Discuss Spatial Computing on Apple Platforms.

Posts under General subtopic

Post

Replies

Boosts

Views

Activity

Vision Pro stucks on "Retrieving configuration"
Hi, after upgrading to 2.4.1 (from 1.0) my vision stucks on "Retrieving configuration" screen. Apple Store didn't support my case since it has been sold in USA and the product isn't still present in italian market. I don't have dev strap, how can I manage the issue? Thank you
0
0
114
May ’25
vision shareplay nearby codes expired
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 !!
0
0
75
Sep ’25
Odd image placeholder appearing when dismissing an ImmersiveSpace with a ImagePresentationComponent
Hello, There are odd artifacts (one looks like an image placeholder) appearing when dismissing an immersive space which is displaying an ImagePresentationComponent. Both artifacts look like widgets.. See below our simple code displaying the ImagePresentationComponent and the images of the odd artifacts that appear briefly when dismissing the immersive space. import OSLog import RealityKit import SwiftUI struct ImmersiveImageView: View { let logger = Logger(subsystem: AppConstant.SUBSYSTEM, category: "ImmersiveImageView") @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in if let currentMedia = appModel.currentMedia, var imagePresentationComponent = currentMedia.imagePresentationComponent { let imagePresentationComponentEntity = Entity() switch currentMedia.type { case .iphoneSpatialMovie: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .twoD: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .visionProConvertedSpatialPhoto: logger.info("\(#function) \(#line) spatialStereoImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatialStereoImmersive default : logger.error("\(#function) \(#line) Unsupported media type \(currentMedia.type)") assertionFailure("Unsupported media type \(currentMedia.type)") } imagePresentationComponentEntity.components.set(imagePresentationComponent) imagePresentationComponentEntity.position = AppConstant.Position.spacialImagePosition content.add(imagePresentationComponentEntity) } let toggleViewAttachmentComponent = ViewAttachmentComponent(rootView: ToggleImmersiveSpaceButton()) let toggleViewAttachmentComponentEntity = Entity(components: toggleViewAttachmentComponent) toggleViewAttachmentComponentEntity.position = SIMD3<Float>( AppConstant.Position.spacialImagePosition.x + 1, AppConstant.Position.spacialImagePosition.y, AppConstant.Position.spacialImagePosition.z ) toggleViewAttachmentComponentEntity.scale = AppConstant.Scale.attachments content.add(toggleViewAttachmentComponentEntity) } } }
0
1
213
Jul ’25
mipmapsMode trade-off?
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options). I noticed two situations here in terms of mipmaps options. When setting "mipmapsMode: .none": The graphic quality within the "gaze area" looks sharp and clear The two poles (top and bottom) are perfectly rendered Massive shimmer around the "gaze area" When setting "mipmapsMode: .allocateAndGenerateAll": The graphic looks slightly blurrier than in ".none" within the "gaze area" The two poles are very blurry and hard to recognize the texture Much less shimmer around the "gaze area" My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer? Thank you! Screenshots: mipmapsMode: .none mipmapsMode: .allocateAndGenerateAll
0
0
233
Oct ’25
MagnifyGesture in RealityView does not work on macOS
I have tested the MagnifyGesture code below on multiple devices: Vision Pro - working iPhone - working iPad - working macOS - not working In Reality Composer Pro, I have also added the below components to the test model entity: Input Target Collision For macOS, I tried the touchpad pinch gesture and mouse scroll wheel, but neither approach works. How to resolve this issue? Thank you. import SwiftUI import RealityKit import RealityKitContent struct ContentView: View { 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) } } .gesture(MagnifyGesture() .targetedToAnyEntity() .onChanged(onMagnifyChanged) .onEnded(onMagnifyEnded)) } func onMagnifyChanged(_ value: EntityTargetValue<MagnifyGesture.Value>) { print("onMagnifyChanged") } func onMagnifyEnded(_ value: EntityTargetValue<MagnifyGesture.Value>) { print("onMagnifyEnded") } }
0
0
72
Mar ’25
visionOS widget dimensions?
Is there any size guidance for the new WidgetKit integration on visionOS? The Widget HIG provides dimensions for all the widget size classes on iOS, iPadOS and watchOS, but has not been updated for visionOS. https://developer.apple.com/design/human-interface-guidelines/widgets My potential widget use case is image based, so I'm looking to better understand the optimal size, resolution etc I would need, particularly for the new visionOS specific extra large widget size.
0
0
581
Jul ’25
画面抖动导致观众眩晕
佩戴者头部自然晃动时,设备拍摄的画面会出现明显抖动,导致观看直播的用户产生眩晕感,严重影响直播沉浸体验和购物决策效率。 希望 优化设备内置防抖算法,降低头部常规晃动对画面稳定性的影响,提升直播画面的流畅度。
0
0
153
Dec ’25
RoomPlan crash on iOS 16 devices even when using available checks
I've encountered an unexpected crash with RoomPlan on iOS 16 devices. The odd part is the code is protected by an available check, since I'm using newer RoomPlan features. Xcode error dyld[40588]: Symbol not found: _$s8RoomPlan08CapturedA0V16USDExportOptionsV5modelAEvgZ I can repro using the Apple sample code. https://developer.apple.com/documentation/roomplan/create-a-3d-model-of-an-interior-room-by-guiding-the-user-through-an-ar-experience Modify RoomCaptureViewController.swift as follows. Remove try finalResults?.export(to: destinationURL, exportOptions: .parametric) Add if #available(iOS 17.0, *) { try finalResults?.export(to: destinationURL, exportOptions: .model) } else { try finalResults?.export(to: destinationURL, exportOptions: .parametric) } I would have expected this code to at least compile and run on older devices. When the app was targeting iOS 15, the available checks worked as expected and the app is able to launch properly.
0
0
170
Apr ’25
Help Configuring Unity for Immersive VR on Vision Pro with Pinch Teleport
How do I configure a Unity project for a fully immersive VR app on Apple Vision Pro using Metal Rendering, and add a simple pinch-to-teleport-where-looking feature? I've tried the available samples and docs, but they don't cover this clearly (to me). So far, I've reviewed Unity XR docs, Apple dev guides, and tutorials, but most emphasize spatial apps. Metal examples exist but don't include teleportation. Specifically: visionOS sample "XRI_SimpleRig" – Deploys to device/simulator, but no full immersion or teleport. XRI Toolkit sample "XR Origin Hands (XR Rig)" – Pinch gestures detect, but not linked to movement. visionOS "XR Plugin" sample "Metal Sample URP" – Metal setup works, but static scene without locomotion. I'm new in Unity XR development and would appreciate a simple, standalone scene or document focused only on the essentials for "teleport to gaze on pinch" in VR mode—no extra features. I do have some experience in unreal, world toolkit, cosmo, etc from the 90's and I'm ok with code. Please include steps for: Setting up immersive VR (disabling spatial defaults if needed). Integrating pinch detection with ray-based teleport. Any config changes or basic scripts. Project Configuration: Unity Editor Version: 6000.2.5f1.2588.7373 (Revision: 6000.2/staging 43d04cd1df69) Installed Packages: Apple visionOS XR Plugin: 2.3.1 AR Foundation: 6.2.0 PolySpatial XR: 2.3.1 XR Core Utilities: 2.5.3 XR Hands: 1.6.1 XR Interaction Toolkit: 3.2.1 XR Legacy Input Helpers: 2.1.12 XR Plugin Management: 4.5.1 Imported Samples: Apple visionOS XR Plugin 2.3.1: Metal Sample - URP XR Hands 1.6.1 XR Interaction Toolkit 3.2.1: Hands Interaction Demo, Starter Assets, visionOS Build Platform Settings: Target: Apple visionOS App Mode: Metal Rendering with Compositor Services Selected Validation Profiles: visionOS Metal Documentation: Enabled Xcode Version: 26.01 visionOS SDK: 26 Mac Hardware: Apple M1 Max Target visionOS Version: 20 or 26 Test Environment: Model: Apple Vision Pro, visionOS 26.0.1 (23M341), Apple M1 Max No errors in builds so far; just missing the desired functionality. Thanks for a complete response with actionable steps.
0
0
253
Oct ’25
visionOS 26 - Rendering Issues related to Transparency
Summary After updating to visionOS 26, we’ve encountered severe transparency rendering issues in RealityKit that did not exist in visionOS 2.6 and earlier. These regressions affect applications that dynamically control scene opacity (via OpacityComponent). Our app renders ultra-realistic apartment environments in real time, where users can walk or teleport inside 3D spaces. When the user moves above a speed threshold, we apply a global transparency effect to prevent physical collisions with real-world objects. Everything worked perfectly in visionOS 2.6 — the problems appeared only after upgrading to 26. Scene Setup Overview The environment consists of multiple USDZ models (e.g., architecture, rooms, furniture). We manage LODs manually for performance (e.g., walls and floors always visible in full-res, while rooms swap between low/high-res versions based on user position and field of view). Transparency is achieved using OpacityComponent, applied dynamically when the user moves. Some meshes (e.g., portals to skyboxes, glass windows) use alpha materials We also use OcclusionMaterials to prevent things to be seen through walls when scene is transparent Observed Behavior by Scenario (I can share a video showing the results of each scenario if needed.) Scenario 1 — Severe Flickering (Root Opacity) Setup: OpacityComponent applied to the root entity NO ModelSortGroupComponent used Symptoms: Strong flickering when transparency is active Triangles within the same mesh render at inconsistent opacity levels Appears as if per-triangle alpha sorting is broken Workaround: Moving the OpacityComponent from the root to each individual USDZ entity removes the per-triangle flicker Pros: No conflicts with portals or alpha materials Scenario 2 — Partially Stable, But Alpha Conflicts Setup: OpacityComponent applied per USDZ entity ModelSortGroupComponent(planarUIAlwaysBehind) applied to portal meshes Other entities have NO ModelSortGroupComponent Symptoms: Frequent alpha blending conflicts: Transparent surfaces behind other transparent surfaces flicker or disappear Example: Wine glasses behind glass doors — sometimes neither is rendered, or only one Even opaque meshes behind glass flicker due to depth buffer confusion Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Analysis: Appears related to internal changes in alpha sorting or depth pre-pass behavior introduced in visionOS 26 Pros: Most stable setup so far Cons: Still unreliable when OpacityComponent is active Scenario 3 — Layer Separation Attempt (Regression) Setup: Same as Scenario 2, but: Entities with alpha materials moved to separate USDZs Explicit ModelSortGroupComponent order set (alpha surfaces rendered last) Symptoms: Transparent surfaces behind other transparent surfaces flicker or disappear Depth is completely broken when there's a large transparent surface Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Workaround Attempt: Re-ordering and further separating models did not solve it Pros: None — this setup makes transparency unusable Conclusion There appears to be a regression in RealityKit’s handling of transparency and sorting in visionOS 26, particularly when: OpacityComponent is applied dynamically, and Scenes rely on multiple overlapping transparent materials. These issues did not exist prior to 26, and the same project (no code changes) behaves correctly on previous versions. Request We’d appreciate any insight or confirmation from Apple engineers regarding: Whether alpha sorting or opacity blending behavior changed in visionOS 26 If there are new recommended practices for combining OpacityComponent with transparent materials If a bug report already exists for this regression Thanks in advance!
0
0
205
Nov ’25
How to Move and Rotate WindowGroup with Code in Xcode
当我进入混合空间时,出现一个模型,但模型后面有一个 windowGroup,无法完全查看。如果我想点击进入 mix 空间,我需要使用代码将 windowGroup 移动到另一个位置,而不是手动移动 ![](“https://developer.apple.com/forums/content/attachment/0471ead0-4c74-43a7-9ecc-12e67e81cec6” “title=WechatIMG31.jpg;宽度=915;高度=777”)
0
0
63
Mar ’25
RealityView attachment draw order
My visionOS 26.3 app displays a diorama-like scene in a RealityView in a mixed immersive space, about 1 meter square, with view attachments floating above the scene. Each view attachment fades out after user interaction, by animating the view's opacity. What I'm observing is that depending on the position of a view attachment relative to the scene and the camera, an unwanted cutout effect is observed (presumably because of draw order issues), as shown in the right column in the screenshots below. YouTube video link of these sequences: https://youtu.be/oTuo0okKCkc (19 seconds) My question: How does visionOS determine the view attachment draw order relative to the RealityView scene? If I better understood how the draw order is determined, I could modify my scene to ensure that the view attachments were always drawn after the scene, fixing the unwanted cutout effect. I've successfully used ModelSortGroupComponent to control the draw order of entities within the RealityView scene, but my understanding is that this approach cannot be used with view attachments. I've submitted FB22014370 about this issue. Thank you.
0
0
111
1w
CapturedRoom.Section is missing a lot of information
The Section struct only publicly makes the center property available, but this is a SIMD3 that doesn't seem to line up with the rest of the model. All other objects have a 4x4 transform matrix that accurately gives each position and rotation. When inspecting a Section in the debugger, many more properties are visible such as polygon and transform. Why are these not visible? The transform in particular seems necessary to make any sort of use of the Sections.
1
0
383
Sep ’25
The folding and unfolding effect of the NBA sand table
Seeing this magical sand table, the unfolding and folding effects are similar to spreading out cards, which is very interesting. But I don't know how to achieve it. I want to see if there are any ways to achieve this effect and give some ideas. May I ask if this effect can be achieved under the existing API
1
0
84
May ’25
VisionOS26 PresentationComponent not working
I am trying to get the new PresentationComponent working in VisionOS26 as seen in this WWDC video: https://developer.apple.com/videos/play/wwdc2025/274/?time=962 (18:29 minutes into video) Here is some other example code but it doesn't work either: https://stepinto.vision/devlogs/project-graveyard-devlog-002/ My simple Text view (that I am adding as a PresentationComponent) does not appear in my RealityView even though the entity is found. Here is a simple example built from an Xcode immersive view default project: struct ImmersiveView: View { @Environment(AppModel.self) var appModel 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) if let materializedImmersiveContentEntity = try? await Entity(named: "Test", in: realityKitContentBundle) { content.add(materializedImmersiveContentEntity) var presentation = PresentationComponent( configuration: .popover(arrowEdge: .bottom), content: Text("Hello, World!") .foregroundColor(.red) ) presentation.isPresented = true materializedImmersiveContentEntity.components.set(presentation) } } } } } Here is the Apple reference: https://developer.apple.com/documentation/realitykit/presentationcomponent
1
0
588
Jul ’25