I am trying to create an object in immersive space that is partially transparent (~50% opacity). I have implemented this in a few different ways including creating a model entity and setting its opacity component to 0.5, and creating a custom material with blending set to a transparent opacity of 0.5. These both work partially, as they behaved as intended for many cases, but seemingly randomly would act like occlusion material and block any other immersive content behind them, showing the real world instead.
Some notes: I am using RealityKit to render the semi-transparent object and an opaque object that is behind the semi-transparent object. I am using VisionOS 2.1, and am updating the location of the semi-transparent object often. Both objects are ModelEntities.
I would appreciate any guidance on how to implement this. Please let me know if there are any other questions.
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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In several visionOS apps, we readjust our scenes to the user's eye level (their heads). But, we have encountered issues whereby the WorldTrackingProvider returns bad/incorrect positions for the first x number of frames.
See below code which you can copy paste in any Immersive Space. Relaunch the space and observe the numberOfBadWorldInfos value is inconsistent.
a. what is the most reliable way to get the devices's position?
b. is this indeed a bug?
c. are we using worldInfo improperly?
d. as a workaround, in our apps we set to 10 the number of frames to let pass before using worldInfo, should we set our threshold differently?
import ARKit
import Combine
import OSLog
import SwiftUI
import RealityKit
import RealityKitContent
let SUBSYSTEM = Bundle.main.bundleIdentifier!
struct ImmersiveView: View {
let logger = Logger(subsystem: SUBSYSTEM, category: "ImmersiveView")
let session = ARKitSession()
let worldInfo = WorldTrackingProvider()
@State var sceneUpdateSubscription: EventSubscription? = nil
@State var deviceTransform: simd_float4x4? = nil
@State var numberOfBadWorldInfos = 0
@State var isBadWorldInfoLoged = false
var body: some View {
RealityView { content in
try? await session.run([worldInfo])
sceneUpdateSubscription = content.subscribe(to: SceneEvents.Update.self) { event in
guard let pose = worldInfo.queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) else {
return
}
// `worldInfo` does not return correct values for the first few frames (exact number of frames is unknown)
// - known SO: https://stackoverflow.com/questions/78396187/how-to-determine-the-first-reliable-position-of-the-apple-vision-pro-device
deviceTransform = pose.originFromAnchorTransform
if deviceTransform!.columns.3.y < 1.6 {
numberOfBadWorldInfos += 1
logger.warning("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)")
} else {
if !isBadWorldInfoLoged {
logger.info("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)")
}
isBadWorldInfoLoged = true // stop logging.
}
}
}
}
}
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model.
When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same.
Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5.
I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
The goal is to achieve precise joint tracking for clinical assessment. The Doctor is wearing the AVP and observing the Patients movement.
Do you have any recommended best practices for integrating real-time joint tracking and displaying them on the patient within visionOS?
We attempted to use VNHumanBodyPose3DObservation, which theoretically should work, but we are unable to display the detected joints in an Immersive Space for real-time validation. This makes it difficult for the doctor to ensure accurate tracking and if possible a photo or video of the Range of Motion assessment would be needed for the patient record.
Are there alternative methods to achieve precise real-time joint tracking without requiring main camera access (com.apple.developer.arkit.main-camera-access.allow)?
Hello, I'm struggling trying to interact with a RealityKit entity nested (or at least visually nested) in a second one.
I think I've the same issue as mentioned on this StackOverflow post, but I can't manage to reproduce the solution. https://stackoverflow.com/questions/79244424/how-to-prioritize-a-specific-entity-when-collision-boxes-overlap-in-realitykit
What I'd like to achieve is to translate the red box using a DragGesture, while still be able to interact using a TapGesture on the sphere. Currently, I can only do one at a time.
Does anyone know the solution?
extension CollisionGroup {
static let parent: CollisionGroup = CollisionGroup(rawValue: 1 << 0)
static let child: CollisionGroup = CollisionGroup(rawValue: 1 << 1)
}
struct ImmersiveView: View {
var body: some View {
RealityView { content in
let boxMesh = MeshResource.generateBox(size: 0.35)
let boxMaterial = SimpleMaterial(color: .red.withAlphaComponent(0.25), isMetallic: false)
let boxEntity = ModelEntity(mesh: boxMesh, materials: [boxMaterial])
let sphereMesh = MeshResource.generateSphere(radius: 0.05)
let sphereMaterial = SimpleMaterial(color: .blue, isMetallic: false)
let sphereEntity = ModelEntity(mesh: sphereMesh, materials: [sphereMaterial])
content.add(sphereEntity)
content.add(boxEntity)
boxEntity.components.set(InputTargetComponent())
boxEntity.components.set(
CollisionComponent(
shapes: [ShapeResource.generateBox(size: SIMD3<Float>(repeating: 0.35))],
isStatic: true,
filter: CollisionFilter(
group: .parent,
mask: .parent.subtracting(.child)
)
)
)
sphereEntity.components.set(InputTargetComponent())
sphereEntity.components.set(HoverEffectComponent())
sphereEntity.components.set(
CollisionComponent(
shapes: [ShapeResource.generateSphere(radius: 0.05)],
isStatic: true,
filter: CollisionFilter(
group: .child,
mask: .child.subtracting(.parent)
)
)
)
}
}
}
I am using AccessoryTrackingProvider from ARKit to get the transform of the PSVR2 controller via originFromAnchorTransform of the AccessoryAnchor. I also am trying to use AnchorEntity on the controller using RealityKit
However, none of the three options for Accessory.LocationName, which should be used to define the AnchorEntity target, seem to match the position on the controller which is being sent from ARKit.
The picture attached is showing two transforms:
RealityKit - using .gripSurface to define the AnchoringComponent.Target.accesssory location.
ARKit - using originFromAnchorTransform for AccessoryTrackingProvider.
They are not aligned at the same point.
As for the other options of Accessory.LocationName, using .aim is located at the tip of the controller and .grip is the same position as .gripSurface but with a different orientation.
I am wondering why there is not an option for Accessory.LocationName that actually matches the transform captured by ARKit?
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!
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!
Hello,
Thank you for your time. I have a question regarding visionOS app development.
When placing a SwiftUI TextField inside RealityView.attachments, we found that focusing on the field does not bring up the virtual keyboard in front of the user. Instead, the keyboard appears around the user’s lower abdomen area.
However, when placing the same TextField in a regular SwiftUI layer outside of RealityView, the keyboard appears in the correct position as expected. This suggests that the issue is specific to RealityView.attachments.
We are currently exploring ways to have the virtual keyboard appear directly in front of the user when using TextField inside RealityViewAttachments. If there is any method to explicitly control the keyboard position or any known workarounds—including alternative UI approaches—we would greatly appreciate your guidance.
Best regards,
Sadao Tokuyama
My ARViewContainer code is not working. I don't know how to debug the issue and I don't know or see where my results is going to. I need help to resolve this issue. please help debug. See code below:
Hi! I have been struggling with this for a little while and most of what I've found has not helped much. I hope to find more success here.
Essentially, I have a model I've made in Blender. I rigged it using Auto Rig Pro, and I've also used ARP to add a Mixamo animation to it. That all works fine in Blender. However, when I try to import this model into RCP, I don't get the animation. The "default subtree animation" is completely empty. I attribute this to my lack of experience in this field but here's what I've attempted thus far:
Pushing the Mixamo keyframes into an NLA strip. I'm pretty sure this is the correct line of action, but I'm definitely not doing something right.
Baking the animation (?)
I've made sure that I have animation checked when I export the model!
Any ideas or reference projects would be lovely. I haven't really found much that has pushed me in the right direction. This project is, unfortunately, kind of time sensitive, so I would appreciate help ASAP. Thank you and let me know if I can add anymore context!
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.
Hi everyone,
I'm creating an educational App that allows doing computational design in an immersive environment with the Vision Pro. The App is free and can be found here:
https://apps.apple.com/us/app/arcade-topology/id6742103633
The problem I have is that the mesh of voxels I currently create use ModelEntity and I recently read that this is horrible for scalability. I already start to see issues when I try to use thousands of voxels. I also read somewhere that I should then take advantage of GPUs and use metal to that end. I was wondering if someone could point me to a tutorial or article that discusses this. In essence, I need to create a 3D voxel mesh, and those voxels have to update their opacity within an iterative loop.
Thanks!
—Alejandro
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
Hello,
I am experimenting with Unity to develop a mixed reality (MR) application for visionOS. I would like to understand the best approach for structuring my project:
Should I build the entire experience in Unity (both Windows and Volumes)?
Or is it better to create only certain elements (e.g., Volumes) in Unity while managing Windows separately in Xcode?
Also, how well do interactions (e.g pinch, grab…) created in Unity integrate with Xcode?
If I use the PolySpatial plugin, does that allow me to manage all interactions entirely within Unity, or would I still need to handle/integrate part of it in Xcode?
What's worked best for you? Please let me know if you have any recommendations, Thanks!
Topic:
Spatial Computing
SubTopic:
General
Tags:
Vision
Reality Composer Pro
visionOS
iPad and iOS apps on visionOS
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.
I’ve submitted the following feedback:
FB13820942 (List Outline View Not Using Accent Color on Disclosure Caret for visionOS)
I’d appreciate help on this to see if I’m doing something wrong or indeed it’s the way visionOS currently works and it’s a suggested feedback.
I've been using the MacOS XCode Reality Composer to export interactive .reality files that can be hosted on the web and linked to, triggering QuickLook to open the interactive AR experience.
That works really well.
I've just downloaded XCode 15 Beta which ships with the new Reality Composer Pro and I can't see a way to export to .reality files anymore. It seems that this is only for building apps that ship as native iOS etc apps, rather than that can be viewed in QuickLook.
Am I missing something, or is it no longer possible to export .reality files?
Thanks.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
QuickLook
Reality Composer
Reality Composer Pro
Hello
RemoteDeviceIdentifier returns nil and therefore it crashes the HoverEffect sample project.
I have vision26 beta 2 on both devices
what the correct method of running this code sample ?
Since only the user can take a screenshot using the Apple Vision Pro's top buttons, the only workaround available to an immersive app that needs a screenshot to document the user's creative interior design choices is
ask the user to take a screenshot
wait until the user taps a button indicating the screenshot has been taken
then the app asks the user to select the screenshot when the app opens the PhotoPicker
when the user presses Done, the screenshot is handed off to the app.
One wonders why there is no Apple Api for doing this in a simple privacy protective way such as:
When called, the Apple api captures the screenshot in Apple secured memory
The api displays the screenshot to the user with appropriate privacy warnings and asks if the user wants to
a. share this screenshot with the app, or
b. cancel,
c. retake the screenshot
If the user approves, the app receives the screenshot