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OrbitAnimation does not work.
Hi, I implemented it as shown in the link below, but it does not animate. https://developer.apple.com/videos/play/wwdc2023/10080/?time=1220 The following message was displayed No bind target found for played animation. import SwiftUI import RealityKit struct ImmersiveView: View { var body: some View { RealityView { content in if let entity = try? await ModelEntity(named: "toy_biplane_idle") { let bounds = entity.model!.mesh.bounds.extents entity.components.set(CollisionComponent(shapes: [.generateBox(size: bounds)])) entity.components.set(HoverEffectComponent()) entity.components.set(InputTargetComponent()) if let toy = try? await ModelEntity(named: "toy_drummer_idle") { let orbit = OrbitAnimation( name:"orbit", duration: 30, axis:[0, 1, 0], startTransform: toy.transform, bindTarget: .transform, repeatMode: .repeat) if let animation = try? AnimationResource.generate(with: orbit) { toy.playAnimation(animation) } content.add(toy) } content.add(entity) } } } }
0
0
948
Aug ’23
How to set the default size of WindowGroup volumetric in SwiftUI to fit the size of Model Entity loaded in USDZ
Hello, I'm here. I am posting this in the hope that you can give me some advice on what I would like to achieve. What I would like to achieve is to download the USDZ 3D model from the web server within the visionOS app and display it with the Shared Space volume (volumetric) size set to fit the downloaded USDZ model. Currently, after downloading USDZ and generating it as a Model Entity, Using openWindow, The Model Entity is created as a volumetric WindowGroup in the RealityViewContent of the RealityView using openWindow. The Model Entity generated by downloading USDZ is added to the RealityViewContent of the RealityView in the View called by openWindow. The USDZ downloaded by the above method appears in the volume on visionOS without any problems. However, the size of the USDZ model to be downloaded is not uniform, so it may not fit in the volume. I am trying to generate a WindowGroup with openWindow using Binding with the appropriate size value set to defaultSize, but I am not sure which property of ModelEntity can be set to the appropriate value for defaultSize. The attached image does not have the correct position and I would like to place the position down if possible. I would appreciate your advice on sizing and positioning the downloaded USDZ to fit in the volume. Incidentally, I tried a plane style window and found that it displayed a USDZ Model Entity that was much larger in scale compared to the volume, so I have decided not to support a plane style window. If there is any information on how to properly set the position and size of the USDZ files created by visionOS and RealityKit, I would appreciate it if you could also provide it. Best regards. Sadao Tokuyama https://twitter.com/tokufxug https://1planet.co.jp/tech-blog/category/applevisionpro
1
0
1k
Oct ’23
GroupActivity: Dropping activity as there is no active conversation:
Hi, I am having trouble with Share Play working. When I create and run the GroupActivity sample in SharePlay, I get the following message and GroupActivity does not work. https://mitemmetim.medium.com/shareplay-tutorial-share-custom-data-between-ios-and-macos-a50bfecf6e64 Dropping activity as there is no active conversation: <TUMutableConversationActivityCreateSessionRequest 0x2836731c0 activityIdentifier=jp.co.1planet.sample.SharePlayTutorial.SharePlayActivity applicationContext={length = 42, bytes = 0x62706c69 73743030 d0080000 00000000 ... 00000000 00000009 } metadata=<TUConversationActivityMetadata 0x28072d380 context=CPGroupActivityGenericContext title=SharePlay Example sceneAssociationBehavior=<TUConversationActivitySceneAssociationBehavior 0x28237a740 targetContentIdentifier=(null) shouldAssociateScene=1 preferredSceneSessionRole=(null)>> UUID=3137DDE4-F5B2-46B2-9097-30DD6CAE79A3> I tried running it on Mac and iOS, but it did not work as expected. By the way, we are also trying the following https://developer.apple.com/forums/thread/683624 I have no knowledge of GroupActivity; I have Group Activities set in Capability. Do I need to set anything else? Please let me know if you can find any solution to this message. By the way, I am using Xcode 15.2 Beta, iOS 17.1.1 and iOS 17.3 Beta, Mac OS 14.2.1 (23C71). Best Regards.
0
0
912
Jan ’24
Construction of luminous expression methods
Hi, I am investigating how to emit the following in my visionOS app. https://www.hiroakit.com/archives/1432 https://blog.terresquall.com/2020/01/getting-your-emission-maps-to-work-in-unity/ Right now, I'm trying various things with Shader Graph in Reality Composer Pro, but I can't tell from the official documentation and WWDC session videos what the individual functions and combined effects of Reality Composer Pro's Shader Graph nodes are, I am having a hard time understanding the effects of the individual functions and combinations of them. I have a feeling that such luminous materials and expressions are not possible in visionOS to begin with. If there is a way to achieve this, please let me know. Thanks.
0
0
638
Mar ’24
The pinch operation by the left hand should be stopped.
Hi, I have a question. In visionOS, when a user looks at a button and performs a pinch gesture with their index finger and thumb, the button responds. By default, this works with both the left and right hands. However, I want to disable the pinch gesture when performed with the left hand while keeping it functional with the right hand. I understand that the system settings allow users to configure input for both hands, the left hand only, or the right hand only. However, I would like to control this behavior within the app itself. Is this possible? Best regards.
1
0
323
Feb ’25
Why don’t the dinosaurs in “Encounter Dinosaurs” respond to real-world light intensity?
I have a question about Apple’s preinstalled visionOS app “Encounter Dinosaurs.” In this app, the dinosaurs are displayed over the real-world background, but the PhysicallyBasedMaterial (PBM) in RealityKit doesn’t appear to respond to the actual brightness of the environment. Even when I change the lighting in the room, the dinosaurs’ brightness and shading remain almost the same. If this behavior is intentional — for example, if the app disables real-world lighting influence or uses a fixed lighting setup — could someone explain how and why it’s implemented that way?
1
0
720
Nov ’25
How to speed up build time when placing large USDZ files in RCP scenes
I’m currently developing a visionOS app that includes an RCP scene with a large USDZ file (around 2GB). Each time I make adjustments to the CG model in Blender, I export it as USDZ again, place it in the RCP scene, and then build the app using Xcode. However, because the USDZ file is quite large, the build process takes a long time, significantly slowing down my development speed. For example, I’d like to know if there are any effective ways to: Improve overall build performance Reduce the time between updating the USDZ file and completing the build Any advice or best practices for optimizing this workflow would be greatly appreciated. Best regards, Sadao
1
0
333
Nov ’25
Does an app using WKWebView require encryption compliance for worldwide App Store release?
I have two questions regarding releasing an app that uses an in-app browser (WKWebView) on the App Store worldwide. Question 1: Encryption usage Our app uses WKWebView and relies on standard encryption. Should this be declared as using encryption during the App Store submission? Question 2: If the answer to Question 1 is YES If it must be declared as using encryption, do we need to prepare and upload additional documentation when submitting the app in France? Also, would this require us to redo the entire build and upload process, even for an app version that has already been uploaded? Goal / request: We want to release an app using WKWebView worldwide, including France. We would like to understand all the necessary steps and requirements for completing the App Store release without unexpected rework. Best regards, P.S.: A similar question was posted a few years ago, but it seems there was no response. https://developer.apple.com/forums/thread/725047 Sadao
1
0
115
Nov ’25
Building a Full Space app that enables sharing a visionOS experience with nearby users.
Hello, I am currently considering developing a Full Space app that enables a shared visionOS experience with nearby users. Intended Features A Mixed Full Space app in which dozens of 3D models are placed in the space. These 3D models may play embedded animations when tapped, be programmatically moved or rotated, or be controlled via Reality Composer Pro timelines. The app also includes audio, spatial audio, videos with audio, and videos without audio, which are rendered as VideoTextures on planes and played back in the space. Some media elements play automatically, while others are triggered by user interaction. However, it is unclear whether AVPlaybackCoordinator supports shared playback across multiple types of media, such as: audio only spatial audio video without audio video with audio I am also unsure whether there are alternative or recommended approaches for synchronizing playback in this scenario. Questions Is it technically possible to implement the experience described above using visionOS? Are there any important implementation considerations or limitations that should be taken into account? For example, when two participants experience the app simultaneously, how is the content positioned for each participant? Is the spatial placement of content shared across participants, or is it positioned relative to each participant’s viewpoint? For nearby participants, is it necessary to register a spatial Persona? My understanding is that spatial Personas are not visible for nearby users during the experience; is this correct? When experiencing SharePlay with nearby users, is it possible to share the experience without registering the other participant’s contact information? I have watched the following session, but I was unable to fully understand the feasibility of the above use case or the concrete implementation details: https://developer.apple.com/videos/play/wwdc2025/318/ Thank you.
1
0
416
Jan ’26
Lighting disabled inside PortalComponent in Progressive/Full Immersion (visionOS 26.2)
Hello, I am experiencing an issue where lighting is disabled within a Portal Component specifically when using Progressive or Full Immersion styles in visionOS 26.2. [Steps to Reproduce] Create a scene in Reality Composer Pro with custom lighting (Directional Light, IBL, etc.) and load it as an Entity. Add a PortalComponent to this Entity. Observe the Entity in an ImmersiveSpace under different Immersion Styles. [Observed Behavior] Mixed Immersion: Lighting works as expected.Progressive / Full Immersion: Lighting is disabled, causing the content to render incorrectly. [Additional Context] Without PortalComponent: The same Reality Composer Pro scene renders lighting correctly across all Immersion Styles (Mixed, Progressive, and Full).Regression: In applications built with Xcode 16.4 / visionOS 2.5, lighting inside the Portal functioned correctly. This issue appears to have emerged with Xcode 26.2 and visionOS 26.2. [Questions] Is the disabling of lighting inside Portals during Full/Progressive Immersion an intended architectural change or optimization in visionOS 26.2? Are there any workarounds, such as specific PortalComponent configurations or new API flags, to re-enable lighting in these immersion modes? Thank you.
1
0
565
Feb ’26
Inquiry Regarding the Mandatory SDK Version Deadline for App Store Connect
Hello, When I recently distributed my app, I received the following warning message: "Starting April 2026, all visionOS apps must be built with the visionOS 26 SDK or later, included in Xcode 26 or later, in order to be uploaded to App Store Connect or submitted for distribution." However, the Apple Developer News page dated February 3 (https://developer.apple.com/news/?id=ueeok6yw) states that apps submitted to the App Store must meet the version 26 requirement starting April 28, 2026. I need to clarify whether the mandatory enforcement begins on April 1, 2026, or April 28, 2026. As the major specification changes in version 26 are significantly impacting our current app development, the exact deadline is critical for us to determine our updated development schedule. https://developer.apple.com/forums/thread/814892 Thank you.
0
0
381
Feb ’26
OrbitAnimation does not work.
Hi, I implemented it as shown in the link below, but it does not animate. https://developer.apple.com/videos/play/wwdc2023/10080/?time=1220 The following message was displayed No bind target found for played animation. import SwiftUI import RealityKit struct ImmersiveView: View { var body: some View { RealityView { content in if let entity = try? await ModelEntity(named: "toy_biplane_idle") { let bounds = entity.model!.mesh.bounds.extents entity.components.set(CollisionComponent(shapes: [.generateBox(size: bounds)])) entity.components.set(HoverEffectComponent()) entity.components.set(InputTargetComponent()) if let toy = try? await ModelEntity(named: "toy_drummer_idle") { let orbit = OrbitAnimation( name:"orbit", duration: 30, axis:[0, 1, 0], startTransform: toy.transform, bindTarget: .transform, repeatMode: .repeat) if let animation = try? AnimationResource.generate(with: orbit) { toy.playAnimation(animation) } content.add(toy) } content.add(entity) } } } }
Replies
0
Boosts
0
Views
948
Activity
Aug ’23
How to set the default size of WindowGroup volumetric in SwiftUI to fit the size of Model Entity loaded in USDZ
Hello, I'm here. I am posting this in the hope that you can give me some advice on what I would like to achieve. What I would like to achieve is to download the USDZ 3D model from the web server within the visionOS app and display it with the Shared Space volume (volumetric) size set to fit the downloaded USDZ model. Currently, after downloading USDZ and generating it as a Model Entity, Using openWindow, The Model Entity is created as a volumetric WindowGroup in the RealityViewContent of the RealityView using openWindow. The Model Entity generated by downloading USDZ is added to the RealityViewContent of the RealityView in the View called by openWindow. The USDZ downloaded by the above method appears in the volume on visionOS without any problems. However, the size of the USDZ model to be downloaded is not uniform, so it may not fit in the volume. I am trying to generate a WindowGroup with openWindow using Binding with the appropriate size value set to defaultSize, but I am not sure which property of ModelEntity can be set to the appropriate value for defaultSize. The attached image does not have the correct position and I would like to place the position down if possible. I would appreciate your advice on sizing and positioning the downloaded USDZ to fit in the volume. Incidentally, I tried a plane style window and found that it displayed a USDZ Model Entity that was much larger in scale compared to the volume, so I have decided not to support a plane style window. If there is any information on how to properly set the position and size of the USDZ files created by visionOS and RealityKit, I would appreciate it if you could also provide it. Best regards. Sadao Tokuyama https://twitter.com/tokufxug https://1planet.co.jp/tech-blog/category/applevisionpro
Replies
1
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0
Views
1k
Activity
Oct ’23
Acquisition of WindowGroup defaultSize information
Hi, How can I check the value set for defaultSize in WindowGroup?
Replies
0
Boosts
0
Views
559
Activity
Oct ’23
Minimum and maximum values for WindowGroup defaultsize
Does the defaultSize of WindowGroup have a minimum and maximum value? If so, could you please tell me what they are?
Replies
1
Boosts
0
Views
697
Activity
Oct ’23
GroupActivity: Dropping activity as there is no active conversation:
Hi, I am having trouble with Share Play working. When I create and run the GroupActivity sample in SharePlay, I get the following message and GroupActivity does not work. https://mitemmetim.medium.com/shareplay-tutorial-share-custom-data-between-ios-and-macos-a50bfecf6e64 Dropping activity as there is no active conversation: <TUMutableConversationActivityCreateSessionRequest 0x2836731c0 activityIdentifier=jp.co.1planet.sample.SharePlayTutorial.SharePlayActivity applicationContext={length = 42, bytes = 0x62706c69 73743030 d0080000 00000000 ... 00000000 00000009 } metadata=<TUConversationActivityMetadata 0x28072d380 context=CPGroupActivityGenericContext title=SharePlay Example sceneAssociationBehavior=<TUConversationActivitySceneAssociationBehavior 0x28237a740 targetContentIdentifier=(null) shouldAssociateScene=1 preferredSceneSessionRole=(null)>> UUID=3137DDE4-F5B2-46B2-9097-30DD6CAE79A3> I tried running it on Mac and iOS, but it did not work as expected. By the way, we are also trying the following https://developer.apple.com/forums/thread/683624 I have no knowledge of GroupActivity; I have Group Activities set in Capability. Do I need to set anything else? Please let me know if you can find any solution to this message. By the way, I am using Xcode 15.2 Beta, iOS 17.1.1 and iOS 17.3 Beta, Mac OS 14.2.1 (23C71). Best Regards.
Replies
0
Boosts
0
Views
912
Activity
Jan ’24
Construction of luminous expression methods
Hi, I am investigating how to emit the following in my visionOS app. https://www.hiroakit.com/archives/1432 https://blog.terresquall.com/2020/01/getting-your-emission-maps-to-work-in-unity/ Right now, I'm trying various things with Shader Graph in Reality Composer Pro, but I can't tell from the official documentation and WWDC session videos what the individual functions and combined effects of Reality Composer Pro's Shader Graph nodes are, I am having a hard time understanding the effects of the individual functions and combinations of them. I have a feeling that such luminous materials and expressions are not possible in visionOS to begin with. If there is a way to achieve this, please let me know. Thanks.
Replies
0
Boosts
0
Views
638
Activity
Mar ’24
The pinch operation by the left hand should be stopped.
Hi, I have a question. In visionOS, when a user looks at a button and performs a pinch gesture with their index finger and thumb, the button responds. By default, this works with both the left and right hands. However, I want to disable the pinch gesture when performed with the left hand while keeping it functional with the right hand. I understand that the system settings allow users to configure input for both hands, the left hand only, or the right hand only. However, I would like to control this behavior within the app itself. Is this possible? Best regards.
Replies
1
Boosts
0
Views
323
Activity
Feb ’25
Why don’t the dinosaurs in “Encounter Dinosaurs” respond to real-world light intensity?
I have a question about Apple’s preinstalled visionOS app “Encounter Dinosaurs.” In this app, the dinosaurs are displayed over the real-world background, but the PhysicallyBasedMaterial (PBM) in RealityKit doesn’t appear to respond to the actual brightness of the environment. Even when I change the lighting in the room, the dinosaurs’ brightness and shading remain almost the same. If this behavior is intentional — for example, if the app disables real-world lighting influence or uses a fixed lighting setup — could someone explain how and why it’s implemented that way?
Replies
1
Boosts
0
Views
720
Activity
Nov ’25
How to speed up build time when placing large USDZ files in RCP scenes
I’m currently developing a visionOS app that includes an RCP scene with a large USDZ file (around 2GB). Each time I make adjustments to the CG model in Blender, I export it as USDZ again, place it in the RCP scene, and then build the app using Xcode. However, because the USDZ file is quite large, the build process takes a long time, significantly slowing down my development speed. For example, I’d like to know if there are any effective ways to: Improve overall build performance Reduce the time between updating the USDZ file and completing the build Any advice or best practices for optimizing this workflow would be greatly appreciated. Best regards, Sadao
Replies
1
Boosts
0
Views
333
Activity
Nov ’25
Does an app using WKWebView require encryption compliance for worldwide App Store release?
I have two questions regarding releasing an app that uses an in-app browser (WKWebView) on the App Store worldwide. Question 1: Encryption usage Our app uses WKWebView and relies on standard encryption. Should this be declared as using encryption during the App Store submission? Question 2: If the answer to Question 1 is YES If it must be declared as using encryption, do we need to prepare and upload additional documentation when submitting the app in France? Also, would this require us to redo the entire build and upload process, even for an app version that has already been uploaded? Goal / request: We want to release an app using WKWebView worldwide, including France. We would like to understand all the necessary steps and requirements for completing the App Store release without unexpected rework. Best regards, P.S.: A similar question was posted a few years ago, but it seems there was no response. https://developer.apple.com/forums/thread/725047 Sadao
Replies
1
Boosts
0
Views
115
Activity
Nov ’25
Building a Full Space app that enables sharing a visionOS experience with nearby users.
Hello, I am currently considering developing a Full Space app that enables a shared visionOS experience with nearby users. Intended Features A Mixed Full Space app in which dozens of 3D models are placed in the space. These 3D models may play embedded animations when tapped, be programmatically moved or rotated, or be controlled via Reality Composer Pro timelines. The app also includes audio, spatial audio, videos with audio, and videos without audio, which are rendered as VideoTextures on planes and played back in the space. Some media elements play automatically, while others are triggered by user interaction. However, it is unclear whether AVPlaybackCoordinator supports shared playback across multiple types of media, such as: audio only spatial audio video without audio video with audio I am also unsure whether there are alternative or recommended approaches for synchronizing playback in this scenario. Questions Is it technically possible to implement the experience described above using visionOS? Are there any important implementation considerations or limitations that should be taken into account? For example, when two participants experience the app simultaneously, how is the content positioned for each participant? Is the spatial placement of content shared across participants, or is it positioned relative to each participant’s viewpoint? For nearby participants, is it necessary to register a spatial Persona? My understanding is that spatial Personas are not visible for nearby users during the experience; is this correct? When experiencing SharePlay with nearby users, is it possible to share the experience without registering the other participant’s contact information? I have watched the following session, but I was unable to fully understand the feasibility of the above use case or the concrete implementation details: https://developer.apple.com/videos/play/wwdc2025/318/ Thank you.
Replies
1
Boosts
0
Views
416
Activity
Jan ’26
Lighting disabled inside PortalComponent in Progressive/Full Immersion (visionOS 26.2)
Hello, I am experiencing an issue where lighting is disabled within a Portal Component specifically when using Progressive or Full Immersion styles in visionOS 26.2. [Steps to Reproduce] Create a scene in Reality Composer Pro with custom lighting (Directional Light, IBL, etc.) and load it as an Entity. Add a PortalComponent to this Entity. Observe the Entity in an ImmersiveSpace under different Immersion Styles. [Observed Behavior] Mixed Immersion: Lighting works as expected.Progressive / Full Immersion: Lighting is disabled, causing the content to render incorrectly. [Additional Context] Without PortalComponent: The same Reality Composer Pro scene renders lighting correctly across all Immersion Styles (Mixed, Progressive, and Full).Regression: In applications built with Xcode 16.4 / visionOS 2.5, lighting inside the Portal functioned correctly. This issue appears to have emerged with Xcode 26.2 and visionOS 26.2. [Questions] Is the disabling of lighting inside Portals during Full/Progressive Immersion an intended architectural change or optimization in visionOS 26.2? Are there any workarounds, such as specific PortalComponent configurations or new API flags, to re-enable lighting in these immersion modes? Thank you.
Replies
1
Boosts
0
Views
565
Activity
Feb ’26
Inquiry Regarding the Mandatory SDK Version Deadline for App Store Connect
Hello, When I recently distributed my app, I received the following warning message: "Starting April 2026, all visionOS apps must be built with the visionOS 26 SDK or later, included in Xcode 26 or later, in order to be uploaded to App Store Connect or submitted for distribution." However, the Apple Developer News page dated February 3 (https://developer.apple.com/news/?id=ueeok6yw) states that apps submitted to the App Store must meet the version 26 requirement starting April 28, 2026. I need to clarify whether the mandatory enforcement begins on April 1, 2026, or April 28, 2026. As the major specification changes in version 26 are significantly impacting our current app development, the exact deadline is critical for us to determine our updated development schedule. https://developer.apple.com/forums/thread/814892 Thank you.
Replies
0
Boosts
0
Views
381
Activity
Feb ’26