Discuss Spatial Computing on Apple Platforms.

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ImmersiveSpace orphaned when WindowGroup closes
Environment visionOS 26.1, Xcode 26.1.1 Problem When a WindowGroup opens an ImmersiveSpace and the user closes the window via X button, the async Task in .onDisappear gets cancelled before dismissImmersiveSpace() completes, leaving the ImmersiveSpace active with no way to exit. Steps WindowGroup opens ImmersiveSpace in .onAppear User clicks X to close window .onDisappear fires but async cleanup cancelled ImmersiveSpace remains active, user trapped Expected ImmersiveSpace dismissed when window closes Actual ImmersiveSpace remains active Code .onAppear { Task { await openImmersiveSpace(id: "VideoCallMainCamera") } } .onDisappear { Task { await dismissImmersiveSpace() // Gets cancelled } } What I've Tried Task in .onDisappear ❌ scenePhase monitoring ❌ High priority Task ❌ .restorationBehavior(.disabled) + .defaultLaunchBehavior(.suppressed) ✅ (prevents restoration but doesn't fix immediate cleanup) Question What's the recommended pattern for ensuring ImmersiveSpace cleanup when WindowGroup closes? Is there a way to block window closure until async cleanup completes, or should ImmersiveSpaces automatically dismiss with their parent window?
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241
Dec ’25
Presenting images in RealityKit sample No Longer Builds
After updating to the latest visionOS beta, visionOS 26 Beta 4 (23M5300g) the ‘Presenting images in RealityKit’ sample from the following link no longer builds due to an error. https://developer.apple.com/documentation/RealityKit/presenting-images-in-realitykit Expected / Previous: Application builds and runs on device, working as described in the documentation. Reality: Application builds, but does not run on device due to an error (shown in screenshot) “Thread 1: EXC_BAD_ACCESS (code=1, address=0xb)”. The application still runs on the simulator, but not on device. When launching the app from Xcode, it builds and installs correctly but hangs due to the respective error. When loading the app from the Home Screen, the app does not load, and immediately returns to the Home Screen. This Xcode project previously ran with no changes to code - the only change was updating the visionOS system software to the latest version. visionOS 26 Beta 4 (23M5300g) Is anyone else experiencing this issue?
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249
Aug ’25
How to fix "Sample 0 missing LiDAR point cloud!" error?
I'm trying to run a PhotogrammetrySession based on photos taken in an AVCaptureSession and stored as .heic files. When I load the files I'm always seeing the error "Sample 0 missing LiDAR point cloud!" showing up for each individual sample. Debugging shows that sample.depthDataMap is populated, also the .heic contains depth data which can be extracted using e.g. heif-convert on my Mac. Comparing the .heic I created to one of the ObjectCaptureSession which doesn't show the LiDAR warning, I noticed the only difference being the HEIC information here: So my questions are: Are these the missing information in my manual capture causing this warning? Can I somehow add these information in an AVCaptureSession? Do these information allow better photogrammetry results?
2
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427
Dec ’25
Implementing Foveated Streaming with Apple Vision Pro
Hello, Want to understand what's the current state for developing for Apple Vision Pro? I want to stream a video from a remote server in realtime. It is a video stream and can't download it. I want to stream a low quality stream and high res stream. The server will only send the "box" where user is looking at. Are there any API to track where the user is looking at in the experience? Thanks,
1
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708
Dec ’25
How to configure Spatial Audio on a Video Material?, Compile error.
I've tried following apple's documentation to apply a video material on a Model Entity, but I have encountered a compile error while attempting to specify the Spatial Audio type. It is a 360 video on a Sphere which plays just fine, but the audio is too quiet compared to the volume I get when I preview the video on Xcode. So I tried tried to configure audio playback mode on the material but it gives me a compile error: "audioInputMode' is unavailable in visionOS audioInputMode' has been explicitly marked unavailable here RealityFoundation.VideoPlaybackController.audioInputMode)" https://developer.apple.com/documentation/realitykit/videomaterial/ Code: let player = AVPlayer(url: url) // Instantiate and configure the video material. let material = VideoMaterial(avPlayer: player) // Configure audio playback mode. material.controller.audioInputMode = .spatial // this line won’t compile. VisionOS 2.4, Xcode 16.4, also tried Xcode 26 beta 2. The videos are HEVC MPEG-4 codecs. Is there any other way to do this, or is there a workaround available? Thank you.
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259
Jul ’25
Vision Pro 画面传输至 Mac 后分辨率偏低
传输后的直播流分辨率显著下降,画面细节丢失、清晰度不足,导致 3D 家具商品的纹理、尺寸等关键信息无法精准展示,影响用户对商品的判断。 期望 优化流传输过程中的分辨率压缩策略,减少传输过程中的画质损耗,提升 Mac 端接收的直播流清晰度,匹配 3D 商品展示的高精度需求。
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266
Dec ’25
拍摄画面亮度不稳定(动态波动)
画面亮度存在无规律动态波动(时亮时暗),且无手动控制入口,导致商品颜色还原失真、主播面部曝光异常(过曝 / 欠曝),严重影响直播展示效果。 期望 "· 优化直播模式的自动曝光算法,提升复杂光线环境下的亮度稳定性; · 增加 “直播模式” 专属亮度锁定功能,支持手动设定亮度参数并锁定,满足直播场景下的画质可控需求。 "
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454
Dec ’25
RealityKit fullscreen layer
Hi! I'm currently trying to render another XR scene in front of a RealityKit one. Actually, I'm anchoring a plane to the head with a shader to display for left/right eye side-by-side images. By default, the camera has a near plane so I can directly draw at z=0. Is there a way to change the camera near plane? Or maybe there is a better solution to overlay image/texture for left/right eyes? Ideally, I would layer some kind of CompositorLayer on RealityKit, but that's sadly not possible from what I know. Thanks in advance and have a good day!
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336
Jul ’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
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420
Jan ’26
TextComponent on iOS/macOS pixelated when viewed from short distance
Hello, I've been tinkering a bit with TextComponent. Based on the docs it seems like this component should always render sharp and nice text, no matter how close the user gets: RealityKit dynamically adjusts the backing size to a value that results in high-fidelity text at its current location. And it does on visionOS, but on iOS and macOS the text gets pixelated when I get close to it, as if its just rendering it once as a plain image texture. Can anyone tell me if this is expected behavior or a bug? Here two screenshots for comparison (iPhone and Vision Pro): Thanks!
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195
Aug ’25
Is it possible to live render CMTaggedBuffer / MV-HEVC frames in visionOS?
Hey all, I'm working on a visionOS app that captures live frames from the left and right cameras of Apple Vision Pro using cameraFrame.sample(for: .left/.right). Apple provides documentation on encoding side-by-side frames into MV-HEVC spatial video using CMTaggedBuffer: Converting Side-by-Side 3D Video to MV-HEVC My question: Is there any way to render tagged frames (e.g. CMTaggedBuffer with .stereoView(.leftEye/.rightEye)) live, directly to a surface in RealityKit or Metal, without saving them to a file? I’d like to create a true stereoscopic (spatial) live video preview, not just render two images side-by-side. Any advice or insights would be greatly appreciated!
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263
Aug ’25
[WebXR] Support for AR module in VisionOS 2.x
Thank you again for pushing the web forward in VisionOS 2, super exciting! The latest WWDC24 video touched on VR experiences for VisionOS2.0 using WebXR, however there was no mention of passthrough AR experiences. Samples such as this one are not supported: https://immersive-web.github.io/webxr-samples/immersive-ar-session.html In Settings > Safari, there is a feature flag for the AR WebXR module, but enabling it did not seem to change anything. Is this the expected behavior at this time? Any developer preview(s) we could try?
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3.7k
Mar ’26
ImageAnchoringSource from URL
Hello, I was wondering how I can initialize an ImageAnchoringSource using https://developer.apple.com/documentation/realitykit/anchoringcomponent/imageanchoringsource/init(_:) When I construct one using a URL, it doesn't seem to be tracked and I see in the following when I debug print the component: ▿ 0 : AnchoringComponent ▿ target : Target ▿ referenceImage : 1 element ▿ from : ImageAnchoringSource ▿ url : Optional<URL> ▿ some : file:///var/mobile/Containers/Data/Application/D1126EA0-A1D7-468F-A40C-8578B7F5BDDF/Library/Caches/CodeCache/0E457AA7-2195-48B9-9DD4-58CEB9397F69.png - _url : file:///var/mobile/Containers/Data/Application/D1126EA0-A1D7-468F-A40C-8578B7F5BDDF/Library/Caches/CodeCache/0E457AA7-2195-48B9-9DD4-58CEB9397F69.png - _parseInfo : nil - _baseParseInfo : nil - name : nil - group : nil ▿ trackingMode : TrackingMode - trackingMode : 2 Is there a specific format for the parseInfo? When I use the same image to make an image anchoring source by group and name in AR Resources, it is tracked. Thank you!
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1.2k
Mar ’26
The folding and unfolding effect of the NBA sand table
Seeing this magical sand table, the unfolding and folding effects are similar to spreading out cards, which is very interesting. But I don't know how to achieve it. I want to see if there are any ways to achieve this effect and give some ideas. May I ask if this effect can be achieved under the existing API
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May ’25
SpatialEventGesture Not Working to Show Hidden Menu in Immersive Panorama View - visionOS
SpatialEventGesture Not Working to Show Hidden Menu in Immersive Panorama View - visionOS Problem Description I'm developing a Vision Pro app that displays 360° panoramic photos in a full immersive space. I have a floating menu that auto-hides after 5 seconds, and I want users to be able to show the menu again using spatial gestures (particularly pinch gestures) when it's hidden. However, the SpatialEventGesture implementation is not working as expected. The menu doesn't appear when users perform pinch gestures or other spatial interactions in the immersive space. Current Implementation Here's the relevant gesture detection code in my ImmersiveView: import SwiftUI import RealityKit struct ImmersiveView: View { @EnvironmentObject var appModel: AppModel @Environment(\.openWindow) private var openWindow var body: some View { RealityView { content in // RealityView content setup with panoramic sphere... let rootEntity = Entity() content.add(rootEntity) // Load panoramic content here... } // Using SpatialEventGesture to handle multiple spatial gestures .gesture( SpatialEventGesture() .onEnded { eventCollection in // Check menu visibility state if !appModel.isPanoramaMenuVisible { // Iterate through event collection to handle various gestures for event in eventCollection { switch event.kind { case .touch: print("Detected spatial touch gesture, showing menu") showMenuWithGesture() return case .indirectPinch: print("Detected spatial pinch gesture, showing menu") showMenuWithGesture() return case .pointer: print("Detected spatial pointer gesture, showing menu") showMenuWithGesture() return @unknown default: print("Detected unknown spatial gesture: \(event.kind)") showMenuWithGesture() return } } } } ) // Keep long press gesture as backup .simultaneousGesture( LongPressGesture(minimumDuration: 1.5) .onEnded { _ in if !appModel.isPanoramaMenuVisible { print("Detected long press gesture, showing menu") showMenuWithGesture() } } ) } private func showMenuWithGesture() { if !appModel.isPanoramaMenuVisible { appModel.showPanoramaMenu() if !appModel.windowExists(id: "PanoramaMenu") { openWindow(id: "PanoramaMenu", value: "menu") } } } } What I've Tried Multiple SpatialTapGesture approaches: Originally tried using multiple .gesture() modifiers with SpatialTapGesture(count: 1) and SpatialTapGesture(count: 2), but realized they override each other. SpatialEventGesture implementation: Switched to SpatialEventGesture to handle multiple event types (.touch, .indirectPinch, .pointer), but pinch gestures still don't trigger the menu. Added debugging: Console logs show that the gesture callbacks are never called when performing pinch gestures in the immersive space. Backup LongPressGesture: Added a simultaneous long press gesture as backup, which also doesn't work consistently. Expected Behavior When the panorama menu is hidden (after 5-second auto-hide), users should be able to: Perform a pinch gesture (indirect pinch) to show the menu Tap in space to show the menu Use other spatial gestures to show the menu Questions Is SpatialEventGesture the correct approach for detecting gestures in a full immersive RealityView? Are there any special considerations for gesture detection when the RealityView contains a large panoramic sphere that might be intercepting gestures? Should I be using a different gesture approach for visionOS immersive spaces? Is there a way to ensure gestures work even when the RealityView content (panoramic sphere) might be blocking them? Environment Xcode 16.1 visionOS 2.5 Testing on Vision Pro device App uses SwiftUI + RealityKit Any guidance on the proper way to implement spatial gesture detection in visionOS immersive spaces would be greatly appreciated! Additional Context The app manages multiple windows and the gesture detection should work specifically when in the immersive panorama mode with the menu hidden. Thank you for any help or suggestions!
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Jun ’25
WebXR and PSVR2
We got very excited when we saw support for the PSVR2 on WWDC! Particularly interesting is WebXR to us, so we got the controllers to give it a try. Unfortunately they only register as gamepads in the navigator but not as XRInputDevice's We went through the experimental flags and didn't find something that is directly related. Is there a flag we missed? If not, when do you have PSVR2 support planned for WebXR?
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Jun ’25
Template Project Entity Overlapping and Sticking Issues
Hello, There are three issues I am running into with a default template project + additional minimal code changes: the Sphere_Left entity always overlaps the Sphere_Right entity. when I release the Sphere_Left entity, it does not remain sticking to the Sphere_Right entity when I release the Sphere_Left entity, it distances itself from the Sphere_Right entity When I manipulate the Sphere_Right entity, these above 3 issues do not occur: I get a correct and expected behavior. These issues are simple to replicate: Create a new project in XCode Choose visionOS -> App, then click Next Name your project, and leave all other options as defaults: Initial Scene: Window, Immersive Space Renderer: RealityKit, Immersive Space: Mixed, then click Next Save you project anywhere... Replace the entire ImmersiveView.swift file with the below code. Run. Try to manipulate the left sphere, you should get the same issues I mentioned above If you restart the project, and manipulate only the right sphere, you should get the correct expected behaviors, and no issues. I am running this in macOS 26, XCode 26, on visionOS 26, all released lately. ImmersiveView Code: // // ImmersiveView.swift // import OSLog import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { private let logger = Logger(subsystem: "com.testentitiessticktogether", category: "ImmersiveView") @State var collisionBeganUnfiltered: EventSubscription? var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) // Add manipulation components setupManipulationComponents(in: immersiveContentEntity) collisionBeganUnfiltered = content.subscribe(to: CollisionEvents.Began.self) { collisionEvent in Task { @MainActor in handleCollision(entityA: collisionEvent.entityA, entityB: collisionEvent.entityB) } } } } } private func setupManipulationComponents(in rootEntity: Entity) { logger.info("\(#function) \(#line) ") let sphereNames = ["Sphere_Left", "Sphere_Right"] for name in sphereNames { guard let sphere = rootEntity.findEntity(named: name) else { logger.error("\(#function) \(#line) Failed to find \(name) entity") assertionFailure("Failed to find \(name) entity") continue } ManipulationComponent.configureEntity(sphere) var manipulationComponent = ManipulationComponent() manipulationComponent.releaseBehavior = .stay sphere.components.set(manipulationComponent) } logger.info("\(#function) \(#line) Successfully set up manipulation components") } private func handleCollision(entityA: Entity, entityB: Entity) { logger.info("\(#function) \(#line) Collision between \(entityA.name) and \(entityB.name)") guard entityA !== entityB else { return } if entityB.isAncestor(of: entityA) { logger.debug("\(#function) \(#line) \(entityA.name) already under \(entityB.name); skipping reparent") return } if entityA.isAncestor(of: entityB) { logger.info("\(#function) \(#line) Skip reparent: \(entityA.name) is an ancestor of \(entityB.name)") return } reparentEntities(child: entityA, parent: entityB) entityA.components[ParticleEmitterComponent.self]?.burst() } private func reparentEntities(child: Entity, parent: Entity) { let childBounds = child.visualBounds(relativeTo: nil) let parentBounds = parent.visualBounds(relativeTo: nil) let maxEntityWidth = max(childBounds.extents.x, parentBounds.extents.x) let childPosition = child.position(relativeTo: nil) let parentPosition = parent.position(relativeTo: nil) let currentDistance = distance(childPosition, parentPosition) child.setParent(parent, preservingWorldTransform: true) logger.info("\(#function) \(#line) Set \(child.name) parent to \(parent.name)") child.components.remove(ManipulationComponent.self) logger.info("\(#function) \(#line) Removed ManipulationComponent from child \(child.name)") if currentDistance > maxEntityWidth { let direction = normalize(childPosition - parentPosition) let newPosition = parentPosition + direction * maxEntityWidth child.setPosition(newPosition - parentPosition, relativeTo: parent) logger.info("\(#function) \(#line) Adjusted position: distance was \(currentDistance), now \(maxEntityWidth)") } } } fileprivate extension Entity { func isAncestor(of other: Entity) -> Bool { var current: Entity? = other.parent while let node = current { if node === self { return true } current = node.parent } return false } } #Preview(immersionStyle: .mixed) { ImmersiveView() .environment(AppModel()) }
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Sep ’25
ImmersiveSpace orphaned when WindowGroup closes
Environment visionOS 26.1, Xcode 26.1.1 Problem When a WindowGroup opens an ImmersiveSpace and the user closes the window via X button, the async Task in .onDisappear gets cancelled before dismissImmersiveSpace() completes, leaving the ImmersiveSpace active with no way to exit. Steps WindowGroup opens ImmersiveSpace in .onAppear User clicks X to close window .onDisappear fires but async cleanup cancelled ImmersiveSpace remains active, user trapped Expected ImmersiveSpace dismissed when window closes Actual ImmersiveSpace remains active Code .onAppear { Task { await openImmersiveSpace(id: "VideoCallMainCamera") } } .onDisappear { Task { await dismissImmersiveSpace() // Gets cancelled } } What I've Tried Task in .onDisappear ❌ scenePhase monitoring ❌ High priority Task ❌ .restorationBehavior(.disabled) + .defaultLaunchBehavior(.suppressed) ✅ (prevents restoration but doesn't fix immediate cleanup) Question What's the recommended pattern for ensuring ImmersiveSpace cleanup when WindowGroup closes? Is there a way to block window closure until async cleanup completes, or should ImmersiveSpaces automatically dismiss with their parent window?
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1
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241
Activity
Dec ’25
Presenting images in RealityKit sample No Longer Builds
After updating to the latest visionOS beta, visionOS 26 Beta 4 (23M5300g) the ‘Presenting images in RealityKit’ sample from the following link no longer builds due to an error. https://developer.apple.com/documentation/RealityKit/presenting-images-in-realitykit Expected / Previous: Application builds and runs on device, working as described in the documentation. Reality: Application builds, but does not run on device due to an error (shown in screenshot) “Thread 1: EXC_BAD_ACCESS (code=1, address=0xb)”. The application still runs on the simulator, but not on device. When launching the app from Xcode, it builds and installs correctly but hangs due to the respective error. When loading the app from the Home Screen, the app does not load, and immediately returns to the Home Screen. This Xcode project previously ran with no changes to code - the only change was updating the visionOS system software to the latest version. visionOS 26 Beta 4 (23M5300g) Is anyone else experiencing this issue?
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4
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249
Activity
Aug ’25
How to fix "Sample 0 missing LiDAR point cloud!" error?
I'm trying to run a PhotogrammetrySession based on photos taken in an AVCaptureSession and stored as .heic files. When I load the files I'm always seeing the error "Sample 0 missing LiDAR point cloud!" showing up for each individual sample. Debugging shows that sample.depthDataMap is populated, also the .heic contains depth data which can be extracted using e.g. heif-convert on my Mac. Comparing the .heic I created to one of the ObjectCaptureSession which doesn't show the LiDAR warning, I noticed the only difference being the HEIC information here: So my questions are: Are these the missing information in my manual capture causing this warning? Can I somehow add these information in an AVCaptureSession? Do these information allow better photogrammetry results?
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2
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0
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427
Activity
Dec ’25
Curved/panorama window in visionOS 2?
The new Mac virtual display feature on visionOS 2 offers a curved/panoramic window. I was wondering if this is simply a property that can be applied to a window, or if it involves an immersive mode or SceneKit/RealityKit?
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5
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1.5k
Activity
Nov ’25
Implementing Foveated Streaming with Apple Vision Pro
Hello, Want to understand what's the current state for developing for Apple Vision Pro? I want to stream a video from a remote server in realtime. It is a video stream and can't download it. I want to stream a low quality stream and high res stream. The server will only send the "box" where user is looking at. Are there any API to track where the user is looking at in the experience? Thanks,
Replies
1
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0
Views
708
Activity
Dec ’25
How to configure Spatial Audio on a Video Material?, Compile error.
I've tried following apple's documentation to apply a video material on a Model Entity, but I have encountered a compile error while attempting to specify the Spatial Audio type. It is a 360 video on a Sphere which plays just fine, but the audio is too quiet compared to the volume I get when I preview the video on Xcode. So I tried tried to configure audio playback mode on the material but it gives me a compile error: "audioInputMode' is unavailable in visionOS audioInputMode' has been explicitly marked unavailable here RealityFoundation.VideoPlaybackController.audioInputMode)" https://developer.apple.com/documentation/realitykit/videomaterial/ Code: let player = AVPlayer(url: url) // Instantiate and configure the video material. let material = VideoMaterial(avPlayer: player) // Configure audio playback mode. material.controller.audioInputMode = .spatial // this line won’t compile. VisionOS 2.4, Xcode 16.4, also tried Xcode 26 beta 2. The videos are HEVC MPEG-4 codecs. Is there any other way to do this, or is there a workaround available? Thank you.
Replies
2
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0
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259
Activity
Jul ’25
Vision Pro 画面传输至 Mac 后分辨率偏低
传输后的直播流分辨率显著下降,画面细节丢失、清晰度不足,导致 3D 家具商品的纹理、尺寸等关键信息无法精准展示,影响用户对商品的判断。 期望 优化流传输过程中的分辨率压缩策略,减少传输过程中的画质损耗,提升 Mac 端接收的直播流清晰度,匹配 3D 商品展示的高精度需求。
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0
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266
Activity
Dec ’25
Please provide bounds for ViewAttachmentComponent
FB17999226
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4
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0
Views
215
Activity
Jun ’25
拍摄画面亮度不稳定(动态波动)
画面亮度存在无规律动态波动(时亮时暗),且无手动控制入口,导致商品颜色还原失真、主播面部曝光异常(过曝 / 欠曝),严重影响直播展示效果。 期望 "· 优化直播模式的自动曝光算法,提升复杂光线环境下的亮度稳定性; · 增加 “直播模式” 专属亮度锁定功能,支持手动设定亮度参数并锁定,满足直播场景下的画质可控需求。 "
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0
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0
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454
Activity
Dec ’25
RealityKit fullscreen layer
Hi! I'm currently trying to render another XR scene in front of a RealityKit one. Actually, I'm anchoring a plane to the head with a shader to display for left/right eye side-by-side images. By default, the camera has a near plane so I can directly draw at z=0. Is there a way to change the camera near plane? Or maybe there is a better solution to overlay image/texture for left/right eyes? Ideally, I would layer some kind of CompositorLayer on RealityKit, but that's sadly not possible from what I know. Thanks in advance and have a good day!
Replies
2
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0
Views
336
Activity
Jul ’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
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0
Views
420
Activity
Jan ’26
TextComponent on iOS/macOS pixelated when viewed from short distance
Hello, I've been tinkering a bit with TextComponent. Based on the docs it seems like this component should always render sharp and nice text, no matter how close the user gets: RealityKit dynamically adjusts the backing size to a value that results in high-fidelity text at its current location. And it does on visionOS, but on iOS and macOS the text gets pixelated when I get close to it, as if its just rendering it once as a plain image texture. Can anyone tell me if this is expected behavior or a bug? Here two screenshots for comparison (iPhone and Vision Pro): Thanks!
Replies
2
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2
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195
Activity
Aug ’25
Is it possible to live render CMTaggedBuffer / MV-HEVC frames in visionOS?
Hey all, I'm working on a visionOS app that captures live frames from the left and right cameras of Apple Vision Pro using cameraFrame.sample(for: .left/.right). Apple provides documentation on encoding side-by-side frames into MV-HEVC spatial video using CMTaggedBuffer: Converting Side-by-Side 3D Video to MV-HEVC My question: Is there any way to render tagged frames (e.g. CMTaggedBuffer with .stereoView(.leftEye/.rightEye)) live, directly to a surface in RealityKit or Metal, without saving them to a file? I’d like to create a true stereoscopic (spatial) live video preview, not just render two images side-by-side. Any advice or insights would be greatly appreciated!
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2
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0
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263
Activity
Aug ’25
how to show spatial photo on my Application
I tried to show spatial photo on my application by swiftUI's Image but it just show flat version of it even I Use Vision Pro, so, how can I show spatial photo to users, does there any options for this?
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4
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0
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1.6k
Activity
Jul ’25
[WebXR] Support for AR module in VisionOS 2.x
Thank you again for pushing the web forward in VisionOS 2, super exciting! The latest WWDC24 video touched on VR experiences for VisionOS2.0 using WebXR, however there was no mention of passthrough AR experiences. Samples such as this one are not supported: https://immersive-web.github.io/webxr-samples/immersive-ar-session.html In Settings > Safari, there is a feature flag for the AR WebXR module, but enabling it did not seem to change anything. Is this the expected behavior at this time? Any developer preview(s) we could try?
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12
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6
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3.7k
Activity
Mar ’26
ImageAnchoringSource from URL
Hello, I was wondering how I can initialize an ImageAnchoringSource using https://developer.apple.com/documentation/realitykit/anchoringcomponent/imageanchoringsource/init(_:) When I construct one using a URL, it doesn't seem to be tracked and I see in the following when I debug print the component: ▿ 0 : AnchoringComponent ▿ target : Target ▿ referenceImage : 1 element ▿ from : ImageAnchoringSource ▿ url : Optional<URL> ▿ some : file:///var/mobile/Containers/Data/Application/D1126EA0-A1D7-468F-A40C-8578B7F5BDDF/Library/Caches/CodeCache/0E457AA7-2195-48B9-9DD4-58CEB9397F69.png - _url : file:///var/mobile/Containers/Data/Application/D1126EA0-A1D7-468F-A40C-8578B7F5BDDF/Library/Caches/CodeCache/0E457AA7-2195-48B9-9DD4-58CEB9397F69.png - _parseInfo : nil - _baseParseInfo : nil - name : nil - group : nil ▿ trackingMode : TrackingMode - trackingMode : 2 Is there a specific format for the parseInfo? When I use the same image to make an image anchoring source by group and name in AR Resources, it is tracked. Thank you!
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2
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1
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1.2k
Activity
Mar ’26
The folding and unfolding effect of the NBA sand table
Seeing this magical sand table, the unfolding and folding effects are similar to spreading out cards, which is very interesting. But I don't know how to achieve it. I want to see if there are any ways to achieve this effect and give some ideas. May I ask if this effect can be achieved under the existing API
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1
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0
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108
Activity
May ’25
SpatialEventGesture Not Working to Show Hidden Menu in Immersive Panorama View - visionOS
SpatialEventGesture Not Working to Show Hidden Menu in Immersive Panorama View - visionOS Problem Description I'm developing a Vision Pro app that displays 360° panoramic photos in a full immersive space. I have a floating menu that auto-hides after 5 seconds, and I want users to be able to show the menu again using spatial gestures (particularly pinch gestures) when it's hidden. However, the SpatialEventGesture implementation is not working as expected. The menu doesn't appear when users perform pinch gestures or other spatial interactions in the immersive space. Current Implementation Here's the relevant gesture detection code in my ImmersiveView: import SwiftUI import RealityKit struct ImmersiveView: View { @EnvironmentObject var appModel: AppModel @Environment(\.openWindow) private var openWindow var body: some View { RealityView { content in // RealityView content setup with panoramic sphere... let rootEntity = Entity() content.add(rootEntity) // Load panoramic content here... } // Using SpatialEventGesture to handle multiple spatial gestures .gesture( SpatialEventGesture() .onEnded { eventCollection in // Check menu visibility state if !appModel.isPanoramaMenuVisible { // Iterate through event collection to handle various gestures for event in eventCollection { switch event.kind { case .touch: print("Detected spatial touch gesture, showing menu") showMenuWithGesture() return case .indirectPinch: print("Detected spatial pinch gesture, showing menu") showMenuWithGesture() return case .pointer: print("Detected spatial pointer gesture, showing menu") showMenuWithGesture() return @unknown default: print("Detected unknown spatial gesture: \(event.kind)") showMenuWithGesture() return } } } } ) // Keep long press gesture as backup .simultaneousGesture( LongPressGesture(minimumDuration: 1.5) .onEnded { _ in if !appModel.isPanoramaMenuVisible { print("Detected long press gesture, showing menu") showMenuWithGesture() } } ) } private func showMenuWithGesture() { if !appModel.isPanoramaMenuVisible { appModel.showPanoramaMenu() if !appModel.windowExists(id: "PanoramaMenu") { openWindow(id: "PanoramaMenu", value: "menu") } } } } What I've Tried Multiple SpatialTapGesture approaches: Originally tried using multiple .gesture() modifiers with SpatialTapGesture(count: 1) and SpatialTapGesture(count: 2), but realized they override each other. SpatialEventGesture implementation: Switched to SpatialEventGesture to handle multiple event types (.touch, .indirectPinch, .pointer), but pinch gestures still don't trigger the menu. Added debugging: Console logs show that the gesture callbacks are never called when performing pinch gestures in the immersive space. Backup LongPressGesture: Added a simultaneous long press gesture as backup, which also doesn't work consistently. Expected Behavior When the panorama menu is hidden (after 5-second auto-hide), users should be able to: Perform a pinch gesture (indirect pinch) to show the menu Tap in space to show the menu Use other spatial gestures to show the menu Questions Is SpatialEventGesture the correct approach for detecting gestures in a full immersive RealityView? Are there any special considerations for gesture detection when the RealityView contains a large panoramic sphere that might be intercepting gestures? Should I be using a different gesture approach for visionOS immersive spaces? Is there a way to ensure gestures work even when the RealityView content (panoramic sphere) might be blocking them? Environment Xcode 16.1 visionOS 2.5 Testing on Vision Pro device App uses SwiftUI + RealityKit Any guidance on the proper way to implement spatial gesture detection in visionOS immersive spaces would be greatly appreciated! Additional Context The app manages multiple windows and the gesture detection should work specifically when in the immersive panorama mode with the menu hidden. Thank you for any help or suggestions!
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1
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202
Activity
Jun ’25
WebXR and PSVR2
We got very excited when we saw support for the PSVR2 on WWDC! Particularly interesting is WebXR to us, so we got the controllers to give it a try. Unfortunately they only register as gamepads in the navigator but not as XRInputDevice's We went through the experimental flags and didn't find something that is directly related. Is there a flag we missed? If not, when do you have PSVR2 support planned for WebXR?
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1
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5
Views
484
Activity
Jun ’25
Template Project Entity Overlapping and Sticking Issues
Hello, There are three issues I am running into with a default template project + additional minimal code changes: the Sphere_Left entity always overlaps the Sphere_Right entity. when I release the Sphere_Left entity, it does not remain sticking to the Sphere_Right entity when I release the Sphere_Left entity, it distances itself from the Sphere_Right entity When I manipulate the Sphere_Right entity, these above 3 issues do not occur: I get a correct and expected behavior. These issues are simple to replicate: Create a new project in XCode Choose visionOS -> App, then click Next Name your project, and leave all other options as defaults: Initial Scene: Window, Immersive Space Renderer: RealityKit, Immersive Space: Mixed, then click Next Save you project anywhere... Replace the entire ImmersiveView.swift file with the below code. Run. Try to manipulate the left sphere, you should get the same issues I mentioned above If you restart the project, and manipulate only the right sphere, you should get the correct expected behaviors, and no issues. I am running this in macOS 26, XCode 26, on visionOS 26, all released lately. ImmersiveView Code: // // ImmersiveView.swift // import OSLog import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { private let logger = Logger(subsystem: "com.testentitiessticktogether", category: "ImmersiveView") @State var collisionBeganUnfiltered: EventSubscription? var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) // Add manipulation components setupManipulationComponents(in: immersiveContentEntity) collisionBeganUnfiltered = content.subscribe(to: CollisionEvents.Began.self) { collisionEvent in Task { @MainActor in handleCollision(entityA: collisionEvent.entityA, entityB: collisionEvent.entityB) } } } } } private func setupManipulationComponents(in rootEntity: Entity) { logger.info("\(#function) \(#line) ") let sphereNames = ["Sphere_Left", "Sphere_Right"] for name in sphereNames { guard let sphere = rootEntity.findEntity(named: name) else { logger.error("\(#function) \(#line) Failed to find \(name) entity") assertionFailure("Failed to find \(name) entity") continue } ManipulationComponent.configureEntity(sphere) var manipulationComponent = ManipulationComponent() manipulationComponent.releaseBehavior = .stay sphere.components.set(manipulationComponent) } logger.info("\(#function) \(#line) Successfully set up manipulation components") } private func handleCollision(entityA: Entity, entityB: Entity) { logger.info("\(#function) \(#line) Collision between \(entityA.name) and \(entityB.name)") guard entityA !== entityB else { return } if entityB.isAncestor(of: entityA) { logger.debug("\(#function) \(#line) \(entityA.name) already under \(entityB.name); skipping reparent") return } if entityA.isAncestor(of: entityB) { logger.info("\(#function) \(#line) Skip reparent: \(entityA.name) is an ancestor of \(entityB.name)") return } reparentEntities(child: entityA, parent: entityB) entityA.components[ParticleEmitterComponent.self]?.burst() } private func reparentEntities(child: Entity, parent: Entity) { let childBounds = child.visualBounds(relativeTo: nil) let parentBounds = parent.visualBounds(relativeTo: nil) let maxEntityWidth = max(childBounds.extents.x, parentBounds.extents.x) let childPosition = child.position(relativeTo: nil) let parentPosition = parent.position(relativeTo: nil) let currentDistance = distance(childPosition, parentPosition) child.setParent(parent, preservingWorldTransform: true) logger.info("\(#function) \(#line) Set \(child.name) parent to \(parent.name)") child.components.remove(ManipulationComponent.self) logger.info("\(#function) \(#line) Removed ManipulationComponent from child \(child.name)") if currentDistance > maxEntityWidth { let direction = normalize(childPosition - parentPosition) let newPosition = parentPosition + direction * maxEntityWidth child.setPosition(newPosition - parentPosition, relativeTo: parent) logger.info("\(#function) \(#line) Adjusted position: distance was \(currentDistance), now \(maxEntityWidth)") } } } fileprivate extension Entity { func isAncestor(of other: Entity) -> Bool { var current: Entity? = other.parent while let node = current { if node === self { return true } current = node.parent } return false } } #Preview(immersionStyle: .mixed) { ImmersiveView() .environment(AppModel()) }
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8
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0
Views
472
Activity
Sep ’25