The AR based app I am working on right now is experiencing an issue. Sometimes, the AR session fails with a call to my ARSessionObserver's session(_ session: ARSession, didFailWithError error: Error)
with the following error:
Error Domain=com.apple.arkit.error
Code=102 "Required sensor failed."
NSLocalizedFailureReason="A sensor failed to deliver the required input.,"
NSLocalizedRecoverySuggestion="Make sure that the application has the required privacy settings."
The underlying error seems to point to the CoreMotion framework:
Domain=CMErrorDomain
Code=102 "(null)
Some people seem to have experienced this issue and solved it by making sure that the Compass Calibration switch is ON in Settings > Privacy > Location Services > System Services.
For context, the ARWorldTrackingConfiguration.worldAlignment is set to .gravity
The thing is it is already ON when I experience this issue.
I also noticed that this issue happens way more often on the iPhone 16e than in any other device.
Has anyone had similar experiences? I am looking for a way to prevent this error from happening (ideally) or handling in a way that does not affect the user. Any help is appreciated
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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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.
Hello all, I saw this interesting VisionOS app: https://apps.apple.com/us/app/splitscreen-multi-display/id6478007837
I was wondering if there was any documentation on the Swift APIs that were used to create this app.
I want to select a sub model under a large model in a mixed space, and when I select this sub model, I will add a stroke to it, similar to the effect of selecting a model in Reality Composer Pro ,How to create entity strokes similar to this effect
Hi there
I'm using Reality Composer Pro to anchor virtual content to a .referenceobject. However moving the referenceobject quickly causes tracking to stop. (I know this is a limitation and I am trying to embrace it as a feature)
Is there a way to play a USDZ animation at the last known location, after detecting that the reference object is no longer tracked? is it possible to set this up in Reality Composer pro?
I'm trying to get the USDZ to play before the Virtual Content disappears (due to reference object not being located). So that it smooths out the vanishing of the content.
Nearly everything is set up in Reality Composer pro with my immersive.scene just adding virtual content to the reference object which anchors it in the RCP Scene, so my immersive view just does this -
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
& this
.onAppear {
appModel.immersiveSpaceState = .open
}
.onDisappear {
appModel.immersiveSpaceState = .closed
}
I have tried Using SpatialTracking & WorldTrackingProvider, but I'm still quite new to Swift and coding in general so im unsure how to implement in conjunction with my RCP scene and/or if this is the right way to go about it.
Also I have implemented this at the beginning of object tracking.
All I had to do was add a onAppear behavior to the object to play a USDZ and that works.
Doing it for disappearing (due to loss of reference object) seems to be a lot harder.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
ARKit
AR / VR
RealityKit
Reality Composer Pro
Hi Apple Developer Community,
I'm developing an eye-tracking application using ARKit's ARFaceTrackingConfiguration and ARFaceAnchor.blendShapes for gaze detection using Xcode. I'm experiencing several calibration and accuracy issues and would appreciate insights from the community.
Current Implementation
Using ARFaceAnchor.blendShapes (.eyeLookUpLeft, .eyeLookDownLeft, .eyeLookInLeft, .eyeLookOutLeft, etc.)
Implementing custom sensitivity curves and smoothing algorithms
Applying baseline correction and coordinate mapping
Using quadratic regression for calibration point mapping
Issues I'm Facing
1. Calibration Mismatch
Red dot position doesn't align with where I'm actually looking
Significant offset between intended gaze point and actual cursor position
Calibration seems to drift or become inaccurate over time
2. Extreme Eye Movement Requirements
Need to make exaggerated eye movements to reach screen edges/corners
Natural eye movements don't translate to proportional cursor movement
Difficulty reaching certain screen regions even with calibration
3. Sensitivity and Stability Issues
Cursor jitters or jumps around when looking at center
Too much sensitivity to micro-movements
Inconsistent behavior between calibration and normal operation
4. I also noticed that tracking on calibration screen as well as tracking on reading screen works better as expected when head movement is there, but I do not want much head movement. I want tracking with normal eye movement while reading an Ebook.
Primary Question: Word-Level Eye Tracking Feasibility
Is word-level eye tracking (tracking gaze as users read through individual words in an ebook) technically feasible with current iPhone/iPad hardware?
I understand that Apple's built-in eye tracking is primarily an accessibility feature for UI navigation. However, I'm wondering if the TrueDepth camera and ARKit's eye tracking capabilities are sufficient for:
Tracking natural reading patterns (left-to-right, line-by-line progression)
Detecting which specific words a user is looking at
Maintaining accuracy for sustained reading sessions (15-30 minutes)
Working reliably across different users and lighting conditions
Questions for the Community
Hardware Limitations: Are iPhone/iPad TrueDepth cameras capable of the precision needed for word-level tracking, or is this beyond current hardware capabilities?
Calibration Best Practices: What calibration strategies have worked best for accurate gaze mapping? How many calibration points are typically needed?
Reading-Specific Challenges: Are there particular challenges when tracking reading behavior vs. general gaze tracking?
Alternative Approaches: Are there better approaches than ARKit blend shapes for this use case?
Current Setup
Devices: iPhone 14 Pro
iOS Version: iOS 18.3
ARKit Version: Latest available
Any insights, experiences, or technical guidance would be greatly appreciated. I'm particularly interested in hearing from developers who have worked on similar eye tracking applications or have experience with the limitations and capabilities of ARKit's eye tracking features.
Thank you for your time and expertise!
I am still not finding resources to know how to replace hands in a full immersive Space.... I reached the goal by creating a ARKit session that can detect the USDZ hand mesh Joints and connect to the hand-tracked-joints.... but I feel that's not the best solution... I really want to use the RealityKit potential to track and replace hands (with USDZ skinned ones) in an immersive environment, but the only resources I found are from November 2023.... :(
Can someone help me?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
I am trying to loop my videoMaterial. I have researched the AXQueuePlayer and AVPlayerLooper and tried to implement them into my code.
Please see attached.
There are no errors showing up but the videoMaterial is no longer working.
Please see the attached for the working code that plays the videoMaterial.
I am stumped can anyone help me solve this?
Thank you.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
I like to compose an APN message. (using FCM)
what shall I do for it?
Topic:
Spatial Computing
SubTopic:
ARKit
First, I scan first room using the roomplan api. Because I need scan second room, I stop it by “captureSession.stop(pauseARSession: false)”, I think the Arsession is continue work at that time.
Second, before the another room will scan, I want to run another ARView. (in order to detect some objects which are not detected by Roomplan in first room)
But, at this time, the second ARView(there is an ARView in roomplan, I think) will always black screen, can’t normally work. This is the question I want to resolve. Please help me let the second ARView go well.
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!
I'm developing a custom gesture-based visionOS project that uses hand tracking with collision detection spheres on fingers to register user interactions through collision components. I'm experiencing a critical occlusion issue where collision detection spheres are intermittently occluded by the background/depth buffer, causing fingers to pass through the 3D model entities without registering interactions.
Detailed Description:
I have added 3D entities in an immersive scene with collision spheres attached to fingers for detecting user interactions.
Each sphere has:
CollisionComponent with sphere shape
Proper collision masks and groups configured
Real-time position updates from hand joint transforms
Each entity has:
InputTarget components to register collisions
The Issue:
When users move their fingers to the entity to interact, some collision spheres (particularly on the pinkie and ring fingers) become occluded and pass directly through the 3D model without triggering collision events.
Meanwhile, other fingers (like the index finger) continue to work correctly.
This appears to be a depth perception/z-buffer issue between the model entity and the hand tracking collision spheres
Questions:
Is there a recommended approach for maintaining consistent depth ordering between hand-tracking entities and 3D models in immersive spaces to prevent occlusion issues?
Should I be using AnchorEntities to anchor the entity to a plane or world position to establish a more stable depth reference?
Are there specific RenderingComponent or material settings that could help ensure collision entities maintain their depth priority and don't get occluded?
Could this be related to z-fighting when collision spheres and entity geometry occupy similar depth ranges? If so, what's the recommended depth bias approach?
Is there a better architectural approach for implementing interactions with custom hand gesture tracking that avoids these depth perception issues?
What Would Help:
Implementation guidance for ensuring reliable collision detection between hand-tracked entities through custom gestures and 3D models.
Best practices for depth management in immersive spaces with custom hand gesture tracking.
Sample code demonstrating stable hand-to-object interaction patterns.
Information about whether this is a known limitation or if there are specific APIs I should be leveraging
This issue is significantly impacting the reliability of our app experience, as users cannot consistently interact with all model components. Any guidance from Apple engineers or developers who have solved similar depth/occlusion challenges would be greatly appreciated.
Additional Context:
This is for a productivity-focused application where accuracy and reliability are critical.
Thank you for any assistance!
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
ARKit
Reality Composer
AR / VR
visionOS
I am using ARKit to detect image in visionPro. However I met some question about adding the reference image.
Some of my images can not be added correctly sometimes. (As you can see in the picture above, the 'orange' can not be added correctly, but the 'cup' can). However, sometimes they will be added without any problem. I do not know why it will happen. And I want they all be added steadily.
Anyone could share ideas or nodes setup to implement a gaussian blur on shader graph material, with a blur size parameter? Thanks!
I have an entity that was created using Mixamo, and it has an animation.
after the animation completes the mesh of the robot is not where the entity is positioned.
I want to do something like when the animation finishes, I set the root entity's transform to the mesh's transform. There are no transformations applied to any of the children of this root of the model, which means that the transformations are applied to the skeleton due the the playing of animations.
Is there a way where I can apply the final position of the root of the skeleton to the root entity to make sure to position the entity where the animation has ended just before the next animation plays?
Hi,
I'm looking to build something similar to the header blur in the App Store and Apple TV app settings. Does anyone know the best way to achieve this so that when there is nothing behind the header it looks the same as the rest of the view background but when content goes underneath it has a blur effect. I've seen .scrollEdgeEffect on IOS26 is there something similar for visionOS?
Thanks!
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 !!
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)
}
}
}
I work on motion capture systems for VTubing. I can't seem to find any information on gaining access to the Face Tracking features on iOS while developing for Vision OS.
I would love to bring VStreamer Live to Vision OS
Topic:
Spatial Computing
SubTopic:
ARKit
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.