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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white gap between objects in RealityView
I want to display a huge image in RealityView in 3d space on Vision Pro. of course instead of one giant file I'm using a lot of big images. to achieve this, I'm generating multiple planes exactly beside each others and put each image on them. although the planes are exactly beside each others but there is still a white gap between them.(image below) **Does anybody know how to fix this issue? **
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168
May ’25
How To Move Camera with PS5 Game Controller
Hello again! So, I am trying my best to figure out how to get a simple, fully Immersive scene that is navigable via the PS5 controller to work on Vision Pro. I am even using ChatGPT (both externally AND in Xcode when it makes fix recommendations) however, I seem to be moving around in circles, having to constantly send error messages back to ChatGPT, then try the new "confirmed to work" fixed code, only to have more errors. I also have explicitly let the AI know that I'm using all the current betas, only to learn there has been lots of stuff deprecated (of course!). This is my initial query to ChatGPT: "How can I create a fully immersive VR experience for Apple Vision Pro, using a PS5 game controller to navigate the user via first person view through a 3d scene?" And then down the rabbit hole the past few days. Seriously, I thought AI was supposed to be helpful! LOL Per Xcode logs, I'm seeing thumbstick movement, but simply cannot get the camera to move. Is this even possible?! Is it a camera defined in Reality Composer Pro? Or, does it need to be defined outside. I'm trying to follow along with the AI, but it seems to go back and forth with different solutions. Here is the latest it's spitting out: __ Thanks for this super clear log — and you’re absolutely right: the gamepad input is working, CameraRoot is moving as expected… but your actual camera view is not changing. This strongly suggests the issue is that RealityKit is not using your custom camera (PerspectiveCameraComponent) for rendering the view. ⸻ 🔍 What’s happening Even though CameraRoot is moving (with correct logs), RealityKit will default to its own internal camera unless: 1. You explicitly assign your camera entity to be the one used, or 2. Your camera is the only one and RealityKit picks it up automatically. But in visionOS 2.0 / Xcode 26, there seems to be a bug or behavior change where RealityKit no longer auto-uses your custom PerspectiveCameraComponent in RealityView unless it’s: • properly set with content.camera, or • part of a .usda/Reality Composer camera hierarchy that’s already active. Unfortunately: 🟥 RealityView.camera = .entity(cameraRoot) ❌ Is no longer allowed (we confirmed this breaks with a type error) ⸻ ✅ The Reliable Workaround: Attach your camera to the Immersive scene itself Since we’re loading a .usda scene (Reality Composer Pro), here’s the most reliable path forward: ✔️ Option A: Embed your camera into the Reality Composer Pro scene 1. Open your Reality Composer Pro scene 2. Add a Camera entity directly in your Immersive.usda scene 3. Name it something like "PlayerCamera" 4. Position it at [0, 1.6, 0] 5. Leave it selected as the default camera Then in your Swift code: • Find the camera entity with .findEntity(named:) • Move that entity instead of creating a new one. ⸻ ✔️ Option B: Force RealityKit to use your custom camera (via transform parenting) Since direct camera assignment is unavailable, we can use a trick: Move the whole RealityView scene via a parent entity with a camera. But let’s go with Option A, since you’ve already got a Reality Composer Pro scene. __ Can any developer over there can make a suggestion on how to move forward? I JUST want to create a sandbox template so I can start exploring 3d scenes created in Maya and sent over to headset. I'll deal with animation next, but come on, why is this so difficult to get working? I'm not a programmer, but have been trying to wrap my head around Xcode and SwiftUI. This needs to be much simpler. Or, you need to provide us creatives with better sample templates and non programmer speak on how to set this up properly. Ideally, you HIRE us 3d professionals to work side by side with the programmers to help make these tools useable - especially Reality Composer Pro. Seriously, I am making a concerted effort to use the native tools, even though I would love to be porting Unreal Engine scenes over. If anyone can help point me in the right direction, coming from a 3D Creator/Animator/Modeler perspective, I, and my fellow peers in the XR/AR/VR community would greatly appreciate it. Thank you.
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Jul ’25
How to Achieve Volumetric Lighting (Light Shafts) in RealityKit on visionOS?
Hello everyone, I am currently developing an experience for visionOS using RealityKit and I would like to achieve volumetric light effects, such as visible light rays or shafts through fog or dust. I found this GitHub project: https://github.com/robcupisz/LightShafts, which demonstrates the kind of visual style I am aiming for. I would like to know if there is a way to create similar effects using RealityKit on visionOS. So far, I have experimented with DirectionalLight, SpotLight, ImageBasedLight, and custom materials (e.g., additive blending on translucent meshes), but none of these approaches can replicate the volumetric light shaft look shown in the repository above. Questions: Is there a recommended technique or workaround in RealityKit to simulate light shafts or volumetric lighting? Is creating a custom mesh (e.g., cone or volume geometry with gradient alpha and additive blending) the only feasible method? Are there any examples, best practices, or sample projects from Apple or other developers that showcase a similar visual style? Any advice or hints would be greatly appreciated. Thank you in advance!
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Aug ’25
How to trigger and timeline-control particle emitters in Reality Composer Pro (without Xcode or code)?
Hi, I’m currently using Reality Composer Pro on macOS, and I’m trying to work with particle emitters using only the built-in tools — no Xcode, no custom Swift code. Here’s what I’m trying to achieve: 1. Is it possible to trigger a particle emitter with a tap gesture, directly inside Reality Composer Pro? 2. Can I add a particle emitter to a timeline, so that it emits at a specific time during an animation or behavior sequence? 3. Most importantly, is there a way to precisely control emission behavior — such as when particles start or stop — using visual and intuitive controls, without scripting? My goal is to set up particle effects that are interactive and timeline-controlled, but managed entirely through Reality Composer Pro’s GUI, not through code. Any suggestions, tips, or examples would be very helpful. Thanks in advance!
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143
Jun ’25
spatial-backdrop feature available yet?
In WWDC25 session What’s new for the spatial web, the presenter showed creating an immersive environment for a web page by adding to the page's HEAD section <link rel="spatial-backdrop" href="office.usdz" environmentmap="lighting.hdr"> My first attempt failed, and I am trying to track down why. Before I search all the potential failure paths, I wanted to ask the community, Is this feature available in the latest visionOS 26 beta? I haven't seen anyone talk about their use of the feature yet.
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308
Aug ’25
Creating a voxel mesh and render it using metal within a RealityKit ImmersiveView
Hi everyone, I'm creating an educational App that allows doing computational design in an immersive environment with the Vision Pro. The App is free and can be found here: https://apps.apple.com/us/app/arcade-topology/id6742103633 The problem I have is that the mesh of voxels I currently create use ModelEntity and I recently read that this is horrible for scalability. I already start to see issues when I try to use thousands of voxels. I also read somewhere that I should then take advantage of GPUs and use metal to that end. I was wondering if someone could point me to a tutorial or article that discusses this. In essence, I need to create a 3D voxel mesh, and those voxels have to update their opacity within an iterative loop. Thanks! —Alejandro
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Jun ’25
ARKit camera transform orientation vector doesn't match physical device heading (despite `.gravityAndHeading`)
Hi all, I'm working on an ARKit-based iOS app where I need to accurately determine the direction the device is facing to localize objects in the real world. I'm using: let config = ARWorldTrackingConfiguration() config.worldAlignment = .gravityAndHeading Thus, I would expect the world alignment to behave as given in the gravityAndHeading page. The AR session is started after verifying that CLLocationManager.headingAccuracy <= 20, and the compass appears to be calibrated. However, I'm seeing a major inconsistency: When the rear camera is physically pointed toward true North, I would expect: cameraTransform.columns.2.z ≈ -1 // (i.e. ARKit's -Z pointing North) But instead, I'm consistently seeing: cameraTransform.columns.2.z ≈ +0.97 // Implies camera is facing South Meanwhile, the translation vector behaves as expected: As I physically move North, cameraTransform.columns.3.z becomes more negative, matching the world’s +Z = South assumption. For example, let's say I have the device in landscapeRight (or landscapeLeft for UIDeviceOrientation). Let's say the device rear camera is pointing towards True North, and I start moving towards True North. I get something like this: Camera Transform = simd_float4x4( [ [0.98446155, -0.030119859, 0.172998, 0.0], [0.023979114, 0.9990097, 0.037477385, 0.0], [-0.17395553, -0.032746706, 0.98420894, 0.0], [0.024039675, -0.037087332, -0.22780673, 0.99999994] ]) As you can see, the cameraTransform.columns.2.z is positive despite the rear camera pointing towards True North, while cameraTransform.columns.3.z is correctly positive as the device is moving towards True North. So here is my question: Why is cameraTransform.columns.2.z positive when the rear camera is physically facing North? Any clarity would be deeply appreciated. I've read the documentation and tested with different heading accuracies and AR session resets, but I keep running into this orientation mismatch. Thanks in advance!
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152
Jun ’25
How to make .blur(radius:) visually affect RealityView content?
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!
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151
May ’25
Need to rotate child of a 3D mesh
I am creating a vision pro app with a 3D model, it has a mesh hierarchy of head, hands, feet etc. I want the character to look towards the camera, but am not able to access head of character through sceneKit nor reality kit. when I try to print names of the child meshes, it only prints till the character, it does iterate through all the body parts. Can anyone help?
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Sep ’25
Can we access a "Locked in Place" value when a window has been locked without being snapped to a surface?
Starting in visionOS 26, users can snap windows to surfaces. These windows are locked in place and are later restored by visionOS. We can access the snapped data with surfaceSnappingInfo docs. Users can also lock a free-floating (unsnapped) window from a context menu in the window controls. Is there a way to tell when a window has been locked without being snapped to a surface?
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Jun ’25
Hand Tracking Latency When UITextView Becomes Active in Vision Pro Immersive Space
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!
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Sep ’25
Spatial Gallery App functionality
Similar to the visionOS Spatial Gallery app, I'm developing a visionOS app that will show spatial photos and videos. Is it possible to re-create the horizontal (or a vertical) scrolling functionality that shows spatial photos and spatial video previews? Does the Spatial Gallery app use private APIs to create this functionality? I've been looking at the Quick Look documentation and have been able to use the PreviewApplication to show a single preview, but do not see anything for a collection of files as the Spatial Gallery app presents in the scrolling view. Any insights or direction on how this may be done is greatly appreciated.
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Jun ’25
WWDC 25 RemoteImmersiveSpace - Support for Passthrough Mode? RealityKit?
This is related to the WWDC presentation, What's new in Metal rendering for immersive apps.. Specifically, the macOS spatial streaming to visionOS feature: For reference: the page in the docs. The presentation demonstrates it using a full immersive space and Metal rendering using compositor services. I'd like clarity on a few things: Is the remote device wireless, or must the visionOS device be connected via a wired connected? Is there a limit to the number of remote devices, and if not, could macOS render different things per remote device simultaneously? Can I also use mixed mode with passthrough enabled, instead of just a fully-immersive mode? Can I use RealityKit instead of Metal? If so, may I have an example, or would someone point to an example?
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Sep ’25
Projecting a Cube with a Number in ARKit
I'm a novice in RealityKit and ARKit. I'm using ARKit in SwiftUI to show a cube with a number as shown below. import SwiftUI import RealityKit import ARKit struct ContentView : View { var body: some View { return ARViewContainer() } } #Preview { ContentView() } struct ARViewContainer: UIViewRepresentable { typealias UIViewType = ARView func makeUIView(context: UIViewRepresentableContext<ARViewContainer>) -> ARView { let arView = ARView(frame: .zero, cameraMode: .ar, automaticallyConfigureSession: true) arView.enableTapGesture() return arView } func updateUIView(_ uiView: ARView, context: UIViewRepresentableContext<ARViewContainer>) { } } extension ARView { func enableTapGesture() { let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap(recognizer:))) self.addGestureRecognizer(tapGestureRecognizer) } @objc func handleTap(recognizer: UITapGestureRecognizer) { let tapLocation = recognizer.location(in: self) // print("Tap location: \(tapLocation)") guard let rayResult = self.ray(through: tapLocation) else { return } let results = self.raycast(from: tapLocation, allowing: .estimatedPlane, alignment: .any) if let firstResult = results.first { let position = simd_make_float3(firstResult.worldTransform.columns.3) placeObject(at: position) } } func placeObject(at position: SIMD3<Float>) { let mesh = MeshResource.generateBox(size: 0.3) let material = SimpleMaterial(color: UIColor.systemRed, roughness: 0.3, isMetallic: true) let modelEntity = ModelEntity(mesh: mesh, materials: [material]) var unlitMaterial = UnlitMaterial() if let textureResource = generateTextResource(text: "1", textColor: UIColor.white) { unlitMaterial.color = .init(tint: .white, texture: .init(textureResource)) modelEntity.model?.materials = [unlitMaterial] let id = UUID().uuidString modelEntity.name = id modelEntity.transform.scale = [0.3, 0.1, 0.3] modelEntity.generateCollisionShapes(recursive: true) let anchorEntity = AnchorEntity(world: position) anchorEntity.addChild(modelEntity) self.scene.addAnchor(anchorEntity) } } func generateTextResource(text: String, textColor: UIColor) -> TextureResource? { if let image = text.image(withAttributes: [NSAttributedString.Key.foregroundColor: textColor], size: CGSize(width: 18, height: 18)), let cgImage = image.cgImage { let textureResource = try? TextureResource(image: cgImage, options: TextureResource.CreateOptions.init(semantic: nil)) return textureResource } return nil } } I tap the floor and get a cube with '1' as shown below. The background color of the cube is black, I guess. Where does this color come from and how can I change it into, say, red? Thanks.
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Jul ’25
There a way to use contentCaptureProtected with Quick Look on VisionOS 26?
There a way to use contentCaptureProtected with Quick Look on VisionOS 26? Or exist a way to see a spatial photo with Quick Look without sharing options ?
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0
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0
Views
328
Activity
Jun ’25
how to show spatial photo on my Application
I tried to show spatial photo on my application by swiftUI's Image but it just show flat version of it even I Use Vision Pro, so, how can I show spatial photo to users, does there any options for this?
Replies
4
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0
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1.6k
Activity
Jul ’25
white gap between objects in RealityView
I want to display a huge image in RealityView in 3d space on Vision Pro. of course instead of one giant file I'm using a lot of big images. to achieve this, I'm generating multiple planes exactly beside each others and put each image on them. although the planes are exactly beside each others but there is still a white gap between them.(image below) **Does anybody know how to fix this issue? **
Replies
0
Boosts
0
Views
168
Activity
May ’25
How To Move Camera with PS5 Game Controller
Hello again! So, I am trying my best to figure out how to get a simple, fully Immersive scene that is navigable via the PS5 controller to work on Vision Pro. I am even using ChatGPT (both externally AND in Xcode when it makes fix recommendations) however, I seem to be moving around in circles, having to constantly send error messages back to ChatGPT, then try the new "confirmed to work" fixed code, only to have more errors. I also have explicitly let the AI know that I'm using all the current betas, only to learn there has been lots of stuff deprecated (of course!). This is my initial query to ChatGPT: "How can I create a fully immersive VR experience for Apple Vision Pro, using a PS5 game controller to navigate the user via first person view through a 3d scene?" And then down the rabbit hole the past few days. Seriously, I thought AI was supposed to be helpful! LOL Per Xcode logs, I'm seeing thumbstick movement, but simply cannot get the camera to move. Is this even possible?! Is it a camera defined in Reality Composer Pro? Or, does it need to be defined outside. I'm trying to follow along with the AI, but it seems to go back and forth with different solutions. Here is the latest it's spitting out: __ Thanks for this super clear log — and you’re absolutely right: the gamepad input is working, CameraRoot is moving as expected… but your actual camera view is not changing. This strongly suggests the issue is that RealityKit is not using your custom camera (PerspectiveCameraComponent) for rendering the view. ⸻ 🔍 What’s happening Even though CameraRoot is moving (with correct logs), RealityKit will default to its own internal camera unless: 1. You explicitly assign your camera entity to be the one used, or 2. Your camera is the only one and RealityKit picks it up automatically. But in visionOS 2.0 / Xcode 26, there seems to be a bug or behavior change where RealityKit no longer auto-uses your custom PerspectiveCameraComponent in RealityView unless it’s: • properly set with content.camera, or • part of a .usda/Reality Composer camera hierarchy that’s already active. Unfortunately: 🟥 RealityView.camera = .entity(cameraRoot) ❌ Is no longer allowed (we confirmed this breaks with a type error) ⸻ ✅ The Reliable Workaround: Attach your camera to the Immersive scene itself Since we’re loading a .usda scene (Reality Composer Pro), here’s the most reliable path forward: ✔️ Option A: Embed your camera into the Reality Composer Pro scene 1. Open your Reality Composer Pro scene 2. Add a Camera entity directly in your Immersive.usda scene 3. Name it something like "PlayerCamera" 4. Position it at [0, 1.6, 0] 5. Leave it selected as the default camera Then in your Swift code: • Find the camera entity with .findEntity(named:) • Move that entity instead of creating a new one. ⸻ ✔️ Option B: Force RealityKit to use your custom camera (via transform parenting) Since direct camera assignment is unavailable, we can use a trick: Move the whole RealityView scene via a parent entity with a camera. But let’s go with Option A, since you’ve already got a Reality Composer Pro scene. __ Can any developer over there can make a suggestion on how to move forward? I JUST want to create a sandbox template so I can start exploring 3d scenes created in Maya and sent over to headset. I'll deal with animation next, but come on, why is this so difficult to get working? I'm not a programmer, but have been trying to wrap my head around Xcode and SwiftUI. This needs to be much simpler. Or, you need to provide us creatives with better sample templates and non programmer speak on how to set this up properly. Ideally, you HIRE us 3d professionals to work side by side with the programmers to help make these tools useable - especially Reality Composer Pro. Seriously, I am making a concerted effort to use the native tools, even though I would love to be porting Unreal Engine scenes over. If anyone can help point me in the right direction, coming from a 3D Creator/Animator/Modeler perspective, I, and my fellow peers in the XR/AR/VR community would greatly appreciate it. Thank you.
Replies
8
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0
Views
845
Activity
Jul ’25
Volumetric Maps in VisionOS
At the moment the map kit APls only support non-volumetric maps (i.e. in a window or in a volume, but on a 2D surface). Is support for 3D volumetric maps in VisionOS in the works? And if so when can we expect it to be available?
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2
Boosts
0
Views
83
Activity
Jun ’25
How to Achieve Volumetric Lighting (Light Shafts) in RealityKit on visionOS?
Hello everyone, I am currently developing an experience for visionOS using RealityKit and I would like to achieve volumetric light effects, such as visible light rays or shafts through fog or dust. I found this GitHub project: https://github.com/robcupisz/LightShafts, which demonstrates the kind of visual style I am aiming for. I would like to know if there is a way to create similar effects using RealityKit on visionOS. So far, I have experimented with DirectionalLight, SpotLight, ImageBasedLight, and custom materials (e.g., additive blending on translucent meshes), but none of these approaches can replicate the volumetric light shaft look shown in the repository above. Questions: Is there a recommended technique or workaround in RealityKit to simulate light shafts or volumetric lighting? Is creating a custom mesh (e.g., cone or volume geometry with gradient alpha and additive blending) the only feasible method? Are there any examples, best practices, or sample projects from Apple or other developers that showcase a similar visual style? Any advice or hints would be greatly appreciated. Thank you in advance!
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9
Boosts
1
Views
989
Activity
Aug ’25
Is it possible to load a WKWebView that has 3D rendering (like three.js) in a volumetric window?
I would like to translate info in a three.js based web app as a 3D model in a volumetric window. Is it possible to do this in a similar manner as loading a web page in a WKWebView?
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1
Boosts
1
Views
729
Activity
Jul ’25
How to trigger and timeline-control particle emitters in Reality Composer Pro (without Xcode or code)?
Hi, I’m currently using Reality Composer Pro on macOS, and I’m trying to work with particle emitters using only the built-in tools — no Xcode, no custom Swift code. Here’s what I’m trying to achieve: 1. Is it possible to trigger a particle emitter with a tap gesture, directly inside Reality Composer Pro? 2. Can I add a particle emitter to a timeline, so that it emits at a specific time during an animation or behavior sequence? 3. Most importantly, is there a way to precisely control emission behavior — such as when particles start or stop — using visual and intuitive controls, without scripting? My goal is to set up particle effects that are interactive and timeline-controlled, but managed entirely through Reality Composer Pro’s GUI, not through code. Any suggestions, tips, or examples would be very helpful. Thanks in advance!
Replies
1
Boosts
0
Views
143
Activity
Jun ’25
spatial-backdrop feature available yet?
In WWDC25 session What’s new for the spatial web, the presenter showed creating an immersive environment for a web page by adding to the page's HEAD section <link rel="spatial-backdrop" href="office.usdz" environmentmap="lighting.hdr"> My first attempt failed, and I am trying to track down why. Before I search all the potential failure paths, I wanted to ask the community, Is this feature available in the latest visionOS 26 beta? I haven't seen anyone talk about their use of the feature yet.
Replies
2
Boosts
0
Views
308
Activity
Aug ’25
Creating a voxel mesh and render it using metal within a RealityKit ImmersiveView
Hi everyone, I'm creating an educational App that allows doing computational design in an immersive environment with the Vision Pro. The App is free and can be found here: https://apps.apple.com/us/app/arcade-topology/id6742103633 The problem I have is that the mesh of voxels I currently create use ModelEntity and I recently read that this is horrible for scalability. I already start to see issues when I try to use thousands of voxels. I also read somewhere that I should then take advantage of GPUs and use metal to that end. I was wondering if someone could point me to a tutorial or article that discusses this. In essence, I need to create a 3D voxel mesh, and those voxels have to update their opacity within an iterative loop. Thanks! —Alejandro
Replies
3
Boosts
0
Views
157
Activity
Jun ’25
How to give spatial photo a custom corner radius?
Spatial photo in RealityView has a default corner radius. I made a parallel effect with spatial photos in ScrollView(like Spatial Gallery), but the corner radius disappeared on left and right spatial photos. I've tried .clipShape and .mask modifiers, but they did't work. How to clip or mask spatial photo with corner radius effect?
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0
Boosts
1
Views
485
Activity
Aug ’25
ARKit camera transform orientation vector doesn't match physical device heading (despite `.gravityAndHeading`)
Hi all, I'm working on an ARKit-based iOS app where I need to accurately determine the direction the device is facing to localize objects in the real world. I'm using: let config = ARWorldTrackingConfiguration() config.worldAlignment = .gravityAndHeading Thus, I would expect the world alignment to behave as given in the gravityAndHeading page. The AR session is started after verifying that CLLocationManager.headingAccuracy <= 20, and the compass appears to be calibrated. However, I'm seeing a major inconsistency: When the rear camera is physically pointed toward true North, I would expect: cameraTransform.columns.2.z ≈ -1 // (i.e. ARKit's -Z pointing North) But instead, I'm consistently seeing: cameraTransform.columns.2.z ≈ +0.97 // Implies camera is facing South Meanwhile, the translation vector behaves as expected: As I physically move North, cameraTransform.columns.3.z becomes more negative, matching the world’s +Z = South assumption. For example, let's say I have the device in landscapeRight (or landscapeLeft for UIDeviceOrientation). Let's say the device rear camera is pointing towards True North, and I start moving towards True North. I get something like this: Camera Transform = simd_float4x4( [ [0.98446155, -0.030119859, 0.172998, 0.0], [0.023979114, 0.9990097, 0.037477385, 0.0], [-0.17395553, -0.032746706, 0.98420894, 0.0], [0.024039675, -0.037087332, -0.22780673, 0.99999994] ]) As you can see, the cameraTransform.columns.2.z is positive despite the rear camera pointing towards True North, while cameraTransform.columns.3.z is correctly positive as the device is moving towards True North. So here is my question: Why is cameraTransform.columns.2.z positive when the rear camera is physically facing North? Any clarity would be deeply appreciated. I've read the documentation and tested with different heading accuracies and AR session resets, but I keep running into this orientation mismatch. Thanks in advance!
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152
Activity
Jun ’25
How to break the progress of Entity.animate()
Entity.animate() makes entity animation much easier, but in many cases, I want to break the progress because of some gestures, I couldn't find any way to do this, including tried entity.stopAllAnimations(), I have to wait till Entity.animate() completes. iOS 26 / visionOS 26
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386
Activity
Sep ’25
How to make .blur(radius:) visually affect RealityView content?
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!
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151
Activity
May ’25
Need to rotate child of a 3D mesh
I am creating a vision pro app with a 3D model, it has a mesh hierarchy of head, hands, feet etc. I want the character to look towards the camera, but am not able to access head of character through sceneKit nor reality kit. when I try to print names of the child meshes, it only prints till the character, it does iterate through all the body parts. Can anyone help?
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237
Activity
Sep ’25
Can we access a "Locked in Place" value when a window has been locked without being snapped to a surface?
Starting in visionOS 26, users can snap windows to surfaces. These windows are locked in place and are later restored by visionOS. We can access the snapped data with surfaceSnappingInfo docs. Users can also lock a free-floating (unsnapped) window from a context menu in the window controls. Is there a way to tell when a window has been locked without being snapped to a surface?
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7
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3
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221
Activity
Jun ’25
Hand Tracking Latency When UITextView Becomes Active in Vision Pro Immersive Space
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!
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462
Activity
Sep ’25
Spatial Gallery App functionality
Similar to the visionOS Spatial Gallery app, I'm developing a visionOS app that will show spatial photos and videos. Is it possible to re-create the horizontal (or a vertical) scrolling functionality that shows spatial photos and spatial video previews? Does the Spatial Gallery app use private APIs to create this functionality? I've been looking at the Quick Look documentation and have been able to use the PreviewApplication to show a single preview, but do not see anything for a collection of files as the Spatial Gallery app presents in the scrolling view. Any insights or direction on how this may be done is greatly appreciated.
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2
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240
Activity
Jun ’25
WWDC 25 RemoteImmersiveSpace - Support for Passthrough Mode? RealityKit?
This is related to the WWDC presentation, What's new in Metal rendering for immersive apps.. Specifically, the macOS spatial streaming to visionOS feature: For reference: the page in the docs. The presentation demonstrates it using a full immersive space and Metal rendering using compositor services. I'd like clarity on a few things: Is the remote device wireless, or must the visionOS device be connected via a wired connected? Is there a limit to the number of remote devices, and if not, could macOS render different things per remote device simultaneously? Can I also use mixed mode with passthrough enabled, instead of just a fully-immersive mode? Can I use RealityKit instead of Metal? If so, may I have an example, or would someone point to an example?
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5
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719
Activity
Sep ’25
Projecting a Cube with a Number in ARKit
I'm a novice in RealityKit and ARKit. I'm using ARKit in SwiftUI to show a cube with a number as shown below. import SwiftUI import RealityKit import ARKit struct ContentView : View { var body: some View { return ARViewContainer() } } #Preview { ContentView() } struct ARViewContainer: UIViewRepresentable { typealias UIViewType = ARView func makeUIView(context: UIViewRepresentableContext<ARViewContainer>) -> ARView { let arView = ARView(frame: .zero, cameraMode: .ar, automaticallyConfigureSession: true) arView.enableTapGesture() return arView } func updateUIView(_ uiView: ARView, context: UIViewRepresentableContext<ARViewContainer>) { } } extension ARView { func enableTapGesture() { let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap(recognizer:))) self.addGestureRecognizer(tapGestureRecognizer) } @objc func handleTap(recognizer: UITapGestureRecognizer) { let tapLocation = recognizer.location(in: self) // print("Tap location: \(tapLocation)") guard let rayResult = self.ray(through: tapLocation) else { return } let results = self.raycast(from: tapLocation, allowing: .estimatedPlane, alignment: .any) if let firstResult = results.first { let position = simd_make_float3(firstResult.worldTransform.columns.3) placeObject(at: position) } } func placeObject(at position: SIMD3<Float>) { let mesh = MeshResource.generateBox(size: 0.3) let material = SimpleMaterial(color: UIColor.systemRed, roughness: 0.3, isMetallic: true) let modelEntity = ModelEntity(mesh: mesh, materials: [material]) var unlitMaterial = UnlitMaterial() if let textureResource = generateTextResource(text: "1", textColor: UIColor.white) { unlitMaterial.color = .init(tint: .white, texture: .init(textureResource)) modelEntity.model?.materials = [unlitMaterial] let id = UUID().uuidString modelEntity.name = id modelEntity.transform.scale = [0.3, 0.1, 0.3] modelEntity.generateCollisionShapes(recursive: true) let anchorEntity = AnchorEntity(world: position) anchorEntity.addChild(modelEntity) self.scene.addAnchor(anchorEntity) } } func generateTextResource(text: String, textColor: UIColor) -> TextureResource? { if let image = text.image(withAttributes: [NSAttributedString.Key.foregroundColor: textColor], size: CGSize(width: 18, height: 18)), let cgImage = image.cgImage { let textureResource = try? TextureResource(image: cgImage, options: TextureResource.CreateOptions.init(semantic: nil)) return textureResource } return nil } } I tap the floor and get a cube with '1' as shown below. The background color of the cube is black, I guess. Where does this color come from and how can I change it into, say, red? Thanks.
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206
Activity
Jul ’25