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How to Achieve Volumetric Lighting (Light Shafts) in RealityKit on visionOS?
Hello everyone, I am currently developing an experience for visionOS using RealityKit and I would like to achieve volumetric light effects, such as visible light rays or shafts through fog or dust. I found this GitHub project: https://github.com/robcupisz/LightShafts, which demonstrates the kind of visual style I am aiming for. I would like to know if there is a way to create similar effects using RealityKit on visionOS. So far, I have experimented with DirectionalLight, SpotLight, ImageBasedLight, and custom materials (e.g., additive blending on translucent meshes), but none of these approaches can replicate the volumetric light shaft look shown in the repository above. Questions: Is there a recommended technique or workaround in RealityKit to simulate light shafts or volumetric lighting? Is creating a custom mesh (e.g., cone or volume geometry with gradient alpha and additive blending) the only feasible method? Are there any examples, best practices, or sample projects from Apple or other developers that showcase a similar visual style? Any advice or hints would be greatly appreciated. Thank you in advance!
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Aug ’25
AR Quick View's AR Quick View button cannot be pressed on some iOS devices.
AR Quick View's AR Quick View button cannot be pressed on some iOS devices. As for the iPhone 12 Pro, the AR Quick View button cannot be pressed on iOS 15 when reading from the standard iOS QR code reader, but the AR Quick View button can be pressed on the iPhone 12 Pro with iOS 14. On other devices, you can press the AR Quick View button when launching from Safari, but you cannot press the AR Quick View button when accessing from the standard QR code reader. Also, on some iOS devices, the AR Quick View button cannot be pressed. The problem seems to be occurring outside of the https://konabeer.jp/beach-diorama-ar/ as well. Is there any way to avoid this AR Quick View button not being able to be pressed? It would be very helpful if I could get more information than just the solution to this problem. iPhone7(iOS13):OK iPhoneX(iOS15):QR Code Reader:NG iPhone11(iOS14):OK iPhone12Pro(iOS14):OK iPhone12Pro(iOS15):QR Code Reader:NG iPhone12(iOS15.1):QR Code Reader:NG iPad Air(iOS15):QR Code Reader:NG iPhoneSE(iOS15):QR Code Reader:NG As a result of our own verification, the AR Quick Look button is deactivated on iOS 15 and when the QR code is imported from the Control Center. If you know of any known bugs or workarounds, or if there are any informative sites that have information on this issue, I would appreciate it.
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Jan ’22
Does the Apple Vision Pro have GPS?
Hi, I was wondering after watching the WWDC23 session, Meet Core Location for spatial computing, does the Apple Vision Pro have GPS? Or does it provide Core Location functionality via Wi-Fi? Also, in Unity, we use Input.location to get latitude and longitude. When developing in Unity with Apple Vision Pro, do we use Input.location to get latitude and longitude? Best regards. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
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Feb ’24
Manual for Shader Graph in Reality Composer Pro
Hi, I would like to learn how to create custom materials using Shader Graph in Reality Composer Pro. I would like to know more about Shader Graph in general, including node descriptions and how the material's display changes when nodes are connected. However, I cannot find a manual for Shader Graph in Reality Composer Pro. This leaves me totally clueless on how to create custom materials. Thanks. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
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Mar ’24
Problem with black background when taking a photo with AR Quick Look feature in iOS 15
Has the problem of the black background when taking a picture with the AR Quick look function in iOS 15 been resolved? I think it's a rather serious bug. On an iOS 15 device, go to the Quick Look page below and display any of the multiple 3D models in AR Quick Look; the background will be black when you take a picture with the AR Quick Look shooting function. https://developer.apple.com/augmented-reality/quick-look/ There are similar events below, but they do not seem to be addressed at all. https://developer.apple.com/forums/thread/691784
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Jun ’22
Simple question about visionOS and Shared Space
Hi, I have one question: you explained Shared Space at the beginning of the session video, but I didn't really understand it. Is this Shared Space like the Dock on a Mac? Are applications placed in the Shared Space and the operation is to launch the application placed in the Shared Space ? Why is the word "Shared" included, or is there a function to do Shared? "By default, apps launch into Shared Space." By default, apps launch into the Shared Space. What is the default? What is the non-default state? "People remain connected to their surroundings through passthrough." What does the above mean on visionOS? By the way, is the application that starts on the Shared Space the so-called clock, or does the Safari browser also work on the Shared Space? What kind of applications can only run on Full Space? I don't have an image of the role of each function on visionOS. If possible, it would be easier to understand if there is an actual image of the application running, not just a diagram. Best regards. Sadao Tokuyama https://1planet.co.jp/
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Jun ’23
Apple Vision Pro Specifications
Hi, I have a question about Apple Vision Pro specifications. HWhat are the vertical, horizontal, and diagonal FOV degrees of Vision Pro? How many cm does Vision Pro's Near clipping plane support? How many meters does Vision Pro's Far clipping plane support? Does eye tracking, authentication, etc. work properly for people wearing contact lenses? At what age can Vision Pro be worn? Best regards. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
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Jun ’23
Portal crossing causes inconsistent lighting and visual artifacts between virtual and real spaces (visionOS 2.0)
Hello, I'm working with the new PortalComponent introduced in visionOS 2.0, and I've encountered some issues when transitioning entities between virtual and real-world spaces using crossingMode. Specifically: Lighting inconsistency: When CG content (ModelEntities with PhysicallyBasedMaterial) crosses the portal from virtual space into the real environment, the way light reflects on the objects changes noticeably. This causes a jarring visual effect, as the same material appears differently depending on the space it's in. Unnatural transition visuals: During the transition, the CG models often appear to "emerge from the wall," especially when crossing from virtual to real. This ruins the immersive illusion and feels visually unnatural. IBL adjustment attempts: I’ve tried adding an ImageBasedLightComponent to the world entity, and while it slightly improves the lighting consistency, the issue still remains to a noticeable degree. My goal is to create a seamless visual experience when CG entities cross between spaces, without sudden lighting shifts or immersion-breaking geometry reveals. Has anyone else experienced similar issues? Is there a recommended setup or workaround to better control lighting and visual fidelity when using crossingMode with portals in visionOS 2.0? Any guidance would be greatly appreciated. Thank you!
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Jul ’25
The text "%%USE_I18N_STRING_ERROR%%" is displayed on the application page for the Apple Vision Pro Developer Kit.
Hello, I am writing to you today to inquire about my application for the Apple Vision Pro Developer Kit. I submitted my application three times, but each time the application page displayed the text "%%USE_I18N_STRING_ERROR%%". After I submitted my application, the page I was redirected to said "We'll be back soon". I am not sure if my application was successful. I have not received any email confirmation. Would you be able to check the status of my application and let me know if there is anything else I need to do? Thank you for your time and consideration. Sincerely, Sadao Tokuyama https://twitter.com/tokufxug https://www.linkedin.com/in/sadao-tokuyama/
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1.4k
Jul ’23
About GestureState<ManipulationState>
The source code for visionOS's WWDC23 session, Take SwiftUI to the next dimension, suddenly makes extensive use of GestureState. However, there is no sample code that shows the full extent of GestureState, nor is there any explanation of its use in the video. I cannot proceed with understanding unless you share information about this. https://developer.apple.com/videos/play/wwdc2023/10113/?time=969 URL of the capture of the part of the video where GestureState is used. (An error occurred when uploading the image.) https://imgur.com/a/ZAeWk2k Sincerely, Sadao Tokuyama https://twitter.com/tokufxug https://www.linkedin.com/in/sadao-tokuyama/
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Aug ’23
When placing a TextField within a RealityViewAttachment, the virtual keyboard does not appear in front of the user as expected.
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
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Jul ’25
Recommended machine specifications for Apple Vision Pro application development
Hi One point I would like to ask. How many specs do you need and which Mac would you recommend for Apple Vision Pro development? We use XCode, RealityKit, ARKit, Reality Composer Pro, Unity Editor which supports visionOS development, and MaterialX. If possible, what notebook and desktop models do you recommend? Best regards Sadao Tokuyama https://1planet.co.jp/
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2.2k
Jun ’23
Value of type '(@escaping (TapGesture.Value) -> Void) -> _EndedGesture<TapGesture>' has no member 'targetedToAnyEntity'
Hi, If you write the sample code for the gesture in the following document and try to execute it, an error will occur. https://developer.apple.com/documentation/visionos/adding-3d-content-to-your-app Value of type '(@escaping (TapGesture.Value) -> Void) -> _EndedGesture' has no member 'targetedToAnyEntity' Is something missing? XCode 15.0 beta 2 (15A516b) visionOS 1.0 beta import SwiftUI import RealityKit import RealityKitContent struct SphereSecondView: View { @State var scale = false /*var tap: some Gesture { TapGesture() .onEnded { _ in print("Tap") scale.toggle() } }*/ var body: some View { RealityView {content in let model = ModelEntity( mesh: .generateSphere(radius: 0.1), materials: [SimpleMaterial(color: .yellow, isMetallic: true)]) content.add(model) } update: { content in if let model = content.entities.first { model.transform.scale = scale ? [2.0, 2.0, 2.0] : [1.0, 1.0, 1.0] } } .gesture(TapGesture().onEnded .targetedToAnyEntity() { _ in scale.toggle() }) } } #Preview{ SphereSecondView() } Best regards. Sadao Tokuyama https://1planet.co.jp/ https://twitter.com/tokufxug
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Jul ’23
How to reproduce MagnifyGesture on visionOS simulator
Hi, I have one question. How do I issue MagnifyGesture's onChange event in the visionOS simulator? I have tried various operations, but the onChange event does not work. https://developer.apple.com/videos/play/wwdc2023/10111/?time=994 @main struct WorldApp: App { @State private var currentStyle: ImmersionStyle = .mixed var body: some Scene { ImmersiveSpace(id: "solar") { SolarSystem() .simultaneousGesture(MagnifyGesture() .onChanged { value in let scale = value.magnification if scale > 5 { currentStyle = .progressive } else if scale > 10 { currentStyle = .full } else { currentStyle = .mixed } } ) } .immersionStyle(selection:$currentStyle, in: .mixed, .progressive, .full) } } Thanks.
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Aug ’23