I have two RealityView: ParentView and When click the button in ParentView, ChildView will be shown as full screen cover, but the camera feed in ChildView will not be shown, only black screen.
If I show ChildView directly, it works with camera feed.
Please help me on this issue? Thanks.
import RealityKit
import SwiftUI
struct ParentView: View{
@State private var showIt = false
var body: some View{
ZStack{
RealityView{content in
content.camera = .virtual
let box = ModelEntity(mesh: MeshResource.generateSphere(radius: 0.2),materials: [createSimpleMaterial(color: .red)])
content.add(box)
}
Button("Click here"){
showIt = true
}
}
.fullScreenCover(isPresented: $showIt){
ChildView()
.overlay(
Button("Close"){
showIt = false
}.padding(20),
alignment: .bottomLeading
)
}
.ignoresSafeArea(.all)
}
}
import ARKit
import RealityKit
import SwiftUI
struct ChildView: View{
var body: some View{
RealityView{content in
content.camera = .spatialTracking
}
}
}
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 am working on an app that will allow a user to load and share their model files (usdz, usda, usdc). I'm looking at security options to prevent bad actors. Are there security or validation methods built into ARKit/RealityKit/CloudKit when loading models or saving them on the cloud? I want to ensure no one can inject any sort of exploit through these file types.
At a recent community meeting we were wondering how Apple creates this soft-edge effect around the occlusion cutouts. We see this effect on keyboard cutouts, iPhone cutouts, and in progressive spaces.
An example: Notice the soft edged around the occlusion cutout for the keyboard
One of our members created some Shader Graph materials to explore soft edges. These work by sending data into the opacity channel of the PreviewSurface node.
Unfortunately, the Occlusion Surface nodes lack any sort of input. If you know how to blend these concepts with RealityKit Occlusion, please let us know!
Is there any size guidance for the new WidgetKit integration on visionOS? The Widget HIG provides dimensions for all the widget size classes on iOS, iPadOS and watchOS, but has not been updated for visionOS.
https://developer.apple.com/design/human-interface-guidelines/widgets
My potential widget use case is image based, so I'm looking to better understand the optimal size, resolution etc I would need, particularly for the new visionOS specific extra large widget size.
I'm trying to develop an app that broadcasts what the user sees (priorly we were using main camera access) but now we'd like to investigate and try with this option.
I have set up the BroadcastExtension, I've added the picker, I click on my button, I can see my broadcast extension in the options list in the control center, once I click start, it stops after 1 second more or less.
I'm not able to get anything in the console from my Sample Handler (prints or logs or anything).
I can see however in the console.app some misleading information (one after the other):
[INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1333 Extension has passthrough license
[INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1336 Extension does not have passthrough license
We have the entreprise license, the capability and I did add the capability on the extension target as well.
In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets.
I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity.
In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging:
Low-complexity images are compressed more aggressively
The final packaged file size varies based on content complexity
Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment.
Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro?
Or any best practices to optimize .ktx sizes based on image complexity?
Thanks!
Can I apply .scrollInputBehavior(.enabled, for: .look) to a WebView (wrapped UIViewRepresentable) in a visionOS 26 app?
I tried it myself, but I couldn't do it, so I would like to know if there is any way to do this.
Best regards.
With iOS26 unveiled, has anyone noticed or found any changes related to RoomPlan?
I can't find anything myself, which is disappointing.
Has anyone found any improvements or changes?
I like to compose an APN message. (using FCM)
what shall I do for it?
Topic:
Spatial Computing
SubTopic:
ARKit
Problem Description:
I am developing an application that runs in the Shared Space on Apple Vision Pro using Unity. When using the UI ScrollView (Scroll View) component, I found that the Mask / RectMask2D does not function in the Shared Space.
Scrolling content is not masked or cropped; it extends beyond the view boundary and is displayed directly.
The same UI works correctly across platforms such as Unity Editor, iOS, and macOS, but the issue only occurs in the shared space of Vision Pro.
Reproduction steps:
Create a ScrollView in Unity.
Add a Mask or RectMask2D to the viewport.
Deploy the application to Apple Vision Pro and run it in Shared Space mode.
Sliding content will not be clipped by the mask, and the masked area is entirely ineffective.
Expected behavior:
The content of ScrollView should be properly clipped by Mask / RectMask2D and should not render outside the mask boundary.
Actual results:
In the shared space of Vision Pro, the mask is ineffective, causing scrolling content to extend beyond the designated area and resulting in severe UI distortion.
Environmental Information:
Device: Apple Vision Pro
Mode: Shared Space
Unity Version: 6000.0.40f1
visionOS version: visionOS 26.0
Unity PolySpatial Version: 2.0.4
Impact
This issue causes Unity UI to fail to display correctly on Vision Pro, preventing ScrollView from properly clipping content, which impacts the UI experience and interaction effects in practical applications.
Expected Result: When running a Unity app in the shared space of visionOS, the Mask / RectMask2D of ScrollView functions correctly
I'm developing an AR application for the iPad pro where the primary purpose is to overlay 3D design data on top of production parts. For alignment, we are using Vuforia (model targets) which work really well locally. The further the device is moved from the point of original alignment, we are seeing quite a bit of overlay error (drift?).
My primary questions are:
Are there any best practices to stabilize frame-to-frame tracking when using model targets? We are noticing drift as soon as the device starts moving (the drift appears to occur specifically in the direction the device is moving). After about 15 feet of movement, we are observing about 3-6" of overlay error
These use cases can be over 100 feet long. In order to reset drift, we understand we'll need multiple alignment points (model targets) along the way. Is there a standard/best practice for this? Ex: have a new alignment point every x-feet?
We are using plane anchors to set our alignment. Typically we attach it to the nearest plane; however, the anchor point can be very far away (the origin of the model, which often is not near where the virtual content is). Could this be the issue? The anchor is far from the plane that we attach it too. Would moving the anchor closer to the plane we attach it too improve stability? After a few steps, the plane we originally attach too will be out of FoV anyway.
Thanks in advance!
Topic:
Spatial Computing
SubTopic:
ARKit
I'm working on an iOS app using ARKit and RealityKit where I scan QR codes and want to place 3D models at the exact position of the QR code in the real world.
Is it possible to accurately place a 3D model at the exact position of a QR code in AR using ARKit and RealityKit? Specifically, I want the model to appear at the precise location where the QR code is detected, rather than just somewhere in the AR space.
If this is possible, could you point me in the right direction or recommend the best approach to achieve this?
Thank you for your help!
Hi,
I would like clarification on whether the new hover effects feature introduced in vision os 26 supported pinch gestures through the psvr 2 controllers.
In your sample application, I found that this was not working. Pulling the trigger on the controller whilst looking at the 3d object did not activate the hover effect spatial event in the sample application. (The object is showing the highlight though), only pinch clicking with my fingers seem to be registering/triggering the spatial event.
I am using Vision OS 26.3
This is inconsistent with how the psvr2 controller behaves on swift ui views and ui view elements, where the trigger press does count as a button click.
The sample I used was this one:
https://developer.apple.com/documentation/compositorservices/rendering_hover_effects_in_metal_immersive_apps
Hello!
I'm a developer of Ping Pong for Apple Vision Pro (Ping Pong Club). I'm experiencing an issues with collisions between ball and paddle. Sometimes the ball just unexpectedly flying away like it has been hit to hard.
I believe this is happening because hand anchors are jittering (ping pong paddle has hand anchor component) and at the time of collision unnecessary micro motion produced.
I've build a demo app to demonstrate that: https://drive.google.com/file/d/1gBh-DsXuVZdvDrrD7gJcbJ_hg7tvVKUV/view?usp=share_link
Video: https://drive.google.com/file/d/1poPbsJdBz87edqrWIfBt1eSVzfm5CTek/view?usp=sharing
Is there a way to add some threshold to prevent jittering?
Topic:
Spatial Computing
SubTopic:
ARKit
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
I am running a Spatial Rendering App template demo, it shows “No People Found ” “There is no one nearby to share with”.
How can I stream videos rendered by Mac to my vision pro
I am using macOS 26.0, visionOS 26, Xcode 26
Topic:
Spatial Computing
SubTopic:
General
Hello everyone, I'm a new developer and I'm still learning the foundations of Swift and SwiftUI while building my first app. Today I wanted to ask you how to implement AR Quixck Views inside my app. I wanna be able to dynamically preview AR objects in a dedicated view, however, I don't seem to have understood where and how to locate AR objects inside my project. I tried including them in the Assets folder of the project, or in the Recources folder, or within the main folder of my project alongside the MyAppApp.swift file. None of the methods I used seemed have worked in that none of the objects was ever located. I made sure to specify the path to the files every time, but somehow the location isn't recognized. I also tried giving no path so that the app would search for the files in their default location (which I apparently haven't grasped yet), but still my attempt failed. I don't have the code sample on me at the moment, but I will write a followup comment on this post to show you what I wrote in case anyone was interested in debugging my code. Meanwhile, if anyone would be so kind to point me at the support article or to comment below the sample code they used in their app, I would very much appreciate it, so that I can start debugging. Thank you for reading this, I appreciate you.
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.
Hi, I'm trying to place an object in front of AVPlayer that is docked in VideoDockingRegion, but when launched in immersive space, the video passes through the objects placed in front of. How do I make sure these objects are visible?
image for reference
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
ARKit
RealityKit
Reality Composer Pro
Shader Graph Editor
I work on a game where I use timeline animations in Reality Composer Pro.
The game runs in an immersive space, but can be paused where I then move the whole level root entity from the immersive space to another RealityView in a Window Group. When the player continues I do it exactly the other way around to move the level root from the window group back to my immersive space RealityView.
And it seems like all animations get automatically stopped and restarted when the scene gets changed. The problem is, it does not resume where it stopped before, it completely starts again from where it stopped and therefore, has for example a wrong y offset as visible in the picture.
For example in the picture, the yellow sphere loops the following animation:
0 to 100
100 to -100
-100 to 0
If I now pause the game (and basically switch scenes), the previous animation gets stopped and restarted at position y = 100. So now it loops:
100 to 200
200 to 0
0 to 100
I already tried all kind of setups - like:
Setting the animations relative to root, parent, local
Using behaviors (on Added to Scene, on Notification)
And finally even by accessing the availableAnimations directly and saving the playback controller of the animation
There I saw, if I manually trigger the following code before switching the scene, everything works as expected:
Button("Reset") {
animationPlaybackController.time = 0
animationPlaybackController.pause()
animationPlaybackController.stop(blendOutDuration: 0.00001)
}
But if I use time = 0 with .stop() directly, the time = 0 seems to be ignored and I get the same behavior as before that it stops in a wrong y offset, hence my assumption that animations get stopped and invalidated once they change the scene.
I tried to call the code manually on ImmersiveSpace.onDisappear, WindowGroup.onAppear and different kind of SceneEvents subscriptions, but unfortunately nothing worked.
So am I doing something wrong in general or is there a way to fix this?