Post

Replies

Boosts

Views

Activity

LowLevelRenderer: visionOS custom shaders, composition with RealityView, custom surface shader ABI
A few questions about the intended usage of LowLevelRenderer / LowLevelRenderContextStandalone for custom rendering (custom Metal materials, dynamic meshes, custom splat compositing): visionOS custom shaders in immersive space LowLevelRenderer is listed as available on visionOS 27. Does that include user-authored Metal surface shaders via makeSurfaceShader when rendering in an immersive space, or are custom fragment shaders restricted there the way CustomMaterial was? Any foveation / Compositor Services constraints we should know about? Composition with RealityView Is LowLevelRenderer (via LowLevelRenderContextStandalone) intended only for fully standalone/offscreen rendering where the caller composites the output, or can it inject draws into an existing RealityView's managed render pass? On visionOS specifically, what's the supported way to get its output onto the drawable alongside RealityKit-rendered content with correct depth interaction (mutual occlusion between custom draws and normal entities)? Custom surface shader ABI For makeSurfaceShader with a user-authored Metal function: what's the function signature contract? Specifically — which [[buffer(n)]] / [[texture(n)]] slots are reserved by the renderer vs. available to the caller, how do camera and per-instance uniforms arrive in the shader, and how do LowLevelArgumentTable bindings map to argument indices? A pointer to sample code or header documentation for the shader-authoring contract would be ideal. Hot reload / resource lifetime For an authoring tool that recompiles shaders frequently: can LowLevelRenderContextStandalone.Resources be rebuilt incrementally, and what's the cost of re-init via the synchronous init(resources:) path? Any guidance on reusing resources across context instances? Relationship to GaussianSplatComponent Is GaussianSplatComponent built on LowLevelRenderer internally? For 4D / animated splats and counts above the component's internal limit, is implementing custom splat rendering directly on LowLevelRenderer a path you'd recommend, or discourage? Thank you!
3
3
139
6d
App Clip support for visionOS — still missing in 27, renewing the request
Renewing this request across another release cycle. App Clips remain unsupported on visionOS in 27 (Xcode 27 still can't create a visionOS App Clip target; the App Clips entry now showing in visionOS 27 Siri settings is a known issue per the beta release notes, FB178269460 — not the feature shipping). Background: FB13348462 (filed Nov 2023) Sep '24 thread (https://developer.apple.com/forums/thread/763818): an Apple engineer noted the request and invited more enhancement reports; a second developer added it would be a game-changer for teasing Vision Pro content. Why it matters: on iOS, App Clips are how we distribute native-quality AR/RealityKit experiences with the frictionlessness of a link — no full-app install. It's a core revenue driver. Our platform already runs the same experiences on Vision Pro, so App Clip support is the one missing piece. We've deferred multiple Vision Pro commercial projects (marketing activations, location-based and cultural-heritage installs) specifically because a visitor can't tap a code and drop into a spatial experience without installing a full app. Install-free entry is arguably more important on visionOS than iOS — walk-up headset experiences depend on it. Request: prioritize opening App Clips (or an equivalent link/code-triggered ephemeral launch) to third-party developers on visionOS. We've shipped this exact pattern on iOS at scale and would gladly act as a design partner / beta tester. Anyone else needing this: please file an enhancement report and paste the number here, per Apple's request in the original thread. Thank you!
2
1
51
6d
Script Graph runtime JS API
RCP 3 Script Graphs in 27.0 appear to be JavaScript-backed and hot-reloadable. SceneKit historically exposed its scene graph to JavaScript via JavaScriptCore, so Apple has bridged a 3D framework to JS before. Questions about the runtime surface: Is there a public runtime API to evaluate JavaScript against a RealityKit scene, or to drive Script Graph behavior programmatically at runtime — or is the JS layer private SPI used only by RCP-authored, baked graphs? If there's a runtime JS layer, what object model is exposed — which entity/component types are bridged, and is that surface documented or intended to become public? What's the hot-reload mechanism, and is it reachable outside RCP's Preview on Device? Can a script graph be constructed or parameterized at runtime from a string, or is authoring strictly RCP-side with baked output loaded as an asset? We ship JavaScript scripting via JavaScriptCore ourselves, so a public RealityKit-to-JS binding would be a natural way to extend it — trying to understand what's public vs. private and the intended direction.
2
0
94
6d
GaussianSplatComponent: dynamic buffer updates, splat-count limit, and large "walk-inside" captures
We're building animated and streamed Gaussian splat playback into Scenery, our native Apple AR/spatial authoring platform, and have a few questions about the intended usage of GaussianSplatComponent / GaussianSplatResource. Dynamic / animated splats (4D) Is mutating the underlying LowLevelBuffer behind a BufferResource at runtime a supported pattern, or is the component intended for static captures? BufferResource's init is @MainActor and the resource's bufferResource property is let, which suggests static intent. For animated (4D) splats, do we need to wrap a new BufferResource each frame and reassign it, or will in-place writes to the existing buffer be picked up by the renderer? If re-wrapping is required, is there a recommended cadence, and does it trigger a full re-sort/re-upload internally? LOD streaming / swapping Related: for streaming splat LOD, is swapping the BufferResource (or its buffers) at runtime supported, and is there a cost model we should design around — e.g. does a swap re-sort and re-upload everything, or can partial updates be done? Splat-count limit The BufferResource initializer throws past an internal limit (we're seeing ~200k). Is this limit fixed, memory-derived, or per-device? Is it per-component or per-scene — i.e. can we tile a large capture across multiple GaussianSplatComponents to exceed it? Any guidance on the intended ceiling and whether it's expected to change? Large captures as immersive environments We'd like to use a large splat capture as an environment the user walks inside (camera within the splat volume), rather than an object viewed from outside. Is this an intended use case? We're seeing splats appear to fade/break up as the camera gets very close — is that near-plane behavior, an opacity falloff, or the projection breaking down at close range, and can it be controlled? Does ProjectionMode.tangential help for inside-the-volume viewing? Thank you and appreciate the great updates!
2
2
102
1w
SPM Traits not working correctly with multiple targets in same Xcode workspace (App + App Clip)
Hi, I've just migrated to Swift Tools 6.2 and package traits, and I'm encountering an issue when using traits with multiple targets in the same Xcode workspace. Setup: Main iOS app target App Clip target Both consume the same local packages (e.g., UIComponents) What I'm trying to achieve: Main app imports packages without the COMPACT_BUILD trait App Clip imports packages with the COMPACT_BUILD trait enabled Package configuration (simplified): // UIComponents/Package.swift let package = Package( name: "UIComponents", platforms: [.iOS(.v18)], traits: [ .trait(name: "COMPACT_BUILD", description: "Minimal build for App Clips"), ], // ... targets: [ .target( name: "UIComponents", dependencies: [...], swiftSettings: [ .define("COMPACT_BUILD", .when(traits: ["COMPACT_BUILD"])), ] ), ] ) In the code: #if COMPACT_BUILD // Excluded from App Clip #endif The consumer packages: Main app's package imports without trait: .package(path: "../UIComponents") App Clip's package imports with trait: .package(path: "../UIComponents", traits: ["COMPACT_BUILD"]) The problem: When building the main app target, the COMPACT_BUILD compiler condition is unexpectedly active — even though the main app's dependency chain never enables that trait. It seems like the trait enabled by the App Clip target is "leaking" into the main app build. I confirmed this by adding #error("COMPACT_BUILD is active") — it triggers when building the main app, which shouldn't happen. If I disable the App Clip target from the build scheme, the main app builds correctly with COMPACT_BUILD not defined. I am also able to build the App Clip separately. Environment: Xcode 26.2 swift-tools-version: 6.2 iOS 26.2 Questions: Is this expected behavior with Xcode's SPM integration? Are traits resolved workspace-wide rather than per-target? Is there a workaround to have different trait configurations for different targets consuming the same package? Or do I need to fall back to separate package targets (e.g., UIComponents and UIComponentsCompact) to achieve this? Any guidance would be appreciated. Thanks!
0
0
257
Dec ’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
2
1
1.6k
Nov ’25
realitytool requires Metal for this operation and it is not available in this build environment
Hello, I'm getting started for my project with Xcode Cloud since I upgraded to the macOS Sequioa Beta and Xcode 16 now refuses to archive builds for TestFlight. Somewhere very late in the build process I get the following error: realitytool requires Metal for this operation and it is not available in this build environment The log says this happens at: Compile Skybox urban.skybox My project uses RealityKit. How can I fix this issue? Thanks!
5
5
1.2k
Oct ’25
SwiftUI Slider will cause app to crash on macOS Tahoe RC
Hello, creating a simple-as-it-gets Slider in SwiftUI and then running that app on Mac Catalyst with the macOS idiom enabled, the app crashes: struct ContentView: View { @State private var sliderValue: Double = 0.4 var body: some View { VStack { Slider(value: $sliderValue) } .padding() } } running this will result in an exception: _setMinimumEnabledValue: is not supported on UISlider when running Catalyst apps in the Mac idiom. See UIBehavioralStyle for possible alternatives. This is obviously not ideal and also apparently no documented. Is there a workaround for this? It used to work for on macOS Sonoma. macOS 26 RC Xcode 26 RC FB20191635 Thanks!
4
4
502
Oct ’25
Shared/GroupImmersive Space – Query Local Device Transform
Hi, I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true Now visionOS establishes a shared coordinate space for the immersive space. From the docs: To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform to position content in front of the user (plus some Z Offset and smooth interpolation). This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset. Here is a video of the issue in action: https://streamable.com/205r2p The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position. The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset. Is there any way I can query query this transform locally for the user during a FaceTime call? Also I would like to know if it's possible to disable this automatic entity transform syncing behavior? Setting entity.synchronization = nil results in the entity not showing up at all. https://developer.apple.com/documentation/realitykit/synchronizationcomponent Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach? Thank you!
2
0
444
Oct ’25
NSToolbar Space item rendered with Liquid Glass Background
Hi, I have a NSToolbar in my Mac Catalyst app with a space and flexible space item in it (https://developer.apple.com/documentation/appkit/nstoolbaritem/identifier/space). On macOS Tahoe the space item is being rendered with a Liquid Glass effect and seems to be automatically grouped with the previous item. Is there a way to prevent this? It basically adds some undesired padding next to the previous item and looks add. The flexible space is rendered normally and as before. I am talking about the space right next to the back chevron item. Thanks for any hints!
1
0
212
Sep ’25
CustomMaterial disable unlit tone mapping
Hi, since iOS 18 UnlitMaterial and ShaderGraphMaterial have the option to disable tone mapping, e.g via https://developer.apple.com/documentation/realitykit/unlitmaterial/init(applypostprocesstonemap:) Is it possible to do the same for CustomMaterial? I tried initializing a CustomMaterial based on an UnlitMaterial where tone mapping is disabled, like so: let unlitMat = UnlitMaterial(applyPostProcessToneMap: false) let customMaterial = try CustomMaterial( from: unlitMat, surfaceShader: surfaceShader, geometryModifier: geometryModifier ) but that does not seem to work. The colors of my texture still look altered in comparison to a plain UnlitMaterial or a ShaderGraphMaterial where its disabled. Any hints? Thank you!
1
0
173
Jun ’25
Symbol not found: _$sSo22CLLocationCoordinate2DVSE12CoreLocationMc when building for visionOS 2.5 with Xcode 16.3
Hello, I'm encountering a runtime crash when building my visionOS app with Xcode 16.3 for visionOS 2.5. Our existing AppStore/Testflight app is also instantly crashing on visionOS 2.5 when opened but works fine on e.g visionOS 2.4. The app builds successfully but crashes on launch with this symbol lookup error (slightly adjusted because the forum complained regarding sensitive data): Symbol not found: _$sSo22CLLocationCoordinate2DVSE12CoreLocationMc Referenced from: <XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX> /private/var/containers/Bundle/Application/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/MyApp.app/MyApp.debug.dylib Expected in: <XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX> /usr/lib/swift/libswiftCoreLocation.dylib dyld config: DYLD_LIBRARY_PATH=/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=/usr/lib/libLogRedirect.dylib:/usr/lib/libBacktraceRecording.dylib:/usr/lib/libMainThreadChecker.dylib:/System/Library/PrivateFrameworks/GPUToolsCapture.framework/GPUToolsCapture:/usr/lib/libViewDebuggerSupport.dylib I've already implemented my own Codable conformance for CLLocationCoordinate2D: extension CLLocationCoordinate2D: Codable { // implementation details... } This worked fine on previous visionOS/Xcode versions. Has anyone encountered this issue or found a solution? System details: macOS version: 15.3.2 Xcode version: 16.3 visionOS target: 2.5 Thank you!
2
0
254
May ’25
Mac Catalyst SwiftUI – . focused() not working
Hello, given this following simple SwiftUI setup: struct ContentView: View { var body: some View { CustomFocusView() } } struct CustomFocusView: View { @FocusState private var isFocused: Bool var body: some View { color .frame(width: 128, height: 128) .focusable(true) .focused($isFocused) .onTapGesture { isFocused.toggle() } .onKeyPress("a") { print("A pressed") return .handled } } var color: Color { isFocused ? .blue : .red } } If I run this via Mac – Designed for iPad, the CustomFocusView toggles focus as expected and cycles through red and blue. Now if I run this same exact code via Mac Catalyst absolutely nothing happens and so far I wasn't able to ever get this view to accept focused state. Is this expected? I would appreciate if anyone could hint me on how to get this working. Thank and best regards!
5
0
692
Apr ’25
LowLevelRenderer: visionOS custom shaders, composition with RealityView, custom surface shader ABI
A few questions about the intended usage of LowLevelRenderer / LowLevelRenderContextStandalone for custom rendering (custom Metal materials, dynamic meshes, custom splat compositing): visionOS custom shaders in immersive space LowLevelRenderer is listed as available on visionOS 27. Does that include user-authored Metal surface shaders via makeSurfaceShader when rendering in an immersive space, or are custom fragment shaders restricted there the way CustomMaterial was? Any foveation / Compositor Services constraints we should know about? Composition with RealityView Is LowLevelRenderer (via LowLevelRenderContextStandalone) intended only for fully standalone/offscreen rendering where the caller composites the output, or can it inject draws into an existing RealityView's managed render pass? On visionOS specifically, what's the supported way to get its output onto the drawable alongside RealityKit-rendered content with correct depth interaction (mutual occlusion between custom draws and normal entities)? Custom surface shader ABI For makeSurfaceShader with a user-authored Metal function: what's the function signature contract? Specifically — which [[buffer(n)]] / [[texture(n)]] slots are reserved by the renderer vs. available to the caller, how do camera and per-instance uniforms arrive in the shader, and how do LowLevelArgumentTable bindings map to argument indices? A pointer to sample code or header documentation for the shader-authoring contract would be ideal. Hot reload / resource lifetime For an authoring tool that recompiles shaders frequently: can LowLevelRenderContextStandalone.Resources be rebuilt incrementally, and what's the cost of re-init via the synchronous init(resources:) path? Any guidance on reusing resources across context instances? Relationship to GaussianSplatComponent Is GaussianSplatComponent built on LowLevelRenderer internally? For 4D / animated splats and counts above the component's internal limit, is implementing custom splat rendering directly on LowLevelRenderer a path you'd recommend, or discourage? Thank you!
Replies
3
Boosts
3
Views
139
Activity
6d
App Clip support for visionOS — still missing in 27, renewing the request
Renewing this request across another release cycle. App Clips remain unsupported on visionOS in 27 (Xcode 27 still can't create a visionOS App Clip target; the App Clips entry now showing in visionOS 27 Siri settings is a known issue per the beta release notes, FB178269460 — not the feature shipping). Background: FB13348462 (filed Nov 2023) Sep '24 thread (https://developer.apple.com/forums/thread/763818): an Apple engineer noted the request and invited more enhancement reports; a second developer added it would be a game-changer for teasing Vision Pro content. Why it matters: on iOS, App Clips are how we distribute native-quality AR/RealityKit experiences with the frictionlessness of a link — no full-app install. It's a core revenue driver. Our platform already runs the same experiences on Vision Pro, so App Clip support is the one missing piece. We've deferred multiple Vision Pro commercial projects (marketing activations, location-based and cultural-heritage installs) specifically because a visitor can't tap a code and drop into a spatial experience without installing a full app. Install-free entry is arguably more important on visionOS than iOS — walk-up headset experiences depend on it. Request: prioritize opening App Clips (or an equivalent link/code-triggered ephemeral launch) to third-party developers on visionOS. We've shipped this exact pattern on iOS at scale and would gladly act as a design partner / beta tester. Anyone else needing this: please file an enhancement report and paste the number here, per Apple's request in the original thread. Thank you!
Replies
2
Boosts
1
Views
51
Activity
6d
Script Graph runtime JS API
RCP 3 Script Graphs in 27.0 appear to be JavaScript-backed and hot-reloadable. SceneKit historically exposed its scene graph to JavaScript via JavaScriptCore, so Apple has bridged a 3D framework to JS before. Questions about the runtime surface: Is there a public runtime API to evaluate JavaScript against a RealityKit scene, or to drive Script Graph behavior programmatically at runtime — or is the JS layer private SPI used only by RCP-authored, baked graphs? If there's a runtime JS layer, what object model is exposed — which entity/component types are bridged, and is that surface documented or intended to become public? What's the hot-reload mechanism, and is it reachable outside RCP's Preview on Device? Can a script graph be constructed or parameterized at runtime from a string, or is authoring strictly RCP-side with baked output loaded as an asset? We ship JavaScript scripting via JavaScriptCore ourselves, so a public RealityKit-to-JS binding would be a natural way to extend it — trying to understand what's public vs. private and the intended direction.
Replies
2
Boosts
0
Views
94
Activity
6d
GaussianSplatComponent: dynamic buffer updates, splat-count limit, and large "walk-inside" captures
We're building animated and streamed Gaussian splat playback into Scenery, our native Apple AR/spatial authoring platform, and have a few questions about the intended usage of GaussianSplatComponent / GaussianSplatResource. Dynamic / animated splats (4D) Is mutating the underlying LowLevelBuffer behind a BufferResource at runtime a supported pattern, or is the component intended for static captures? BufferResource's init is @MainActor and the resource's bufferResource property is let, which suggests static intent. For animated (4D) splats, do we need to wrap a new BufferResource each frame and reassign it, or will in-place writes to the existing buffer be picked up by the renderer? If re-wrapping is required, is there a recommended cadence, and does it trigger a full re-sort/re-upload internally? LOD streaming / swapping Related: for streaming splat LOD, is swapping the BufferResource (or its buffers) at runtime supported, and is there a cost model we should design around — e.g. does a swap re-sort and re-upload everything, or can partial updates be done? Splat-count limit The BufferResource initializer throws past an internal limit (we're seeing ~200k). Is this limit fixed, memory-derived, or per-device? Is it per-component or per-scene — i.e. can we tile a large capture across multiple GaussianSplatComponents to exceed it? Any guidance on the intended ceiling and whether it's expected to change? Large captures as immersive environments We'd like to use a large splat capture as an environment the user walks inside (camera within the splat volume), rather than an object viewed from outside. Is this an intended use case? We're seeing splats appear to fade/break up as the camera gets very close — is that near-plane behavior, an opacity falloff, or the projection breaking down at close range, and can it be controlled? Does ProjectionMode.tangential help for inside-the-volume viewing? Thank you and appreciate the great updates!
Replies
2
Boosts
2
Views
102
Activity
1w
SPM Traits not working correctly with multiple targets in same Xcode workspace (App + App Clip)
Hi, I've just migrated to Swift Tools 6.2 and package traits, and I'm encountering an issue when using traits with multiple targets in the same Xcode workspace. Setup: Main iOS app target App Clip target Both consume the same local packages (e.g., UIComponents) What I'm trying to achieve: Main app imports packages without the COMPACT_BUILD trait App Clip imports packages with the COMPACT_BUILD trait enabled Package configuration (simplified): // UIComponents/Package.swift let package = Package( name: "UIComponents", platforms: [.iOS(.v18)], traits: [ .trait(name: "COMPACT_BUILD", description: "Minimal build for App Clips"), ], // ... targets: [ .target( name: "UIComponents", dependencies: [...], swiftSettings: [ .define("COMPACT_BUILD", .when(traits: ["COMPACT_BUILD"])), ] ), ] ) In the code: #if COMPACT_BUILD // Excluded from App Clip #endif The consumer packages: Main app's package imports without trait: .package(path: "../UIComponents") App Clip's package imports with trait: .package(path: "../UIComponents", traits: ["COMPACT_BUILD"]) The problem: When building the main app target, the COMPACT_BUILD compiler condition is unexpectedly active — even though the main app's dependency chain never enables that trait. It seems like the trait enabled by the App Clip target is "leaking" into the main app build. I confirmed this by adding #error("COMPACT_BUILD is active") — it triggers when building the main app, which shouldn't happen. If I disable the App Clip target from the build scheme, the main app builds correctly with COMPACT_BUILD not defined. I am also able to build the App Clip separately. Environment: Xcode 26.2 swift-tools-version: 6.2 iOS 26.2 Questions: Is this expected behavior with Xcode's SPM integration? Are traits resolved workspace-wide rather than per-target? Is there a workaround to have different trait configurations for different targets consuming the same package? Or do I need to fall back to separate package targets (e.g., UIComponents and UIComponentsCompact) to achieve this? Any guidance would be appreciated. Thanks!
Replies
0
Boosts
0
Views
257
Activity
Dec ’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
Replies
2
Boosts
1
Views
1.6k
Activity
Nov ’25
Sidebar Highlight State Issue for Catalyst Apps with UIDesignRequiresCompatibility Flag
Sidebars for mac Catalyst apps running with UIDesignRequiresCompatibility flag render their active items with a white bg tint – resulting in labels and icons being not visible. mac OS Tahoe 26.1 Beta 3 (25B5062e) FB20765036 Example (Apple Developer App):
Replies
6
Boosts
1
Views
674
Activity
Nov ’25
Assigning ManipulationComponent to Entity triggers SceneEvents.WillRemoveEntity
When assigning a ManipulationComponent to an Entity SceneEvents.WillRemoveEntity will be called for that Entity. Expected Behavior: the Entity is not (even if temporarily) removed from the Scene and no SceneEvents will be triggered as a result of assigning a ManipulationComponent. FB20872220
Replies
0
Boosts
1
Views
271
Activity
Oct ’25
realitytool requires Metal for this operation and it is not available in this build environment
Hello, I'm getting started for my project with Xcode Cloud since I upgraded to the macOS Sequioa Beta and Xcode 16 now refuses to archive builds for TestFlight. Somewhere very late in the build process I get the following error: realitytool requires Metal for this operation and it is not available in this build environment The log says this happens at: Compile Skybox urban.skybox My project uses RealityKit. How can I fix this issue? Thanks!
Replies
5
Boosts
5
Views
1.2k
Activity
Oct ’25
SwiftUI Slider will cause app to crash on macOS Tahoe RC
Hello, creating a simple-as-it-gets Slider in SwiftUI and then running that app on Mac Catalyst with the macOS idiom enabled, the app crashes: struct ContentView: View { @State private var sliderValue: Double = 0.4 var body: some View { VStack { Slider(value: $sliderValue) } .padding() } } running this will result in an exception: _setMinimumEnabledValue: is not supported on UISlider when running Catalyst apps in the Mac idiom. See UIBehavioralStyle for possible alternatives. This is obviously not ideal and also apparently no documented. Is there a workaround for this? It used to work for on macOS Sonoma. macOS 26 RC Xcode 26 RC FB20191635 Thanks!
Replies
4
Boosts
4
Views
502
Activity
Oct ’25
Shared/GroupImmersive Space – Query Local Device Transform
Hi, I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true Now visionOS establishes a shared coordinate space for the immersive space. From the docs: To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform to position content in front of the user (plus some Z Offset and smooth interpolation). This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset. Here is a video of the issue in action: https://streamable.com/205r2p The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position. The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset. Is there any way I can query query this transform locally for the user during a FaceTime call? Also I would like to know if it's possible to disable this automatic entity transform syncing behavior? Setting entity.synchronization = nil results in the entity not showing up at all. https://developer.apple.com/documentation/realitykit/synchronizationcomponent Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach? Thank you!
Replies
2
Boosts
0
Views
444
Activity
Oct ’25
NSToolbar Space item rendered with Liquid Glass Background
Hi, I have a NSToolbar in my Mac Catalyst app with a space and flexible space item in it (https://developer.apple.com/documentation/appkit/nstoolbaritem/identifier/space). On macOS Tahoe the space item is being rendered with a Liquid Glass effect and seems to be automatically grouped with the previous item. Is there a way to prevent this? It basically adds some undesired padding next to the previous item and looks add. The flexible space is rendered normally and as before. I am talking about the space right next to the back chevron item. Thanks for any hints!
Replies
1
Boosts
0
Views
212
Activity
Sep ’25
CustomMaterial disable unlit tone mapping
Hi, since iOS 18 UnlitMaterial and ShaderGraphMaterial have the option to disable tone mapping, e.g via https://developer.apple.com/documentation/realitykit/unlitmaterial/init(applypostprocesstonemap:) Is it possible to do the same for CustomMaterial? I tried initializing a CustomMaterial based on an UnlitMaterial where tone mapping is disabled, like so: let unlitMat = UnlitMaterial(applyPostProcessToneMap: false) let customMaterial = try CustomMaterial( from: unlitMat, surfaceShader: surfaceShader, geometryModifier: geometryModifier ) but that does not seem to work. The colors of my texture still look altered in comparison to a plain UnlitMaterial or a ShaderGraphMaterial where its disabled. Any hints? Thank you!
Replies
1
Boosts
0
Views
173
Activity
Jun ’25
Symbol not found: _$sSo22CLLocationCoordinate2DVSE12CoreLocationMc when building for visionOS 2.5 with Xcode 16.3
Hello, I'm encountering a runtime crash when building my visionOS app with Xcode 16.3 for visionOS 2.5. Our existing AppStore/Testflight app is also instantly crashing on visionOS 2.5 when opened but works fine on e.g visionOS 2.4. The app builds successfully but crashes on launch with this symbol lookup error (slightly adjusted because the forum complained regarding sensitive data): Symbol not found: _$sSo22CLLocationCoordinate2DVSE12CoreLocationMc Referenced from: <XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX> /private/var/containers/Bundle/Application/XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX/MyApp.app/MyApp.debug.dylib Expected in: <XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX> /usr/lib/swift/libswiftCoreLocation.dylib dyld config: DYLD_LIBRARY_PATH=/usr/lib/system/introspection DYLD_INSERT_LIBRARIES=/usr/lib/libLogRedirect.dylib:/usr/lib/libBacktraceRecording.dylib:/usr/lib/libMainThreadChecker.dylib:/System/Library/PrivateFrameworks/GPUToolsCapture.framework/GPUToolsCapture:/usr/lib/libViewDebuggerSupport.dylib I've already implemented my own Codable conformance for CLLocationCoordinate2D: extension CLLocationCoordinate2D: Codable { // implementation details... } This worked fine on previous visionOS/Xcode versions. Has anyone encountered this issue or found a solution? System details: macOS version: 15.3.2 Xcode version: 16.3 visionOS target: 2.5 Thank you!
Replies
2
Boosts
0
Views
254
Activity
May ’25
Mac Catalyst SwiftUI – . focused() not working
Hello, given this following simple SwiftUI setup: struct ContentView: View { var body: some View { CustomFocusView() } } struct CustomFocusView: View { @FocusState private var isFocused: Bool var body: some View { color .frame(width: 128, height: 128) .focusable(true) .focused($isFocused) .onTapGesture { isFocused.toggle() } .onKeyPress("a") { print("A pressed") return .handled } } var color: Color { isFocused ? .blue : .red } } If I run this via Mac – Designed for iPad, the CustomFocusView toggles focus as expected and cycles through red and blue. Now if I run this same exact code via Mac Catalyst absolutely nothing happens and so far I wasn't able to ever get this view to accept focused state. Is this expected? I would appreciate if anyone could hint me on how to get this working. Thank and best regards!
Replies
5
Boosts
0
Views
692
Activity
Apr ’25