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Reply to Look to Scroll
We can use scrollInputBehavior with the .look option From WWDC Session What’s new in visionOS var body: some View { ScrollView { HikeDetails() } .scrollInputBehavior(.enabled, for: .look) }
Topic: Spatial Computing SubTopic: General Tags:
Jul ’25
Reply to VisionOS26 PresentationComponent not working
Hey, I saw you comment on Step Into Vision too. I'm showing the presentation as a result of a tap gesture in my app. I'm not sure if just setting presentation.isPresented = true here is enough. You are essentially telling something to present before the component has been added. I have no idea if that should work. If you look again at the code from my devlog, I use the GestureComponent to call isPresented based on a user tap. I'm also using this in a volume. You're working in an immersive space. When I tried your code, I saw this error in the Xcode console. "Presentations are not currently supported in Immersive contexts." I thought these were supported, but maybe something has change in Beta 3.
Topic: Spatial Computing SubTopic: General Tags:
Jul ’25
Reply to GestureComponent does not support DragGesture
Just jumping in to confirm the issue that @eurobob reported. @Vision Pro Engineer suggested adding a minimalDistance, which works for me. There is something else that could be causing issues. As we know, an Entity can only have one instance of a component type assigned at a time. Add a GestureComponent with Gesture B will overwrite a GestureComponent with Gesture A. I don't see a clear way to add more than one Gesture to a GestureComponent. The docs for this one are essentially, so no help there. Is it possible to use this component with more than one gesture? struct Lab: View { var body: some View { RealityView { content in // Load an entity and set it up for input let subject = ModelEntity( mesh: .generateBox(size: 0.2, cornerRadius: 0.01), materials: [SimpleMaterial(color: .stepGreen, isMetallic: false)] ) subject.name = "Subject" subject.components.set(InputTargetComponent()) subject.components.set(HoverEffectComponent()) subject.components .set(CollisionComponent(shapes: [.generateBox(width: 0.2, height: 0.2, depth: 0.2)], isStatic: false)) // This works as long as this is the only gesture we use let gesture = DragGesture(minimumDistance: 0.001) .onChanged({ [weak subject] _ in print("Drag Gesture onChanged for \(subject!.name)") }) .onEnded({ [weak subject] _ in print("Drag Gesture onEnd for \(subject!.name)") }) let gestureComponent = GestureComponent(gesture) subject.components.set(gestureComponent) let tapGesture = TapGesture() .onEnded({ [weak subject] _ in print("Tap Gesture Works for \(String(describing: subject))") }) let gestureComponent2 = GestureComponent(tapGesture) subject.components.set(gestureComponent2) content.add(subject) } } } If I comment out the second gesture component, then the drag gesture works correctly
Topic: Graphics & Games SubTopic: RealityKit Tags:
Jul ’25
Reply to Bouncy ball in RealityKit - game
Regarding restitution 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. That is because I never set the restitution to a max value. The wood base in that example has a restitution of 1, but the highest value I used on the ball was 0.7. Energy Loss: Despite restitution = 1.0 (perfect elasticity), the ball loses ~20-30% energy per bounce You could set the restitution to 1.0 on both the balls AND the surface(s) they are bouncing on. This won't necessarily be realistic. The balls will essentially bounce infinitely. You'll have to slightly adjust the restitution on one or both of the entity types to make them feel a bit more natural. Of course, a lot will also depend on your mass and friction values.
Topic: Spatial Computing SubTopic: General Tags:
Jul ’25
Reply to Can we access a "Locked in Place" value when a window has been locked without being snapped to a surface?
@Vision Pro Engineer I'm not talking about interrupting or overriding scene restoration. I'm talking about adapting the window that the user is currently using with other visionOS and SwiftUI features. It terms of this request, I'd still like to understand why this would be better. I could imagine use cases in which someone might prefer to have your application locked in place, but not in the focus mode. This is about user choice. I want to give them the option. I'm not talking about limiting focus mode to locked windows only. But for a lot of uses, it would be a better user experience to auto-enable focus mode for locked windows. Without this the user has to (1) lock the window manually enable focus mode). Giving them the option to do both of these just by performing one action is better than always requiring them to do both. I can already deliver the experience that I want with the existing APIs for snapped windows. I want to provide the same experience for free, floating window. Regardless of intention, users will think about locked windows in exactly the same way they will think about snapped windows. The only difference between these two is one is bound to a surface and the other is free floating. Other than that, they should behave exactly the same. Without access to this value, they will always have to be treated differently.
Topic: Spatial Computing SubTopic: General Tags:
Jun ’25
Reply to Can we access a "Locked in Place" value when a window has been locked without being snapped to a surface?
@Vision Pro Engineer "Locking in a window in place shouldn't result in visual changes within your application" "so locking-in-place should not be special-cased" These are just your opinions though, and I disagree. I have valid uses where this would make sense. I described one of them in my earlier comment. I have an app where a certain type of window has what call "focus mode". With visionOS 26 window locking, I would like to enable focus mode for any locked window. Currently the user would have to lock the window, then use controls inside the window to enable focus mode. It would be better if I could offer them the option to enable focus mode when the window is locked. I don't understand why you're pushing back on this. It's a simple feature request for a value that we can already get for snapped windows. Why do you think we shouldn't be able to access the same value for unsnapped free floating windows?
Topic: Spatial Computing SubTopic: General Tags:
Jun ’25
Reply to Alternatives to SceneView
RealityKit and RealityView are my suggestions. I think you were on the right track with gestures + RealityView: I tried to add Gestures to the RealityView on iOS - loading USDZ 3D models worked but the gestures didn’t). We can use SwiftUI gestures with RealityKit entities. Things like TapGesture, DragGesture, etc. There is a bit of work needed to make these work with RealityKit. Load you model in a RealityView as an entity Add components to the entity: InputTargetComponent and CollisionComponent are both required to use system gestures with entities. The gesture code needs to target entities Example using targetedToAnyEntity. var tapExample: some Gesture { TapGesture() .targetedToAnyEntity() // 3. make sure to use this line to target entities .onEnded { value in if selected === value.entity { // If the same entity is tapped, lower it and deselect. selected?.position.y = 0 selected = nil } else { // Lower the previously selected entity (if any). selected?.position.y = 0 // Raise the new entity and select it. value.entity.position.y = 0.1 selected = value.entity } } }
Topic: Spatial Computing SubTopic: General Tags:
Jun ’25
Reply to Vision OS: HUD mode windows
@DTS Engineer is correct that DeviceAnchor is the way to go. You asked about having Windows track head movement. That isn't possible, but you can get pretty close to the behavior you are looking for by providing an attachment with the SwiftUI view, then using DeviceAnchor to move the attachment entity. Bonus: Use Billboard to make the attachment face the user head-on Use move(to) with a slight delay to make this attachment entity smoothly move with the user. This will create a sort of "rubber band" effect that is a lot more pleasing then a hud that is fixed in place. Fixed huds can feel both laggy and claustrophobic.
Topic: Spatial Computing SubTopic: General Tags:
Jun ’25
Reply to Issue: Closing Bounded Volume Never Re-Opens
I'm not working with Unity, but it sounds like a similar issue we have with native windows and volumes. visionOS will open the last opened "scene" † You may want to check with Unity support to see if they have bridged the APIs needed to manage scene state. If you have access to the Swift file that creates each window and volume, or the views at their root level, then you may be able to work with APIs like ScenePhase to monitor the status of scene scene type. I do this in one of my apps. The main content is in a volume, with a small utility window for editing. If the volumes gets closed, the utility window can notice the change and offer a means to reopen the volume. Read about scene phase: https://developer.apple.com/documentation/swiftui/scenephase Basic example of using scene phase to track the state of two windows: https://stepinto.vision/example-code/how-to-use-scene-phase-to-track-and-manage-window-state/ † scene in this case means Windows, Volumes, and Spaces, not 3D scene graphs
Topic: Spatial Computing SubTopic: General Tags:
Jun ’25
Reply to Launching a Unity fully immersive game from SwiftUI
I'm not working with Unity, so take this with a grain of salt. You might look at the info.plist to make sure it can open immersive spaces. Xcode sets this automatically when creating projects from one of the visionOS templates, but if you or Unity created the project manually, this may need to be added. This is what it looks like in a very simple app that can support multiple windows and immersive spaces. More info: https://developer.apple.com/documentation/BundleResources/Information-Property-List/UIApplicationSceneManifest/UISceneConfigurations/UISceneSessionRoleImmersiveSpaceApplication
Topic: Spatial Computing SubTopic: General Tags:
Jun ’25
Reply to visionos Create a window, set the window size, tilt angle, and position
A few tips for you. Placing windows We can set the default position of a new window. We can position them relative to other windows or use utility window. If you want to open a small window below the user, tilted up to face them, then you want .utility. Example WindowGroup(id: "Rocks") { Text("🪨🪨🪨") .font(.system(size: 48)) } .defaultSize(CGSize(width: 300, height: 100)) .defaultWindowPlacement { _, context in return WindowPlacement(.utilityPanel) } If you want to place window relative to another window, then you can do something like this // Main window WindowGroup { ContentView() } .defaultSize(width: 500, height: 500) WindowGroup(id: "YellowFlower") { Text("🌼") .font(.system(size: 128)) } .defaultSize(CGSize(width: 300, height: 200)) .defaultWindowPlacement { _, context in if let mainWindow = context.windows.first { return WindowPlacement(.leading(mainWindow)) } return WindowPlacement(.none) Unfortunately, as of visionOS 2, we can't move or position windows after they are already opened. The features above work once when we open a new window. Sizing windows You can control the default size like this WindowGroup(id: "YellowFlower") { YellowFlowerView() } .defaultSize(CGSize(width: 600, height: 600)) If you need more control, you can use .contentSize to make the window adapt to the size of the view/content. You can even adjust the size of the view and the window will adapt. WindowGroup(id: "YellowFlower") { YellowFlowerView() .frame(minWidth: 500, maxWidth: 700, minHeight: 500, maxHeight: 700) } .windowResizability(.contentSize) .defaultSize(CGSize(width: 600, height: 600)) Hope this helps!
Topic: Spatial Computing SubTopic: General Tags:
May ’25
Reply to Collision Detection Fails After Anchoring ModelEntity to Hand in VisionOS
By default, AnchorEntity and entities with Anchoring Component exist in their own physics space, so they don't collide with other physics objects. We can opt out of this by setting physicsSimulation to .none let handAnchor = AnchorEntity(.hand(.left, location: .palm), trackingMode: .continuous) // Add this line handAnchor.anchoring.physicsSimulation = .none handAnchor.addChild(box) content.add(handAnchor) // Add the hand anchor to the scene.
May ’25