Posts under Spatial Computing topic

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How to make an animation stop at the last frame after playing with xcode+RCP
This is my animation playback method, there are two issues. 1.How to make the animation stop until the last frame after playing once when isLoop=false? When I specify the name of an animClipName animation clip, I cannot play the corresponding animation name. How do I set it up? The animation structure is shown in the figure. PlayAnim(animEntityName: "Book",animClipName: "Open",isLoop: false) private func PlayAnim(animEntityName: String,animClipName: String? = nil,isLoop:Bool = true,transitionDuration: Double = 0.5){ guard let XR = XR else { return } guard let entity = XR.findEntity(named: animEntityName) else { return } let availableAnims = entity.availableAnimations let targetAnimResource: AnimationResource? if let clipName = animClipName { targetAnimResource = availableAnims.first(where: { $0.name == clipName }) } else { targetAnimResource = availableAnims.first } guard let animClip = targetAnimResource else { return } let anim = animClip.repeat(count: isLoop ? 0 : 1) entity.playAnimation(anim,transitionDuration: transitionDuration) }
1
0
390
Jun ’26
MR app to obscure exterior views from a moving simulator rig
My cousin implanted an itch I'd like to scratch. She does some academic psycho-neurological research that I don't fully understand. But in talking it sounds like mixed reality in the AVP might facilitate a type of research that she's pursuing. I just don't know if such a thing is currently possible with the AVP given how it treats physically moving frames of reference. The idea is to have subjects in a motion vehicle simulator rig, able to operate it and see the interior of the vehicle/gauges/etc. But at times and in specific ways, obscure the views out of the "windows" of the vehicle. The obvious problem here is that the AVP doesn't like being in a dynamically moving frame of reference. This seems to be beyond what "travel mode" is intended for. They need to bump and turn the subjects to get the responses they're studying, so not a smooth ride like on a plane or train. The interior of the simulator rig is a "known object" and can be modeled. I just watched the new video about training/tracking a hand-held object via Create ML. Could a similar approach from a hand-held object be applied to the user's surroundings - the mocked up vehicle interior and its window frames? We'd then apply an obscuring blur or even just an opaque polygon to that "window" while the simulator rig (and thus the user) is in motion? The alignment of the blur/polygon doesn't need to have perfect tracking and registration. Update rate does not need to be low millisecond, but full second updates might make motion sickness worse. Also, am I correct in inferring that object tracking should be free from major drift over the course of tens of minutes? A stretch: would it be possible to counteract the illumination from room light sources so that the movement of light/dark is reduced on the interior of the "vehicle" while it is moving? I also noticed in the new "Explore enhancements to visionOS object tracking" video that some of the effect of overlaying MR elements onto something that is visually passed through is being demonstrated on an iPhone. Could a proof of concept of this app(?) be "mocked up" using an iPhone as a basis to justify the expense of buying the AVP? Hold the phone while the rig is moving, track the interior and blur/"open" the windows as seen on the phone screen?
1
0
270
Jun ’26
Questions about RoomPlan, Room API, USDZ/STEP comparison, and extended spatial scanning
Dear Apple Developer Team, I would like to ask a few questions related to RoomPlan, Room API, USDZ export, and possible future spatial scanning workflows: Can the RoomPlan or Room API load an existing USDZ room model and compare it in real time with a new live scan of the same space? Is Apple considering extending RoomPlan beyond indoor rooms, for example to scan outdoor areas, house exteriors, terrain, and simple building volumes with rough dimensions? Will RoomPlan support multi-floor continuous scanning, custom object detection elements, and reliable export of the scanned result to USDZ for further CAD/BIM workflows? Is it possible to create a real-time comparator between a reference object in USDZ or STEP format and a physical object being scanned live, so that deviations in geometry or dimensions can be detected during scanning? Best regards, Ivo Saina
3
0
411
Jun ’26
Questions about RoomPlan, Room API, USDZ/STEP comparison, and extended spatial scanning
Dear Apple Developer Team, I would like to ask a few questions related to RoomPlan, Room API, USDZ export, and possible future spatial scanning workflows: Can the RoomPlan or Room API load an existing USDZ room model and compare it in real time with a new live scan of the same space? Is Apple considering extending RoomPlan beyond indoor rooms, for example to scan outdoor areas, house exteriors, terrain, and simple building volumes with rough dimensions? Also in indoor to scan slopes with angle room for rooms in roof floor? Will RoomPlan support multi-floor continuous scanning, custom object detection elements, and reliable export of the scanned result to USDZ for further CAD/BIM workflows? Is it possible to create a real-time comparator between a reference object in USDZ or STEP format and a physical object being scanned live, so that deviations in geometry or dimensions can be detected during scanning? Best regards, Ivo Saina
3
0
395
Jun ’26
Creation of 3d Assets and Inclusion in RCP3 for use in Package called by visionOS App
Currently, I have a very basic entity in RCP that I call in my app's immersive view based on an included Package. I'm trying to get a much better 3d asset to use in my app instead. I've been afraid to put much effort into learning Blender to create and export an USDx asset for import into RCP3 (it's a whole world of learning itself...). I may be able to start using agents like Codex tied into Blender to see if I can more quickly create a 3d asset. I tried using the new AI assistant in RCP3 and it seems like I could create a 3d entity, but I'm not sure it will be the level of detail I want. Any high-level advice for the workflow (nowadays with AI agents) to create a desirable 3d asset, get it into RCP3, and then into Xcode?
1
0
293
Jun ’26
"Open Website Environment" menu gone?
In visionOS 26 (with Website Environments enabled), there was a two step action to enable the environment: click button on the left of the address bar (1 in image), then click "Open Website Environment" (2 in image). This example was shown again this year in Build next-generation experiences with visionOS 27. But I do no see this working in visionOS 27. Instead, I've needed to add a button for the user to open (and optionally close) the website environment. Is adding a button/control to the web page the new way to activate website environments?
1
0
534
Jun ’26
Baked Lighting How-To
Good Morning! Following the RCP 3 lightmap workflow: I've added Lightmap components to my entities and hit Bake, but I get "Lightmap bake failed: no lightmappable entities found — enable Process for Lightmaps in an asset's Geometry Transform Settings." I can't locate that flag anywhere in the GUI, and my scene objects are prototype instances. Could you walk through the complete end-to-end setup for baking lighting: where the Process for Lightmaps flag actually lives (on the instance or the source asset?), whether lightmap UVs must be authored or are auto-generated, and how the Lightmap component relates to that eligibility flag?
2
3
404
Jun ’26
Recommended locomotion settings to reduce motion sickness in ImmersiveSpace?
I have a question about user-controlled movement inside a visionOS ImmersiveSpace. If an app allows the user to move through a virtual space, what are the recommended ways to reduce motion sickness or discomfort? Specifically: Are there recommended movement speed limits for comfortable locomotion in an immersive space? Are there recommended acceleration, deceleration, or turning speed limits? Is snap turning generally preferred over smooth turning on visionOS? Are teleportation, short-range movement, or fixed-position interaction recommended over continuous movement? Are there any visionOS-specific comfort guidelines for camera movement, artificial locomotion, field-of-view reduction, or user-controlled navigation? My goal is to allow limited movement in an immersive environment while keeping the experience comfortable for most users.
1
0
297
Jun ’26
Foveated Streaming with CloudXR using KRVR's native PCVR streaming app
I'm shipping a PCVR streaming app using PSVR2 Sense controllers on the Vision Pro. Four pain points I'd love clarity on: PSVR2 L3/R3 thumbstick click at rest — Apple's GameController framework doesn't fire a stick-click event unless there's axis deflection. Users physically clicking the stick straight in get nothing. Is this an intentional filter, and is a change planned? Haptic forwarding PC → AVP. On CloudXRKit there's NSKStreamClientHapticDelegate for dispatching server-generated haptic events into CHHapticEngine. Does FoveatedStreaming have an equivalent delegate, or are streamer apps expected to bring their own side-channel for haptics? Controller pose — we're currently going through ARKit's AccessoryTrackingProvider and combining with GCController input. Is that the recommended supported path for FoveatedStreaming apps, or is there something more native to the framework planned? Gaze clarity :- The framework already uses gaze internally to drive foveation tile selection on the server. Is any per-frame metadata returned to the client that tells us — even loosely — where the user is looking? A gaze quadrant, a foveal-tile coordinate, distance-from-fovea-centre. Anything we can feed back to the PC to tune its own pipeline. Privacy-preserving aggregates — would Apple consider exposing fixation/saccade ratios, gaze stability over the last N frames, dwell-on-region signals? Lets apps push higher detail without ever learning raw direction. 3. What's the actual barrier — strictly privacy, or also performance? If it's privacy, would an on-device processing surface (App Intent style, Background Asset extension, etc.) be a viable path to let apps act on gaze without raw access? 4. are there public APIs in this area today that I've missed? I've been working from the swiftinterface + WWDC sessions and don't want to be reinventing something that already exists in a quieter corner of the SDK.
1
0
367
Jun ’26
Mac spatial preview feature: Supported with Blender?
Hello! I am relatively new to dev for Apple Vision Pro, however I have owned one since launch and love it. When I heard that we were going to be able to preview real-time, 3D models from the Mac I couldn’t believe it! This is one of my major workflows and I have been using 3rd party workarounds (that don’t work well). My question is, is there any word on supported 3D modeling apps like Blender or Cinema 4D? Or will there be a way to implement this preview feature with any app via a protocol? Any documentation would be really helpfu! Thank you, and continue the great additions to Apple Vision Pro!
1
0
300
Jun ’26
Opening gaze data to streamer developers?
Hello there, I have a question and a potential solution to how these data could be opened to people developing streamers for foveated encoding. Is there any plans to open up any type of gaze data, be it exact or just a general area instead of a pinpoint? And if so I have a solution in mind, There could be a program for developers who are specifically making streaming apps in which Apple can come in and take a look at the streaming app and make a judgment from there if the developer would be trustworthy to allow access to gaze data. This would solve any privacy concerns regarding data scraping if the app was looked through beforehand while still enabling access to the needed data for foveated streaming. And beforehand there could be a prompt asking if you would like to allow the app to access gaze data or not much like other solutions. More developers of VR streaming apps having access to this would be a net positive thing as it would create more robust options to stream VR to The vision pro, as cloud XR is relatively limited in terms of what it supports. In turn it would create more incentive for more developers to develop their streaming solutions for the vision pro. Thank you for hosting this q&a!
2
0
484
Jun ’26
Is HDR image content recommended inside volumes or ImmersiveSpace on visionOS?
I have a question about using HDR visual content in visionOS, especially inside a volumetric window or an ImmersiveSpace. For example, if I display an HDR photo or use very bright lighting on reflective materials, I can sometimes trigger a noticeably higher peak brightness on Vision Pro. However, in my testing, this higher brightness only lasts for a short time. After that, the overall scene brightness appears to be reduced automatically. I would like to understand the intended behavior and recommended usage pattern. Specifically: Is HDR image content recommended for use inside volumetric windows or immersive spaces? Are HDR photos or high-brightness reflective highlights intended mainly for short-duration local highlights rather than sustained full-scene brightness? Does visionOS apply automatic brightness, tone mapping, thermal, or power-related management when immersive content contains very bright HDR areas? Are developers expected to avoid large or sustained high-brightness HDR content in immersive scenes? What is the recommended way to author HDR images, bright highlights, emissive materials, or reflective materials so they look realistic without causing the whole scene to dim? Are there any visionOS-specific guidelines for HDR content, peak brightness, average scene brightness, or comfort when presenting HDR photos or bright 3D materials? My goal is to use HDR content responsibly for realistic highlights, reflections, glass, metal, or photo display, while avoiding visual discomfort or unexpected global dimming behavior. Any guidance would be appreciated.
1
0
310
Jun ’26
ARKit Face Tracking works in total darkness?
I’ve seen, mainly in discussions with AIs, that ARFaceTrackingConfiguration uses the same technology as Face ID and therefore should work in complete darkness. However, I haven’t been able to achieve this. Does anyone know if this is actually true? I'm using an iPhone 16 to test, and the Face ID works well in darkness.
1
1
498
Jun ’26
Is a volumetric window recommended for menus in 3D-focused visionOS apps?
For a visionOS app whose main content is 3D, such as a game or immersive experience, is it recommended to use a volumetric window as the main menu or in-game menu? I’d like to understand the intended use cases for menus built as volumetric windows. Specifically: What are the advantages of using a volumetric window for menu UI compared with a regular 2D window or an in-scene SwiftUI attachment? What limitations should developers be aware of, such as fixed size, placement behavior, lighting separation, interaction comfort, or window management? For a 3D game-like app, is a volumetric menu generally considered a good visionOS design pattern, or should volumetric windows be reserved for 3D content rather than menu-heavy UI? Any guidance on the recommended design approach would be appreciated.
4
1
370
Jun ’26
Tracking with a single rear camera
M4 iPad Pros only have a single camera rear camera, are the older iPad Pro models assisting the tracking with the ultra-wide camera? We noticed that a AR Session recording records all rear and front cameras, but covering the ultra-wide doesn't impact the tracking in our testing. Would a partial cover (at the corners not the center) of the ultra-wide lens POV impact the tracking as well?
1
0
288
Jun ’26
Lack of documentation on RealityKit
SceneKit was perfect to import 3D assets directly into our app scene. Since it's soft deprecation and the coming out of RealityKit, tutorials or documentation on how to bridge old possibilities are missing, everything seems to be about AR. More specifically, I am not able to find any resources on how to create a scene, load 3D assets, add a light and a camera, and everything within the app itself. No augmented reality. Is it intended to add some support about this? Any guidance would be appreciated.
2
1
455
Jun ’26
How to make an animation stop at the last frame after playing with xcode+RCP
This is my animation playback method, there are two issues. 1.How to make the animation stop until the last frame after playing once when isLoop=false? When I specify the name of an animClipName animation clip, I cannot play the corresponding animation name. How do I set it up? The animation structure is shown in the figure. PlayAnim(animEntityName: "Book",animClipName: "Open",isLoop: false) private func PlayAnim(animEntityName: String,animClipName: String? = nil,isLoop:Bool = true,transitionDuration: Double = 0.5){ guard let XR = XR else { return } guard let entity = XR.findEntity(named: animEntityName) else { return } let availableAnims = entity.availableAnimations let targetAnimResource: AnimationResource? if let clipName = animClipName { targetAnimResource = availableAnims.first(where: { $0.name == clipName }) } else { targetAnimResource = availableAnims.first } guard let animClip = targetAnimResource else { return } let anim = animClip.repeat(count: isLoop ? 0 : 1) entity.playAnimation(anim,transitionDuration: transitionDuration) }
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1
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0
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390
Activity
Jun ’26
MR app to obscure exterior views from a moving simulator rig
My cousin implanted an itch I'd like to scratch. She does some academic psycho-neurological research that I don't fully understand. But in talking it sounds like mixed reality in the AVP might facilitate a type of research that she's pursuing. I just don't know if such a thing is currently possible with the AVP given how it treats physically moving frames of reference. The idea is to have subjects in a motion vehicle simulator rig, able to operate it and see the interior of the vehicle/gauges/etc. But at times and in specific ways, obscure the views out of the "windows" of the vehicle. The obvious problem here is that the AVP doesn't like being in a dynamically moving frame of reference. This seems to be beyond what "travel mode" is intended for. They need to bump and turn the subjects to get the responses they're studying, so not a smooth ride like on a plane or train. The interior of the simulator rig is a "known object" and can be modeled. I just watched the new video about training/tracking a hand-held object via Create ML. Could a similar approach from a hand-held object be applied to the user's surroundings - the mocked up vehicle interior and its window frames? We'd then apply an obscuring blur or even just an opaque polygon to that "window" while the simulator rig (and thus the user) is in motion? The alignment of the blur/polygon doesn't need to have perfect tracking and registration. Update rate does not need to be low millisecond, but full second updates might make motion sickness worse. Also, am I correct in inferring that object tracking should be free from major drift over the course of tens of minutes? A stretch: would it be possible to counteract the illumination from room light sources so that the movement of light/dark is reduced on the interior of the "vehicle" while it is moving? I also noticed in the new "Explore enhancements to visionOS object tracking" video that some of the effect of overlaying MR elements onto something that is visually passed through is being demonstrated on an iPhone. Could a proof of concept of this app(?) be "mocked up" using an iPhone as a basis to justify the expense of buying the AVP? Hold the phone while the rig is moving, track the interior and blur/"open" the windows as seen on the phone screen?
Replies
1
Boosts
0
Views
270
Activity
Jun ’26
Questions about RoomPlan, Room API, USDZ/STEP comparison, and extended spatial scanning
Dear Apple Developer Team, I would like to ask a few questions related to RoomPlan, Room API, USDZ export, and possible future spatial scanning workflows: Can the RoomPlan or Room API load an existing USDZ room model and compare it in real time with a new live scan of the same space? Is Apple considering extending RoomPlan beyond indoor rooms, for example to scan outdoor areas, house exteriors, terrain, and simple building volumes with rough dimensions? Will RoomPlan support multi-floor continuous scanning, custom object detection elements, and reliable export of the scanned result to USDZ for further CAD/BIM workflows? Is it possible to create a real-time comparator between a reference object in USDZ or STEP format and a physical object being scanned live, so that deviations in geometry or dimensions can be detected during scanning? Best regards, Ivo Saina
Replies
3
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0
Views
411
Activity
Jun ’26
Questions about VD B and some best implementation suggestions for simulations
Hello, I would like to inquire about recommendations regarding the performance overhead of VDB simulation on the M5 Vision Pro. Additionally, I would like suggestions for the best implementation for simulating rivers, waterfalls, snowflakes, and flames.
Replies
2
Boosts
0
Views
275
Activity
Jun ’26
Questions about RoomPlan, Room API, USDZ/STEP comparison, and extended spatial scanning
Dear Apple Developer Team, I would like to ask a few questions related to RoomPlan, Room API, USDZ export, and possible future spatial scanning workflows: Can the RoomPlan or Room API load an existing USDZ room model and compare it in real time with a new live scan of the same space? Is Apple considering extending RoomPlan beyond indoor rooms, for example to scan outdoor areas, house exteriors, terrain, and simple building volumes with rough dimensions? Also in indoor to scan slopes with angle room for rooms in roof floor? Will RoomPlan support multi-floor continuous scanning, custom object detection elements, and reliable export of the scanned result to USDZ for further CAD/BIM workflows? Is it possible to create a real-time comparator between a reference object in USDZ or STEP format and a physical object being scanned live, so that deviations in geometry or dimensions can be detected during scanning? Best regards, Ivo Saina
Replies
3
Boosts
0
Views
395
Activity
Jun ’26
Creation of 3d Assets and Inclusion in RCP3 for use in Package called by visionOS App
Currently, I have a very basic entity in RCP that I call in my app's immersive view based on an included Package. I'm trying to get a much better 3d asset to use in my app instead. I've been afraid to put much effort into learning Blender to create and export an USDx asset for import into RCP3 (it's a whole world of learning itself...). I may be able to start using agents like Codex tied into Blender to see if I can more quickly create a 3d asset. I tried using the new AI assistant in RCP3 and it seems like I could create a 3d entity, but I'm not sure it will be the level of detail I want. Any high-level advice for the workflow (nowadays with AI agents) to create a desirable 3d asset, get it into RCP3, and then into Xcode?
Replies
1
Boosts
0
Views
293
Activity
Jun ’26
"Open Website Environment" menu gone?
In visionOS 26 (with Website Environments enabled), there was a two step action to enable the environment: click button on the left of the address bar (1 in image), then click "Open Website Environment" (2 in image). This example was shown again this year in Build next-generation experiences with visionOS 27. But I do no see this working in visionOS 27. Instead, I've needed to add a button for the user to open (and optionally close) the website environment. Is adding a button/control to the web page the new way to activate website environments?
Replies
1
Boosts
0
Views
534
Activity
Jun ’26
Baked Lighting How-To
Good Morning! Following the RCP 3 lightmap workflow: I've added Lightmap components to my entities and hit Bake, but I get "Lightmap bake failed: no lightmappable entities found — enable Process for Lightmaps in an asset's Geometry Transform Settings." I can't locate that flag anywhere in the GUI, and my scene objects are prototype instances. Could you walk through the complete end-to-end setup for baking lighting: where the Process for Lightmaps flag actually lives (on the instance or the source asset?), whether lightmap UVs must be authored or are auto-generated, and how the Lightmap component relates to that eligibility flag?
Replies
2
Boosts
3
Views
404
Activity
Jun ’26
Recommended locomotion settings to reduce motion sickness in ImmersiveSpace?
I have a question about user-controlled movement inside a visionOS ImmersiveSpace. If an app allows the user to move through a virtual space, what are the recommended ways to reduce motion sickness or discomfort? Specifically: Are there recommended movement speed limits for comfortable locomotion in an immersive space? Are there recommended acceleration, deceleration, or turning speed limits? Is snap turning generally preferred over smooth turning on visionOS? Are teleportation, short-range movement, or fixed-position interaction recommended over continuous movement? Are there any visionOS-specific comfort guidelines for camera movement, artificial locomotion, field-of-view reduction, or user-controlled navigation? My goal is to allow limited movement in an immersive environment while keeping the experience comfortable for most users.
Replies
1
Boosts
0
Views
297
Activity
Jun ’26
Foveated Streaming with CloudXR using KRVR's native PCVR streaming app
I'm shipping a PCVR streaming app using PSVR2 Sense controllers on the Vision Pro. Four pain points I'd love clarity on: PSVR2 L3/R3 thumbstick click at rest — Apple's GameController framework doesn't fire a stick-click event unless there's axis deflection. Users physically clicking the stick straight in get nothing. Is this an intentional filter, and is a change planned? Haptic forwarding PC → AVP. On CloudXRKit there's NSKStreamClientHapticDelegate for dispatching server-generated haptic events into CHHapticEngine. Does FoveatedStreaming have an equivalent delegate, or are streamer apps expected to bring their own side-channel for haptics? Controller pose — we're currently going through ARKit's AccessoryTrackingProvider and combining with GCController input. Is that the recommended supported path for FoveatedStreaming apps, or is there something more native to the framework planned? Gaze clarity :- The framework already uses gaze internally to drive foveation tile selection on the server. Is any per-frame metadata returned to the client that tells us — even loosely — where the user is looking? A gaze quadrant, a foveal-tile coordinate, distance-from-fovea-centre. Anything we can feed back to the PC to tune its own pipeline. Privacy-preserving aggregates — would Apple consider exposing fixation/saccade ratios, gaze stability over the last N frames, dwell-on-region signals? Lets apps push higher detail without ever learning raw direction. 3. What's the actual barrier — strictly privacy, or also performance? If it's privacy, would an on-device processing surface (App Intent style, Background Asset extension, etc.) be a viable path to let apps act on gaze without raw access? 4. are there public APIs in this area today that I've missed? I've been working from the swiftinterface + WWDC sessions and don't want to be reinventing something that already exists in a quieter corner of the SDK.
Replies
1
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0
Views
367
Activity
Jun ’26
FovMutable implement
Hello is a FovMutable implement is planned? it should be nice for pcvr gaming. Thanks
Replies
1
Boosts
0
Views
332
Activity
Jun ’26
Mac spatial preview feature: Supported with Blender?
Hello! I am relatively new to dev for Apple Vision Pro, however I have owned one since launch and love it. When I heard that we were going to be able to preview real-time, 3D models from the Mac I couldn’t believe it! This is one of my major workflows and I have been using 3rd party workarounds (that don’t work well). My question is, is there any word on supported 3D modeling apps like Blender or Cinema 4D? Or will there be a way to implement this preview feature with any app via a protocol? Any documentation would be really helpfu! Thank you, and continue the great additions to Apple Vision Pro!
Replies
1
Boosts
0
Views
300
Activity
Jun ’26
Opening gaze data to streamer developers?
Hello there, I have a question and a potential solution to how these data could be opened to people developing streamers for foveated encoding. Is there any plans to open up any type of gaze data, be it exact or just a general area instead of a pinpoint? And if so I have a solution in mind, There could be a program for developers who are specifically making streaming apps in which Apple can come in and take a look at the streaming app and make a judgment from there if the developer would be trustworthy to allow access to gaze data. This would solve any privacy concerns regarding data scraping if the app was looked through beforehand while still enabling access to the needed data for foveated streaming. And beforehand there could be a prompt asking if you would like to allow the app to access gaze data or not much like other solutions. More developers of VR streaming apps having access to this would be a net positive thing as it would create more robust options to stream VR to The vision pro, as cloud XR is relatively limited in terms of what it supports. In turn it would create more incentive for more developers to develop their streaming solutions for the vision pro. Thank you for hosting this q&a!
Replies
2
Boosts
0
Views
484
Activity
Jun ’26
Is HDR image content recommended inside volumes or ImmersiveSpace on visionOS?
I have a question about using HDR visual content in visionOS, especially inside a volumetric window or an ImmersiveSpace. For example, if I display an HDR photo or use very bright lighting on reflective materials, I can sometimes trigger a noticeably higher peak brightness on Vision Pro. However, in my testing, this higher brightness only lasts for a short time. After that, the overall scene brightness appears to be reduced automatically. I would like to understand the intended behavior and recommended usage pattern. Specifically: Is HDR image content recommended for use inside volumetric windows or immersive spaces? Are HDR photos or high-brightness reflective highlights intended mainly for short-duration local highlights rather than sustained full-scene brightness? Does visionOS apply automatic brightness, tone mapping, thermal, or power-related management when immersive content contains very bright HDR areas? Are developers expected to avoid large or sustained high-brightness HDR content in immersive scenes? What is the recommended way to author HDR images, bright highlights, emissive materials, or reflective materials so they look realistic without causing the whole scene to dim? Are there any visionOS-specific guidelines for HDR content, peak brightness, average scene brightness, or comfort when presenting HDR photos or bright 3D materials? My goal is to use HDR content responsibly for realistic highlights, reflections, glass, metal, or photo display, while avoiding visual discomfort or unexpected global dimming behavior. Any guidance would be appreciated.
Replies
1
Boosts
0
Views
310
Activity
Jun ’26
Can I use the Camera API to shoot pictures with the wide camera, while AR is running on the main camera
I want to: Run ARKit on the main rear camera, and while it's running shoot high resolution pictures on the wide camera, without disturbing the AR tracking. Is this possible?
Replies
1
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0
Views
1.2k
Activity
Jun ’26
ARKit Face Tracking works in total darkness?
I’ve seen, mainly in discussions with AIs, that ARFaceTrackingConfiguration uses the same technology as Face ID and therefore should work in complete darkness. However, I haven’t been able to achieve this. Does anyone know if this is actually true? I'm using an iPhone 16 to test, and the Face ID works well in darkness.
Replies
1
Boosts
1
Views
498
Activity
Jun ’26
Is a volumetric window recommended for menus in 3D-focused visionOS apps?
For a visionOS app whose main content is 3D, such as a game or immersive experience, is it recommended to use a volumetric window as the main menu or in-game menu? I’d like to understand the intended use cases for menus built as volumetric windows. Specifically: What are the advantages of using a volumetric window for menu UI compared with a regular 2D window or an in-scene SwiftUI attachment? What limitations should developers be aware of, such as fixed size, placement behavior, lighting separation, interaction comfort, or window management? For a 3D game-like app, is a volumetric menu generally considered a good visionOS design pattern, or should volumetric windows be reserved for 3D content rather than menu-heavy UI? Any guidance on the recommended design approach would be appreciated.
Replies
4
Boosts
1
Views
370
Activity
Jun ’26
Tracking with a single rear camera
M4 iPad Pros only have a single camera rear camera, are the older iPad Pro models assisting the tracking with the ultra-wide camera? We noticed that a AR Session recording records all rear and front cameras, but covering the ultra-wide doesn't impact the tracking in our testing. Would a partial cover (at the corners not the center) of the ultra-wide lens POV impact the tracking as well?
Replies
1
Boosts
0
Views
288
Activity
Jun ’26
Import Blender material to Reality Composer Pro
What are the best practices for import from Blender? I have a material that looks beautiful in Blender, but my attempts at migrating it to Reality Composer Pro had very poor results. An image of the nodes making up the material is attached, along with a rendering from Blender and RCP.
Replies
1
Boosts
2
Views
254
Activity
Jun ’26
Lack of documentation on RealityKit
SceneKit was perfect to import 3D assets directly into our app scene. Since it's soft deprecation and the coming out of RealityKit, tutorials or documentation on how to bridge old possibilities are missing, everything seems to be about AR. More specifically, I am not able to find any resources on how to create a scene, load 3D assets, add a light and a camera, and everything within the app itself. No augmented reality. Is it intended to add some support about this? Any guidance would be appreciated.
Replies
2
Boosts
1
Views
455
Activity
Jun ’26