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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Launching a timeline on a specific model via notification
Hello! I’m familiar with the discussion on “Sending messages to the scene”, and I’ve successfully used that code. However, I have several instances of the same model in my scene. Is it possible to make only one specific model respond to a notification? For example, can I pass something like RealityKit.NotificationTrigger.SourceEntity in userInfo or use another method to target just one instance?
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May ’25
Tracking multiple ImageAnchor simultaneously on VisionOS
Using the example code posted here: https://developer.apple.com/documentation/visionOS/tracking-images-in-3d-space I can register multiple ReferenceImage s with a ImageTrackingProvider, but only one updates at a time - to have realtime updating, I can only have one ImageAnchor in my field of view at a time. Is it possible to track multiple imageAnchors at the same time in the same field of view? As in having several ImageAnchor's tracked and entities updated to the transforms of the anchor in the same frame/moment from the Apple Vision Pro?
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Nov ’25
How to update TextureResource with MTLTexture?
Hi I have a monitoring app, that will take input video from uvc and process it using Metal, and eventually get a MTLTexture. The problem I'm facing is I have to convert MTLTexture to CGImage then call TextureResource.replace, which is super slow. Metal processing speed is same as input frame rate(50pfs), but MTLTexture -> CGImage -> TextureResource only got 7fps... Is there any way I can make it faster?
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Oct ’25
Bouncy ball in RealityKit - game
I'm developing a VisionOS app with bouncing ball physics and struggling to achieve natural bouncing behavior using RealityKit's physics system. Despite following Apple's recommended parameters, the ball loses significant energy on each bounce and doesn't behave like a real basketball, tennis ball, or football would. With identical physics parameters (restitution = 1.0), RealityKit shows significant energy loss. I've had to implement a custom physics system to compensate, but I want to use native RealityKit physics. It's impossible to make it work by applying custom impulses. Ball Physics Setup (Following Apple Forum Recommendations) // From PhysicsManager.swift private func createBallEntityRealityKit() -> Entity { let ballRadius: Float = 0.05 let ballEntity = Entity() ballEntity.name = "bouncingBall" // Mesh and material let mesh = MeshResource.generateSphere(radius: ballRadius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: .cyan) material.roughness = .float(0.3) material.metallic = .float(0.8) ballEntity.components.set(ModelComponent(mesh: mesh, materials: [material])) // Physics setup from Apple Developer Forums let physics = PhysicsBodyComponent( massProperties: .init(mass: 0.624), // Seems too heavy for 5cm ball material: PhysicsMaterialResource.generate( staticFriction: 0.8, dynamicFriction: 0.6, restitution: 1.0 // Perfect elasticity, yet still loses energy ), mode: .dynamic ) ballEntity.components.set(physics) ballEntity.components.set(PhysicsMotionComponent()) // Collision setup let collisionShape = ShapeResource.generateSphere(radius: ballRadius) ballEntity.components.set(CollisionComponent(shapes: [collisionShape])) return ballEntity } Ground Plane Physics // From GroundPlaneView.swift let groundPhysics = PhysicsBodyComponent( massProperties: .init(mass: 1000), material: PhysicsMaterialResource.generate( staticFriction: 0.7, dynamicFriction: 0.6, restitution: 1.0 // Perfect bounce ), mode: .static ) entity.components.set(groundPhysics) Wall Physics // From WalledBoxManager.swift let wallPhysics = PhysicsBodyComponent( massProperties: .init(mass: 1000), material: PhysicsMaterialResource.generate( staticFriction: 0.7, dynamicFriction: 0.6, restitution: 0.85 // Slightly less than ground ), mode: .static ) wall.components.set(wallPhysics) Collision Detection // From GroundPlaneView.swift content.subscribe(to: CollisionEvents.Began.self) { event in guard physicsMode == .realityKit else { return } let currentTime = Date().timeIntervalSince1970 guard currentTime - lastCollisionTime > 0.1 else { return } if event.entityA.name == "bouncingBall" || event.entityB.name == "bouncingBall" { let normal = event.collision.normal // Distinguish between wall and ground collisions if abs(normal.y) < 0.3 { // Wall bounce print("Wall collision detected") } else if normal.y > 0.7 { // Ground bounce print("Ground collision detected") } lastCollisionTime = currentTime } } Issues Observed Energy Loss: Despite restitution = 1.0 (perfect elasticity), the ball loses ~20-30% energy per bounce Wall Sliding: Ball tends to slide down walls instead of bouncing naturally No Damping Control: Comments mention damping values but they don't seem to affect the physics Change in mass also doesn't do much. Custom Physics System (Workaround) I've implemented a custom physics system that manually calculates velocities and applies more realistic restitution values: // From BouncingBallComponent.swift struct BouncingBallComponent: Component { var velocity: SIMD3<Float> = .zero var angularVelocity: SIMD3<Float> = .zero var bounceState: BounceState = .idle var lastBounceTime: TimeInterval = 0 var bounceCount: Int = 0 var peakHeight: Float = 0 var totalFallDistance: Float = 0 enum BounceState { case idle case falling case justBounced case bouncing case settled } } Is this energy loss expected behavior in RealityKit, even with perfect restitution (1.0)? Are there additional physics parameters (damping, solver iterations, etc.) that could improve bounce behavior? Would switching to Unity be necessary for more realistic ball physics, or am I missing something in RealityKit? Even in the last video here: https://stepinto.vision/example-code/collisions-physics-physics-material/ bounce of the ball is very unnatural - stops after 3-4 bounces. I apply custom impulses, but then if I have walls around the ball, it's almost impossible to make it look natural. I also saw this post https://developer.apple.com/forums/thread/759422 and ball is still not bouncing naturally.
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Nov ’25
ShaderGraphMaterial with Occlusion Surface Output fails to load on iOS and macOS
A ShaderGraphMaterial with an Occlusion Surface Output generated with RealityComposer 2 fails to load on iOS 18 and macOS 15 with the following error: RealityFoundation.ShaderGraphMaterial.LoadError.invalidTypeFound (https://developer.apple.com/documentation/realitykit/shadergraphmaterial/loaderror/invalidtypefound) This happens with both https://developer.apple.com/documentation/shadergraph/realitykit/occlusion-surface-(realitykit) and https://developer.apple.com/documentation/shadergraph/realitykit/shadow-receiving-occlusion-surface-(realitykit) RealityView { content in do { let bgEntity = ModelEntity(mesh: .generateCone(height: 0.5, radius: 0.1), materials: [SimpleMaterial(color: .red, isMetallic: true)]) bgEntity.position.z = -0.2 content.add(bgEntity) let occlusionMaterial = try await ShaderGraphMaterial(named: "/Root/OcclusionMaterial", from: "OcclusionMaterial") let testEntity = ModelEntity(mesh: .generateSphere(radius: 0.4), materials: [occlusionMaterial]) content.add(testEntity) content.cameraTarget = testEntity } catch { print("Shader Graph Load Error:") dump(error) } } .realityViewCameraControls(.orbit) .edgesIgnoringSafeArea(.all) Feedback ID: FB15081296
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1.4k
Nov ’25
visualBounds ignores TextComponents set for Entity. Workarounds?
After adding TextComponents to my Entities on visionOS, I have observed that visualBounds will ignore the TextComponents. Documentation states that it should render a rounded rectangle mesh. These mashes are visible on the device, but not visible in the debugger ("Capture Entity Hierarchy") and ignored by visualBounds. Am I missing something? static func makeDirection(_ direction: Direction) -> Entity { let text = Entity() text.name = direction.rawValue text.setScale(SIMD3(repeating: 5), relativeTo: nil) text.transform.rotation = direction.rotation text.components.set(direction.textComponent) return text } My workaround is to add a disabled ModelEntity and take its bounds 😬
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Dec ’25
MainActor attribute on RealityKit APIs is causing problems
Hello, A lot of the RealityKit APIs (Ex. LowLevelMesh, LowLevelTexture, etc.) are marked with MainActor so they needed to be accessed on the main thread. This creates issues when we need to perform expensive GPU related operations since now we need to perform those on the main thread. This results in bottlenecks and hangs in our application. We would like to use a multi-threaded approach to solve these problems which is difficult to do here. We are constantly streaming data whether the app is just appearing or the user is interacting with our application so we need to be able to perform these operations on a separate thread. Any advice on how to achieve this using RealityKit? Thank you.
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Mar ’25
Game Controller Input Limitations in visionOS Volumetric Windows - Need Clarification
Game Controller Input Limitations in visionOS Volumetric Windows Hello Apple Developer Community, I'm developing a game for visionOS and have encountered significant limitations with game controller input when using volumetric windows (WindowGroup with .volumetric style). I'd appreciate clarification on whether this is expected behavior and any guidance on best practices. 🧩 Issue Summary When using a DualSense controller with a volumetric window in visionOS, only a subset of controller inputs are available to the app. The remaining inputs appear to be reserved by the system for UI navigation. ✅ Working Inputs (Volumetric Window) D-Pad (all directions) L3 (left thumbstick button click) R3 (right thumbstick button click) Menu button Options button ❌ Not Working Inputs (Volumetric Window) Left thumbstick analog movement (used for UI scrolling instead) Right thumbstick analog movement (used for UI scrolling instead) Face buttons (Cross, Circle, Square, Triangle / A, B, X, Y) Shoulder buttons (L1, R1) Triggers (L2, R2) Key observation: When moving the left thumbstick in a volumetric window, the window's UI scrolls vertically instead of sending input to my app's GameController handlers. Similarly, face buttons seem to be reserved for system UI interactions. ⚙️ Implementation Details I'm using the standard GameController framework: Connect to controller via GCController.controllers() Access extendedGamepad profile Set up valueChangedHandler and pressedChangedHandler for all inputs Handlers confirmed registered via logging Working inputs (D-Pad, L3, R3) trigger immediately and consistently Non-working inputs (thumbsticks, face buttons) never trigger 🧠 Critical Finding: ImmersiveSpace Works Perfectly When testing the exact same code in an ImmersiveSpace (.mixed immersion style), all controller inputs work perfectly: ✅ Both thumbsticks provide full analog input ✅ All face buttons trigger their handlers ✅ All shoulder buttons and triggers work correctly ✅ 100% success rate with no intermittent issues This suggests the issue isn't with my code, but rather how visionOS handles controller input differently between Volumetric Windows and ImmersiveSpace. 🧪 Test Environment I created a minimal test project (Controller-Playground) to isolate the issue: A simple ControllerTester class that registers all GameController handlers A visual UI showing real-time input state No game logic, RealityKit physics, or other complexity Results In volumetric window: Only D-Pad, L3, R3, Menu, Options work In ImmersiveSpace: All inputs work perfectly This confirms the limitation exists at the visionOS platform level, not in app code. 🧰 Attempted Workarounds I tried the following without success: Setting GCSupportsControllerUserInteraction = false in Info.plist Setting UIRequiresFullScreen = true Changing window styles (.plain, .volumetric) Polling vs. handler-based input approaches Various threading models (MainActor, separate thread) Result: The only way to enable full controller support is to switch to ImmersiveSpace. ❓ Questions for Apple Is this input reservation behavior in volumetric windows intended and documented? Are game controllers expected to have limited functionality in volumetric windows while full functionality is reserved for ImmersiveSpace? Is there a way to request full controller input access in a volumetric window, or is ImmersiveSpace the only option for complete controller support? Where can I find official documentation about controller input differences between window types? Are there any APIs or configuration options to disable system controller shortcuts in volumetric windows? 🎯 Impact This limitation has a significant effect on game design and architecture: Volumetric windows offer a multitasking-friendly, less immersive experience ImmersiveSpace provides full controller support but may be more immersive than some games require Games that only need basic D-Pad and button input can work fine in volumetric windows Games requiring analog sticks or face buttons must currently use ImmersiveSpace It would be very helpful if Apple could clarify or reference existing documentation regarding controller input handling in different visionOS window types. If such documentation doesn't exist yet, it might be valuable to include this information in future developer guides or best-practice documents. 🕹 Current Workaround For now, I'm using: D-Pad for character movement (digital 8-direction) R3 (right stick click) as a substitute for the "X" button This setup allows the game to function within a volumetric window, though full controller support still requires ImmersiveSpace. 📄 Request If this is expected behavior, I may have simply missed the relevant documentation — could you please point me to any existing resources that explain this design? If there isn't one yet, it would be great if future visionOS documentation could: Clearly outline controller input behavior across window types Provide guidance on when to use Volumetric Windows vs. ImmersiveSpace for games Consider adding an API option to request full controller access when appropriate If this is not expected behavior, I'm happy to file a detailed bug report with sample code. 💻 System Information visionOS: Latest Simulator Xcode: Latest version Controller: Sony DualSense Framework: GameController (standard extendedGamepad profile) Test project: Minimal reproducible example available Thank you for any clarification or guidance you can provide. This information would be valuable for many developers working on visionOS games.
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Oct ’25
Why VideoMaterial can't show transparency on Apple Vision Pro
https://developer.apple.com/documentation/realitykit/videomaterial The documentation: "Video materials support transparency if the source video’s file format also supports transparency." I have a transparency video(Hand.mov, HEVC with alpha), I can show the video with transparency background correctly on Vision Pro Simulates, but on physic Device the video has a black background. I'm sure the video format is ok because I can see get the texture from video and display it on an UnlitMaterial. How can I show the transparency video correctly with the RealityKit/VideoMaterial?
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Dec ’25
Looking for a way to implement the video display effect in Apple's 'Spatial Gallery'
Hi guys, I noticed that Apple created a really engaging visual effect for browsing spatial videos in the app. The video appears embedded in glass panel with glowing edges and even shows a parallax effect as you move around. When I tried to display the stereo video using RealityView, however, the video entity always floats above the panel. May I ask how does VisionOS implement this effect? Is there any approach to achieve this effect or example code I can use in my own code. Thanks!
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Jun ’25
Is ARGeoTrackingConfiguration always more accurate than ARWorldTrackingConfiguration for world scale AR?
We are working on a world scale AR app that leverages the device location and heading to place objects in the streets, so that they are correctly and stably anchored to certain locations. Since the geo-tracking imagery is only available in certain cities and areas, we are trying to figure out how to fallback when geo-tracking is not available as the device move away, to still retain good AR camera accuracy. We might need to come up with some algorithm using the device GPS, to line up the ARCamera with our objects. Question: Does geo-tracking always provide greater than or equal to the accuracy of world tracking, for a GPS outdoor AR experience? If so, we can simply use the ARGeoTrackingConfiguration for the entire time, and rely on the ARView keeping itself aligned. Otherwise, we need to switch between it and ARWorldTrackingConfiguration when geo-tracking is not available and/or its accuracy is low, then roll our own algorithm to keep the camera aligned. Thanks.
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Oct ’25
Xcode Cloud builds don't work with *.usdz files in a RealityComposer package
In courses like Compose interactive 3D content in Reality Composer Pro Realitykit Engineers recommended working with Reality Composer Pro to create RealityKit packages to embed in our Realitykit Xcode projects. And, comparing the workflow to Unity/Unreal, I can see the reasoning since it is nice to prepare scenes/materials/assets visually. Now when we also want to run a Xcode Cloud CI/CD pipeline this seems to come into conflict: When adding a basic *.usdz to the RealityKitContent.rkassets folder, every build we run on Xcode cloud fails with: Compile Reality Asset RealityKitContent.rkassets ❌realitytool requires Metal for this operation and it is not available in this build environment I have also found this related forum post here but it was specifically about compiling a *.skybox.
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Sep ’25
Does Apple Spatial Audio Format documentation exist
The WWDC25 video and notes titled “Learn About Apple Immersive Video Technologies” introduced the Apple Spatial Audio Format (ASAF) and codec (APAC). However, despite references throughout on using immersive video, there is scant information on ASAF/APAC (including no code examples and no framework references), and I’ve found no documentation in Apple’s APIs/Frameworks about its implementation and use months on. I want to leverage ambisonic audio in my app. I don’t want to write a custom AU if APAC will be opened up to developers. If you read the notes below along with the iPhone 17 advertising (“Video is captured with Spatial Audio for immersive listening”), it sounds like this is very much a live feature in iOS26. Anyone know the state of play? I’m across how the PHASE engine works, which is unrelated to what I’m asking about here. Original quote from video referenced above: “ASAF enables truly externalized audio experiences by ensuring acoustic cues are used to render the audio. It’s composed of new metadata coupled with linear PCM, and a powerful new spatial renderer that’s built into Apple platforms. It produces high resolution Spatial Audio through numerous point sources and high resolution sound scenes, or higher order ambisonics.” ”ASAF is carried inside of broadcast Wave files with linear PCM signals and metadata. You typically use ASAF in production, and to stream ASAF audio, you will need to encode that audio as an mp4 APAC file.” ”APAC efficiently distributes ASAF, and APAC is required for any Apple immersive video experience. APAC playback is available on all Apple platforms except watchOS, and supports Channels, Objects, Higher Order Ambisonics, Dialogue, Binaural audio, interactive elements, as well as provisioning for extendable metadata.”
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Sep ’25
RoomPlan Framework v2 - Stairs missing
Hello Community, I'm encountering an issue with the latest iOS 17 update, specifically related to RoomPlan version-2. In iOS 16, when using RoomPlan version-1, we were able to display stairs in our app. However, after upgrading to iOS 17 and implementing RoomPlan version-2, the stairs are no longer visible. Despite thorough investigation, I couldn't find any option within the code to show or hide stairs, or any other objects for that matter. It seems like a specific issue with the update rather than a coding error on our part. Has anyone else encountered a similar problem? If so, I would greatly appreciate any insights or solutions you might have. It's crucial for our app functionality to have stairs displayed accurately, and we're currently at a loss on how to address this issue. Thank you in advance for any assistance you can provide. Best regards
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1.2k
Sep ’25
Can´t find a DLL in a VisionOS app with Unity
Dear all, I´m using Unity 6.2 beta and Xcode 16.2. I´m creating a simple framework to use the text to speech functionality in VisionOS from unity. The framework is created in Swift. I create an objective-c wrapper with the following declarations: ... void _initTTS(int); ... I create the framework, import it in Unity and call the functions in a c# wrapper class. The code is as follows: public static class TTSPluginManager { [DllImport("TTS_Vision"] private static extern void _initTTS(int val); ... public static void Initialize() { #if UNITY_VISIONOS _initTTS(0); #else Debug.LogWarning("NativeTTS.Initialize called on a non-iOS platform. Ignoring."); #endif } } I have managed to compile and run the program in the Apple Vision Pro, but I keep on getting the following error: DllNotFoundException: TTS_Vision assembly: type: member:(null) TTSPluginManager.Initialize () (at Assets/Plugins/TTSPluginManager.cs:33) LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) (at Assets/AVRLecture/LecturePortalManager.cs:17) InkLoader.StartStory () (at Assets/AVRLecture/InkLoader.cs:24) InkLoader.Start () (at Assets/AVRLecture/InkLoader.cs:18) If I run the generated code from Xcode, I can see the app in the AVP, but I keep getting a loading error: DllNotFoundException: Unable to load DLL 'TTS_Vision'. Tried the load the following dynamic libraries: Unable to load dynamic library '/TTS_Vision' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/TTS_Vision, 0x0005): tried: '/TTS_Vision' (no such file) at TTSPluginManager.Initialize () [0x00000] in <00000000000000000000000000000000>:0 at LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) [0x00000] in <00000000000000000000000000000000>:0 I can see in the generated code that the framework (TTS_Vision) is there, but the path seems wrong. I've tried to add more options to the searched paths, with no success... Any hints or suggestions are much more appreciated.
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Sep ’25
SharePlay on the VisionOS with remote participants.
Hi everyone, I’m building a visualization app for VisionPro that uses SharePlay and GroupActivities to explore datasets collaboratively. I’ve successfully implemented the new SharedWorldAnchor feature, and everything works well with nearby, local participants. However, I’m stuck on one point: How can I share a world anchor with remote participants who join via FaceTime as spatial personas? Apple’s demo app (where multiple users move a plane model around) seems to suggest that this is possible. For context, I’m building an immersive app with Metal rendering. Any guidance or examples would be greatly appreciated! Thanks, Jens
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Sep ’25