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Reply to Portal crossing causes inconsistent lighting and visual artifacts between virtual and real spaces (visionOS 2.0)
@radicalappdev Thank you for the suggestion! Yes, I did try using EnvironmentLightingConfigurationComponent as described in the WWDC 2024 session. I also experimented with different values such as intensityExponent and applied the component to both the virtual space entity and the world entity. However, unfortunately it didn’t resolve the issue. The lighting still shifts noticeably when crossing the portal — especially when going from the virtual environment back into the real-world view. The CG objects appear much darker after crossing, even with environment lighting configured. I also tried adding an ImageBasedLightComponent to the world, which helped a bit with consistency, but the lighting discontinuity through the portal still remains quite visible. It seems like the lighting system doesn’t fully preserve consistency across portal boundaries, or maybe there’s some additional configuration I’m missing? If you’ve seen a case where this worked seamlessly, I'd love to know more about the setup.
Topic: Spatial Computing SubTopic: General Tags:
Jul ’25
Reply to Portal crossing causes inconsistent lighting and visual artifacts between virtual and real spaces (visionOS 2.0)
@Vision Pro Engineer Thank you very much for your advice. Would it be correct to say that this issue will not be resolved unless we update to visionOS 26 beta? This project is currently being developed using the official release version of visionOS, not the beta version. The reason is that we have a trial operation scheduled in the near future, and therefore we are refraining from using the beta version. If this issue cannot be resolved on the development side, we are also considering alternative approaches. So if it’s clear that this can only be resolved with visionOS 26 beta, we would like to proceed with an alternative plan. We have observed that this issue occurs regardless of whether image-based lighting is used. With that in mind, could you please confirm whether our understanding is correct that this issue no longer occurs across portal boundaries in visionOS 26?
Topic: Spatial Computing SubTopic: General Tags:
Jul ’25
Reply to How to Achieve Volumetric Lighting (Light Shafts) in RealityKit on visionOS?
@DTS Engineer Thank you for your reply. I understand that your advice about using Metal ray tracing to render parts of the scene suggests integrating it with RealityKit. Are you referring to using low-level meshes in this context? To be honest, this answer alone doesn’t give me any clear idea of what to do. I have very little experience with Metal itself.
Topic: Spatial Computing SubTopic: General Tags:
Jul ’25
Reply to How to Achieve Volumetric Lighting (Light Shafts) in RealityKit on visionOS?
@DTS Engineer On visionOS, RealityKit does not support CustomMaterial (Surface Shader / Geometry Modifier), so your advice isn’t applicable and is off-target. Please provide the optimal guidance for visionOS, assuming Shader Graph Material (ShaderGraphMaterial), and include concrete API names, sample code, and references to the latest official documentation / WWDC session numbers.
Topic: Spatial Computing SubTopic: General Tags:
Jul ’25
Reply to How to Achieve Volumetric Lighting (Light Shafts) in RealityKit on visionOS?
@DTS Engineer Thank you for your response. From your explanation, I understand that RealityKit itself does not support ray marching and that the Compositor Services framework is only applicable for apps that leverage Metal-based rendering. I also acknowledge that my original question lacked details regarding the intended use of ARKit features. My assumption is to utilize ARKit capabilities other than hand tracking or world tracking. To confirm, is it correct to understand from your official guidance that, under these conditions, there is currently no supported approach to implement ray marching in visionOS with RealityKit?
Topic: Spatial Computing SubTopic: General Tags:
Jul ’25