Description:
I'm developing a travel/panorama viewing app for visionOS that allows users to view 360° panoramic images in an immersive space. When users enter panorama viewing mode, I want to provide a fully immersive experience where the main interface window and Earth 3D globe window are hidden.
I've implemented the app following Apple's documentation on Creating Fully Immersive Experiences, but when users enter the immersive space, both the main window and the Earth 3D window remain visible, diminishing the immersive experience.
Implementation Details:
My app has three main components:
A main content window showing panorama thumbnails
A 3D globe window (volumetric) showing locations
An immersive space for viewing 360° panoramas
I'm using .immersionStyle(selection: $panoImageView, in: .full) to create a fully immersive experience, but other windows remain visible.
Relevant Code:
@main
struct Travel_ImmersiveApp: App {
@StateObject private var appModel = AppModel()
@State private var panoImageView: ImmersionStyle = .full
var body: some Scene {
WindowGroup {
ContentView()
.environmentObject(appModel)
}
.windowStyle(.automatic)
.defaultSize(width: 1280, height: 825)
WindowGroup(id: "Earth") {
Globe3DView()
.environmentObject(appModel)
.onAppear {
appModel.isGlobeWindowOpen = true
appModel.globeWindowOpen = true
}
.onDisappear {
if !appModel.shouldCloseApp {
appModel.handleGlobeWindowClose()
}
}
}
.windowStyle(.volumetric)
.defaultSize(width: 0.8, height: 0.8, depth: 0.8, in: .meters)
.windowResizability(.contentSize)
ImmersiveSpace(id: "ImmersiveView") {
ImmersiveView()
.environmentObject(appModel)
}
.immersionStyle(selection: $panoImageView, in: .full)
}
}
Opening the Immersive Space:
func getPanoImageAndOpenImmersiveSpace() async {
appModel.clearMemoryCache()
do {
let canView = appModel.canViewImage(image)
if canView {
let downloadedImage = try await appModel.getPanoramaImage(for: image) { progress in
Task { @MainActor in
cardState = .loading(progress: progress)
}
}
await MainActor.run {
appModel.updateCurrentImage(image, panoramaImage: downloadedImage)
}
if !appModel.immersiveSpaceOpened {
try await openImmersiveSpace(id: "ImmersiveView")
await MainActor.run {
appModel.immersiveSpaceOpened = true
cardState = .normal
}
} else {
await MainActor.run {
appModel.updateImmersiveView = true
cardState = .normal
}
}
} else {
await MainActor.run {
appModel.errorMessage = "You do not have permission to view this image."
cardState = .normal
}
}
} catch {
// Error handling
}
}
Immersive View Implementation:
struct ImmersiveView: View {
@EnvironmentObject var appModel: AppModel
var body: some View {
RealityView { content in
let rootEntity = Entity()
content.add(rootEntity)
Task {
if let selectedImage = appModel.selectedImage,
appModel.canViewImage(selectedImage) {
await loadPanorama(for: rootEntity)
}
}
} update: { content in
if appModel.updateImmersiveView,
let selectedImage = appModel.selectedImage,
appModel.canViewImage(selectedImage),
let rootEntity = content.entities.first {
Task {
await loadPanorama(for: rootEntity)
appModel.updateImmersiveView = false
}
}
}
.onAppear {
print("ImmersiveView appeared")
}
.onDisappear {
appModel.resetImmersiveState()
}
}
// loadPanorama implementation...
}
What I've Tried
Set immersionStyle to .full as recommended in the documentation
Confirmed that the immersive space is properly opened and displaying panoramas
Verified that the state management for the immersive space is working correctly
Questions
How can I ensure that when the user enters the immersive panorama viewing experience, all other windows (main interface and Earth 3D globe) are automatically hidden?
Is there a specific API or approach I'm missing to properly implement a fully immersive experience that hides all other windows?
Do I need to manually dismiss the windows when opening the immersive space, and if so, what's the best approach for doing this?
Any guidance or sample code would be greatly appreciated. Thank you!
General
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I am beginner to spacial computing and would like to build an enterprise solution for my enterprise on VisionOS. How can I accomplish that?
Topic:
Spatial Computing
SubTopic:
General
Tags:
Enterprise
SwiftUI
Business and Enterprise
visionOS
苹果12内存不够用,怎么办
With the new ImagePresentationComponent in visionOS 26, how can text/overlays be shown on top of the image as seen in the Spatial Gallery app?
We were having an issue wrb the system rotate and scale gestures (two-handed gestures / RotateGesture3D and MagnifyGesture) were extremely difficult to register (make work) in the visionOS simulator.
The solution we found was to:
Launch your app in the simulator
Move the pointer on top of the 3D object for which you are testing rotation and scaling gestures.
Press and hold the Option key to display touch points (ie: the two-handed gesture points).
While maintaining the option key pressed, release the pointer and re-enable it again. I am using a track pad with tap-to-click enabled and three-finger to drag enabled in accessibility, so "release the pointer and re-enable it again" translates simply to removing the three finger and placing them again on the trackpad.
If you have maintained the option key pressed, then you should now be able to rotate and scale the 3D object.
Context if you are interested:
Our issue was also occurring in Apple's own sample project relating to gestures "Transforming RealityKit entities using gestures", at below link.
On Apple's article "Interacting with your app in the visionOS simulator" at the below link, for two-handed gestures it states "Press and hold the Option key to display touch points. Move the pointer while pressing the Option key to change the distance between the touch points. Move the pointer and hold the Shift and Option keys to reposition the touch points."
This simply did not work anymore for rotation and scaling gestures.
These gestures used to be a lot more responsive in Sonoma. Either the article should be updated to what I described above, or there is an issue. Our colleague who is using macOS Sonoma 14.6.1 with the latest release of Xcode is not having these issues.
Here is the list of configurations (troubleshooting we tried!) where it is difficult to achieve rotation and scaling gestures in the visionOS simulator:
macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.1
macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.0
macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.1
macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.0
macOS Sequoia 16.1 Beta, remove all Xcodes and installed the build from AppStore (Xcode 16.1)
macOS Sequoia 16.1 Beta, Xcode 16.0 w visionOS 2.0
completely wiped out, and reset entire development machine, re-installed latest releases of sequoia (15.1) and xcode (15.1))
Throughout these troubleshooting I often:
restarted both xcode and sim
erased all derived data
erased all contents and settings from sims
performed fresh git clones
None of the above worked, only the workaround described above works atm. As you can maybe deduce, it was very time consuming to find the workaround, we also wasted some development effort thinking our gesture development was no-good.
Hopefully this will help other devs.
Article Link:
https://developer.apple.com/documentation/xcode/interacting-with-your-app-in-the-visionos-simulator
Gesture sample project link:
https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
Hi,
I'm trying to correct the lens distortion in frames provided by Enterprise API camera frame provider. The frames provided seem to have only in/extrinsics info, but not the distortion lookup table.
Is there some magic setting, or function to do that (I can't seem to find anything like this)? Or is there a way to use AVCameraCalibrationData together with provider?
One of the most common ways to provide a window size in visionOS is to use the defaultSize scene modifier.
WindowGroup(id: "someID") {
SomeView()
}
.defaultSize(CGSize(width: 600, height: 600))
Starting in visionOS 26, using this has a side effect. visionOS 26 will restore windows that have been locked in place or snapped to surfaces. If a user has manually adjusted the size of a locked/snapped window, the users size is only restore in some cases.
Manual resize respected
Leaving a room and returning later
Taking the headset off and putting it back on later
Manual resize NOT respected
Device restart. In this case, the window is reopened where it was locked, but the size is set back to the values passed to defaultSize. The manual resizing adjustments the user has made are lost. This is counter to how all other windows and widgets work.
I reported this last month (FB18429638), but haven't heard back if this is a bug or intended behavior.
Questions
What is the best way to provide a default window size that will only be used when opening new windows–and not used during scene restoration?
Should we try to keep track of window size after users adjust them and save that somewhere?
If this is intended behavior, can someone please update the docs accordingly?
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
Topic:
Spatial Computing
SubTopic:
General
I am trying to run widgets on visionOS 26. Specifically I am trying to pin them to the simulator room's walls, however I am unable to do so.
Is this a limitation with the visionOS simulator right now, or am I missing a trick here?
Hi, I'm developing a virtual camera system using ReplayKit to capture scene video by directly accessing raw video buffers. The capture mechanism works flawlessly when repeatedly starting and stopping video capture within a continuous immersive environment. However, a critical issue arises when interrupting the immersive space:
Step 1: Enter immersive environment and start and stop capture videos(Multiple times with no issues)
Step 2: Press the crown button to exit the immersive environment
Step 3: Return to the immersive space subsequently
Step 4: Attempt to start the video capture
At this point, the startCapture method throws an unexpected error, disrupting the video capture workflow.
This is the Xcode error that I see " [ERROR] -[RPScreenRecorder startCaptureWithHandler:completionHandler:]_block_invoke_2:500 failed to start due to error: Error Domain=com.apple.ReplayKit.RPRecordingErrorDomain Code=-5803 "Recording failed to start" UserInfo={NSLocalizedDescription=Recording failed to start}"
I have tried all possible ways to stopCapture including OnDisappear and other methods and nothing seems to solve this.
Hey there,
since SceneView has been marked as „deprecated“ for SwiftUI, I‘m wondering which alternatives should be considered for the following situation:
I have a SwiftUI app (for iOS and iPadOS) where users can view (with rotate, scale, move gestures) 3D models (USDZ) in a scene. The models will be downloaded from web backend and called via local URL paths.
What I tested:
I‘ve tried ARView in .nonAR mode, RealityView, however I didn‘t get the expected response -> User can rotate, scale the 3D models in a virtual space.
ARView in nonAR mode still shows the object like in normal AR mode without camera stream.
I tried to add Gestures to the RealityView on iOS - loading USDZ 3D models worked but the gestures didn’t).
Model3D is only available for visionOS (that would be amazing to have it for iOS)
I also checked QuickLook Preview however it works pretty strange via Filepicker etc, which is not the way how the user should load the 3D models in my app.
Maybe I missed something, I couldn’t find anything which can help me. I‘m pretty much stucked adopting the latest and greatest frameworks/APIs in my App and taking the next steps porting my app to visionOS.
Long story short 😃:
Does someone have an idea what is the alternative to SceneView for USDZ 3D models?
I appreciate your support!!
Thanks in advance!
I have been experimenting with the Hello World sample app from https://developer.apple.com/documentation/visionos/world and I came across behavior that appears inconsistent with user-facing documentation describing the device controls at https://support.apple.com/en-gb/guide/apple-vision-pro/tan1e2a29e00/visionos
I tried pressing simulator's "Home" button while "Objects in Orbit" immersive space was presented alongside with the main application window. According to user documentation, pressing Digital Crown should take the user directly to Home View. In my test a single press only dismissed the immersive space, I needed another press to "exit" the app and go to Home View.
Is this behavior expected? I am assuming that "Home" button in the simulator behaves as if the user pressed Digital Crown on the device, I don't have access to the actual hardware.
I am wondering, is it possible to somehow configure a 3D object to respond to the gaze of a person, like change colors of some parts of the 3D-Model where a person is looking, i.e. where a person's gaze lands on the surface of the 3D-model ?
For example, if there is a 3D model of a Cool Dragon 🐉 in the physical space of a person, when seen through with the mixed reality view, of a VisionPro. Now, it would be really cool to change only the color, or make some specific parts of the dragon skin shimmer, but only in the areas where a person is looking. Is this possible ? Is it do-able with eye-tracking of VisionPro ?
Any advice would be appreciated. 🤝 🤓 I am new to iOS and VisionOS development.
Topic:
Spatial Computing
SubTopic:
General
So I am exporting a .usdc file from blender that already has some morph animations. The animations play well in blender but when I export I cannot seem to play them in RealityKit or RCP.
Entity.availableAnimations is an empty array.
Not of the child objects in the entity hierarchy has an animation library component with it.
Maybe I am exporting it wrong but I tried multiple combinations but doesn't seem to work.
Here are my export settings in blender
The original file I purchased is an FBX file that has the animation but when I try to directly get it in RealityConverter it doesn't seem to play animations.
Topic:
Spatial Computing
SubTopic:
General
Tags:
Reality Converter
RealityKit
Reality Composer Pro
visionOS
Can an app made with the Room Plan API be used on iPhones without LIDAR? If so, how much accuracy would be lost compared to iPhones with LIDAR?
If not, is there an API similar to RoomPlan that works on iPhones without LiDAR?
Hi, I'm working on a VisionOS app and would like to integrate Background Assets to download large files after the app is installed.
I'm wondering what would happen if the user takes off the headset while a background asset is being downloaded. Would it continue downloading or would the download be stopped/paused?
I was looking for a way to download large assets while the user is not wearing the Vision Pro, is there any other alternative?
Thanks in advance.
SpatialEventGesture Not Working to Show Hidden Menu in Immersive Panorama View - visionOS
Problem Description
I'm developing a Vision Pro app that displays 360° panoramic photos in a full immersive space. I have a floating menu that auto-hides after 5 seconds, and I want users to be able to show the menu again using spatial gestures (particularly pinch gestures) when it's hidden.
However, the SpatialEventGesture implementation is not working as expected. The menu doesn't appear when users perform pinch gestures or other spatial interactions in the immersive space.
Current Implementation
Here's the relevant gesture detection code in my ImmersiveView:
import SwiftUI
import RealityKit
struct ImmersiveView: View {
@EnvironmentObject var appModel: AppModel
@Environment(\.openWindow) private var openWindow
var body: some View {
RealityView { content in
// RealityView content setup with panoramic sphere...
let rootEntity = Entity()
content.add(rootEntity)
// Load panoramic content here...
}
// Using SpatialEventGesture to handle multiple spatial gestures
.gesture(
SpatialEventGesture()
.onEnded { eventCollection in
// Check menu visibility state
if !appModel.isPanoramaMenuVisible {
// Iterate through event collection to handle various gestures
for event in eventCollection {
switch event.kind {
case .touch:
print("Detected spatial touch gesture, showing menu")
showMenuWithGesture()
return
case .indirectPinch:
print("Detected spatial pinch gesture, showing menu")
showMenuWithGesture()
return
case .pointer:
print("Detected spatial pointer gesture, showing menu")
showMenuWithGesture()
return
@unknown default:
print("Detected unknown spatial gesture: \(event.kind)")
showMenuWithGesture()
return
}
}
}
}
)
// Keep long press gesture as backup
.simultaneousGesture(
LongPressGesture(minimumDuration: 1.5)
.onEnded { _ in
if !appModel.isPanoramaMenuVisible {
print("Detected long press gesture, showing menu")
showMenuWithGesture()
}
}
)
}
private func showMenuWithGesture() {
if !appModel.isPanoramaMenuVisible {
appModel.showPanoramaMenu()
if !appModel.windowExists(id: "PanoramaMenu") {
openWindow(id: "PanoramaMenu", value: "menu")
}
}
}
}
What I've Tried
Multiple SpatialTapGesture approaches: Originally tried using multiple .gesture() modifiers with SpatialTapGesture(count: 1) and SpatialTapGesture(count: 2), but realized they override each other.
SpatialEventGesture implementation: Switched to SpatialEventGesture to handle multiple event types (.touch, .indirectPinch, .pointer), but pinch gestures still don't trigger the menu.
Added debugging: Console logs show that the gesture callbacks are never called when performing pinch gestures in the immersive space.
Backup LongPressGesture: Added a simultaneous long press gesture as backup, which also doesn't work consistently.
Expected Behavior
When the panorama menu is hidden (after 5-second auto-hide), users should be able to:
Perform a pinch gesture (indirect pinch) to show the menu
Tap in space to show the menu
Use other spatial gestures to show the menu
Questions
Is SpatialEventGesture the correct approach for detecting gestures in a full immersive RealityView?
Are there any special considerations for gesture detection when the RealityView contains a large panoramic sphere that might be intercepting gestures?
Should I be using a different gesture approach for visionOS immersive spaces?
Is there a way to ensure gestures work even when the RealityView content (panoramic sphere) might be blocking them?
Environment
Xcode 16.1
visionOS 2.5
Testing on Vision Pro device
App uses SwiftUI + RealityKit
Any guidance on the proper way to implement spatial gesture detection in visionOS immersive spaces would be greatly appreciated!
Additional Context
The app manages multiple windows and the gesture detection should work specifically when in the immersive panorama mode with the menu hidden.
Thank you for any help or suggestions!
Hello everyone
I would like to create my own spatial video on my Apple Vision Pro. According to all the documentation from Apple, this requires two camera angles that enhance the spatial perception. I have purchased the Enterprise license with main camera access for this purpose. However, this only gives me access to the left main camera of the glasses. Is there a way to access the right camera as well? Or is the one camera image enough to create a spatial video by splitting the image, for example?
I am open to any help and ideas. My goal is to create the video with the cameras on the glasses, not externally.
Hello,
I'm trying to view the components of an Entity I'm creating in RealityKit by reading from a USDZ file. I have the following code snippet in my app.
if let appleEntity = try? Entity.loadModel(named: "apple_tile") {
let c = appleEntity.components
for comp in c { // <- compiler error here
print(comp)
}
}
The compiler error I'm receiving says "For-in loop requires 'Entity.ComponentSet' to conform to 'Sequence'". However, I thought this was the case, according to the documentation for Entity.ComponentSet?
Curious if anyone else has had this problem. Running XCode 15.4, and my Swift version is
xcrun swift -version
swift-driver version: 1.90.11.1 Apple Swift version 5.10 (swiftlang-5.10.0.13 clang-1500.3.9.4)
Target: x86_64-apple-macosx14.0