I’m currently developing an app for visionOS and working with an ImmersiveSpace. I’ve noticed that the system automatically enforces a safety boundary at approximately 1.5 meters. If the user moves beyond this limit, the content fades out or the system reverts to Passthrough.
Is there any way to disable this boundary or extend its radius?
This app is currently in the experimental/verification phase, and it is intended to be run on a Vision Pro in Developer Mode. Since the primary goal is to test large-scale spatial interactions during development, I am looking for any way—including developer-specific settings or configurations—to bypass or expand this limit.
If there isn't a direct API to change the boundary size, are there any recommended workarounds for testing movement within large environments?
Any insights would be greatly appreciated!
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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?
At the moment the map kit APls only support non-volumetric maps (i.e. in a window or in a volume, but on a 2D surface).
Is support for 3D volumetric maps in VisionOS in the works? And if so when can we expect it to be available?
If I correctly understand, a new Enterprise API has been introduced In visionOS 26 allowing to fix windows to the user frame of reference, implementing a something like an "head up display", with the window tracking the user movements.
Is this API only available to enterprise applications, and if so is there a plan to make it available for every kind of app?
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.
When viewing an immersive space and I open a spatial photo in Quick Look, which hides the entire app interface to show the photo. Is there a memory limit? If the inmersive space is not active, the application keep the interface.
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
Hi Nathaniel,
I spoke with you yesterday in the WWDC lab. Thanks for chatting with me! Is it possible to get a link to a doc that has some key metrics I'd find in a RealityKit trace so I know if that metric is exceeding limits and probably causing a problem? Right now, I just see numbers and have no idea if a metric is high or low :). This is specifically for a VisionOS app.
Thanks,
Bob
In an earlier beta, BillboardComponent had rotationAxis and upDirection properties which allowed more fine-grained control of how an entity rotates towards the camera.
Currently, it is only possible to orient the z axis of the entity.
Looking at the robot in the documentation, the rotation of its z axis causes its feet to lift off the ground.
Before, it was possible to restrain the rotation to one axis (y, for example) so that the robot's feet stayed on the ground with
billboard.upDirection = [0, 1, 0]
billboard.rotationAxis = [0, 1, 0]
Is there an alternative way to achieve this? Are these properties (or similar) coming back?
I have been concentrating on developing the visionOS application. While I am currently quite familiar with RealityKit, CompositorServices has also captured my attention. I have not yet acquired knowledge of CompositorServices. Could you please clarify whether it is essential for me to learn CompositorServices? Additionally, I would appreciate it if you could provide insights into the advantages of RealityKit and CompositorServices.
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?
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 All,
We're a studio building an app and as part of a scene we have a 3D asset with a smoke particle emitter and a curved mesh that plays video. I notice that when the video alone is played or the particle effect alone is done then the scene works fine but the frame rate drops drastically when both are turned on.
How do I solve this because this is an important storytelling feature.
How can I renew visionOS Enterprise API?
I've spent so much time contacting Apple Developer Support. They said they don't know the renewal process either and are "checking with the internal operations team" - but it's been 2 months with no updates.
The official documentation (https://developer.apple.com/documentation/visionOS/building-spatial-experiences-for-business-apps-with-enterprise-apis#Request-the-entitlements) says:
"The license file comes with an expiration date, so you need to renew it before then to ensure your entitlements continue to function."
But it doesn't explain HOW to renew.
When I asked Apple Support about this, they told me:
"After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions."
But I never received any instructions when I was first approved, and I still don't know how to renew. There's also no direct way to contact the Enterprise API team.
Now my visionOS Enterprise API license has been expired for 2 months. I submitted a renewal request, but I still haven't heard anything back. Is it normal to take more than 2 months for approval? Any advice or shared experiences would be really helpful.
Thanks!
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
When I've made an animated UDSZ, at what framerate will the animation be rendered in QuickLook? Is it the same across all devices? (iPhone, Apple Vision Pro, etc.) and viewing environments? (QuickLook, inside an ARView, etc.)
Suppose I export my file at 30fps and the device draws at 60fps, does the device interpolate between frames automatically, animate at a lower frame rate, or play it at twice the speed? What if it were 24fps?
My primary concern with understanding frame rates is a bit of trouble I've had making perfectly looping animations. There always seems to be the slightest stutter between iterations.
Thanks in advance for any insights you're able to provide!
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
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