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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Odd image placeholder appearing when dismissing an ImmersiveSpace with a ImagePresentationComponent
Hello, There are odd artifacts (one looks like an image placeholder) appearing when dismissing an immersive space which is displaying an ImagePresentationComponent. Both artifacts look like widgets.. See below our simple code displaying the ImagePresentationComponent and the images of the odd artifacts that appear briefly when dismissing the immersive space. import OSLog import RealityKit import SwiftUI struct ImmersiveImageView: View { let logger = Logger(subsystem: AppConstant.SUBSYSTEM, category: "ImmersiveImageView") @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in if let currentMedia = appModel.currentMedia, var imagePresentationComponent = currentMedia.imagePresentationComponent { let imagePresentationComponentEntity = Entity() switch currentMedia.type { case .iphoneSpatialMovie: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .twoD: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .visionProConvertedSpatialPhoto: logger.info("\(#function) \(#line) spatialStereoImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatialStereoImmersive default : logger.error("\(#function) \(#line) Unsupported media type \(currentMedia.type)") assertionFailure("Unsupported media type \(currentMedia.type)") } imagePresentationComponentEntity.components.set(imagePresentationComponent) imagePresentationComponentEntity.position = AppConstant.Position.spacialImagePosition content.add(imagePresentationComponentEntity) } let toggleViewAttachmentComponent = ViewAttachmentComponent(rootView: ToggleImmersiveSpaceButton()) let toggleViewAttachmentComponentEntity = Entity(components: toggleViewAttachmentComponent) toggleViewAttachmentComponentEntity.position = SIMD3<Float>( AppConstant.Position.spacialImagePosition.x + 1, AppConstant.Position.spacialImagePosition.y, AppConstant.Position.spacialImagePosition.z ) toggleViewAttachmentComponentEntity.scale = AppConstant.Scale.attachments content.add(toggleViewAttachmentComponentEntity) } } }
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Jul ’25
Enterprise API with Education Account
Hello, I am trying to develop an app that broadcasts what the user sees via Apple Vision Pro. I am a graduate student studying at the university. And I have two problems, If I want to use passthrough in screen capture (in VisionOS), do I have to join Apple Developer Enterprise Program to get Enterprise API? and Can I buy Apple Developer Enterprise Program (Enterprise API) with my university account? Have any of you been able to do this? Thank you
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Jul ’25
Scene not found after changes in Reality Composer Pro
randomly, the app does not work after small changes in Reality Composer. Small changes like scaling a object a tiny bit. to fix the error, i have to change another element in reality composer and hope for the best. if this does not help, i change (transform) something else, or deactive/activate something to get the project working again. I can't see a pattern why the Reality Composer Project sometimes gets in a state where it does not compile anymore.
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Please provide access to face tracking blendshapes on vision os
Apple, please provide access to face tracking blend shapes on vision os, just like you do on iOS. You have the best eye and face tracking implementation on the market, please let us use it. There is a sizable audience who will buy the headset just for it. I personally know multiple people who are not buying the headset simply because you locked those features out. No raw camera access is needed, just abstracted blendshapes values. You will make the headset so much more useful if you do this simple thing.
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Jun ’25
VNDetectHumanBodyPose3DRequest failing on Vision Pro
Hi! I attempted running a sample project for detecting human pose in 3D with vision framework, that can be found here: https://developer.apple.com/documentation/vision/detecting-human-body-poses-in-3d-with-vision. It works perfectly on my Macbook Pro M1, but fails on Apple Vision Pro. After selecting a photo, an endless loading screen is displayed and the following message is produced in the console: Failed to initialize 2D Detection Algorithm. Failed to initialize 2D Pose Estimation Algorithm. Failed to initialize algorithm modules Network path is nil: (null) Failed to initialize 2D Detection Algorithm. Failed to initialize 2D Pose Estimation Algorithm. Failed to initialize algorithm modules Unable to perform the request: Error Domain=com.apple.Vision Code=9 "Async status object reported as failed but without an error" UserInfo={NSLocalizedDescription=Async status object reported as failed but without an error}. de-activating session 70138 after timeout Is human pose detection expected to work on VisionOS? Is there any special configuration required, that I might be missing?
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Mar ’25
Photogrammetry Session - new model?
Hi Apple Team, We noticed the following exciting changelog in the latest macOS 26 beta: A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451) However after trying this on the latest beta and running some tests we do not see any differences on objects with low textures such as single coloured surfaces. Is there anything we are missing? the machine is definitely connected to the internet but we have no way of knowing from the logs if the new model is being used? thanks
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Jul ’25
Issue in TabletopKit Sample scene + shared immersive space
Hello Community, I am currently developing an experimental VisionOS app, to investigate the social effects of the new Spatial Persona feature, for my bachelor thesis. My setup includes a simple board game for the participants, in which they can engage with their persona avatars. I tried to use the TabletopKit for this setup, but ran into issues when starting the SharePlay session. When I testes my app, I couldn't see the other spatial persona anymore, despite the green SharePlay button indicating the session started. The other person can see my actions in their version of the app on the board, but can not interact with anything. Also, we are both seat on the default side of the seat. I tried to remove the environment I added, because it doesn't seem to synch with the other player. When I tried the FaceTime feature in the simulator without the environment, I could then see the test robot avatar, but at a totally wrong place. It's seems like it isn't just my environment occluding the seats, but a flaw in the seating process as well. When I tried the FaceTime feature in the simulator on the official test scene (TabletopKit Sample), I got the same incorrect placement and the warning "role(for:inSeatNumber:): The provided role identifier does not match a role in the current template." So my questions are: What needs to be changed so the TabletopKit can handle seating correctly? How can I correctly use immersive scenes in combination with the TabletopKit? I tried to keep the implementation of the TabletopKit example as close as possible, so I think it will enough to look into this codebase for now. I debugged the position of seats and they are placed correctly in front of their equipment. The personas are just not placed on them.
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Mar ’25
Technical Inquiry regarding iPhone LiDAR Specifications and ARKit Data Integrity
Hardware Specifications Regarding the LiDAR scanner in the iPhone 13/14/15/16/17 Pro series, could you please provide the following technical details for academic verification: Point Cloud Density / Resolution: The effective resolution of the depth map. Sampling Frequency: The sensor's refresh rate. Accuracy Metrics: Official tolerance levels regarding depth accuracy relative to distance (specifically within 0.5m – 2m range). Data Acquisition Methodology For a scientific thesis requiring high data integrity: Does Apple recommend a custom ARKit implementation over third-party applications (e.g., Polycam) to access raw depth data? I need to confirm if third-party apps typically apply smoothing or post-processing that would obscure the sensor's native performance, which must be avoided for my error analysis.
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Force quit apps on Vision Pro simulator
How do you force quit apps on the Vision Pro simulator? I've read online you can double press the digital crown on a real Vision Pro device but there is no such button on the simulator. So far I've tried Pressing the home button twice (⇧⌘H) Pressing the Siri button twice (⌥⇧⌘H) None of them works I'm on Xcode 15.0 beta 5 (15A5209g) &amp; visionOS 1.0 beta 2 (21N5207e)
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Feb ’25
How to fix "Sample 0 missing LiDAR point cloud!" error?
I'm trying to run a PhotogrammetrySession based on photos taken in an AVCaptureSession and stored as .heic files. When I load the files I'm always seeing the error "Sample 0 missing LiDAR point cloud!" showing up for each individual sample. Debugging shows that sample.depthDataMap is populated, also the .heic contains depth data which can be extracted using e.g. heif-convert on my Mac. Comparing the .heic I created to one of the ObjectCaptureSession which doesn't show the LiDAR warning, I noticed the only difference being the HEIC information here: So my questions are: Are these the missing information in my manual capture causing this warning? Can I somehow add these information in an AVCaptureSession? Do these information allow better photogrammetry results?
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Dec ’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
With manipulation component, once you let go, how to prevent the entity from disappearing while animating it back into the volume
So with the new ManipulationComponent, we can choose "stay" and then if you drag it out of your volume, once you let go it will instantly disappear. We can "animate" it back to inside the volume, eg.: content.subscribe(to: ManipulationEvents.WillRelease.self) { event in Entity.animate( .easeInOut(duration: 1), body: { event.entity.position = [0, 0.2, 0] }, completion: {} ) }, Howeve,r for the duration that it travels outside of the volume it's invisible the whole time. In this apple video, it seems to be visible when dragging and when letting go, but perhaps that's not a volume they're dragging it out of? https://youtu.be/VtenPKrvPOU?si=y1zoZOs2IMyDzOm6&t=1748 Does anyone know how to keep the entity visible even when after letting the entity go while you animate it back towards inside of your volume?
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The AccessoryAnchor transform does not match any of the Accessory.LocationName options.
I am using AccessoryTrackingProvider from ARKit to get the transform of the PSVR2 controller via originFromAnchorTransform of the AccessoryAnchor. I also am trying to use AnchorEntity on the controller using RealityKit However, none of the three options for Accessory.LocationName, which should be used to define the AnchorEntity target, seem to match the position on the controller which is being sent from ARKit. The picture attached is showing two transforms: RealityKit - using .gripSurface to define the AnchoringComponent.Target.accesssory location. ARKit - using originFromAnchorTransform for AccessoryTrackingProvider. They are not aligned at the same point. As for the other options of Accessory.LocationName, using .aim is located at the tip of the controller and .grip is the same position as .gripSurface but with a different orientation. I am wondering why there is not an option for Accessory.LocationName that actually matches the transform captured by ARKit?
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ARKit Body Tracking not detecting ARBodyAnchor on iOS 26.x (FB15128723)
Since updating to iOS 26.0 (and confirmed on 26.1), ARBodyTrackingConfiguration no longer detects a valid ARBodyAnchor on devices with LiDAR (e.g., iPhone 15 Pro, iPhone 17 Pro Max). This issue reproduces in custom projects and Apple’s official sample “Capturing Body Motion in 3D”. The AR session runs normally, but the delegate call: func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) never yields an ARBodyAnchor with valid joint transforms. All joints return nil when calling: body.skeleton.modelTransform(for: jointName) resulting in 0 valid joints per frame. Environment • Device: iPhone 17 Pro Max (LiDAR) • iOS: 26.0 / 26.1 • Xcode: 16.0 (stable) • Framework: ARKit + RealityKit • Configuration used: config.worldAlignment = .gravityAndHeading config.isAutoFocusEnabled = true config.environmentTexturing = .none session.run(config) Also tested: with and without frameSemantics = .bodyDetection Expected Behavior ARBodyAnchor should be detected and body.skeleton should contain ~89 valid joints with continuous updates.
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Dec ’25
Why VideoMaterial can't show transparency on Apple Vision Pro
https://developer.apple.com/documentation/realitykit/videomaterial The documentation: "Video materials support transparency if the source video’s file format also supports transparency." I have a transparency video(Hand.mov, HEVC with alpha), I can show the video with transparency background correctly on Vision Pro Simulates, but on physic Device the video has a black background. I'm sure the video format is ok because I can see get the texture from video and display it on an UnlitMaterial. How can I show the transparency video correctly with the RealityKit/VideoMaterial?
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Dec ’25
visualBounds ignores TextComponents set for Entity. Workarounds?
After adding TextComponents to my Entities on visionOS, I have observed that visualBounds will ignore the TextComponents. Documentation states that it should render a rounded rectangle mesh. These mashes are visible on the device, but not visible in the debugger ("Capture Entity Hierarchy") and ignored by visualBounds. Am I missing something? static func makeDirection(_ direction: Direction) -> Entity { let text = Entity() text.name = direction.rawValue text.setScale(SIMD3(repeating: 5), relativeTo: nil) text.transform.rotation = direction.rotation text.components.set(direction.textComponent) return text } My workaround is to add a disabled ModelEntity and take its bounds 😬
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Dec ’25
visionOS pushWindow being dismissed on app foreground
We seen to have found an issue when using the pushWindow action on visionOS. The issue occurs if the app is backgrounded then reopened by selecting the apps icon on the home screen. Any window that is opened via the pushWindow action is then dismissed. We've been able to replicate the issue in a small sample project. Replication steps Open app Open window via the push action Press the digital crown On the home screen select the apps icon again The pushed window will now be dismissed. There is a sample project linked here that shows off the issue, including a video of the bug in progress
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fileImporter issue in visionOS with iPhone app (that can run on visionOS)
Happy new year to all! I have created an iOS app that also runs on Apple Vision Pro. On iOS, when you activate the fileImporter modal, you can swipe down the modal in iOS to dismiss. However, in visionOS, this same modal CANNOT be swiped down to cancel/dismiss. If you are drilled deep into a file hierarchy, you have to navigate back to the top level to tap X to dismiss. Is there a way to add swipe down to the visionOS implementation of fileImporter, or any other workaround so the user doesn't have to navigate back to the top to dismiss? Again, this is not a visionOS app but an iOS app compatible for use in Vision Pro. Thanks!
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