I want to record animation with entity, then export it to .usd without using Reality Composer Pro, how to achieve that?
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I noticed that when I drag the menu window in an Immersive View, the entities behind it becomes semi-transparent, and the boundary between virtual and real-world objects is very pronounced.
May I ask how does VisionOS implement this effect? Is there any API or technique I can use in my own code to enable the same semi-transparent overlay - even when I am not dragging the menu window?
I've encountered an unexpected crash with RoomPlan on iOS 16 devices. The odd part is the code is protected by an available check, since I'm using newer RoomPlan features.
Xcode error
dyld[40588]: Symbol not found: _$s8RoomPlan08CapturedA0V16USDExportOptionsV5modelAEvgZ
I can repro using the Apple sample code.
https://developer.apple.com/documentation/roomplan/create-a-3d-model-of-an-interior-room-by-guiding-the-user-through-an-ar-experience
Modify RoomCaptureViewController.swift as follows.
Remove
try finalResults?.export(to: destinationURL, exportOptions: .parametric)
Add
if #available(iOS 17.0, *) {
try finalResults?.export(to: destinationURL, exportOptions: .model)
} else {
try finalResults?.export(to: destinationURL, exportOptions: .parametric)
}
I would have expected this code to at least compile and run on older devices.
When the app was targeting iOS 15, the available checks worked as expected and the app is able to launch properly.
In Reality Composer, it is possible to create child components and manipulate them within the hierarchy of a ModelEntity. Is there a way to create child components in other 3D modeling programs, such as Blender?
When you click the button in the background of three horizontal lines, when the view is about to appear, add buried event statistics, but click the button to close it, it will repeat the view will appear method API, equivalent to the view method repeated execution twice, resulting in incorrect buried event statistics
According to the official documentation, the .blur(radius:) modifier could apply gaussian blur to a realityview. However, when applied directly to a RealityView, nothing inside it (neither 2D attachments nor 3D entities) appears to be blurred.
Here’s the test code:
struct ContentView: View {
var body: some View {
VStack(spacing: 20) {
Text("Above the RealityView")
.font(.title)
RealityView { content, attachments in
if let text = attachments.entity(for: "2dView") {
text.position.y = 0.1
content.add(text)
}
let box = ModelEntity(
mesh: .generateBox(size: 0.1),
materials: [SimpleMaterial(color: .red, isMetallic: true)]
)
content.add(box)
} attachments: {
Attachment(id: "2dView") {
Text("Above the Box")
.font(.title)
}
}
.frame(width: 300, height: 300)
.border(.blue)
.blur(radius: 99) // Has no visual effect
Text("Below the RealityView")
.font(.subheadline)
}
.padding()
}
}
My question:
How can I make .blur(radius:) visually affect the content rendered in a RealityView?
Can you provide a working example that .blur() to visually affect any part of a RealityView?
Thanks!
I am developing a Unity application for the Apple Vision Pro using PolySpatial and RealityKit integration.
The goal is to create a graspable object (for example, a handheld cube) that includes a secondary camera. When the user grabs and moves the object, the secondary camera should render its view to a RenderTexture, which is displayed on a quad attached to the object, simulating a live camera screen.
In the Unity Editor, this setup works correctly. The RenderTexture updates in real time, and the quad displays the camera’s view as expected.
However, when building and running the application on the Vision Pro, the quad only displays the clear background color of the secondary camera. No scene content appears. The graspable interaction itself works fine: the object can be grabbed and moved as intended.
Steps I have taken:
Created a new layer (CameraFeed) and assigned the relevant objects to it.
Set the secondary camera’s culling mask to render only the CameraFeed layer.
Assigned the RenderTexture as the camera’s target texture.
Applied the RenderTexture to an Unlit/Texture material on a quad.
Confirmed the camera is active and correctly positioned relative to the object.
From my research, it appears that once objects are managed by RealityKit through PolySpatial (for example, made graspable), they are no longer rendered through Unity's normal camera pipeline. Only the main XR camera (managed by RealityKit) seems able to see these objects. Secondary Unity cameras cannot render RealityKit-synced content to a RenderTexture. If this is correct, it seems there is currently no way to implement a true live secondary camera feed showing graspable objects on Vision Pro using Unity PolySpatial.
My questions are:
Is there any official way to enable multiple camera rendering of RealityKit-managed objects through PolySpatial?
Are there known workarounds to simulate a live camera feed that still allows objects to be grabbed?
Has anyone found alternative design patterns or methods for this kind of interaction?
Environment: Unity 6.0 , PolySpatial 2.2.4, Apple Vision OS XR 2.2.4
Any insight or suggestions would be greatly appreciated.
Thank you.
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?
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
Hello,
In my project, I have attached a ManipulationComponent to Entity A and as expected, I'm able interact with it using the built-in gestures. I have another Entity B which is a child of A that I would like to interact with as well, so I attempted to add a ManipulationComponent to B. However, no gestures seem to be registered on B; I can still interact with A but B cannot be interacted with despite having ManipulationComponents on both entities.
So I'm wondering if I'm just doing something wrong, if this is an issue with the ManipulationComponent, or if this is a limitation of the API.
Attached is the code used to add the ManipulationComponent to an Entity and it was done on both A and B:
let mc = ManipulationComponent()
model.components.set(mc)
var boxShape = ShapeResource.generateBox(width: 0.25, height: 0.05, depth: 0.25)
boxShape = boxShape.offsetBy(translation: simd_float3(0, -0.05, -0.25))
ManipulationComponent.configureEntity(model, collisionShapes: [boxShape])
if var mc = model.components[ManipulationComponent.self] {
mc.releaseBehavior = .stay
mc.dynamics.inertia = .low
model.components.set(mc)
}
I am using visionOS 26.0; let me know if there's any additional information needed.
it looks like one week after accepting as a nearby other AVP device... it expires
since we are providing our clients for a timeless app to walk inside archtiecture, it's a shame that not technical staff should connect every week 5 devices to work together
is there any roundabout for this issue or straight to the wishlist ?
thanks for the support !!
I'm placing sphere at finger tip and updating its position as hand move.
Finger joint tracking functions correctly, but I’ve observed noticeable latency in hand tracking updates whenever a UITextView becomes active. This lag happens intermittently during app usage, lasting about 5–10 seconds, after which the latency disappears and the sphere starts following the finger joints immediately.
When I open the immersive space for the first time, the profiler shows a large performance spike upto 328%. After that, it stabilizes and runs smoothly.
Note: I don’t observe any lag when CPU usage spikes to 300% (upon immersive view load)
yet the lag still occurs even when CPU usage remains below 100%.
I’m using the following code for hand tracking:
private func processHandTrackingUpdates() async {
for await update in handTracking.anchorUpdates {
let handAnchor = update.anchor
if handAnchor.isTracked {
switch handAnchor.chirality {
case .left:
leftHandAnchor = handAnchor
updateHandJoints(for: handAnchor, with: leftHandJointEntities)
case .right:
rightHandAnchor = handAnchor
updateHandJoints(for: handAnchor, with: rightHandJointEntities)
}
} else {
switch handAnchor.chirality {
case .left:
leftHandAnchor = nil
hideAllJoints(in: leftHandJointEntities)
case .right:
rightHandAnchor = nil
hideAllJoints(in: rightHandJointEntities)
}
}
await MainActor.run {
handTrackingData.processNewHandAnchors(
leftHand: self.leftHandAnchor,
rightHand: self.rightHandAnchor
)
}
}
}
And here’s the function I’m using to update the joint positions:
private func updateHandJoints(
for handAnchor: HandAnchor,
with jointEntities: [HandSkeleton.JointName: Entity]
) {
guard handAnchor.isTracked else {
hideAllJoints(in: jointEntities)
return
}
// Check if the little finger tip and intermediate base are both tracked.
if let tipJoint = handAnchor.handSkeleton?.joint(.littleFingerTip),
let intermediateBaseJoint = handAnchor.handSkeleton?.joint(.littleFingerIntermediateTip),
tipJoint.isTracked,
intermediateBaseJoint.isTracked,
let pinkySphere = jointEntities[.littleFingerTip] {
// Convert joint transforms to world space.
let tipTransform = handAnchor.originFromAnchorTransform * tipJoint.anchorFromJointTransform
let intermediateBaseTransform = handAnchor.originFromAnchorTransform * intermediateBaseJoint.anchorFromJointTransform
// Extract positions from the transforms.
let tipPosition = SIMD3<Float>(tipTransform.columns.3.x,
tipTransform.columns.3.y,
tipTransform.columns.3.z)
let intermediateBasePosition = SIMD3<Float>(intermediateBaseTransform.columns.3.x,
intermediateBaseTransform.columns.3.y,
intermediateBaseTransform.columns.3.z)
// Calculate the midpoint.
let midpointPosition = (tipPosition + intermediateBasePosition) / 2.0
// Position the sphere at the midpoint and make it visible.
pinkySphere.isEnabled = true
pinkySphere.transform.translation = midpointPosition
} else {
// If either joint is not tracked, hide the sphere.
jointEntities[.littleFingerTip]?.isEnabled = false
}
// Update the positions of all other hand joint spheres.
for (jointName, entity) in jointEntities {
if jointName == .littleFingerTip {
// Already handled the pinky above.
continue
}
guard let joint = handAnchor.handSkeleton?.joint(jointName),
joint.isTracked else {
entity.isEnabled = false
continue
}
entity.isEnabled = true
let jointTransform = handAnchor.originFromAnchorTransform * joint.anchorFromJointTransform
entity.transform.translation = SIMD3<Float>(jointTransform.columns.3.x,
jointTransform.columns.3.y,
jointTransform.columns.3.z)
}
}
I’ve attached both a profiler trace and a video recording from Vision Pro that clearly demonstrate the issue.
Profiler: https://drive.google.com/file/d/1fDWyGj_fgxud2ngkGH_IVmuH_kO-z0XZ
Vision Pro Recordings:
https://drive.google.com/file/d/17qo3U9ivwYBsbaSm26fjaOokkJApbkz-
https://drive.google.com/file/d/1LxTxgudMvWDhOqKVuhc3QaHfY_1x8iA0
Has anyone else experienced this behavior? My thought is that there might be some background calculations happening at the OS level causing this latency. Any guidance would be greatly appreciated.
Thanks!
Hi, I'm working with CameraFrameProvider from Enterprise API. Is it always capped at 30fps, or is there something I can switch to get more?
I assume it is capped at 30, so let me cram in additional question here :). If I'd get a developer strap and attach an external camera capable of doing >30fps, will I get the full stream, or some other limitation will kick in?
Is it possible to use a local wifi router connecting Vision Pro and Mac for developing? I tried from Unity and Xcode.
From Unity, the host app wouldn't open without WIFI (internet connection)
From Xcode, I can see the Vision Pro paired, but while try to run there's no device listed.
Any suggestions? Thanks a lot, /Ruiying
Topic:
Spatial Computing
SubTopic:
General
my coworkers and i are guessing at what data defines an anchor. i tried searching but struggled to find anything helpful.
our best guess was a combination Triangular Irregular Networks (TIN), gps, magnetic compass direction and maybe elevation sensors.
is this documented anywhere? if not, can a definition or description be provided?
I was trying to use a local Wifi router to connect Vision Pro and Mac for developing. From Unity, the host on Vision Pro wouldn't open; from Xcode I can see vision pro paired but by the Run button there's no device listed...thanks any ideas? /Ruiying
Topic:
Spatial Computing
SubTopic:
General
Hi,
since RealityKit 4 now supports Blend Shapes I was wondering if there are any workflow or tooling recommendations to bake/export them into a USDZ.
Are Blender or Cinema4D capable to do that out of the box? Should we look into NVIDIA omniverse (https://docs.omniverse.nvidia.com/connect/latest/blender/manual.htm)
So far this topic seems very sparsely documented and I would appreciate any hints. Thank you!
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?
Previously I had developed software using SMI eye trackers, both screen mounted and their mobile glasses, for unique therapeutic and physiology applications. Sadly, after SMI was bought by Apple, their hardware and software have been taken off the market and now it is very difficult to get secondhand-market systems. The Apple Vision Pro integrates the SMI hardware. While I can use ARKit to get gaze position, I do not see a way to access information that was previously made accessible on the SMI hardware, particularly: dwell time and pupil diameter information. I am hopeful (or asking) to see that if a user has a properly set up Optic ID and would opt-in if, either on the present or a future version of visionOS, it might be possible to get access to the data streams for dwell times and pupil diameter. Pupil diameter is particularly important as it is a very good physiological measure of how much stress a person is encountering, which is critical to some of the therapeutic applications that formerly we used SMI hardware. Any ideas, or, if this is not possible, proposing this to the visionOS team would be appreciated!
Topic:
Spatial Computing
SubTopic:
General
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
Topic:
Spatial Computing
SubTopic:
General