Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.

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ShaderGraphMaterial on entity
Hi I try to make a 360 stereo viewer, and I have made a ShaderGraphMaterial on Reality Composer Pro. Im trying to use that material on a inverted sphere whitch is generated in Swift. When I try to attach the material I get this error "Type of expression is ambiguous without a type annotation" Here is the code (sorry im noob =) ): import SwiftUI import RealityKit import RealityKitContent import PhotosUI struct ImmersiveView: View { @Environment(AppModel.self) var appModel var body: some View { RealityView { content in // Add the initial RealityKit content guard let skyBoxEntity = await createSkybox() else { return } content.add(skyBoxEntity) } } } private func createSkybox () async -> Entity? { var matX = try? await ShaderGraphMaterial(named: "/Root/Mat_Stereo360", from: "360Stereo.usda", in: realityKitContentBundle) let sphere = await MeshResource.generateSphere(radius:1000) let entity = await Entity() entity.components.set(ModelComponent(mesh: sphere, materials: [matX])). //ERROR HERE: Type of expression is ambiguous without a type annotation //entity.scale *= .init(x:-1, y:1, z:1) return entity } I hope someone can help me =) Best regards, Kim
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Jan ’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
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
Tracking geographic locations in AR - Sample App Code
Hello, I was looking back into downloading the Tracking geographic locations in AR sample app from https://developer.apple.com/documentation/arkit/tracking-geographic-locations-in-ar Unfortunately the Download links to the .zip of the DisplayingAPointCloudUsingSceneDepth sample project. The exact same issue occurs when trying to download the sample code from https://developer.apple.com/documentation/ARKit/creating-a-fog-effect-using-scene-depth Wondering if those links are deliberately broken because of possible deprecations. Thanks to any Apple Engineer willing to look into that.
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Feb ’25
Having an issue with using a custom component with Reality Composer Pro
We have a project which is currently being built as a XCFramework. The framework contains a custom component to be used with entities in Reality Composer Pro. I have tried to se set the RCP Package.swift file to reference the framework package for the in the dependancies. Nothing that I do with the folder path to reference the code is working. Do I need to change the project to be using Swift source code instead of a XCFramework? The component needs to be in the framework as there is a class in the framework that works directly with the custom compoent. I am able to reference the XCFramework as a Swift Package with other projects.
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Apr ’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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174
Jun ’25
Run to Device( on WLAN)?
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
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Jan ’25
Entity HoverEffect Fired When inside Another Entity Collider
Hi folks, I’m new to Vision Pro stack, still trying to learn all the nuances. Here is a problem I can’t seem to find an answer. I placed entity A( a small .02 radius sphere) inside entity B( size:.1 box). Both entities have HoverEffectComponent, and both inputcomponent is set to .direct. Entity A is NOT a child of Entity B. When I direct touch Entity B, I noticed that Entity A’s hover effect is fired as well. This only happens if Entity A‘s position is inside Entity B. The gesture that is only targeted at Entity A doesn’t work either. I double checked Entity A collider which sits inside entity B collider, my direct touch shouldn’t have trigger its hove effect. Having one collider inside another seems to produce unpredictable behavior? Thanks in advance 🙏🙏🙏 Context: I’m trying to create an invisible bound around Entity A, so when my hand approaches the bound to grab Entity A, a nice spotlight hover effect would fire first on the bound before hand reaching entity A.
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Feb ’25
Reality Composer to Reality Composer Pro?
I sketched a idea for a project in Reality Composer on my iPad, thinking when I had a chance to sit down I would work it up in Xcode. However, when I got back to my computer, I discovered I cannot open a file created in Reality Composer (or the exported Reality file) in Reality Composer Pro. Am I missing something obvious here, because this seems like a huge oversight. If anyone, can let me know how to open a file created in Reality Composer in Reality Composer Pro, I would greatly appreciate it. Partly, because there seems to be objects available in Reality Composer that are not in Reality Composer Pro. Thanks Stan
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Jun ’25
Building a custom render pipeline with RealityKit
Hello experts, and question seekers, I have been trying to get Gaussian splats working with RealityKit, however it seems not to work out for me. The library I use for Gaussian splatting: https://github.com/scier/MetalSplatter My idea was to use the renderers provided by RealityKit (aka RealityRenderer) https://developer.apple.com/documentation/realitykit/realityrenderer and the renderer provided by MetalSplatter (aka. SplatRenderer) https://github.com/scier/MetalSplatter/blob/main/MetalSplatter/Sources/SplatRenderer.swift Then with a custom render pipeline, I would be able to compose the outputs of the renderers, enabling the possibility, for example to build immersive scenery with realistic environment scans, as Gaussian splats, and RealityKit to provide the necessary features to build extra scenery around Gaussian splats, eg. dynamic 3D models inside Gaussian splats. However the problem is, as of now I am not able to do that with the current implementation of RealityRenderer. It seems to be, that first RealityRenderer is supposed to be an API, just to render colour information onto a texture, which in first glance might be useful, but misses important information, such as for example depth, and stencil information. Second issue is, even with that in mind, currently I am not able to execute RealityRenderer.updateAndRender, due to the following error messages: Could not resolve material name 'engine:BuiltinRenderGraphResources/Common/realityRendererBackground.rematerial' in bundle at '/Users//Library/Developer/CoreSimulator/Devices//data/Containers/Bundle/Application//.app'. Loading via asset path. exiting spatial tracking service update thread because wait returned 37” I was able to build a custom Metal view with UIViewRepresentable, MTKView, and MTKViewDelegate, enabling me to build a custom rendering pipeline, by utilising some of the Metal developer workflows. Reference: https://developer.apple.com/documentation/xcode/metal-developer-workflows/ Inside draw(in view: MTKView), in a class derived by MTKViewDelegate: guard let currentDrawable = view.currentDrawable else { return } let realityRenderer = try! RealityRenderer() try! realityRenderer.updateAndRender(deltaTime: 0.0, cameraOutput: .init(.singleProjection(colorTexture: currentDrawable.texture)), whenScheduled: { realityRenderer in print("Rendering scheduled") }, onComplete: { RealityRenderer in print("Rendering completed") }) Can you please tell me, what I am doing wrong? Is there any solution, that enables me to use RealityKit with for example Gaussian splats? Any help is greatly appreciated. All the best, Ethem Kurt
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Feb ’25
ARKit sessionInterruptionEnded never called in Window Mode.
Hi 26 beta guys, I have apps using ARKit. In iPadOS 26 beta, ARKit stops working after switching to other apps. how to: Enable WindowMode in iPadOS 26 Launch my app and start ARSession Switch to another app (preference app, etc.) Switch back to my app AR stops updating camerafeed. I debug printed ARSessionDelegate, and found that after sessionWasInterrupted was called, sessionInterruptionEnded was never called. sessionInterruptionEnded is called if WindowMode disabled. Is this just a bug for 26 beta? I suspect there is similar problem with non-AR camera. Any idea?
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Jun ’25
Combining ARKit Face Tracking with High-Resolution AVCapture and Perspective Rendering on Front Camera
Subject: Combining ARKit Face Tracking with High-Resolution AVCapture and Perspective Rendering on Front Camera Message: Hello Apple Developer Community, We’re developing an application using the front camera that requires both real-time ARKit face tracking/guidance and the capture of high-resolution still images via AVCaptureSession. Our goal is to leverage ARKit’s depth and face data to render a captured image from another perspective post-capture, maintaining high image quality. Our Approach: Real-Time ARKit Guidance: Utilize ARKit (e.g., ARFaceTrackingConfiguration) for continuous face tracking, depth, and scene understanding to guide the user in real time. High-Resolution Capture Transition: At the moment of capture, we plan to pause the ARKit session and switch to an AVCaptureSession to take a high-resolution image. We assume that for a front-facing image, the subject’s face is directly front-on, and the relative pose between the face and camera remains the same during the transition. The only variation we expect is a change in distance. Our intention is to minimize the delay between the last ARKit frame and the high-res capture to maintain temporal consistency, assuming that aside from distance, the face-camera relative pose remains unchanged. Post-Processing Perspective Rendering: Using the last ARKit face data (depth, pose, and landmarks) along with the high-resolution 2D image, we aim to render the scene from another perspective. We want to correct the perspective of the 2D image using SceneKit or RealityKit, leveraging the collected ARKit scene information to achieve a natural, high-quality rendering from a different viewpoint. The rendering should match the quality of a normally captured high-resolution image, adjusting for the difference in distance while using the stored ARKit data to correct perspective. Our Questions: Session Transition Best Practices: What are the recommended best practices to seamlessly pause ARKit and switch to a high-resolution AVCapture session on the front camera How can we minimize user movement or other issues during this brief transition, given our assumption that the face-camera pose remains largely consistent except for distance changes? Data Integration for Perspective Rendering: How can we effectively integrate stored ARKit face, depth, and pose data with the high-res image to perform accurate perspective correction or rendering from another viewpoint? Given that we assume the relative pose is constant except for distance, are there strategies or APIs to leverage this assumption for simplifying the perspective transformation? Perspective Correction with SceneKit/RealityKit: What techniques or workflows using SceneKit or RealityKit are recommended for correcting the perspective of a captured 2D image based on ARKit scene data? How can we use these frameworks to render the high-resolution image from an alternative perspective, while maintaining image quality and fidelity? 4. Pitfalls and Guidelines: What common pitfalls should we be aware of when combining ARKit tracking data with high-res capture and post-processing for perspective rendering? Are there performance considerations, recommended thresholds for acceptable temporal consistency, or validation techniques to ensure the ARKit data remains applicable at the moment of high-res capture? We appreciate any advice, sample code references, or documentation pointers that could assist us in implementing this workflow effectively. Thank you!
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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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Jun ’25
.glassEffect() view modifier in visionOS 26 beta 1 generates an error
.glassEffect(.regular, in: .rect(cornerRadius: 24)) error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
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Jun ’25