Discuss Spatial Computing on Apple Platforms.

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Cannot reassign worldTracking / planeDetection providers in my PlacementManager when switching environments
Environment Xcode: 16.2 VisionOS SDK 2.4 Swift 6.1 Targets: Apple Vision Pro (immersive space) Frameworks: ARKit, RealityKit, SwiftUI What I’m Trying to Do I have a view-model class PlacementManager that holds two AR providers: private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider I want to dynamically replace these providers in a setEnvironment(_:) method (so I can save/clear a JSON scene and restart ARKit). What’s Happening If I declare them as : private let worldTracking = WorldTrackingProvider() private let planeDetection = PlaneDetectionProvider() I get compile-errors when I later do: self.worldTracking = newWorldTracking // Cannot assign to property: 'worldTracking' is a 'let' constant If I change them to un-initialized vars: private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider then in my init() I get: self used in property access 'worldTracking' before all stored properties are initialized Code snipet @Observable final class PlacementManager : ObservableObject { private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider // … other props … @MainActor init() { // error: self.worldTracking used before init… planeAnchorHandler = PlaneAnchorHandler(rootEntity: root) persistenceManager = PersistenceManager( worldTracking: worldTracking, rootEntity: root ) // … } @MainActor func setEnvironment(env: Environnement) async { let newWorldTracking = WorldTrackingProvider() let newPlaneDetection = PlaneDetectionProvider() try await appState!.arkitSession.run( [ newWorldTracking, newPlaneDetection ] ) self.worldTracking = newWorldTracking self.planeDetection = newPlaneDetection // … } } What I’ve Tried Giving them default values at declaration (= WorldTrackingProvider()) Initializing them at the top of init() before any use Passing the new providers into arkitSession.run(...) My Question What is the recommended Swift-style pattern to declare and reassign these ARKit provider properties so that: They’re fully initialized before use in init(), and I can swap them out later in setEnvironment(...) without compiler errors? Any pointers (or links to forum threads / docs) would be greatly appreciated!
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129
May ’25
多相机切换时画质参数差异显著
切换后两者的亮度、色彩饱和度、对比度等画质参数差距较大,导致画面视觉体验割裂,破坏直播连贯性,影响用户观看沉浸感。 期望 "· 对标常规直播单反相机的画质基准,优化 Vision Pro 的画面亮度、色彩还原能力; · 提供设备端或配套软件的画质自定义调节功能(亮度、对比度、色温等),支持直播前手动校准,确保与单反相机画面风格一致。"
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128
Dec ’25
Logitech Muse: OS-level support?
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.
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107
Oct ’25
VisionOS 2 - Passthrough in screen capture
I'm trying to develop an app that broadcasts what the user sees (priorly we were using main camera access) but now we'd like to investigate and try with this option. I have set up the BroadcastExtension, I've added the picker, I click on my button, I can see my broadcast extension in the options list in the control center, once I click start, it stops after 1 second more or less. I'm not able to get anything in the console from my Sample Handler (prints or logs or anything). I can see however in the console.app some misleading information (one after the other): [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1333 Extension has passthrough license [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1336 Extension does not have passthrough license We have the entreprise license, the capability and I did add the capability on the extension target as well.
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213
Dec ’25
Help Configuring Unity for Immersive VR on Vision Pro with Pinch Teleport
How do I configure a Unity project for a fully immersive VR app on Apple Vision Pro using Metal Rendering, and add a simple pinch-to-teleport-where-looking feature? I've tried the available samples and docs, but they don't cover this clearly (to me). So far, I've reviewed Unity XR docs, Apple dev guides, and tutorials, but most emphasize spatial apps. Metal examples exist but don't include teleportation. Specifically: visionOS sample "XRI_SimpleRig" – Deploys to device/simulator, but no full immersion or teleport. XRI Toolkit sample "XR Origin Hands (XR Rig)" – Pinch gestures detect, but not linked to movement. visionOS "XR Plugin" sample "Metal Sample URP" – Metal setup works, but static scene without locomotion. I'm new in Unity XR development and would appreciate a simple, standalone scene or document focused only on the essentials for "teleport to gaze on pinch" in VR mode—no extra features. I do have some experience in unreal, world toolkit, cosmo, etc from the 90's and I'm ok with code. Please include steps for: Setting up immersive VR (disabling spatial defaults if needed). Integrating pinch detection with ray-based teleport. Any config changes or basic scripts. Project Configuration: Unity Editor Version: 6000.2.5f1.2588.7373 (Revision: 6000.2/staging 43d04cd1df69) Installed Packages: Apple visionOS XR Plugin: 2.3.1 AR Foundation: 6.2.0 PolySpatial XR: 2.3.1 XR Core Utilities: 2.5.3 XR Hands: 1.6.1 XR Interaction Toolkit: 3.2.1 XR Legacy Input Helpers: 2.1.12 XR Plugin Management: 4.5.1 Imported Samples: Apple visionOS XR Plugin 2.3.1: Metal Sample - URP XR Hands 1.6.1 XR Interaction Toolkit 3.2.1: Hands Interaction Demo, Starter Assets, visionOS Build Platform Settings: Target: Apple visionOS App Mode: Metal Rendering with Compositor Services Selected Validation Profiles: visionOS Metal Documentation: Enabled Xcode Version: 26.01 visionOS SDK: 26 Mac Hardware: Apple M1 Max Target visionOS Version: 20 or 26 Test Environment: Model: Apple Vision Pro, visionOS 26.0.1 (23M341), Apple M1 Max No errors in builds so far; just missing the desired functionality. Thanks for a complete response with actionable steps.
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245
Oct ’25
Vision Pro stucks on "Retrieving configuration"
Hi, after upgrading to 2.4.1 (from 1.0) my vision stucks on "Retrieving configuration" screen. Apple Store didn't support my case since it has been sold in USA and the product isn't still present in italian market. I don't have dev strap, how can I manage the issue? Thank you
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111
May ’25
Header Blur Effect on visionOS SwiftUI
Hi, I'm looking to build something similar to the header blur in the App Store and Apple TV app settings. Does anyone know the best way to achieve this so that when there is nothing behind the header it looks the same as the rest of the view background but when content goes underneath it has a blur effect. I've seen .scrollEdgeEffect on IOS26 is there something similar for visionOS? Thanks!
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133
Sep ’25
USDZ Security
I am working on an app that will allow a user to load and share their model files (usdz, usda, usdc). I'm looking at security options to prevent bad actors. Are there security or validation methods built into ARKit/RealityKit/CloudKit when loading models or saving them on the cloud? I want to ensure no one can inject any sort of exploit through these file types.
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484
Jul ’25
Real Time Spatial Video Streaming with Vision Pro
Hello, I am trying to build an AVP app for real-time "zero-latency" spatial video streaming. I am trying to figure out, on a high level, the best way to do this. Currently this is my method: Server sends stereo images via a WebRTC service (ie, livekit) The WebRTC stream is converted to a CVPixelBuffer, writes them to file, plays via AVPlayer, and applies a VideoMaterial to a plane entity. However, this is a bit hacky and it seems like this won't be compatible with Apple's spatial experinces. To my understanding, Apple supports HLS streaming for spatial experiences and APMP content. However, HLS (and even Low Latency HLS) introduces a second or more of latency, likely do to the segmentation nature of HLS. Thus, HLS will not work for us. Some other alternatives I've thought of are streaming the live stream video via webrtc from the server to a local computer in the AVP's network, and then using LL-HLS to stream from the local computer to the vision pro. Still, it seems like this would introduce latency on the order of seconds. Is my current approach the best way to implement this? Or could anyone suggest a better way, perhaps something compatible with AVP's spatial experiences
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110
Dec ’25
[Rnedering] Always display a Window in front of any Entity in a mixedImmersiveView?
Currently I am using mixed style immersive view to place both my WindowView(plain style) and ImmersiveView content together. The issue is that the rendering depth testing may always let the virtual content block my normal WindowView. Is it possible to manually set windowedVIew always displays in the front of my virtual view in mixed style immersion? (I know modelSortGroup but it doesn't quite fits here) Or if I can dynamically change the .progressive value when the immersive space is open (set the value to zero means .mixed itself right?)
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102
Mar ’25
How to Move and Rotate WindowGroup with Code in Xcode
当我进入混合空间时,出现一个模型,但模型后面有一个 windowGroup,无法完全查看。如果我想点击进入 mix 空间,我需要使用代码将 windowGroup 移动到另一个位置,而不是手动移动 ![](“https://developer.apple.com/forums/content/attachment/0471ead0-4c74-43a7-9ecc-12e67e81cec6” “title=WechatIMG31.jpg;宽度=915;高度=777”)
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62
Mar ’25
new algorithm significantly improves PhotogrammetrySession?
I noticed in the latest macOS beta 3 that there was this update: A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451) I am not noticing any difference to before with the reconstructions I tested so I am assuming it's reverting to the old model but in the logs there is no way to see if it succeeds or fails to download that new model. do you have any more information on what was improved here with some examples and what we should be looking for? also how can confirm the download of that new model has not failed?
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338
Jul ’25
mipmapsMode trade-off?
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
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230
Oct ’25
visionOS 26 - Rendering Issues related to Transparency
Summary After updating to visionOS 26, we’ve encountered severe transparency rendering issues in RealityKit that did not exist in visionOS 2.6 and earlier. These regressions affect applications that dynamically control scene opacity (via OpacityComponent). Our app renders ultra-realistic apartment environments in real time, where users can walk or teleport inside 3D spaces. When the user moves above a speed threshold, we apply a global transparency effect to prevent physical collisions with real-world objects. Everything worked perfectly in visionOS 2.6 — the problems appeared only after upgrading to 26. Scene Setup Overview The environment consists of multiple USDZ models (e.g., architecture, rooms, furniture). We manage LODs manually for performance (e.g., walls and floors always visible in full-res, while rooms swap between low/high-res versions based on user position and field of view). Transparency is achieved using OpacityComponent, applied dynamically when the user moves. Some meshes (e.g., portals to skyboxes, glass windows) use alpha materials We also use OcclusionMaterials to prevent things to be seen through walls when scene is transparent Observed Behavior by Scenario (I can share a video showing the results of each scenario if needed.) Scenario 1 — Severe Flickering (Root Opacity) Setup: OpacityComponent applied to the root entity NO ModelSortGroupComponent used Symptoms: Strong flickering when transparency is active Triangles within the same mesh render at inconsistent opacity levels Appears as if per-triangle alpha sorting is broken Workaround: Moving the OpacityComponent from the root to each individual USDZ entity removes the per-triangle flicker Pros: No conflicts with portals or alpha materials Scenario 2 — Partially Stable, But Alpha Conflicts Setup: OpacityComponent applied per USDZ entity ModelSortGroupComponent(planarUIAlwaysBehind) applied to portal meshes Other entities have NO ModelSortGroupComponent Symptoms: Frequent alpha blending conflicts: Transparent surfaces behind other transparent surfaces flicker or disappear Example: Wine glasses behind glass doors — sometimes neither is rendered, or only one Even opaque meshes behind glass flicker due to depth buffer confusion Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Analysis: Appears related to internal changes in alpha sorting or depth pre-pass behavior introduced in visionOS 26 Pros: Most stable setup so far Cons: Still unreliable when OpacityComponent is active Scenario 3 — Layer Separation Attempt (Regression) Setup: Same as Scenario 2, but: Entities with alpha materials moved to separate USDZs Explicit ModelSortGroupComponent order set (alpha surfaces rendered last) Symptoms: Transparent surfaces behind other transparent surfaces flicker or disappear Depth is completely broken when there's a large transparent surface Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Workaround Attempt: Re-ordering and further separating models did not solve it Pros: None — this setup makes transparency unusable Conclusion There appears to be a regression in RealityKit’s handling of transparency and sorting in visionOS 26, particularly when: OpacityComponent is applied dynamically, and Scenes rely on multiple overlapping transparent materials. These issues did not exist prior to 26, and the same project (no code changes) behaves correctly on previous versions. Request We’d appreciate any insight or confirmation from Apple engineers regarding: Whether alpha sorting or opacity blending behavior changed in visionOS 26 If there are new recommended practices for combining OpacityComponent with transparent materials If a bug report already exists for this regression Thanks in advance!
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194
Nov ’25
多设备协同操作繁琐
直播过程中需同时操作 Vision Pro(拍摄)、Mac(推流)、中控台(画面切换),无统一控制入口,调节 3D 模型、校准画质等操作需在多设备间切换,易出错且效率低。 期望 针对直播场景,提供桌面端专属控制软件,支持一站式管理 Vision Pro 的拍摄参数、3D 模型切换、虚实融合效果等,实现多设备协同操作的可视化、便捷化。
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302
Dec ’25
Spatial-backdrop standards process
Apple's WWDC video What’s new for the spatial web says the spatial-backdrop markup may change as it goes through the standards process (at 27:26 mark). I have started adding spatial-backdrops to web pages, so I want to keep an eye out for status updates by Apple and follow the standards progress. Is there any place I can keep an eye on this standards process? Has Apple announced any feature updates or news on spatial-backdrops?
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121
Nov ’25