How can we move the player within a RealityKit/RealityView scene? I am not looking for any animation or gradual movement, just instantaneous position changes.
I am unsure of how to access the player (the person wearing the headset) and it's transform within the context of a RealityView.
The goal is to allow the player to enter a full space in immersive mode and explore a space with various objects. They should be able to select an object and move closer to it.
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In a RealityView, I have scene loaded from Reality Composer Pro. The entity I'm interacting with has a PhysicallyBasedMaterial with a diffuse color. I want to change that color when on long press. I can get the entity and even get a reference to the material, but I can't seem to change anything about it.
What is the best way to change the color of a material at runtime?
var longPress: some Gesture {
LongPressGesture(minimumDuration: 0.5)
.targetedToAnyEntity()
.onEnded { value in
value.entity.position.y = value.entity.position.y + 0.01
if var shadow = value.entity.components[GroundingShadowComponent.self] {
shadow.castsShadow = true
value.entity.components.set(shadow)
}
if let model = value.entity.components[ModelComponent.self] {
print("material", model)
if let mat = model.materials.first {
print("material", mat)
// I have a material here but I can't set any properties?
// mat.diffuseColor does not exist
}
}
}
}
Here is the full code
struct Lab5026: View {
var body: some View {
RealityView { content in
if let root = try? await Entity(named: "GestureLab", in: realityKitContentBundle) {
root.position = [0, -0.45, 0]
if let subject = root.findEntity(named: "Cube") {
subject.components.set(HoverEffectComponent())
subject.components.set(GroundingShadowComponent(castsShadow: false))
}
content.add(root)
}
}
.gesture(longPress.sequenced(before: dragGesture))
}
var longPress: some Gesture {
LongPressGesture(minimumDuration: 0.5)
.targetedToAnyEntity()
.onEnded { value in
value.entity.position.y = value.entity.position.y + 0.01
if var shadow = value.entity.components[GroundingShadowComponent.self] {
shadow.castsShadow = true
value.entity.components.set(shadow)
}
if let model = value.entity.components[ModelComponent.self] {
print("material", model)
if let mat = model.materials.first {
print("material", mat)
// I have a material here but I can't set any properties?
// mat.diffuseColor does not exist
// PhysicallyBasedMaterial
}
}
}
}
var dragGesture: some Gesture {
DragGesture()
.targetedToAnyEntity()
.onChanged { value in
let newPostion = value.convert(value.location3D, from: .global, to: value.entity.parent!)
let limit: Float = 0.175
value.entity.position.x = min(max(newPostion.x, -limit), limit)
value.entity.position.z = min(max(newPostion.z, -limit), limit)
}
.onEnded { value in
value.entity.position.y = value.entity.position.y - 0.01
if var shadow = value.entity.components[GroundingShadowComponent.self] {
shadow.castsShadow = false
value.entity.components.set(shadow)
}
}
}
}
SwiftUI in visionOS has a modifier called preferredSurroundingsEffect that takes a SurroundingsEffect.
From what I can tell, there is only a single effect available: .systemDark.
ImmersiveSpace(id: "MyView") {
MyView()
.preferredSurroundingsEffect(.systemDark)
}
I'd like to create another effect to tint the color of passthrough video if possible.
Does anyone know how to create custom SurroundingsEffects?
I have some questions about Apple privacy manifest.
I have a visionOS app called Project Graveyard. I'm getting ready for the visionOS 2 release. Since my last update Apple has started requiring privacy manifest files, but the documentation is extremely vague and I can't tell if I actually need one or not.
My app stores data two types of data for the user.
User Defaults - App settings: lights, rain, window placement etc.
SwiftData + CloudKit - User generated data: a list of project names and some optional text. User customization options for each item.
The data is stored on device or in CloudKit. I do not "collect" this data, it is simply there for the app to function. Do I need a privacy manifest for this type of data? If so, what do I "declare".
Reality Composer Pro question related to custom components
My custom component defines some properties to edit in RCP. Simple ones work find, but SIMD3 and SIMD2 do not. I'd expect to see default values but instead I get this 0s. If I try to run this the scene doesn't load. Once I enter some values it does and build and run again it works fine.
More generally, does Apple have documentation on creating properties for components? The only examples I've seen show simple strings and floats. There are no details about vectors, conditional options, grouping properties, etc.
public struct EntitySpawnerComponent: Component, Codable {
public enum SpawnShape: String, Codable {
case domeUpper
case domeLower
case sphere
case box
case plane
case circle
}
// These prooerties get their default values in RCP
/// The number of clones to create
public var Copies: Int = 12
/// The shape to spawn entities in
public var SpawnShape: SpawnShape = .domeUpper
/// Radius for spherical shapes (dome, sphere, circle)
public var Radius: Float = 5.0
// These properties DO NOT get their default values in RCP. The all show 0
/// Dimensions for box spawning (width, height, depth)
public var BoxDimensions: SIMD3<Float> = SIMD3(2.0, 2.0, 2.0)
/// Dimensions for plane spawning (width, depth)
public var PlaneDimensions: SIMD2<Float> = SIMD2(2.0, 2.0)
/// Track if we've already spawned copies
public var HasSpawned: Bool = false
public init() {
}
}
In the WWDC session titled "Deep dive into volumes and immersive spaces", the developers discussed adding a Spatial Tracking Session and an Anchor Entity to detect the floor. They then glossed over some important details. They added a spatial tap gesture to let the user place content relative to the floor anchor, but they left a lot of information.
.gesture(
SpatialTapGesture(
coordinateSpace: .immersiveSpace
)
.targetedToAnyEntity()
.onEnded { value in
handleTapOnFloor(value: value)
}
)
My understanding is that an entity has to have input and collision components for gestures like this to work. How can we add a collision to an AnchorEntity when we don't know its size or shape?
I've been trying for days to understand what is happening here and I just don't get it. It is even more frustrating that the example project that Apple released does not contain any of these features.
I would like to be able
Detect the floor plane
Get the position/transform of the floor plane
Add a collider to the floor plane
Enable collisions and physics on the floor plane
Enable gestures on the floor plane
It seems to me that the Anchor Entity is placed as an entirely arbitrary position. It has absolutely no relationship to the rectangle with the floor label that I can see in the Xcode visualization. It is just a point, not a plane or rect that I can use.
I've tried manually calculating the collision shape after the anchor is detected, but nothing that I have tried works. I can't tap on the floor with gestures. I can't drop entities onto the floor. I can't seem to do ANYTHING at all with this floor anchor other than place entity at the totally arbitrary location somewhere on the floor.
Is there anyway at all with Spatial Tracking Session and Anchor Entity to get the actual plane that was detected?
struct FloorExample: View {
@State var trackingSession: SpatialTrackingSession = SpatialTrackingSession()
@State var subject: Entity?
@State var floor: AnchorEntity?
var body: some View {
RealityView { content, attachments in
let session = SpatialTrackingSession()
let configuration = SpatialTrackingSession.Configuration(tracking: [.plane])
_ = await session.run(configuration)
self.trackingSession = session
let floorAnchor = AnchorEntity(.plane(.horizontal, classification: .floor, minimumBounds: SIMD2(x: 0.1, y: 0.1)))
floorAnchor.anchoring.physicsSimulation = .none
floorAnchor.name = "FloorAnchorEntity"
floorAnchor.components.set(InputTargetComponent())
floorAnchor.components.set(CollisionComponent(shapes: .init()))
content.add(floorAnchor)
self.floor = floorAnchor
// This is just here to let me see where visinoOS decided to "place" the floor anchor.
let floorPlaced = ModelEntity(
mesh: .generateSphere(radius: 0.1),
materials: [SimpleMaterial(color: .black, isMetallic: false)])
floorAnchor.addChild(floorPlaced)
if let scene = try? await Entity(named: "AnchorLabsFloor", in: realityKitContentBundle) {
content.add(scene)
if let subject = scene.findEntity(named: "StepSphereRed") {
self.subject = subject
}
// I can see when the anchor is added
_ = content.subscribe(to: SceneEvents.AnchoredStateChanged.self) { event in
event.anchor.generateCollisionShapes(recursive: true) // this doesn't seem to work
print("**anchor changed** \(event)")
print("**anchor** \(event.anchor)")
}
// place the reset button near the user
if let panel = attachments.entity(for: "Panel") {
panel.position = [0, 1, -0.5]
content.add(panel)
}
}
} update: { content, attachments in
} attachments: {
Attachment(id: "Panel", {
Button(action: {
print("**button pressed**")
if let subject = self.subject {
subject.position = [-0.5, 1.5, -1.5]
// Remove the physics body and assign a new one - hack to remove momentum
if let physics = subject.components[PhysicsBodyComponent.self] {
subject.components.remove(PhysicsBodyComponent.self)
subject.components.set(physics)
}
}
}, label: {
Text("Reset Sphere")
})
})
}
}
}
Apple published a set of examples for using system gestures to interact with RealityKit entities. I've been using DragGesture a lot in my apps and noticed an issue when using it in an immersive space.
When dragging an entity, if I turn my body to face another direction, the dragged entity does not stay relative to my hand. This can lead to situations where the entity is pulled very close to me, or pushed far way, or even ends up behind me.
In the examples linked above, there are two versions of how they use drag.
handleFixedDrag: This is similar to what I'm doing now. It uses the value from value.gestureValue.translation3D as the basis for the drag
handlePivotDrag: This version aims to solve the problem I described above by using value.inputDevicePose3D as the basis of the gesture.
I've tried the example from handlePivotDrag, but it has one limitation. Using this version, I can move the entity around me as if it were on the inside of an arc or sphere. However, I can no longer move the entity further or closer. It stays within a similar (though not exact) distance relative to me while I drag.
Is there a way to combine these concepts? Ideally, I would like to use a gesture that behaves the same way that visionOS windows do. When we drag windows, I can move them around relative to myself, pull them closer, push them further, all while avoiding the issues described above.
Example from handleFixedDrag
mutating private func handleFixedDrag(value: EntityTargetValue<DragGesture.Value>) {
let state = EntityGestureState.shared
guard let entity = state.targetedEntity else { fatalError("Gesture contained no entity") }
if !state.isDragging {
state.isDragging = true
state.dragStartPosition = entity.scenePosition
}
let translation3D = value.convert(value.gestureValue.translation3D, from: .local, to: .scene)
let offset = SIMD3<Float>(x: Float(translation3D.x),
y: Float(translation3D.y),
z: Float(translation3D.z))
entity.scenePosition = state.dragStartPosition + offset
if let initialOrientation = state.initialOrientation {
state.targetedEntity?.setOrientation(initialOrientation, relativeTo: nil)
}
}
Example from handlePivotDrag
mutating private func handlePivotDrag(value: EntityTargetValue<DragGesture.Value>) {
let state = EntityGestureState.shared
guard let entity = state.targetedEntity else { fatalError("Gesture contained no entity") }
// The transform that the pivot will be moved to.
var targetPivotTransform = Transform()
// Set the target pivot transform depending on the input source.
if let inputDevicePose = value.inputDevicePose3D {
// If there is an input device pose, use it for positioning and rotating the pivot.
targetPivotTransform.scale = .one
targetPivotTransform.translation = value.convert(inputDevicePose.position, from: .local, to: .scene)
targetPivotTransform.rotation = value.convert(AffineTransform3D(rotation: inputDevicePose.rotation), from: .local, to: .scene).rotation
} else {
// If there is not an input device pose, use the location of the drag for positioning the pivot.
targetPivotTransform.translation = value.convert(value.location3D, from: .local, to: .scene)
}
if !state.isDragging {
// If this drag just started, create the pivot entity.
let pivotEntity = Entity()
guard let parent = entity.parent else { fatalError("Non-root entity is missing a parent.") }
// Add the pivot entity into the scene.
parent.addChild(pivotEntity)
// Move the pivot entity to the target transform.
pivotEntity.move(to: targetPivotTransform, relativeTo: nil)
// Add the targeted entity as a child of the pivot without changing the targeted entity's world transform.
pivotEntity.addChild(entity, preservingWorldTransform: true)
// Store the pivot entity.
state.pivotEntity = pivotEntity
// Indicate that a drag has started.
state.isDragging = true
} else {
// If this drag is ongoing, move the pivot entity to the target transform.
// The animation duration smooths the noise in the target transform across frames.
state.pivotEntity?.move(to: targetPivotTransform, relativeTo: nil, duration: 0.2)
}
if preserveOrientationOnPivotDrag, let initialOrientation = state.initialOrientation {
state.targetedEntity?.setOrientation(initialOrientation, relativeTo: nil)
}
}
I'm using ARKitSession and PlaneDetectionProvider to detect planes. I have a basics process to create an entity for each detected plane. Each one will get a random color for the material.
Each plane is sized based on the bounds of the anchor provided by ARKit.
let mesh = MeshResource.generatePlane(
width: anchor.geometry.extent.width,
depth: anchor.geometry.extent.height
)
Then I'm using this to position each entity.
entity.transform = Transform(matrix: anchor.originFromAnchorTransform)
This seems to be the right method, but many (not all) planes are not where they should be. The sizes look OK, but the X and Y positions off.
Take this large green plane on the wall. It should span the entire wall, but it is offset along the X position so that it is pushed to the left from where the center of the anchor is.
When I visualize surfaces using the Xcode debugging tools, that tool reports the planes where I'd expect them to be.
Can you see what I'm getting wrong here? Full code below
struct Example068: View {
@State var session = ARKitSession()
@State private var planeAnchors: [UUID: Entity] = [:]
@State private var planeColors: [UUID: Color] = [:]
var body: some View {
RealityView { content in
} update: { content in
for (_, entity) in planeAnchors {
if !content.entities.contains(entity) {
content.add(entity)
}
}
}
.task {
try! await setupAndRunPlaneDetection()
}
}
func setupAndRunPlaneDetection() async throws {
let planeData = PlaneDetectionProvider(alignments: [.horizontal, .vertical, .slanted])
if PlaneDetectionProvider.isSupported {
do {
try await session.run([planeData])
for await update in planeData.anchorUpdates {
switch update.event {
case .added, .updated:
let anchor = update.anchor
if planeColors[anchor.id] == nil {
planeColors[anchor.id] = generatePastelColor()
}
let planeEntity = createPlaneEntity(for: anchor, color: planeColors[anchor.id]!)
planeAnchors[anchor.id] = planeEntity
case .removed:
let anchor = update.anchor
planeAnchors.removeValue(forKey: anchor.id)
planeColors.removeValue(forKey: anchor.id)
}
}
} catch {
print("ARKit session error \(error)")
}
}
}
private func generatePastelColor() -> Color {
let hue = Double.random(in: 0...1)
let saturation = Double.random(in: 0.2...0.4)
let brightness = Double.random(in: 0.8...1.0)
return Color(hue: hue, saturation: saturation, brightness: brightness)
}
private func createPlaneEntity(for anchor: PlaneAnchor, color: Color) -> Entity {
let mesh = MeshResource.generatePlane(
width: anchor.geometry.extent.width,
depth: anchor.geometry.extent.height
)
var material = PhysicallyBasedMaterial()
material.baseColor.tint = UIColor(color)
let entity = ModelEntity(mesh: mesh, materials: [material])
entity.transform = Transform(matrix: anchor.originFromAnchorTransform)
return entity
}
}
Topic:
Spatial Computing
SubTopic:
ARKit
I’ve been having some issues removing anchors. I can add anchors with no issue. They will be there the next time I run the scene. I can also get updates when ARKit sends them. I can remove anchors, but not all the time. The method I’m using is to call removeAnchor() on the data provider.
worldTracking.removeAnchor(forID: uuid)
// Yes, I have also tried `removeAnchor(_ worldAnchor: WorldAnchor)`
This works if there are more than one anchor in a scene. When I’m down to one remaining anchor, I can remove it. It seems to succeed (does not raise an error) but the next time I run the scene the removed anchor is back. This only happens when there is only one remaining anchor.
do {
// This always run, but it doesn't seem to "save" the removal when there is only one anchor left.
try await worldTracking.removeAnchor(forID: uuid)
} catch {
// I have never seen this block fire!
print("Failed to remove world anchor \(uuid) with error: \(error).")
}
I posted a video on my website if you want to see it happening.
https://stepinto.vision/labs/lab-051-issues-with-world-tracking/
Here is the full code. Can you see if I’m doing something wrong? Is this a bug?
struct Lab051: View {
@State var session = ARKitSession()
@State var worldTracking = WorldTrackingProvider()
@State var worldAnchorEntities: [UUID: Entity] = [:]
@State var placement = Entity()
@State var subject : ModelEntity = {
let subject = ModelEntity(
mesh: .generateSphere(radius: 0.06),
materials: [SimpleMaterial(color: .stepRed, isMetallic: false)])
subject.setPosition([0, 0, 0], relativeTo: nil)
let collision = CollisionComponent(shapes: [.generateSphere(radius: 0.06)])
let input = InputTargetComponent()
subject.components.set([collision, input])
return subject
}()
var body: some View {
RealityView { content in
guard let scene = try? await Entity(named: "WorldTracking", in: realityKitContentBundle) else { return }
content.add(scene)
if let placementEntity = scene.findEntity(named: "PlacementPreview") {
placement = placementEntity
}
} update: { content in
for (_, entity) in worldAnchorEntities {
if !content.entities.contains(entity) {
content.add(entity)
}
}
}
.modifier(DragGestureImproved())
.gesture(tapGesture)
.task {
try! await setupAndRunWorldTracking()
}
}
var tapGesture: some Gesture {
TapGesture()
.targetedToAnyEntity()
.onEnded { value in
if value.entity.name == "PlacementPreview" {
// If we tapped the placement preview cube, create an anchor
Task {
let anchor = WorldAnchor(originFromAnchorTransform: value.entity.transformMatrix(relativeTo: nil))
try await worldTracking.addAnchor(anchor)
}
} else {
Task {
// Get the UUID we stored on the entity
let uuid = UUID(uuidString: value.entity.name) ?? UUID()
do {
try await worldTracking.removeAnchor(forID: uuid)
} catch {
print("Failed to remove world anchor \(uuid) with error: \(error).")
}
}
}
}
}
func setupAndRunWorldTracking() async throws {
if WorldTrackingProvider.isSupported {
do {
try await session.run([worldTracking])
for await update in worldTracking.anchorUpdates {
switch update.event {
case .added:
let subjectClone = subject.clone(recursive: true)
subjectClone.isEnabled = true
subjectClone.name = update.anchor.id.uuidString
subjectClone.transform = Transform(matrix: update.anchor.originFromAnchorTransform)
worldAnchorEntities[update.anchor.id] = subjectClone
print("🟢 Anchor added \(update.anchor.id)")
case .updated:
guard let entity = worldAnchorEntities[update.anchor.id] else {
print("No entity found to update for anchor \(update.anchor.id)")
return
}
entity.transform = Transform(matrix: update.anchor.originFromAnchorTransform)
print("🔵 Anchor updated \(update.anchor.id)")
case .removed:
worldAnchorEntities[update.anchor.id]?.removeFromParent()
worldAnchorEntities.removeValue(forKey: update.anchor.id)
print("🔴 Anchor removed \(update.anchor.id)")
if let remainingAnchors = await worldTracking.allAnchors {
print("Remaining Anchors: \(remainingAnchors.count)")
}
}
}
} catch {
print("ARKit session error \(error)")
}
}
}
}
I'm using SwiftData with CloutKit with a very simple app. Data syncs between iOS, iPadOS, and visionOS, but not macOS. From what I can tell, macOS is never getting CK messages unless I'm running the app from Xcode.
I can listen for the CK messages and show a line in a debug overlay. This works perfectly when I run from Xcode. I can see the notifications and see updates in my app. However, if I just launch the app outside of Xcode I will never see any changes or notifications. It is as if the Mac app never even tries to contact CloudKit.
Schema has been deployed in the CloudKit console. The app is based on the multi-platform Xcode template. Again, only the macOS version has this issue. Is there some extra permission or setting I need to set up in order to use CloudKit on macOS?
@State private var publisher = NotificationCenter.default.publisher(for: NSPersistentCloudKitContainer.eventChangedNotification).receive(on: DispatchQueue.main)
.onReceive(publisher) { notification in
// Listen for changes in CK events
if let userInfo = notification.userInfo,
let event = userInfo[NSPersistentCloudKitContainer.eventNotificationUserInfoKey] as? NSPersistentCloudKitContainer.Event {
let message = "CloudKit Sync: \(event.type.rawValue) - \(event.succeeded ? "Success" : "Failed") - \(event.description)"
// Store for UI display
syncNotifications.append(message)
if syncNotifications.count > 10 {
syncNotifications.removeFirst()
}
}
}
.overlay(alignment: .topTrailing) {
if !syncNotifications.isEmpty {
VStack(alignment: .leading) {
ForEach(syncNotifications, id: \.self) { notification in
Text(notification)
.padding(8)
}
}
.frame(width: 800, height: 500)
.cornerRadius(8)
.background(Color.secondary.opacity(0.2))
.padding()
.transition(.move(edge: .top))
}
}
Can we constrain or clamp translation with the new ManipulationComponent? For example, allow free movement within certain bounds.
Starting in visionOS 26, users can snap windows to surfaces. These windows are locked in place and are later restored by visionOS. We can access the snapped data with surfaceSnappingInfo docs.
Users can also lock a free-floating (unsnapped) window from a context menu in the window controls.
Is there a way to tell when a window has been locked without being snapped to a surface?
One of the most common ways to provide a window size in visionOS is to use the defaultSize scene modifier.
WindowGroup(id: "someID") {
SomeView()
}
.defaultSize(CGSize(width: 600, height: 600))
Starting in visionOS 26, using this has a side effect. visionOS 26 will restore windows that have been locked in place or snapped to surfaces. If a user has manually adjusted the size of a locked/snapped window, the users size is only restore in some cases.
Manual resize respected
Leaving a room and returning later
Taking the headset off and putting it back on later
Manual resize NOT respected
Device restart. In this case, the window is reopened where it was locked, but the size is set back to the values passed to defaultSize. The manual resizing adjustments the user has made are lost. This is counter to how all other windows and widgets work.
I reported this last month (FB18429638), but haven't heard back if this is a bug or intended behavior.
Questions
What is the best way to provide a default window size that will only be used when opening new windows–and not used during scene restoration?
Should we try to keep track of window size after users adjust them and save that somewhere?
If this is intended behavior, can someone please update the docs accordingly?
In Beta 1,2, and 3, we could pick up and inspect entities, bringing them closer while moving them outside of the bounds of a volume.
As of Beta 4, these entities are now clipped by the bounds of the volume. I'm not sure if this is a bug or an intended change, but I files a Feedback report (FB19005083). The release notes don't mention a change in behavior–at least not that I can find.
Is this an intentional change or a bug?
Here is a video that shows the issue.
https://youtu.be/ajBAaSxLL2Y
In the previous versions of visionOS 26, I could move these entities out of the volume and inspect them close up. Releasing would return them to the volume. Now they are clipped as soon as they reach the end of the volume.
I haven't had a chance to test with windows or with the SwiftUI modifier version of manipulation.
During the WWDC Session called "Design widgets for visionOS" the presenter says:
You can choose whether the background of your widget participates in tinting. If you opted out, for example to preserve a photo or illustration, make sure it still looks good alongside the selected color palette.
https://developer.apple.com/videos/play/wwdc2025/255
Unfortunately, this session has no example code. Can someone point me to the correct way to do this? Is there a modifier we can use on views?
When a user selects one the tint colors using the configuration screen, we would like to prevent some views from being tinted.