Discuss Spatial Computing on Apple Platforms.

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For a third year, no screenshot capability for immersive visionOS apps... here's a workaround?
Since only the user can take a screenshot using the Apple Vision Pro's top buttons, the only workaround available to an immersive app that needs a screenshot to document the user's creative interior design choices is ask the user to take a screenshot wait until the user taps a button indicating the screenshot has been taken then the app asks the user to select the screenshot when the app opens the PhotoPicker when the user presses Done, the screenshot is handed off to the app. One wonders why there is no Apple Api for doing this in a simple privacy protective way such as: When called, the Apple api captures the screenshot in Apple secured memory The api displays the screenshot to the user with appropriate privacy warnings and asks if the user wants to a. share this screenshot with the app, or b. cancel, c. retake the screenshot If the user approves, the app receives the screenshot
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100
Jun ’25
Nearby Sharing a Volume won't work
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
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RealityKit Entity ComponentSet does not conform to Sequence?
Hello, I'm trying to view the components of an Entity I'm creating in RealityKit by reading from a USDZ file. I have the following code snippet in my app. if let appleEntity = try? Entity.loadModel(named: "apple_tile") { let c = appleEntity.components for comp in c { // <- compiler error here print(comp) } } The compiler error I'm receiving says "For-in loop requires 'Entity.ComponentSet' to conform to 'Sequence'". However, I thought this was the case, according to the documentation for Entity.ComponentSet? Curious if anyone else has had this problem. Running XCode 15.4, and my Swift version is xcrun swift -version swift-driver version: 1.90.11.1 Apple Swift version 5.10 (swiftlang-5.10.0.13 clang-1500.3.9.4) Target: x86_64-apple-macosx14.0
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Mar ’25
Setting clip shape of a RealityView
I am following this example to create a stereoscopic image: https://developer.apple.com/documentation/visionos/creating-stereoscopic-image-in-visionos I would also like to add corner radius to the stereoscopic RealityView. With ordinary SwiftUI views, we typically just use .clipShape(RoundedRectangle(cornerRadius: 32)): struct StereoImage: View { var body: some View { let spacing: CGFloat = 10.0 let padding: CGFloat = 40.0 VStack(spacing: spacing) { Text("Stereoscopic Image Example") .font(.largeTitle) RealityView { content in let creator = StereoImageCreator() guard let entity = await creator.createImageEntity() else { print("Failed to create the stereoscopic image entity.") return } content.add(entity) } .frame(depth: .zero) } .padding(padding) .clipShape(RoundedRectangle(cornerRadius: 32)) // <= HERE! } } This doesn't seem to actually clip the RealityView shown in the sample above. I am guessing this is due to the fact that the box in the RealityView has a non-zero z scale, which means it isn't on the same "layer" as its SwiftUI containers, and thus isn't clipped by the modifiers apply to the containers. How can I properly apply a clipshape to RealityViews like this? Thanks!
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Feb ’25
Vision OS: HUD mode windows
If I correctly understand, a new Enterprise API has been introduced In visionOS 26 allowing to fix windows to the user frame of reference, implementing a something like an "head up display", with the window tracking the user movements. Is this API only available to enterprise applications, and if so is there a plan to make it available for every kind of app?
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Jun ’25
Request for gaze data in fully immersive Metal apps
Hi, We are trying to port our Unity app from other XR devices to Vision Pro. Thus it's way easier for us to use the Metal rendering layer, fully immersive. And to stay true to the platform, we want to keep the gaze/pinch interaction system. But we just noticed that, unlike Polyspatial XR apps, VisionOS XR in Metal does not provide gaze info unless the user is actively pinching... Which forbids any attempt to give visual feedback on what they are looking at (buttons, etc). Is this planned in Apple's roadmap ? Thanks
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Feb ’25
How to play blend shape animations or morph animations exported from blender in Vision Pro apps using Reality Kit
So I am exporting a .usdc file from blender that already has some morph animations. The animations play well in blender but when I export I cannot seem to play them in RealityKit or RCP. Entity.availableAnimations is an empty array. Not of the child objects in the entity hierarchy has an animation library component with it. Maybe I am exporting it wrong but I tried multiple combinations but doesn't seem to work. Here are my export settings in blender The original file I purchased is an FBX file that has the animation but when I try to directly get it in RealityConverter it doesn't seem to play animations.
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Jun ’25
RoomCaptureSession with ARSCNView crashes when scanning multiple hotspots across different rooms
We're developing an iOS application that integrates RoomCaptureSession with ARSCNView for room scanning. Our implementation differs from the standard RoomCaptureView because we need custom UI guidance with 3D dots placed in the scanning environment to guide users through the capture process. Bug Description: The application crashes when users attempt to scan multiple rooms or apartments in sequence. The crash specifically occurs with the following pattern: User successfully scans first room with multiple hotspots (working correctly) User stops scanning, moves to a new room In the new room, first 1-2 hotspots work correctly Application crashes when attempting to scan additional hotspots Technical Details: Error: SLAM Anchor assertion failure in SlamAnchor.cpp:37 : HasValidPose() Crash occurs in Thread 27 with CAPIDetectionOutputFwdNode Error suggests invalid positioning when placing AR anchors Steps to Reproduce: Start room scan Complete multiple hotspot captures in first room Stop scanning Start new room scan Capture 1-2 hotspots successfully Attempt additional hotspot captures -> crashes Attempted Solutions: Implemented anchor cleanup between sessions Added position validation before anchor placement Implemented ARSession error handling Added proper thread management for AR operations Environment: Device: iPhone 14 Pro (LiDAR equipped) iOS Version: 18.1.1 (22B91) Testing through TestFlight Crash Log Details: Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Triggered by Thread: 27 Thread 27 Crashed: 0 libsystem_kernel.dylib 0x00000001f0cc91d4 __pthread_kill + 8 1 libsystem_pthread.dylib 0x0000000228e12ef8 pthread_kill + 268 2 libsystem_c.dylib 0x00000001a86bbad8 abort + 128 3 AppleCV3D 0x0000000234d71a28 cv3d::vio::capi::SlamAnchor::SlamAnchor Question: Is there a recommended approach for handling multiple room captures with custom ARSCNView integration? The standard RoomCaptureView implementation doesn't show this behavior, but we need the custom guidance functionality that ARSCNView provides. Crash Log Code and full crash logs can be provided if needed.
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Feb ’25
How to update TextureResource with MTLTexture?
Hi I have a monitoring app, that will take input video from uvc and process it using Metal, and eventually get a MTLTexture. The problem I'm facing is I have to convert MTLTexture to CGImage then call TextureResource.replace, which is super slow. Metal processing speed is same as input frame rate(50pfs), but MTLTexture -> CGImage -> TextureResource only got 7fps... Is there any way I can make it faster?
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438
Oct ’25
Metal Compositor Service & Persona (VisionOS)
Hello, I'm currently trying to make a collaborative app. But it just works only on Reality View, when I tried to use Compositor Layer like below, the personas disappeared. ImmersiveSpace(id: "ImmersiveSpace-Metal") { CompositorLayer(configuration: MetalLayerConfiguration()) { layerRenderer in SpatialRenderer_InitAndRun(layerRenderer) } } Is there any potential solution too see Personas in Metal view? Thanks in advance!
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Sep ’25
How to request several models simultaneously
I am using HelloPhotogrammetry in Xcode I can make one model with something like HelloPhotogrammetry.main([path_to_folder_of images, path_to_output/model.usdz, "-d", "medium", "-o", "unordered", "-f", "high" ]) But how would I request several models simultaneously? I only want to vary the detail. [ ("/Users/you/Desktop/model_medium.usdz", detail: .medium), ("/Users/you/Desktop/model_full.usdz", detail: .full), ("/Users/you/Desktop/model_raw.usdz", detail: .raw ]
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Apr ’25
Unexpected Behavior in Entity Movement System When Using AVAudioPlayer in visionOS Development
I am currently developing an app for visionOS and have encountered an issue involving a component and system that moves an entity up and down within a specific Y-axis range. The system works as expected until I introduce sound playback using AVAudioPlayer. Whenever I use AVAudioPlayer to play sound, the entity exhibits unexpected behaviors, such as freezing or becoming unresponsive. The freezing of the entity's movement is particularly noticeable when playing the audio for the first time. After that, it becomes less noticeable, but you can still feel it, especially when the audio is played in quick succession. Also, the issue is more noticable on real device than the simulator // // IssueApp.swift // Issue // // Created by Zhendong Chen on 2/1/25. // import SwiftUI @main struct IssueApp: App { var body: some Scene { WindowGroup { ContentView() } .windowStyle(.volumetric) } } // // ContentView.swift // Issue // // Created by Zhendong Chen on 2/1/25. // import SwiftUI import RealityKit import RealityKitContent struct ContentView: View { @State var enlarge = false var body: some View { RealityView { content, attachments in // Add the initial RealityKit content if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle) { if let sphere = scene.findEntity(named: "Sphere") { sphere.components.set(UpAndDownComponent(speed: 0.03, minY: -0.05, maxY: 0.05)) } if let button = attachments.entity(for: "Button") { button.position.y -= 0.3 scene.addChild(button) } content.add(scene) } } attachments: { Attachment(id: "Button") { VStack { Button { SoundManager.instance.playSound(filePath: "apple_en") } label: { Text("Play audio") } .animation(.none, value: 0) .fontWeight(.semibold) } .padding() .glassBackgroundEffect() } } .onAppear { UpAndDownSystem.registerSystem() } } } // // SoundManager.swift // LinguaBubble // // Created by Zhendong Chen on 1/14/25. // import Foundation import AVFoundation class SoundManager { static let instance = SoundManager() private var audioPlayer: AVAudioPlayer? func playSound(filePath: String) { guard let url = Bundle.main.url(forResource: filePath, withExtension: ".mp3") else { return } do { audioPlayer = try AVAudioPlayer(contentsOf: url) audioPlayer?.play() } catch let error { print("Error playing sound. \(error.localizedDescription)") } } } // // UpAndDownComponent+System.swift // Issue // // Created by Zhendong Chen on 2/1/25. // import RealityKit struct UpAndDownComponent: Component { var speed: Float var axis: SIMD3<Float> var minY: Float var maxY: Float var direction: Float = 1.0 // 1 for up, -1 for down var initialY: Float? init(speed: Float = 1.0, axis: SIMD3<Float> = [0, 1, 0], minY: Float = 0.0, maxY: Float = 1.0) { self.speed = speed self.axis = axis self.minY = minY self.maxY = maxY } } struct UpAndDownSystem: System { static let query = EntityQuery(where: .has(UpAndDownComponent.self)) init(scene: RealityKit.Scene) {} func update(context: SceneUpdateContext) { let deltaTime = Float(context.deltaTime) // Time between frames for entity in context.entities(matching: Self.query, updatingSystemWhen: .rendering) { guard var component: UpAndDownComponent = entity.components[UpAndDownComponent.self] else { continue } // Ensure we have the initial Y value set if component.initialY == nil { component.initialY = entity.transform.translation.y } // Calculate the current position let currentY = entity.transform.translation.y // Move the entity up or down let newY = currentY + (component.speed * component.direction * deltaTime) // If the entity moves out of the allowed range, reverse the direction if newY >= component.initialY! + component.maxY { component.direction = -1.0 // Move down } else if newY <= component.initialY! + component.minY { component.direction = 1.0 // Move up } // Apply the new position entity.transform.translation = SIMD3<Float>(entity.transform.translation.x, newY, entity.transform.translation.z) // Update the component with the new direction entity.components[UpAndDownComponent.self] = component } } } Could someone help me with this?
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Feb ’25
Converting a Stop Motion Animation to usdz
Hello everyone, I've been trying for a few weeks now to convert a sequential series of meshes into a stop-motion animation in USDZ format. In Unreal Engine, I’ve already figured out how to transform the sequential series of individual meshes into a smooth animation using the node system and arrays. Unfortunately, the node system cannot be exported as a usdz animation logic in either Unreal or Blender. Because of this, I have tried several other methods to incorporate the animation logic. Here’s what I’ve tried so far: I attempted to create the animation in Blender with Render-/Viewports and mapping it to keyframes. However, in my experience, Viewports are not supported in the conversion. I tried aligning the vertices of individual objects and merging the frames using the Shrinkwrap modifier in Blender, then setting up a morph animation with keyframes. However, because the individual meshes are too different, this results in artifacts, and manually editing each mesh is too difficult for me to handle. I placed all individual meshes at the same position and animated them sequentially by scaling them from 0 to 100 in keyframes (Frame 1 is visible for 10 frames, then scales down at frame 11, while Frame 2 becomes visible at frame 11, and so on). I also adjusted the keyframes so that the scaling happens in a "constant" manner rather than the default Bezier or linear interpolation. I then converted this animation to .abc, and the result initially looked good. However, some information is lost when converting it with OpenUSD. The animation does not maintain its intended jump-like behavior in USDZ format, and instead, the scaling of individual files is visible in the animation. I tried using a Blender add-on (StepMotion), which allows the animation to be exported as .abc, but it can only be read in Blender or Unreal. Even in the preview, the animation is not displayed correctly, so converting the animation logic does not work either. 
Unfortunately, I have no alternative way to create the animation, as the individual frames have been provided to me as meshes. So far, I haven’t found a way to implement this successfully. I would be very grateful for any tips or ideas, as I am running out of options on how to make this work. Thanks in advance!
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Apr ’25
Shared/GroupImmersive Space – Query Local Device Transform
Hi, I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true Now visionOS establishes a shared coordinate space for the immersive space. From the docs: To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform to position content in front of the user (plus some Z Offset and smooth interpolation). This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset. Here is a video of the issue in action: https://streamable.com/205r2p The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position. The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset. Is there any way I can query query this transform locally for the user during a FaceTime call? Also I would like to know if it's possible to disable this automatic entity transform syncing behavior? Setting entity.synchronization = nil results in the entity not showing up at all. https://developer.apple.com/documentation/realitykit/synchronizationcomponent Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach? Thank you!
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330
Oct ’25
HoverEffectStyle in visionOS 26.0
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.
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855
Oct ’25