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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PhotogrammetrySession Polygon Count Limit – How Is It Determined by Hardware?
Hi Apple Team, I’m working on a human portrait scanning application using PhotogrammetrySession, and I’ve been very impressed by the results. Thank you for building such a powerful and accessible photogrammetry solution into macOS! I do, however, have a question regarding mesh detail limitations on different Mac hardware configurations. When using PhotogrammetrySession.Request.Detail.custom and trying to set maximumPolygonCount = 1000000, I see the following log message: Clamped max poly count: 1000000 to device limit. 250000 is used. This is on an M1 Max with 32 GB RAM. I’m aware that PhotogrammetrySession.limits can report values like maximumInputImageDimension and maximumNumberOfInputImages, but I haven’t found documentation on how the maximumPolygonCount is determined, and what hardware specs influence it. Is it tied more to: • GPU performance (e.g. neural/graphics cores)? • CPU architecture? • Memory size or bandwidth? • Or is it fixed per SoC generation? I’d love to understand what kind of hardware upgrades (e.g. moving to M4 Pro or increasing RAM) could allow me to increase mesh complexity and generate more detailed models. Any insights would be greatly appreciated—and if this is covered in upcoming WWDC sessions or documentation, I’d be happy to tune in. Thanks in advance! KitCheng
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169
May ’25
SharePlay on the VisionOS with remote participants.
Hi everyone, I’m building a visualization app for VisionPro that uses SharePlay and GroupActivities to explore datasets collaboratively. I’ve successfully implemented the new SharedWorldAnchor feature, and everything works well with nearby, local participants. However, I’m stuck on one point: How can I share a world anchor with remote participants who join via FaceTime as spatial personas? Apple’s demo app (where multiple users move a plane model around) seems to suggest that this is possible. For context, I’m building an immersive app with Metal rendering. Any guidance or examples would be greatly appreciated! Thanks, Jens
2
1
500
Sep ’25
A Summary of the WWDC25 Group Lab - visionOS
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for visionOS. I saw that there is a new way to add SwiftUI View attachments in my RealityView, what advantages does this have over the old way? Attachments can now be added directly to your entities with ViewAttachmentComponent. The removes the need to declare your attachments upfront in your RealityView initializer and then add those attachments as child entities. The new approach provides greater flexibility. Canyon Crosser and Petite Asteroids both utilize the new approach. ManipulationComponent looks really cool! Right now my app has a series of complicated custom gestures. What gestures does it handle for me exactly, and are there any situations where I should prefer my own custom gestures? ManipulationComponent provides natural interaction with virtual objects. It seamlessly handles translation and rotation. You can easily add manipulation to a SwiftUI view like Model3D with the manipulable view modifier. The new Object Manipulation API is great for most apps, and is a breeze to implement, but sometimes you might want a more custom feel, and that’s ok! Custom gestures are still fully supported for that scenario. I saw that there is a new API to also access the right main camera. What can I do with this? Correct, in visionOS 26, you can access the left and right main cameras. You can even access them simultaneously as a stereo pair. Camera access still requires a managed entitlement and an enterprise license, see Accessing the main camera for more details about those requirements. More computer vision and machine learning use-cases are unlocked with access to both cameras, we are excited to see what you will do! What do I need to do to add spatial accessory input for my app? First, use the GameController framework to establish a connection with the spatial accessory, and then listen for events from the controller. Then, you can use either RealityKit, ARKit, or a combination of both to track the accessory, anchor virtual content to it, and fine tune the accessory interaction with the content in your app. For more details, check out Discovering and tracking spatial game controllers and styli. By far, the most difficulty with implementing visionOS apps is SwiftUI window management…placing, opening, closing, etc. Are there any improvements to window management in visionOS 26? Yes! We recommend watching Set the scene with SwiftUI in visionOS. You can use the defaultLaunchBehavior to choose whether a particular window is presented (or suppressed) at launch. You can also prevent a window like a secondary toolbar from launching as the initial window using .restorationBehavior(.disabled). Adopting best practices for persistent UI provides a great overview of SwiftUI window management on visionOS. As for placing windows, there is still no API for an app to specify the placement of its windows other than relative placement. If that is a feature you are interested in, please file an enhancement request for it using Feedback Assistant! How to get access to the Enterprise API? First, request the entitlement and license through your Apple Developer or enterprise account. Once these have been granted, include the license and entitlement in your project. Then you can build, test, and distribute as an in-house app.
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353
Jul ’25
Does Apple Spatial Audio Format documentation exist
The WWDC25 video and notes titled “Learn About Apple Immersive Video Technologies” introduced the Apple Spatial Audio Format (ASAF) and codec (APAC). However, despite references throughout on using immersive video, there is scant information on ASAF/APAC (including no code examples and no framework references), and I’ve found no documentation in Apple’s APIs/Frameworks about its implementation and use months on. I want to leverage ambisonic audio in my app. I don’t want to write a custom AU if APAC will be opened up to developers. If you read the notes below along with the iPhone 17 advertising (“Video is captured with Spatial Audio for immersive listening”), it sounds like this is very much a live feature in iOS26. Anyone know the state of play? I’m across how the PHASE engine works, which is unrelated to what I’m asking about here. Original quote from video referenced above: “ASAF enables truly externalized audio experiences by ensuring acoustic cues are used to render the audio. It’s composed of new metadata coupled with linear PCM, and a powerful new spatial renderer that’s built into Apple platforms. It produces high resolution Spatial Audio through numerous point sources and high resolution sound scenes, or higher order ambisonics.” ”ASAF is carried inside of broadcast Wave files with linear PCM signals and metadata. You typically use ASAF in production, and to stream ASAF audio, you will need to encode that audio as an mp4 APAC file.” ”APAC efficiently distributes ASAF, and APAC is required for any Apple immersive video experience. APAC playback is available on all Apple platforms except watchOS, and supports Channels, Objects, Higher Order Ambisonics, Dialogue, Binaural audio, interactive elements, as well as provisioning for extendable metadata.”
4
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736
Sep ’25
iOS AR Kit Blendshapes on Vision OS
I work on motion capture systems for VTubing. I can't seem to find any information on gaining access to the Face Tracking features on iOS while developing for Vision OS. I would love to bring VStreamer Live to Vision OS
0
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80
Jun ’25
ARKit with 422 pixel format and Apple Log colorspace
Hi, I’m trying to configure camera feed in ARKit to be in Apple Log color space. I can change Capture Device’s format to one that has Apple Log and I see one frame being in proper log-gray colors but then all AR tracking stops and tracking state hangs at “initializing”. In other combinations I see error “sensor failed to initialize” and session restarts with default format. I suspect that this is because normal AR capture formats are 420f, whereas ones that have Apple Log are 422. Could someone confirm if it’s even possible to run ARKit session with camera feed in a different pixel format? I’m trying it on iphone 15 pro
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221
Sep ’25
Build Vision Pro failed
`error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift error: [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults") error: Tool exited with code 1
5
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710
Jul ’25
Template Project Entity Overlapping and Sticking Issues
Hello, There are three issues I am running into with a default template project + additional minimal code changes: the Sphere_Left entity always overlaps the Sphere_Right entity. when I release the Sphere_Left entity, it does not remain sticking to the Sphere_Right entity when I release the Sphere_Left entity, it distances itself from the Sphere_Right entity When I manipulate the Sphere_Right entity, these above 3 issues do not occur: I get a correct and expected behavior. These issues are simple to replicate: Create a new project in XCode Choose visionOS -> App, then click Next Name your project, and leave all other options as defaults: Initial Scene: Window, Immersive Space Renderer: RealityKit, Immersive Space: Mixed, then click Next Save you project anywhere... Replace the entire ImmersiveView.swift file with the below code. Run. Try to manipulate the left sphere, you should get the same issues I mentioned above If you restart the project, and manipulate only the right sphere, you should get the correct expected behaviors, and no issues. I am running this in macOS 26, XCode 26, on visionOS 26, all released lately. ImmersiveView Code: // // ImmersiveView.swift // import OSLog import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { private let logger = Logger(subsystem: "com.testentitiessticktogether", category: "ImmersiveView") @State var collisionBeganUnfiltered: EventSubscription? var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) // Add manipulation components setupManipulationComponents(in: immersiveContentEntity) collisionBeganUnfiltered = content.subscribe(to: CollisionEvents.Began.self) { collisionEvent in Task { @MainActor in handleCollision(entityA: collisionEvent.entityA, entityB: collisionEvent.entityB) } } } } } private func setupManipulationComponents(in rootEntity: Entity) { logger.info("\(#function) \(#line) ") let sphereNames = ["Sphere_Left", "Sphere_Right"] for name in sphereNames { guard let sphere = rootEntity.findEntity(named: name) else { logger.error("\(#function) \(#line) Failed to find \(name) entity") assertionFailure("Failed to find \(name) entity") continue } ManipulationComponent.configureEntity(sphere) var manipulationComponent = ManipulationComponent() manipulationComponent.releaseBehavior = .stay sphere.components.set(manipulationComponent) } logger.info("\(#function) \(#line) Successfully set up manipulation components") } private func handleCollision(entityA: Entity, entityB: Entity) { logger.info("\(#function) \(#line) Collision between \(entityA.name) and \(entityB.name)") guard entityA !== entityB else { return } if entityB.isAncestor(of: entityA) { logger.debug("\(#function) \(#line) \(entityA.name) already under \(entityB.name); skipping reparent") return } if entityA.isAncestor(of: entityB) { logger.info("\(#function) \(#line) Skip reparent: \(entityA.name) is an ancestor of \(entityB.name)") return } reparentEntities(child: entityA, parent: entityB) entityA.components[ParticleEmitterComponent.self]?.burst() } private func reparentEntities(child: Entity, parent: Entity) { let childBounds = child.visualBounds(relativeTo: nil) let parentBounds = parent.visualBounds(relativeTo: nil) let maxEntityWidth = max(childBounds.extents.x, parentBounds.extents.x) let childPosition = child.position(relativeTo: nil) let parentPosition = parent.position(relativeTo: nil) let currentDistance = distance(childPosition, parentPosition) child.setParent(parent, preservingWorldTransform: true) logger.info("\(#function) \(#line) Set \(child.name) parent to \(parent.name)") child.components.remove(ManipulationComponent.self) logger.info("\(#function) \(#line) Removed ManipulationComponent from child \(child.name)") if currentDistance > maxEntityWidth { let direction = normalize(childPosition - parentPosition) let newPosition = parentPosition + direction * maxEntityWidth child.setPosition(newPosition - parentPosition, relativeTo: parent) logger.info("\(#function) \(#line) Adjusted position: distance was \(currentDistance), now \(maxEntityWidth)") } } } fileprivate extension Entity { func isAncestor(of other: Entity) -> Bool { var current: Entity? = other.parent while let node = current { if node === self { return true } current = node.parent } return false } } #Preview(immersionStyle: .mixed) { ImmersiveView() .environment(AppModel()) }
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Sep ’25
Lidar sensor does not work on some Iphone 13 Pro
I am experience problem with three iPhone 13 Pro. They are reporting the lowest quality for all points in the depthmap from the Lidar sensor. The readings I get are unusable. If it was just one phone I would consider it a faulty sensor, but in this case it is three phones that gives the same result. I have other iPhone 13 Pro that works as expected. Have any else experienced a similar behavior? I am using iOS 18.4.1 https://developer.apple.com/documentation/avfoundation/avdepthdata/depthdataquality
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85
May ’25
Displaying multiple immersive movies in spheres in an immersive environment
In visionOS, I'm trying to create an immersive environment which would feature several spheres in which immersive movies are visible. I'm starting from a sample code which creates a sphere, sets an immersive movie as its material, and opens it as an immersive environment. This works fine. But if I create a sphere in an open immersive environment using Reality Composer Pro and sets its material to an immersive movie, I can see the movie on the sphere while I move outside of it but if I try to get inside the sphere, it disappears. What would be the right way of doing this ?
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742
Oct ’25
Alternatives to SceneView
Hey there, since SceneView has been marked as „deprecated“ for SwiftUI, I‘m wondering which alternatives should be considered for the following situation: I have a SwiftUI app (for iOS and iPadOS) where users can view (with rotate, scale, move gestures) 3D models (USDZ) in a scene. The models will be downloaded from web backend and called via local URL paths. What I tested: I‘ve tried ARView in .nonAR mode, RealityView, however I didn‘t get the expected response -> User can rotate, scale the 3D models in a virtual space. ARView in nonAR mode still shows the object like in normal AR mode without camera stream. I tried to add Gestures to the RealityView on iOS - loading USDZ 3D models worked but the gestures didn’t). Model3D is only available for visionOS (that would be amazing to have it for iOS) I also checked QuickLook Preview however it works pretty strange via Filepicker etc, which is not the way how the user should load the 3D models in my app. Maybe I missed something, I couldn’t find anything which can help me. I‘m pretty much stucked adopting the latest and greatest frameworks/APIs in my App and taking the next steps porting my app to visionOS. Long story short 😃: Does someone have an idea what is the alternative to SceneView for USDZ 3D models? I appreciate your support!! Thanks in advance!
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296
Jul ’25
HoverEffectStyle in visionOS 26.0
This is no longer highlighting my entity when looking at it: RealityView { content let hoverComponent = HoverEffectComponent(.spotlight( HoverEffectComponent.SpotlightHoverEffectStyle( color: .white, strength: 2.0 ) )) entity.components.set(hoverComponent) The entity is in a window. The same code works in an immersive view. Collision Component and Input type are set in RCP. It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device. If I use a 2.x simulator, it works. Is this a bug or is there something I'm missing? Thanks.
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869
Oct ’25
.usdz files not loading in iOS app
Hello everyone, I'm a new developer and I'm still learning the foundations of Swift and SwiftUI while building my first app. Today I wanted to ask you how to implement AR Quixck Views inside my app. I wanna be able to dynamically preview AR objects in a dedicated view, however, I don't seem to have understood where and how to locate AR objects inside my project. I tried including them in the Assets folder of the project, or in the Recources folder, or within the main folder of my project alongside the MyAppApp.swift file. None of the methods I used seemed have worked in that none of the objects was ever located. I made sure to specify the path to the files every time, but somehow the location isn't recognized. I also tried giving no path so that the app would search for the files in their default location (which I apparently haven't grasped yet), but still my attempt failed. I don't have the code sample on me at the moment, but I will write a followup comment on this post to show you what I wrote in case anyone was interested in debugging my code. Meanwhile, if anyone would be so kind to point me at the support article or to comment below the sample code they used in their app, I would very much appreciate it, so that I can start debugging. Thank you for reading this, I appreciate you.
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158
Jun ’25
Collision Detection Fails After Anchoring ModelEntity to Hand in VisionOS
I'm starting my journey in developing an immersive app for VisionOS. I've been making steady progress, but I've encountered a specific challenge that I haven't been able to resolve. I created two ModelEntity objects — a sphere and a cube — and added a DragGesture to the cube. When I drag the cube over the sphere, the two collide correctly, and the collision is logged in the console. So far, everything works as expected. However, when I try to anchor the cube to my hand, the collision stops working. It's as if the cube loses its ability to detect collisions once it's anchored. Any guidance or clarification on this behavior would be greatly appreciated. //  ImmersiveView.swift //  estudos_vision // //  Created by Lailan Rogerio Rodrigues Matos on 15/05/25. // import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { @Environment(AppModel.self) var appModel @State private var session: SpatialTrackingSession? @State private var box = ModelEntity() @State private var subs: [EventSubscription] = [] @State private var ballEntity: Entity? var body: some View { RealityView { content in // Load initial content from the RealityKit scene. if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) } // Create and run a spatial tracking session. let session = SpatialTrackingSession() let configuration = SpatialTrackingSession.Configuration(tracking: [.hand]) _ = await session.run(configuration) self.session = session // Create a red box. let boxMesh = MeshResource.generateBox(size: 0.2) let material = SimpleMaterial(color: .red, isMetallic: false) box = ModelEntity(mesh: boxMesh, materials: [material]) box.position.y += 0.15 // Position the box slightly above the origin. // Configure the box for user interaction and physics. box.components.set(InputTargetComponent(allowedInputTypes: .indirect)) // Make it interactive. box.generateCollisionShapes(recursive: false) // Generate collision shapes for physics. box.components.set(PhysicsBodyComponent( // Add physics behavior. massProperties: .default, material: .default, mode: .kinematic // Use kinematic mode so it can be moved by user interaction. )) box.components.set(GroundingShadowComponent(castsShadow: true)) // Add a shadow. //content.add(box) //commented out to add to hand anchor // Create a left hand anchor and add the box as a child. let handAnchor = AnchorEntity(.hand(.left, location: .palm), trackingMode: .continuous) handAnchor.addChild(box) content.add(handAnchor) // Add the hand anchor to the scene. // Create a sphere. let ball = ModelEntity(mesh: .generateSphere(radius: 0.15)) ball.position = [0.0, 1.5, -1.0] // Initial position of the ball. ball.generateCollisionShapes(recursive: false) // Add collision. ball.name = "Sphere" content.add(ball) ballEntity = ball // Subscribe to collision events between the box and other entities. let event = content.subscribe(to: CollisionEvents.Began.self, on: box) { ce in print("Collision between \(ce.entityA.name) and \(ce.entityB.name) occurred") //ce.entityA.removeFromParent() // removes the colliding object //ce.entityB.removeFromParent() } Task { subs.append(event) } } // Add a drag gesture to the box, allowing the user to move it. .gesture( DragGesture() .targetedToEntity(box) // Target the drag gesture to the box. .onChanged({ value in // Update the position of the box based on the drag gesture. box.position = value.convert(value.location3D, from: .local, to: box.parent!) }) ) } } #Preview(immersionStyle: .full) { ImmersiveView() .environment(AppModel()) }
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110
May ’25
Can developers use spatial image in third App's Spatial widget
Spatial widget is a new feature of visionos 26. I notice The system’s Photo app can add a Spatial Image in the widget. I wonder if third apps can use spatial image or any 3D content in it's widget? I try to use RealityView in widget and it run with a crash. So does spatial Image in widget only supported by the system Photo app, and not available to developers now?
1
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754
Jul ’25
ARDepthData.confidenceMap only returns low confidence on certain devices
A few users have recently reported no longer being able to capture point clouds using our app, specifically on iPhone 15 Pro devices. We recently found an in-house device that exhibits this behavior and found that the confidenceMap contains only low confidence values, regardless of the environment being captured. Our app uses a higher confidence threshold; setting the threshold to a lower value produces noisy results as expected, so that is a non-viable option. Other LiDAR based apps have been tested with this device and the results are the same. No points, or noisy point clouds in apps that allow a lower confidence threshold setting. On devices that exhibit this behavior the "Displaying a point cloud using scene depth" Apple sample app can be used to visualize the issue. First reports of this new behavior occurred as early as iOS 18.4. Looking for recommendations on which team(s) at Apple to reach out to with these findings since the behavior manifests on only a small sample of devices.
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318
Jun ’25
Exporting .reality files from Reality Composer Pro
I've been using the MacOS XCode Reality Composer to export interactive .reality files that can be hosted on the web and linked to, triggering QuickLook to open the interactive AR experience. That works really well. I've just downloaded XCode 15 Beta which ships with the new Reality Composer Pro and I can't see a way to export to .reality files anymore. It seems that this is only for building apps that ship as native iOS etc apps, rather than that can be viewed in QuickLook. Am I missing something, or is it no longer possible to export .reality files? Thanks.
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2.2k
Jul ’25
PhotogrammetrySession Polygon Count Limit – How Is It Determined by Hardware?
Hi Apple Team, I’m working on a human portrait scanning application using PhotogrammetrySession, and I’ve been very impressed by the results. Thank you for building such a powerful and accessible photogrammetry solution into macOS! I do, however, have a question regarding mesh detail limitations on different Mac hardware configurations. When using PhotogrammetrySession.Request.Detail.custom and trying to set maximumPolygonCount = 1000000, I see the following log message: Clamped max poly count: 1000000 to device limit. 250000 is used. This is on an M1 Max with 32 GB RAM. I’m aware that PhotogrammetrySession.limits can report values like maximumInputImageDimension and maximumNumberOfInputImages, but I haven’t found documentation on how the maximumPolygonCount is determined, and what hardware specs influence it. Is it tied more to: • GPU performance (e.g. neural/graphics cores)? • CPU architecture? • Memory size or bandwidth? • Or is it fixed per SoC generation? I’d love to understand what kind of hardware upgrades (e.g. moving to M4 Pro or increasing RAM) could allow me to increase mesh complexity and generate more detailed models. Any insights would be greatly appreciated—and if this is covered in upcoming WWDC sessions or documentation, I’d be happy to tune in. Thanks in advance! KitCheng
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0
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0
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169
Activity
May ’25
SharePlay on the VisionOS with remote participants.
Hi everyone, I’m building a visualization app for VisionPro that uses SharePlay and GroupActivities to explore datasets collaboratively. I’ve successfully implemented the new SharedWorldAnchor feature, and everything works well with nearby, local participants. However, I’m stuck on one point: How can I share a world anchor with remote participants who join via FaceTime as spatial personas? Apple’s demo app (where multiple users move a plane model around) seems to suggest that this is possible. For context, I’m building an immersive app with Metal rendering. Any guidance or examples would be greatly appreciated! Thanks, Jens
Replies
2
Boosts
1
Views
500
Activity
Sep ’25
A Summary of the WWDC25 Group Lab - visionOS
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for visionOS. I saw that there is a new way to add SwiftUI View attachments in my RealityView, what advantages does this have over the old way? Attachments can now be added directly to your entities with ViewAttachmentComponent. The removes the need to declare your attachments upfront in your RealityView initializer and then add those attachments as child entities. The new approach provides greater flexibility. Canyon Crosser and Petite Asteroids both utilize the new approach. ManipulationComponent looks really cool! Right now my app has a series of complicated custom gestures. What gestures does it handle for me exactly, and are there any situations where I should prefer my own custom gestures? ManipulationComponent provides natural interaction with virtual objects. It seamlessly handles translation and rotation. You can easily add manipulation to a SwiftUI view like Model3D with the manipulable view modifier. The new Object Manipulation API is great for most apps, and is a breeze to implement, but sometimes you might want a more custom feel, and that’s ok! Custom gestures are still fully supported for that scenario. I saw that there is a new API to also access the right main camera. What can I do with this? Correct, in visionOS 26, you can access the left and right main cameras. You can even access them simultaneously as a stereo pair. Camera access still requires a managed entitlement and an enterprise license, see Accessing the main camera for more details about those requirements. More computer vision and machine learning use-cases are unlocked with access to both cameras, we are excited to see what you will do! What do I need to do to add spatial accessory input for my app? First, use the GameController framework to establish a connection with the spatial accessory, and then listen for events from the controller. Then, you can use either RealityKit, ARKit, or a combination of both to track the accessory, anchor virtual content to it, and fine tune the accessory interaction with the content in your app. For more details, check out Discovering and tracking spatial game controllers and styli. By far, the most difficulty with implementing visionOS apps is SwiftUI window management…placing, opening, closing, etc. Are there any improvements to window management in visionOS 26? Yes! We recommend watching Set the scene with SwiftUI in visionOS. You can use the defaultLaunchBehavior to choose whether a particular window is presented (or suppressed) at launch. You can also prevent a window like a secondary toolbar from launching as the initial window using .restorationBehavior(.disabled). Adopting best practices for persistent UI provides a great overview of SwiftUI window management on visionOS. As for placing windows, there is still no API for an app to specify the placement of its windows other than relative placement. If that is a feature you are interested in, please file an enhancement request for it using Feedback Assistant! How to get access to the Enterprise API? First, request the entitlement and license through your Apple Developer or enterprise account. Once these have been granted, include the license and entitlement in your project. Then you can build, test, and distribute as an in-house app.
Replies
4
Boosts
0
Views
353
Activity
Jul ’25
Does Apple Spatial Audio Format documentation exist
The WWDC25 video and notes titled “Learn About Apple Immersive Video Technologies” introduced the Apple Spatial Audio Format (ASAF) and codec (APAC). However, despite references throughout on using immersive video, there is scant information on ASAF/APAC (including no code examples and no framework references), and I’ve found no documentation in Apple’s APIs/Frameworks about its implementation and use months on. I want to leverage ambisonic audio in my app. I don’t want to write a custom AU if APAC will be opened up to developers. If you read the notes below along with the iPhone 17 advertising (“Video is captured with Spatial Audio for immersive listening”), it sounds like this is very much a live feature in iOS26. Anyone know the state of play? I’m across how the PHASE engine works, which is unrelated to what I’m asking about here. Original quote from video referenced above: “ASAF enables truly externalized audio experiences by ensuring acoustic cues are used to render the audio. It’s composed of new metadata coupled with linear PCM, and a powerful new spatial renderer that’s built into Apple platforms. It produces high resolution Spatial Audio through numerous point sources and high resolution sound scenes, or higher order ambisonics.” ”ASAF is carried inside of broadcast Wave files with linear PCM signals and metadata. You typically use ASAF in production, and to stream ASAF audio, you will need to encode that audio as an mp4 APAC file.” ”APAC efficiently distributes ASAF, and APAC is required for any Apple immersive video experience. APAC playback is available on all Apple platforms except watchOS, and supports Channels, Objects, Higher Order Ambisonics, Dialogue, Binaural audio, interactive elements, as well as provisioning for extendable metadata.”
Replies
4
Boosts
0
Views
736
Activity
Sep ’25
iOS AR Kit Blendshapes on Vision OS
I work on motion capture systems for VTubing. I can't seem to find any information on gaining access to the Face Tracking features on iOS while developing for Vision OS. I would love to bring VStreamer Live to Vision OS
Replies
0
Boosts
0
Views
80
Activity
Jun ’25
ARKit with 422 pixel format and Apple Log colorspace
Hi, I’m trying to configure camera feed in ARKit to be in Apple Log color space. I can change Capture Device’s format to one that has Apple Log and I see one frame being in proper log-gray colors but then all AR tracking stops and tracking state hangs at “initializing”. In other combinations I see error “sensor failed to initialize” and session restarts with default format. I suspect that this is because normal AR capture formats are 420f, whereas ones that have Apple Log are 422. Could someone confirm if it’s even possible to run ARKit session with camera feed in a different pixel format? I’m trying it on iphone 15 pro
Replies
0
Boosts
0
Views
221
Activity
Sep ’25
Build Vision Pro failed
`error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift error: [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults") error: Tool exited with code 1
Replies
5
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0
Views
710
Activity
Jul ’25
Template Project Entity Overlapping and Sticking Issues
Hello, There are three issues I am running into with a default template project + additional minimal code changes: the Sphere_Left entity always overlaps the Sphere_Right entity. when I release the Sphere_Left entity, it does not remain sticking to the Sphere_Right entity when I release the Sphere_Left entity, it distances itself from the Sphere_Right entity When I manipulate the Sphere_Right entity, these above 3 issues do not occur: I get a correct and expected behavior. These issues are simple to replicate: Create a new project in XCode Choose visionOS -> App, then click Next Name your project, and leave all other options as defaults: Initial Scene: Window, Immersive Space Renderer: RealityKit, Immersive Space: Mixed, then click Next Save you project anywhere... Replace the entire ImmersiveView.swift file with the below code. Run. Try to manipulate the left sphere, you should get the same issues I mentioned above If you restart the project, and manipulate only the right sphere, you should get the correct expected behaviors, and no issues. I am running this in macOS 26, XCode 26, on visionOS 26, all released lately. ImmersiveView Code: // // ImmersiveView.swift // import OSLog import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { private let logger = Logger(subsystem: "com.testentitiessticktogether", category: "ImmersiveView") @State var collisionBeganUnfiltered: EventSubscription? var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) // Add manipulation components setupManipulationComponents(in: immersiveContentEntity) collisionBeganUnfiltered = content.subscribe(to: CollisionEvents.Began.self) { collisionEvent in Task { @MainActor in handleCollision(entityA: collisionEvent.entityA, entityB: collisionEvent.entityB) } } } } } private func setupManipulationComponents(in rootEntity: Entity) { logger.info("\(#function) \(#line) ") let sphereNames = ["Sphere_Left", "Sphere_Right"] for name in sphereNames { guard let sphere = rootEntity.findEntity(named: name) else { logger.error("\(#function) \(#line) Failed to find \(name) entity") assertionFailure("Failed to find \(name) entity") continue } ManipulationComponent.configureEntity(sphere) var manipulationComponent = ManipulationComponent() manipulationComponent.releaseBehavior = .stay sphere.components.set(manipulationComponent) } logger.info("\(#function) \(#line) Successfully set up manipulation components") } private func handleCollision(entityA: Entity, entityB: Entity) { logger.info("\(#function) \(#line) Collision between \(entityA.name) and \(entityB.name)") guard entityA !== entityB else { return } if entityB.isAncestor(of: entityA) { logger.debug("\(#function) \(#line) \(entityA.name) already under \(entityB.name); skipping reparent") return } if entityA.isAncestor(of: entityB) { logger.info("\(#function) \(#line) Skip reparent: \(entityA.name) is an ancestor of \(entityB.name)") return } reparentEntities(child: entityA, parent: entityB) entityA.components[ParticleEmitterComponent.self]?.burst() } private func reparentEntities(child: Entity, parent: Entity) { let childBounds = child.visualBounds(relativeTo: nil) let parentBounds = parent.visualBounds(relativeTo: nil) let maxEntityWidth = max(childBounds.extents.x, parentBounds.extents.x) let childPosition = child.position(relativeTo: nil) let parentPosition = parent.position(relativeTo: nil) let currentDistance = distance(childPosition, parentPosition) child.setParent(parent, preservingWorldTransform: true) logger.info("\(#function) \(#line) Set \(child.name) parent to \(parent.name)") child.components.remove(ManipulationComponent.self) logger.info("\(#function) \(#line) Removed ManipulationComponent from child \(child.name)") if currentDistance > maxEntityWidth { let direction = normalize(childPosition - parentPosition) let newPosition = parentPosition + direction * maxEntityWidth child.setPosition(newPosition - parentPosition, relativeTo: parent) logger.info("\(#function) \(#line) Adjusted position: distance was \(currentDistance), now \(maxEntityWidth)") } } } fileprivate extension Entity { func isAncestor(of other: Entity) -> Bool { var current: Entity? = other.parent while let node = current { if node === self { return true } current = node.parent } return false } } #Preview(immersionStyle: .mixed) { ImmersiveView() .environment(AppModel()) }
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8
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472
Activity
Sep ’25
Lidar sensor does not work on some Iphone 13 Pro
I am experience problem with three iPhone 13 Pro. They are reporting the lowest quality for all points in the depthmap from the Lidar sensor. The readings I get are unusable. If it was just one phone I would consider it a faulty sensor, but in this case it is three phones that gives the same result. I have other iPhone 13 Pro that works as expected. Have any else experienced a similar behavior? I am using iOS 18.4.1 https://developer.apple.com/documentation/avfoundation/avdepthdata/depthdataquality
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0
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85
Activity
May ’25
Displaying multiple immersive movies in spheres in an immersive environment
In visionOS, I'm trying to create an immersive environment which would feature several spheres in which immersive movies are visible. I'm starting from a sample code which creates a sphere, sets an immersive movie as its material, and opens it as an immersive environment. This works fine. But if I create a sphere in an open immersive environment using Reality Composer Pro and sets its material to an immersive movie, I can see the movie on the sphere while I move outside of it but if I try to get inside the sphere, it disappears. What would be the right way of doing this ?
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1
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1
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742
Activity
Oct ’25
Alternatives to SceneView
Hey there, since SceneView has been marked as „deprecated“ for SwiftUI, I‘m wondering which alternatives should be considered for the following situation: I have a SwiftUI app (for iOS and iPadOS) where users can view (with rotate, scale, move gestures) 3D models (USDZ) in a scene. The models will be downloaded from web backend and called via local URL paths. What I tested: I‘ve tried ARView in .nonAR mode, RealityView, however I didn‘t get the expected response -> User can rotate, scale the 3D models in a virtual space. ARView in nonAR mode still shows the object like in normal AR mode without camera stream. I tried to add Gestures to the RealityView on iOS - loading USDZ 3D models worked but the gestures didn’t). Model3D is only available for visionOS (that would be amazing to have it for iOS) I also checked QuickLook Preview however it works pretty strange via Filepicker etc, which is not the way how the user should load the 3D models in my app. Maybe I missed something, I couldn’t find anything which can help me. I‘m pretty much stucked adopting the latest and greatest frameworks/APIs in my App and taking the next steps porting my app to visionOS. Long story short 😃: Does someone have an idea what is the alternative to SceneView for USDZ 3D models? I appreciate your support!! Thanks in advance!
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4
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296
Activity
Jul ’25
HoverEffectStyle in visionOS 26.0
This is no longer highlighting my entity when looking at it: RealityView { content let hoverComponent = HoverEffectComponent(.spotlight( HoverEffectComponent.SpotlightHoverEffectStyle( color: .white, strength: 2.0 ) )) entity.components.set(hoverComponent) The entity is in a window. The same code works in an immersive view. Collision Component and Input type are set in RCP. It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device. If I use a 2.x simulator, it works. Is this a bug or is there something I'm missing? Thanks.
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2
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869
Activity
Oct ’25
.usdz files not loading in iOS app
Hello everyone, I'm a new developer and I'm still learning the foundations of Swift and SwiftUI while building my first app. Today I wanted to ask you how to implement AR Quixck Views inside my app. I wanna be able to dynamically preview AR objects in a dedicated view, however, I don't seem to have understood where and how to locate AR objects inside my project. I tried including them in the Assets folder of the project, or in the Recources folder, or within the main folder of my project alongside the MyAppApp.swift file. None of the methods I used seemed have worked in that none of the objects was ever located. I made sure to specify the path to the files every time, but somehow the location isn't recognized. I also tried giving no path so that the app would search for the files in their default location (which I apparently haven't grasped yet), but still my attempt failed. I don't have the code sample on me at the moment, but I will write a followup comment on this post to show you what I wrote in case anyone was interested in debugging my code. Meanwhile, if anyone would be so kind to point me at the support article or to comment below the sample code they used in their app, I would very much appreciate it, so that I can start debugging. Thank you for reading this, I appreciate you.
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158
Activity
Jun ’25
When debugging with VisionPro in Xcode, the program will block and it will take a long time to execute
After writing the code, when debugging on VisionPro, the program will encounter a blocking situation when running from Xcode to VisionPro. It will take a long time for the execution information to appear on the Xcode console
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1
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456
Activity
Oct ’25
View Immsersive/Stereoscopic Images in Immersive Space
Since using Quick Look exits you from both your app and Immersive Space. Is there a way to view immersive images within Immersive Space?
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1
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50
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?
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4
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1.6k
Activity
Jul ’25
Collision Detection Fails After Anchoring ModelEntity to Hand in VisionOS
I'm starting my journey in developing an immersive app for VisionOS. I've been making steady progress, but I've encountered a specific challenge that I haven't been able to resolve. I created two ModelEntity objects — a sphere and a cube — and added a DragGesture to the cube. When I drag the cube over the sphere, the two collide correctly, and the collision is logged in the console. So far, everything works as expected. However, when I try to anchor the cube to my hand, the collision stops working. It's as if the cube loses its ability to detect collisions once it's anchored. Any guidance or clarification on this behavior would be greatly appreciated. //  ImmersiveView.swift //  estudos_vision // //  Created by Lailan Rogerio Rodrigues Matos on 15/05/25. // import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { @Environment(AppModel.self) var appModel @State private var session: SpatialTrackingSession? @State private var box = ModelEntity() @State private var subs: [EventSubscription] = [] @State private var ballEntity: Entity? var body: some View { RealityView { content in // Load initial content from the RealityKit scene. if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) } // Create and run a spatial tracking session. let session = SpatialTrackingSession() let configuration = SpatialTrackingSession.Configuration(tracking: [.hand]) _ = await session.run(configuration) self.session = session // Create a red box. let boxMesh = MeshResource.generateBox(size: 0.2) let material = SimpleMaterial(color: .red, isMetallic: false) box = ModelEntity(mesh: boxMesh, materials: [material]) box.position.y += 0.15 // Position the box slightly above the origin. // Configure the box for user interaction and physics. box.components.set(InputTargetComponent(allowedInputTypes: .indirect)) // Make it interactive. box.generateCollisionShapes(recursive: false) // Generate collision shapes for physics. box.components.set(PhysicsBodyComponent( // Add physics behavior. massProperties: .default, material: .default, mode: .kinematic // Use kinematic mode so it can be moved by user interaction. )) box.components.set(GroundingShadowComponent(castsShadow: true)) // Add a shadow. //content.add(box) //commented out to add to hand anchor // Create a left hand anchor and add the box as a child. let handAnchor = AnchorEntity(.hand(.left, location: .palm), trackingMode: .continuous) handAnchor.addChild(box) content.add(handAnchor) // Add the hand anchor to the scene. // Create a sphere. let ball = ModelEntity(mesh: .generateSphere(radius: 0.15)) ball.position = [0.0, 1.5, -1.0] // Initial position of the ball. ball.generateCollisionShapes(recursive: false) // Add collision. ball.name = "Sphere" content.add(ball) ballEntity = ball // Subscribe to collision events between the box and other entities. let event = content.subscribe(to: CollisionEvents.Began.self, on: box) { ce in print("Collision between \(ce.entityA.name) and \(ce.entityB.name) occurred") //ce.entityA.removeFromParent() // removes the colliding object //ce.entityB.removeFromParent() } Task { subs.append(event) } } // Add a drag gesture to the box, allowing the user to move it. .gesture( DragGesture() .targetedToEntity(box) // Target the drag gesture to the box. .onChanged({ value in // Update the position of the box based on the drag gesture. box.position = value.convert(value.location3D, from: .local, to: box.parent!) }) ) } } #Preview(immersionStyle: .full) { ImmersiveView() .environment(AppModel()) }
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1
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110
Activity
May ’25
Can developers use spatial image in third App's Spatial widget
Spatial widget is a new feature of visionos 26. I notice The system’s Photo app can add a Spatial Image in the widget. I wonder if third apps can use spatial image or any 3D content in it's widget? I try to use RealityView in widget and it run with a crash. So does spatial Image in widget only supported by the system Photo app, and not available to developers now?
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1
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1
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754
Activity
Jul ’25
ARDepthData.confidenceMap only returns low confidence on certain devices
A few users have recently reported no longer being able to capture point clouds using our app, specifically on iPhone 15 Pro devices. We recently found an in-house device that exhibits this behavior and found that the confidenceMap contains only low confidence values, regardless of the environment being captured. Our app uses a higher confidence threshold; setting the threshold to a lower value produces noisy results as expected, so that is a non-viable option. Other LiDAR based apps have been tested with this device and the results are the same. No points, or noisy point clouds in apps that allow a lower confidence threshold setting. On devices that exhibit this behavior the "Displaying a point cloud using scene depth" Apple sample app can be used to visualize the issue. First reports of this new behavior occurred as early as iOS 18.4. Looking for recommendations on which team(s) at Apple to reach out to with these findings since the behavior manifests on only a small sample of devices.
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1
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318
Activity
Jun ’25
Exporting .reality files from Reality Composer Pro
I've been using the MacOS XCode Reality Composer to export interactive .reality files that can be hosted on the web and linked to, triggering QuickLook to open the interactive AR experience. That works really well. I've just downloaded XCode 15 Beta which ships with the new Reality Composer Pro and I can't see a way to export to .reality files anymore. It seems that this is only for building apps that ship as native iOS etc apps, rather than that can be viewed in QuickLook. Am I missing something, or is it no longer possible to export .reality files? Thanks.
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3
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2
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2.2k
Activity
Jul ’25