Discuss Spatial Computing on Apple Platforms.

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Do you retain a reference to your content events in RealityView?
Do you retain a reference to your content (RealityViewContent) events? For example, the Manipulation Events docs from Apple use _ to discard the result. In theory the event should keep working while the content is alive. _ = content.subscribe(to: ManipulationEvents.WillBegin.self) { event in event.entity.components[ModelComponent.self]?.materials[0] = SimpleMaterial(color: .blue, isMetallic: false) } _ = content.subscribe(to: ManipulationEvents.WillEnd.self) { event in event.entity.components[ModelComponent.self]?.materials[0] = SimpleMaterial(color: .red, isMetallic: false) } We could store these events in state. I've seen this in a few samples and apps. @State var beginSubscription: EventSubscription? ... beginSubscription = content.subscribe(to: ManipulationEvents.WillBegin.self) { event in event.entity.components[ModelComponent.self]?.materials[0] = SimpleMaterial(color: .blue, isMetallic: false) } The main advantage I see is that we can be more explicit about when we remove the event. Are there other reasons to keep a reference to these events?
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Sep ’25
Misaligned visionOS Simulator Home Position
Using Xcode v26 Beta 6 on macOS v26 Beta 25a5349a When pressing on the home button of the visionOS simulator, I am not positioned in the middle of the room like would normally be. This occurred when moving a lot in the space to find an element added to an ImmersiveSpace. How to resolve: restart simulator device. See attached the pictures of the visionOSSimulatorCorrectHomePosition and the visionOSSimulatorMisallignedHomePosition.
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Sep ’25
VisionOS26 PresentationComponent not working
I am trying to get the new PresentationComponent working in VisionOS26 as seen in this WWDC video: https://developer.apple.com/videos/play/wwdc2025/274/?time=962 (18:29 minutes into video) Here is some other example code but it doesn't work either: https://stepinto.vision/devlogs/project-graveyard-devlog-002/ My simple Text view (that I am adding as a PresentationComponent) does not appear in my RealityView even though the entity is found. Here is a simple example built from an Xcode immersive view default project: struct ImmersiveView: View { @Environment(AppModel.self) var appModel var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) if let materializedImmersiveContentEntity = try? await Entity(named: "Test", in: realityKitContentBundle) { content.add(materializedImmersiveContentEntity) var presentation = PresentationComponent( configuration: .popover(arrowEdge: .bottom), content: Text("Hello, World!") .foregroundColor(.red) ) presentation.isPresented = true materializedImmersiveContentEntity.components.set(presentation) } } } } } Here is the Apple reference: https://developer.apple.com/documentation/realitykit/presentationcomponent
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582
Jul ’25
RealityView Gestures for iOS
I started a new project using RealityKit and RealityView, intended as an AR app on iPhone and iPad, but eventually VisionOS as well. I'm challenged because I find much of the recent documentations, WWDC videos, etc, include features that are VisionOS only. Right now, I would simply like to create some gesture functionality that is similar to AR Quick Look defaults, meaning drag to reposition, two fingers to rotate or zoom. In the past, this would be implemented with something like: arView.installGestures([.all], for: entity) however, with RealityView I don't know how (or if possible) to access an ARView. In RealityKit, I have found this doc: https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures However, many of the features in that posting are VisionOS only, and I've found no good documentation on the topic that is specific or at least compatible with iOS. I know reverting to an ARView is an option, but I want to use RealityView if at all possible as I see it as more forward-looking.
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389
Jan ’25
Realitykit asset loading
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?
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80
Jun ’25
How to show only Spatial video using UIDocumentPickerViewController
Is there a suitable UTType type to satisfy the need to pick up only SpatialVideo in UIDocumentPickerViewController? I already know that PHPickerFilter in PHPickerViewController can do this, but not in UIDocumentPickerViewController. Our app needs to adapt both of these ways to pick spatial videos So is there anything that I can try in UIDocumentPickerViewController to fulfill such picker functionality?
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471
Feb ’25
Volumetric Windwos anchores
Hi, we would like to create something where you can open multiple volumetric windows and place them in a room, our biggest issue is that we want these windows to be persistent, so when I close and reopen the app, the windows to be in the same position. We can't use immersive spaces because we also want to have the possibility to access the shared space. Is it possible with the current features and capabilities to do that? If yes do you have some advices how can we achieve this? The alternative is if is it possible to open the virtual display in immersive spaces or if we have the possibility to implement our own virtual display.
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397
Feb ’25
Cast virtual light on real-world environments in VisionOS/RealityKit?
Hi everyone, I've been exploring an idea that involves using virtual light sources in VisionOS/RealityKit to interact with real-world objects. Specifically, I'd like to simulate a scenario where a virtual spotlight or other light source casts light or shadows onto real-world environments, creating the effect of virtual lighting interacting with physical surroundings. Is this currently feasible within VisionOS/RealityKit? Thank you!
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414
Jan ’25
Automatically Enabling Spatial Personas in App
Is it possible to create a button in my app that will turn on the spatial personas for the user? Currently the only way I know of turning on spatial personas is by selecting the cube icon in the FaceTime window which is quite clunky for people unfamiliar with the Vision Pro's UI. Any help would be appreciated.
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411
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
RealityKit Trace Metric Max/Range for VisionOS app
Hi Nathaniel, I spoke with you yesterday in the WWDC lab. Thanks for chatting with me! Is it possible to get a link to a doc that has some key metrics I'd find in a RealityKit trace so I know if that metric is exceeding limits and probably causing a problem? Right now, I just see numbers and have no idea if a metric is high or low :). This is specifically for a VisionOS app. Thanks, Bob
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Jun ’25