How can I request access to Enterprise API for VisionPro with an individual developer account? I wanted it for learning and testing
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I’m facing an issue while using CustomHoverEffect. In my view, there is a long title, which causes the title to be truncated. When the user hovers over it, the title should scroll. Although I have already implemented the scrolling effect, I am unsure how to trigger the scroll on hover. How should I approach this?
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
let component = GestureComponent(DragGesture())
iOS: ☑️
visionOS: ❌
This bug from beta to public, please fix it.
Similar to the visionOS Spatial Gallery app, I'm developing a visionOS app that will show spatial photos and videos. Is it possible to re-create the horizontal (or a vertical) scrolling functionality that shows spatial photos and spatial video previews? Does the Spatial Gallery app use private APIs to create this functionality? I've been looking at the Quick Look documentation and have been able to use the PreviewApplication to show a single preview, but do not see anything for a collection of files as the Spatial Gallery app presents in the scrolling view. Any insights or direction on how this may be done is greatly appreciated.
Hi everyone,
I’m building a visualization app for VisionPro that uses SharePlay and GroupActivities to explore datasets collaboratively.
I’ve successfully implemented the new SharedWorldAnchor feature, and everything works well with nearby, local participants.
However, I’m stuck on one point:
How can I share a world anchor with remote participants who join via FaceTime as spatial personas?
Apple’s demo app (where multiple users move a plane model around) seems to suggest that this is possible.
For context, I’m building an immersive app with Metal rendering.
Any guidance or examples would be greatly appreciated!
Thanks,
Jens
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!
This is no longer highlighting my entity when looking at it:
RealityView { content
let hoverComponent = HoverEffectComponent(.spotlight(
HoverEffectComponent.SpotlightHoverEffectStyle(
color: .white, strength: 2.0
)
))
entity.components.set(hoverComponent)
The entity is in a window. The same code works in an immersive view.
Collision Component and Input type are set in RCP.
It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device.
If I use a 2.x simulator, it works.
Is this a bug or is there something I'm missing?
Thanks.
We can add ornaments to popovers shown by PresentationComponent, but I’m not sure if we should.
While working on the editor for entities in a Volume-based app, I had the idea to add ornaments to the presented views. The entire app exists inside a volume. A user can tap a item to present a popoverUI to edit it. This is displayed using the new PresentationComponent in visionOS 26.
Ornaments have a new attachment anchor option this year: .parent().
.ornament(attachmentAnchor: .parent(.top), ornament: {...})
This works well in the Simulator. We can add ornaments around this popover view just like we would with a window.
Unfortunately, when I run this on device I get a different experience. Any part of the ornament that overlaps with the popover content isn’t rendered correctly. Sometimes it entirely disappears, other times it becomes partially transparent.
We could use content alignment to try to make sure the ornament doesn’t overlap the popover content.
.ornament(attachmentAnchor: .parent(.top), contentAlignment: .bottom, ornament: {...})
This works sometimes–but not all the time. It’s not clear if this is a bug or not, because I’m not sure if we are even supposed to be able to use ornaments in this way. Here is my hierarchy:
An app opens as a Volume
Volume presenting a RealityView, with its own ornament using .scene() anchor
Multiple Entities with Presentation Component show an edit view
The view uses .parent() anchor to add ornaments.
What makes me unsure is that other methods for drawing UI in RealityView don’t seem to work with ornaments. For example, if I add an attachment to show a view with the ornament–even when I use the .parent() anchor–the ornament is anchor to the volume, not the attachment view.
So what do we think? Is this a rendering bug? Are ornaments intended to work with attachments and presentations?
I am trying to launch a fully immersive game from Unity on a SwiftUI view. The game is using Metal Rendering with Compositor Services.
I added the unity Xcode project into the workspace, added the necessary bridge code. When I click on the button to call ufw?.showUnityWindow(), it does not start and I get the following in the console:
AR session failed to start after 5 seconds. Is the app configured to use an immersive space?
With Xcode 26, loading ressources with RealityKit is extremely slow.
Here my project takes almost 50 seconds to load.
I also get multiple Hang detected messages in the console:
When I uncheck "Debug executable" in the schema, the same project loads in 2 seconds.
I'm using RealityKit asynchronous loading:
private static func loadFromRealityComposerPro(
named entityName: String,
fromSceneNamed sceneName: String
) async -> Entity? {
var entity: Entity?
do {
let scene = try await Entity(
named: sceneName,
in: visionPetsContentBundle
)
entity = scene.findEntity(named: entityName)
} catch {
print(
"Error loading \(entityName) from scene \(sceneName): \(error.localizedDescription)"
)
}
return entity
}
Anyone having the same problem?
Topic:
Spatial Computing
SubTopic:
General
Has Roomplan been abandoned? Two years have gone by without comments from Apple on improvements. Are the improvements behind the scenes? Is there going to be any major updates?
.glassEffect(.regular, in: .rect(cornerRadius: 24))
error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS
This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
At the moment the map kit APls only support non-volumetric maps (i.e. in a window or in a volume, but on a 2D surface).
Is support for 3D volumetric maps in VisionOS in the works? And if so when can we expect it to be available?
Hello,
Let me ask you a question about Apple Immersive Video.
https://www.apple.com/newsroom/2024/07/new-apple-immersive-video-series-and-films-premiere-on-vision-pro/
I am currently considering implementing a feature to play Apple Immersive Video as a background scene in the app I developed, using 3DCG-created content converted into Apple Immersive Video format.
First, I would like to know if it is possible to integrate Apple Immersive Video into an app.
Could you provide information about the required software and the integration process for incorporating Apple Immersive Video into an app?
It would be great if you could also share any helpful website resources.
I am considering creating Apple Immersive Video content and would like to know about the necessary equipment and software for producing both live-action footage and 3DCG animation videos.
As I mentioned earlier, I’m planning to play Apple Immersive Video as a background in the app. In doing so, I would also like to place some 3D models as RealityKit entities and spatial audio elements.
I’m also planning to develop the visionOS app as a Full Space Mixed experience. Is it possible to have an immersive viewing experience with Apple Immersive Video in Full Space Mixed mode? Does Apple Immersive Video support Full Space Mixed?
I’ve asked several questions, and that’s all for now. Thank you in advance!
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.
With the new ImagePresentationComponent in visionOS 26, how can text/overlays be shown on top of the image as seen in the Spatial Gallery app?
Here is my code in visionOS 2.3
NavigationSplitView {
List {
}
.navigationTitle("Passwords")
} detail: {
Text("Hello")
.navigationTitle("All")
}
The font size of "Passwords" and "All" are smaller than the ones in Passwords app.
In visionOS, once an immersive space is opened, the background color is solid black, is it possible to make this background transparent?
FYI, The Immersive spaces on visionOS uses Compositor Services for drawing 3D content.
Hi,
I am creating an ECS. With this ECS I will need to register several DragGesture.
Question: Is it possible to define DragGestures in ECS? If yes, how do we do that? If not, what is the best way to do that?
Question: Is there a "gesture" method that takes an array of gestures as a parameter?
I am interested in any information that can help me, if possible with an example of code.
Regards
Tof