Hi. I am mixing content destined for Vision Pro. Locked to video. I have the AAX installer and the ASAF video player demonstrated in the quicktimes is nit included in the install package for pro tools. Would it be possible to post a link ?
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When assigning a ManipulationComponent to an Entity SceneEvents.WillRemoveEntity will be called for that Entity.
Expected Behavior: the Entity is not (even if temporarily) removed from the Scene and no SceneEvents will be triggered as a result of assigning a ManipulationComponent.
FB20872220
Hi,
Few days ago, Apple had another "Meet with Apple" event regarding immersive video : Create immersive media experiences for visionOS | Meet with Apple days one and 2 and it is not appearing on my Developer app in Mac. The same happened to
IETF HLS Interest Day | Meet with Apple.
Any tip?
Kind regards ,
Bruno
Topic:
Spatial Computing
SubTopic:
General
I want to let users place 2D/3D “artworks” on detected walls and have them reappear in exactly the same real‑world spot after quitting and relaunching the app (like widgets do, but for my own entities).Environment: Xcode 26, visionOS 2.0, RealityKit + ARKitSession/WorldTrackingProvider Entities are parented to a holder that’s aligned to a wall via plane/mesh raycasts.
What I’ve tried:
Create a WorldAnchor at placement, save UUID + full 4×4 transform On next launch, re-create the WorldAnchor (or set the saved transform) and attach the entity Gate restore on relocalization/mesh updates and disable all raycast/search after restore Issue: After relaunch, placement still resolves relative to current device pose, not the same wall position.
Questions:
Is there a public API in visionOS 2.0 to persist app‑managed world anchors across sessions (room‑fixed), e.g., AnchorStore or equivalent?
If not, what’s the recommended pattern to reliably restore wall‑anchored content?
Are persistence features mentioned for widgets/windows available to third‑party RealityKit entities?
I want to let users place 2D/3D “artworks” on detected walls and have them reappear in exactly the same real‑world spot after quitting and relaunching the app (like widgets do, but for my own entities).Environment:
Xcode 26, visionOS 2.0, RealityKit + ARKitSession/WorldTrackingProvider
Entities are parented to a holder that’s aligned to a wall via plane/mesh raycasts
What I’ve tried:
Create a WorldAnchor at placement, save UUID + full 4×4 transform
On next launch, re-create the WorldAnchor (or set the saved transform) and attach the entity
Gate restore on relocalization/mesh updates and disable all raycast/search after restore
Issue:
After relaunch, placement still resolves relative to current device pose, not the same wall position.
Questions:
Is there a public API in visionOS 2.0 to persist app‑managed world anchors across sessions (room‑fixed), e.g., AnchorStore or equivalent?
If not, what’s the recommended pattern to reliably restore wall‑anchored content?
Are persistence features mentioned for widgets/windows available to third‑party RealityKit entities?
Topic:
Spatial Computing
SubTopic:
General
My app is getting video from UVC device, and I wish to display it in an Immersive Space. But when I open Immersive Space, the UVC capture will just stop.AI said it's due to confliction in Camera pipeline. But I don't really understand, I don't need to use any on device camera, why it conflict with my UVC...
For the M2 Apple Vision Pro, there's "a general guideline, we recommend no more than 500 thousand triangles for an immersive scene, with 250 thousand for applications in the shared space." --https://developer.apple.com/videos/play/wwdc2024/10186/?time=147
Is there a revised recommendation for the M5 Apple Vision Pro?
I'm currently implementing 180° / 360° immersive video for my app.
I easily implemented 360° by just applying VideoMaterial to flipped sphere.
But I'm stuck at 180°. I'm trying to implement by applying VideoMaterial to hemisphere (half sphere). I want to make VideoMaterial to be visible half front sphere and half back sphere transparent / clear.
Would there be any advice / information / idea to implement this? Your help would be grateful.
Hi, I'm currently implementing 180° / 360° property for immersive video in my app.
I was able to implement 360° easily by just giving VideoMaterial to flipped sphere.
However, I'm bit stuck at 180°. I want to implement by setting VideoMaterial to hemisphere mesh. But since RealityKit doesn't provide default function such like MeshResource.generateHemisphere yet, I just want to apply VideoMaterial half front visible, and half back transparent. I thought this would make my sphere looks like hemisphere.
But I can't find my way to implement this method.. I would appreciate any advice / idea / information that might help.
I am testing out the Gen 2 of the developer strap on my Vision Pro M2 and I have only been able to get USB 2 speeds when connecting it to my MacBook Pro Max M3. I used the official Apple Thunderbolt 4 cable, which does get Thunderbolt speeds on my T7 Touch drive. Has anyone figured out a solution for this issue?
The Gen 2 developer strap does advertise 20 Gb/s speeds.
Topic:
Spatial Computing
SubTopic:
General
Hi I know it's possible to play equirectangular VR180 video either SBS or MV-HEVC. And for fisheye video, the only way I know is to convert it into an AIVU for playback.
Is there any way to directly play fisheye video using AVPlayer? Thanks a lot!
I've been experimenting with the Muse pen and understand that it can be accessed by my app through a SpatialTrackingSession, but is there any current or planned support for devices like this as for general UI input like game controllers are? For example, using the button as a tap analogue for SwiftUI views.
Topic:
Spatial Computing
SubTopic:
General
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options).
I noticed two situations here in terms of mipmaps options.
When setting "mipmapsMode: .none":
The graphic quality within the "gaze area" looks sharp and clear
The two poles (top and bottom) are perfectly rendered
Massive shimmer around the "gaze area"
When setting "mipmapsMode: .allocateAndGenerateAll":
The graphic looks slightly blurrier than in ".none" within the "gaze area"
The two poles are very blurry and hard to recognize the texture
Much less shimmer around the "gaze area"
My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer?
Thank you!
Screenshots:
mipmapsMode: .none
mipmapsMode: .allocateAndGenerateAll
I have an open Feedback conversation with Apple on this topic, but I am curious if others have run into this, or want to try out my sample code in their set up.
there are two API’s for reading controller buttons, axis, and D pads: GCPhysicalInputProfile and GCControllerLiveInput. There are inconsistencies in behaviour between the two of them. Apple recommends we use GCControllerLiveInput, however, there are some capabilities on these controllers that are only accessible through GCPhysicalInputProfile, as I’ll discuss below.
PSVR2 R2/L2 buttons, a.k.a. triggers, have force input analogue values. These can only be accessed on GCPhysicalInputProfile
PSVR2 thumbstick direction values are read through “axes” on GCPhysicalInputProfile, but only “dpads” on GCControllerLiveInput
on both GCPhysicalInputProfile and GCControllerLiveInput, All pressed events of all buttons are fired properly using generic aliases ( Trigger, Grip ,Menu, Right Thumbstick, Left Thumbstick, Right Button A & B (Circle & Cross), Left Button A&B (Triangle and Square) ). Apple reserves the system button as the equivalent of a home button for the OS.
on GCPhysicalInputProfile, touch events are fired when the button is also pressed, but not for only touches.
on GCControllerLiveInput , Touch events only works for the following buttons: Left Thumbstick, Right Thumbstick, Right Button A (Circle), and Right Button B (Cross). But Right Button B touch event isn’t labelled correctly, it fires as the Right Button A event.
I observed this inside ALVR which uses a polling based approach to event processing:
https://github.com/alvr-org/alvr-visionos/blob/17b5968f9d894944b53e97134b39dfce0993302a/ALVRClient/WorldTracker.swift#L301
To simplify to see this on a very simple app, I used the Apple example TrackingAccessories application:
https://developer.apple.com/documentation/ARKit/tracking-accessories-in-volumetric-windows
I’ve attached the code that replaces the AccessoryTrackingModel class. I added code that prints out what is touched/pressed, see the trackAllConnectedSpatialControllers method:
https://github.com/svrc/TrackingAccessories
Hi,
we've developed an app for Vision Pro that utilises the GroupActivitites SDK to provide shared experiences for our users.
Remote Participation works great, but we can't get nearby sharing to work.
The behaviour we're observing:
User 1 engages share sheet from Volume, 2nd Vision Pro is visible.
User 1 starts nearby sharing
Session initialisation runs for approx. 30 seconds, then fails
Sometimes, the nearby participant doesn't show up at all after the initialisation has failed once.
As stated in the Configure your visionOS app for sharing with people nearby article, we didn't make any changes to our implementation to support nearby sharing.
Any help would be greatly appreciated.
Kind regards,
David
Hi All,
We're a studio building an app and as part of a scene we have a 3D asset with a smoke particle emitter and a curved mesh that plays video. I notice that when the video alone is played or the particle effect alone is done then the scene works fine but the frame rate drops drastically when both are turned on.
How do I solve this because this is an important storytelling feature.
Hello, I've pre-ordered the Logitech Muse with hopes of developing with it, but have yet to find any documentation relating to the capabilities it will have/any APIs that will be available to take advantage of the Muse. Is anyone aware of what might become available?
Thank you in advance.
I'm trying to add a feature to my app to allow a user to import items from other apps, like Safari, via the share sheet.
I've done this many times on iOS/iPadOS easily with a Share Extension. From what I can tell, Xcode tells me share extensions are not available on visionOS - though my experience on device tells me differently (It seems Reminders, Notes & more implement them somehow.) I was finally able to get it working on device only...but I can now no longer test in the simulator, and have not found a way to distribute this app.
When attempting to run on the simulator, I get this issue:
Please try again later. Appex bundle at /Users/jason/Library/Developer/CoreSimulator/Devices/09A70160-4F4F-4F5E-B679-F6F7D876D7EF/data/Library/Caches/com.apple.mobile.installd.staging/temp.6OAEZp/extracted/LaunchBar.app/PlugIns/LaunchBarShareExtension.appex with id co.swiftfox.LaunchBar.ShareExtension specifies a value (com.apple.share-services) for the NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point.
When trying to archive an upload to test flight, I get this similar error:
Invalid Info.plist value. The value for the key 'DTPlatformName' in bundle LaunchBar.app/PlugIns/LaunchBarShareExtension.appex is invalid. (ID: 207610c7-b7e1-48be-959b-22a43cd32d16)
The app is for visionOS only - which I'm thinking might be the problem? The share extension is "Designed For iPhone" and requires me to include iPhone as a run destination. In the worst case I can build an iPhone UI for the app but I'd rather not, as it is very specific to visionOS.
Has anyone successfully launched a share extension on a visionOS only app? I have an iPad app with a share extension that shows up fine on visionOS, but the issue seems to be specifically with visionOS only apps.
Topic:
Spatial Computing
SubTopic:
General
Hi, I'm developing an app for Vision Pro using Xcode, while updating the latest update, things that worked in my app suddenly didn't.
in my app flow I'm tapping spheres to get their positions, from some reason I get an offset from where I tap to where a marker on that position is showing up.
here's the part of code that does that, and a part that is responsible for an alignment that happens afterwards:
func loadMainScene(at position: SIMD3) async {
guard let content = self.content else { return }
do {
let rootEntity = try await Entity(named: "surgery 16.09", in: realityKitContentBundle)
rootEntity.scale = SIMD3<Float>(repeating: 0.5)
rootEntity.generateCollisionShapes(recursive: true)
self.modelRootEntity = rootEntity
let bounds = rootEntity.visualBounds(relativeTo: nil)
print("📏 Model bounds: center=\(bounds.center), extents=\(bounds.extents)")
let pivotEntity = Entity()
pivotEntity.addChild(rootEntity)
self.pivotEntity = pivotEntity
let modelAnchor = AnchorEntity(world: [1, 1.3, -0.8])
modelAnchor.addChild(pivotEntity)
content.add(modelAnchor)
updateModelOpacity(0.5)
self.modelAnchor = modelAnchor
rootEntity.visit { entity in
print("👀 Entity in model: \(entity.name)")
if entity.name.lowercased().hasPrefix("focus") {
entity.generateCollisionShapes(recursive: true)
entity.components.set(InputTargetComponent())
print("🎯 Made tappable: \(entity.name)")
}
}
print("✅ Model loaded with collisions")
guard let sphere = placementSphere else { return }
let sphereWorldXform = sphere.transformMatrix(relativeTo: nil)
var newXform = sphereWorldXform
newXform.columns.3.y += 0.1 // move up by 20 cm
let gridAnchor = AnchorEntity(world: newXform)
self.gridAnchor = gridAnchor
content.add(gridAnchor)
let baseScene = try await Entity(named: "Scene", in: realityKitContentBundle)
let gridSizeX = 18
let gridSizeY = 10
let gridSizeZ = 10
let spacing: Float = 0.05
let startX: Float = -Float(gridSizeX - 1) * spacing * 0.5 + 0.3
let startY: Float = -Float(gridSizeY - 1) * spacing * 0.5 - 0.1
let startZ: Float = -Float(gridSizeZ - 1) * spacing * 0.5
for i in 0..<gridSizeX {
for j in 0..<gridSizeY {
for k in 0..<gridSizeZ {
if j < 2 || j > gridSizeY - 5 { continue } // remove 2 bottom, 4 top
let cell = baseScene.clone(recursive: true)
cell.name = "Sphere"
cell.scale = .one * 0.02
cell.position = [
startX + Float(i) * spacing,
startY + Float(j) * spacing,
startZ + Float(k) * spacing
]
cell.generateCollisionShapes(recursive: true)
gridCells.append(cell)
gridAnchor.addChild(cell)
}
}
}
content.add(gridAnchor)
print("✅ Grid added")
} catch {
print("❌ Failed to load: \(error)")
}
}
private func handleModelOrGridTap(_ tappedEntity: Entity) {
guard let modelRootEntity = modelRootEntity else { return }
let localPosition = tappedEntity.position(relativeTo: modelRootEntity)
let worldPosition = tappedEntity.position(relativeTo: nil)
switch tapStep {
case 0:
modelPointA = localPosition
modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0, 0]))
print("📍 Model point A: \(localPosition)")
tapStep += 1
case 1:
modelPointB = localPosition
modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0.5, 0]))
print("📍 Model point B: \(localPosition)")
tapStep += 1
case 2:
targetPointA = worldPosition
targetMarkerA = createMarker(at: worldPosition,color: [0, 1, 0])
modelAnchor?.addChild(targetMarkerA!)
print("✅ Target point A: \(worldPosition)")
tapStep += 1
case 3:
targetPointB = worldPosition
targetMarkerB = createMarker(at: worldPosition,color: [0, 0, 1])
modelAnchor?.addChild(targetMarkerB!)
print("✅ Target point B: \(worldPosition)")
alignmentReady = true
tapStep += 1
default:
print("⚠️ Unexpected tap on model helper at step \(tapStep)")
}
}
func alignModel2Points() {
guard let modelPointA = modelPointA,
let modelPointB = modelPointB,
let targetPointA = targetPointA,
let targetPointB = targetPointB,
let modelRootEntity = modelRootEntity,
let pivotEntity = pivotEntity,
let modelAnchor = modelAnchor else {
print("❌ Missing data for alignment")
return
}
let modelVec = modelPointB - modelPointA
let targetVec = targetPointB - targetPointA
let modelLength = length(modelVec)
let targetLength = length(targetVec)
let scale = targetLength / modelLength
let modelDir = normalize(modelVec)
let targetDir = normalize(targetVec)
var axis = cross(modelDir, targetDir)
let axisLength = length(axis)
var rotation = simd_quatf()
if axisLength < 1e-6 {
if dot(modelDir, targetDir) > 0 {
rotation = simd_quatf(angle: 0, axis: [0,1,0])
} else {
let up: SIMD3<Float> = [0,1,0]
axis = cross(modelDir, up)
if length(axis) < 1e-6 {
axis = cross(modelDir, [1,0,0])
}
rotation = simd_quatf(angle: .pi, axis: normalize(axis))
}
} else {
let dotProduct = dot(modelDir, targetDir)
let clampedDot = max(-1.0, min(dotProduct, 1.0))
let angle = acos(clampedDot)
rotation = simd_quatf(angle: angle, axis: normalize(axis))
}
modelRootEntity.scale = .one * scale
modelRootEntity.orientation = rotation
let transformedPointA = rotation.act(modelPointA * scale)
pivotEntity.position = -transformedPointA
modelAnchor.position = targetPointA
alignedModelPosition = modelAnchor.position
print("✅ Aligned with scale \(scale), rotation \(rotation)")
Topic:
Spatial Computing
SubTopic:
General
Hello,
I am in the process of implementing SharePlay support in my visionOS app. Everything runs fine when I test locally, but when my app is distributed via TestFlight, calling try await activity.activate() shows the SharePlay dialog as usual, but then when I start a new FaceTime call, my ImmersiveSpace gets dismissed.
This is only happening when the app is distributed via TestFlight, when I run it locally the ImmersiveSpace stays active as expected.
Looking at the console on my Mac I found this log:
Invalid initial client settings class: UIApplicationSceneClientSettings; expected class: MRUISharedApplicationSceneClientSettings; bundle ID: com.apple.facetime; scene ID: com.apple.facetime:SFBSystemService-DDA8C751-C0C4-487E-AD85-59EF4E6C6050
Does anyone have an idea how I can fix this? It's driving me nuts and I wasted over a day looking for a workaround but so far been unsuccessful.
Thanks!