytes: &frameSize, count: MemoryLayout<UInt32>.size) _ = sizeData.withUnsafeBytes { outputStream?.write($0.baseAddress!.assumingMemoryBound(to: UInt8.self), maxLength: sizeData.count) } print("sending image data up connection.") // Send frame data _ = imageData.withUnsafeBytes { outputStream?.write($0.baseAddress!.assumingMemoryBound(to: UInt8.self), maxLength: imageData.count) } } } func stopRecording() { isRecording = false outputStream?.close() outputStream = nil } } This is the broadcast picker view wrapper: // Broadcast Picker View wrapper struct BroadcastButtonView: UIViewRepresentable { func makeUIView(context: Context) -> RPSystemBroadcastPickerView { let broadcastPickerView = RPSystemBroadcastPickerView( frame: CGRect(x: 0, y: 0, width: 200, height: 200) ) // Make sure this matches your broadcast extension bundle identifier broadcastPickerView.preferredExtension = "my-extension-bundle-identifier" broadcastPickerView.showsMicrophoneButton = false return broadcastPickerView } func updateUIView(_ uiView: RPSystemBroadcastPickerView, context: Context) { } } The extension SampleHandler: override func broadcastPaused() { print("paused broadcast") // User has requested to pause the broadcast. Samples will stop being delivered. } override func broadcastResumed() { print("resumed broadcast") // User has requested to resume the broadcast. Samples delivery will resume. } override func processSampleBuffer(_ sampleBuffer: CMSampleBuffer, with sampleBufferType: RPSampleBufferType) { print("broadcast received") assetWriter?.processVideoSampleBuffer(sampleBuffer) } Looking forward to any and all help. Information Property list: Information property list for the extension: The capabilities:
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500
Dec ’24
Automatically Enabling Spatial Personas in App
Is it possible to create a button in my app that will turn on the spatial personas for the user? Currently the only way I know of turning on spatial personas is by selecting the cube icon in the FaceTime window which is quite clunky for people unfamiliar with the Vision Pro's UI. Any help would be appreciated.
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405
Feb ’25
Summon gesture
Can you help to write a code able to pick an element a bit far from me, then bring it near to me, flick it a bit and then send it back to its original position when I release it? Thanks a lot, Christophe
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57
Apr ’25
How to use `EnvironmentLightEstimationProvider` to capture a environment texture and apply it on an model entity?
I am a newby of spatial computing. Here I am learning how to use ARKit to capture the environment texture and apply it on a ModelEntity of RealityKit on Vision Pro. But I do not find a demo of how to use EnvironmentLightEstimationProvider. After checking the documentation, I also have some questions: EnvironmentProbeAnchor.environmentTexture is a MTLTexture, but EnvironmentResource needs a CGImage. How do I translate MTLTexture to CGImage(Forgive me that I do not know much about Metal or other framework, so It will be better if there is a code that I can copy and paste directly) It seems that the EnvironmentProbeAnchor can only get the light information around the device. But what should I do if I want get the light information around the ModelEntity so that I can apply the environment texture on it. It will be better if you can provide a code demo about how to use the new api. Thank you!
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565
Feb ’25
DragGesture that pivots with the user in visionOS
Apple published a set of examples for using system gestures to interact with RealityKit entities. I've been using DragGesture a lot in my apps and noticed an issue when using it in an immersive space. When dragging an entity, if I turn my body to face another direction, the dragged entity does not stay relative to my hand. This can lead to situations where the entity is pulled very close to me, or pushed far way, or even ends up behind me. In the examples linked above, there are two versions of how they use drag. handleFixedDrag: This is similar to what I'm doing now. It uses the value from value.gestureValue.translation3D as the basis for the drag handlePivotDrag: This version aims to solve the problem I described above by using value.inputDevicePose3D as the basis of the gesture. I've tried the example from handlePivotDrag, but it has one limitation. Using this version, I can move the entity around me as if it were on the inside of an arc or sphere. However, I can no longer move the entity further or closer. It stays within a similar (though not exact) distance relative to me while I drag. Is there a way to combine these concepts? Ideally, I would like to use a gesture that behaves the same way that visionOS windows do. When we drag windows, I can move them around relative to myself, pull them closer, push them further, all while avoiding the issues described above. Example from handleFixedDrag mutating private func handleFixedDrag(value: EntityTargetValue<DragGesture.Value>) { let state = EntityGestureState.shared guard let entity = state.targetedEntity else { fatalError("Gesture contained no entity") } if !state.isDragging { state.isDragging = true state.dragStartPosition = entity.scenePosition } let translation3D = value.convert(value.gestureValue.translation3D, from: .local, to: .scene) let offset = SIMD3<Float>(x: Float(translation3D.x), y: Float(translation3D.y), z: Float(translation3D.z)) entity.scenePosition = state.dragStartPosition + offset if let initialOrientation = state.initialOrientation { state.targetedEntity?.setOrientation(initialOrientation, relativeTo: nil) } } Example from handlePivotDrag mutating private func handlePivotDrag(value: EntityTargetValue<DragGesture.Value>) { let state = EntityGestureState.shared guard let entity = state.targetedEntity else { fatalError("Gesture contained no entity") } // The transform that the pivot will be moved to. var targetPivotTransform = Transform() // Set the target pivot transform depending on the input source. if let inputDevicePose = value.inputDevicePose3D { // If there is an input device pose, use it for positioning and rotating the pivot. targetPivotTransform.scale = .one targetPivotTransform.translation = value.convert(inputDevicePose.position, from: .local, to: .scene) targetPivotTransform.rotation = value.convert(AffineTransform3D(rotation: inputDevicePose.rotation), from: .local, to: .scene).rotation } else { // If there is not an input device pose, use the location of the drag for positioning the pivot. targetPivotTransform.translation = value.convert(value.location3D, from: .local, to: .scene) } if !state.isDragging { // If this drag just started, create the pivot entity. let pivotEntity = Entity() guard let parent = entity.parent else { fatalError("Non-root entity is missing a parent.") } // Add the pivot entity into the scene. parent.addChild(pivotEntity) // Move the pivot entity to the target transform. pivotEntity.move(to: targetPivotTransform, relativeTo: nil) // Add the targeted entity as a child of the pivot without changing the targeted entity's world transform. pivotEntity.addChild(entity, preservingWorldTransform: true) // Store the pivot entity. state.pivotEntity = pivotEntity // Indicate that a drag has started. state.isDragging = true } else { // If this drag is ongoing, move the pivot entity to the target transform. // The animation duration smooths the noise in the target transform across frames. state.pivotEntity?.move(to: targetPivotTransform, relativeTo: nil, duration: 0.2) } if preserveOrientationOnPivotDrag, let initialOrientation = state.initialOrientation { state.targetedEntity?.setOrientation(initialOrientation, relativeTo: nil) } }
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482
Feb ’25
What's the relation of SwiftUI frames' sizes and RealityKit Entities sizes
Currently I want to recreate a window which is similar to system window in ImmersiveSpace. But we only can use the meter unit in RealityKit. I create a plane entity, I don't know how to set the size using meter unit to make the plane's size totally consistent with the system window. Also, I want to know the z and y position of the system window in the immersive space.
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329
Jan ’25
A question about interacting with entity
I am a newby of spatial computing and I am using ARKit and RealityKit to develop a visionPro app. I want to accomplish such a goal: If the user's hand touchs an object(an entity in RealityView) on the table, it will post a Window. But I do not know how to handle the event "the user's hand touchs the object". Should I use hand tracking feature to do some computing by myself? Or is there some api to use directly? Thank you!
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523
Feb ’25
Volumetric Windwos anchores
Hi, we would like to create something where you can open multiple volumetric windows and place them in a room, our biggest issue is that we want these windows to be persistent, so when I close and reopen the app, the windows to be in the same position. We can't use immersive spaces because we also want to have the possibility to access the shared space. Is it possible with the current features and capabilities to do that? If yes do you have some advices how can we achieve this? The alternative is if is it possible to open the virtual display in immersive spaces or if we have the possibility to implement our own virtual display.
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381
Feb ’25
[Reality Composer Pro] Detecting Collision in RealityComposerPro scene
Hello! https://forums.developer.apple.com/forums/thread/762763 I read this thread, and this is similar to what I'm trying to do. I have two entities in the scene, "HandTrackingEntity", "HandScanner". "HandTrackingEntity": I put Anchoring Component, Collision Component (Trigger) here. "HandScanner": I put Behaviors Component(OnCollision), and Collision Component here. Here is the pictures how I set the components. and I set physicsSimulation property to .none. I was expecting that Timeline will be played when I put my hand(with HandTrackingEntity) on "HandScanner" entity. But it didn't work. Am I missing some steps? And I need sample codes to understand how to apply 'physicsSimulation' property. I'd appreciate it if you could let me know about it.
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517
Dec ’24
Disable Object Occlusion on iOS
I’m developing an app using RealityKit and RealityView. On newer iPhones, such as the iPhone 15 Pro, Object Occlusion appears to be enabled by default, which causes 3D entities to be hidden behind real-world objects in the scene. However, I need to disable this behavior to ensure proper rendering of my 3D content. This issue does not occur on older devices like the iPhone 13, where the app works as intended. I haven’t been able to find a solution to explicitly disable object occlusion on the newer devices for RealityView. Any guidance or suggestions to resolve this issue would be greatly appreciated! Thanks!
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585
Dec ’24