With the new ImagePresentationComponent in visionOS 26, how can text/overlays be shown on top of the image as seen in the Spatial Gallery app?
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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I'm seeing this error while attempting to compile my VisionOS app under Xcode 26. My existing code looks like:
let (naturalSize, formatDescriptions, mediaCharacteristics) = try? await videoTrack.load(.naturalSize, .formatDescriptions, .mediaCharacteristics)
This is now giving a compiler error: Type of expression is ambiguous without a type annotation
I don't see that anything that was changed or deprecated in the latest version. Also loading the properties individually seems to work fine i.e.:
let naturalSize = try? await videoTrack.load(.naturalSize)
let formatDescriptions = try? await videoTrack.load(.formatDescriptions)
let mediaCharacteristics = try? await videoTrack.load(.mediaCharacteristics)
My ARViewContainer code is not working. I don't know how to debug the issue and I don't know or see where my results is going to. I need help to resolve this issue. please help debug. See code below:
Any way to extend the video recording time in Reality Composer Pro from 3:00 to any longer value, such as editing preferences in Terminal or other workaround?
Is there any way to use the strap and a USB-C cable as a live video stream input source that would mirror to Quicktime or some other video capture tool?
I am assuming there is no online documentation or user manual for the strap, but please correct me if I'm wrong. Thank you.
So I am exporting a .usdc file from blender that already has some morph animations. The animations play well in blender but when I export I cannot seem to play them in RealityKit or RCP.
Entity.availableAnimations is an empty array.
Not of the child objects in the entity hierarchy has an animation library component with it.
Maybe I am exporting it wrong but I tried multiple combinations but doesn't seem to work.
Here are my export settings in blender
The original file I purchased is an FBX file that has the animation but when I try to directly get it in RealityConverter it doesn't seem to play animations.
Topic:
Spatial Computing
SubTopic:
General
Tags:
Reality Converter
RealityKit
Reality Composer Pro
visionOS
Hello
RemoteDeviceIdentifier returns nil and therefore it crashes the HoverEffect sample project.
I have vision26 beta 2 on both devices
what the correct method of running this code sample ?
So it seems to be that there is a contradiction between how ARKit defines UIDeviceOrientation.landscapeRight, and the actual definition of UIDeviceOrientation.landscapeRight in the UIKit documentation.
In the ARKit documentation for ARCamera.transform, it says the following:
This transform creates a local coordinate space for the camera that is constant with respect to device orientation. In camera space, the x-axis points to the right when the device is in UIDeviceOrientation.landscapeRight orientation—that is, the x-axis always points along the long axis of the device, from the front-facing camera toward the Home button. The y-axis points upward (with respect to UIDeviceOrientation.landscapeRight orientation), and the z-axis points away from the device on the screen side.
Going through the same link, we see the definition of UIDeviceOrientation.landscapeRight given as:
The device is in landscape mode, with the device held upright and the front-facing camera on the right side.
There seems to be a conflict in the two definitions, that has already been asked and visualized in this StackOverflow thread
The resolution of that answer says that ARKit landscapeRight, unlike what is given in UIDeviceOrientation.landscapeRight, has home button on the right, as stated in the ARCamera.transform documentation.
It says that more details are given in this StackOverflow thread, but this thread talks about the discrepancy between the definitions of landscapeRight in UIDeviceOrientation and UIInterfaceOrientation, and not anything related to ARKit.
So I am wondering, why does ARKit definition of landscapeRight contradict with that of UIDeviceOrientation despite explicitly mentioning it? Is it just a mistake by Apple developers that hasn't been resolved even after so long?
Hi all,
I'm working on an ARKit-based iOS app where I need to accurately determine the direction the device is facing to localize objects in the real world. I'm using:
let config = ARWorldTrackingConfiguration()
config.worldAlignment = .gravityAndHeading
Thus, I would expect the world alignment to behave as given in the gravityAndHeading page.
The AR session is started after verifying that CLLocationManager.headingAccuracy <= 20, and the compass appears to be calibrated.
However, I'm seeing a major inconsistency:
When the rear camera is physically pointed toward true North, I would expect:
cameraTransform.columns.2.z ≈ -1 // (i.e. ARKit's -Z pointing North)
But instead, I'm consistently seeing:
cameraTransform.columns.2.z ≈ +0.97 // Implies camera is facing South
Meanwhile, the translation vector behaves as expected:
As I physically move North, cameraTransform.columns.3.z becomes more negative, matching the world’s +Z = South assumption.
For example, let's say I have the device in landscapeRight (or landscapeLeft for UIDeviceOrientation). Let's say the device rear camera is pointing towards True North, and I start moving towards True North. I get something like this:
Camera Transform = simd_float4x4(
[
[0.98446155, -0.030119859, 0.172998, 0.0],
[0.023979114, 0.9990097, 0.037477385, 0.0],
[-0.17395553, -0.032746706, 0.98420894, 0.0],
[0.024039675, -0.037087332, -0.22780673, 0.99999994]
])
As you can see, the cameraTransform.columns.2.z is positive despite the rear camera pointing towards True North, while cameraTransform.columns.3.z is correctly positive as the device is moving towards True North.
So here is my question:
Why is cameraTransform.columns.2.z positive when the rear camera is physically facing North?
Any clarity would be deeply appreciated. I've read the documentation and tested with different heading accuracies and AR session resets, but I keep running into this orientation mismatch.
Thanks in advance!
Hi 26 beta guys,
I have apps using ARKit.
In iPadOS 26 beta, ARKit stops working after switching to other apps.
how to:
Enable WindowMode in iPadOS 26
Launch my app and start ARSession
Switch to another app (preference app, etc.)
Switch back to my app
AR stops updating camerafeed.
I debug printed ARSessionDelegate, and found that
after sessionWasInterrupted was called, sessionInterruptionEnded was never called.
sessionInterruptionEnded is called if WindowMode disabled.
Is this just a bug for 26 beta?
I suspect there is similar problem with non-AR camera.
Any idea?
Topic:
Spatial Computing
SubTopic:
ARKit
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.
This is related to the WWDC presentation, What's new in Metal rendering for immersive apps..
Specifically, the macOS spatial streaming to visionOS feature: For reference: the page in the docs.
The presentation demonstrates it using a full immersive space and Metal rendering using compositor services.
I'd like clarity on a few things:
Is the remote device wireless, or must the visionOS device be connected via a wired connected?
Is there a limit to the number of remote devices, and if not, could macOS render different things per remote device simultaneously?
Can I also use mixed mode with passthrough enabled, instead of just a fully-immersive mode?
Can I use RealityKit instead of Metal? If so, may I have an example, or would someone point to an example?
With iOS26 unveiled, has anyone noticed or found any changes related to RoomPlan?
I can't find anything myself, which is disappointing.
Has anyone found any improvements or changes?
Hello all, I saw this interesting VisionOS app: https://apps.apple.com/us/app/splitscreen-multi-display/id6478007837
I was wondering if there was any documentation on the Swift APIs that were used to create this app.
Hi Nathaniel,
I spoke with you yesterday in the WWDC lab. Thanks for chatting with me! Is it possible to get a link to a doc that has some key metrics I'd find in a RealityKit trace so I know if that metric is exceeding limits and probably causing a problem? Right now, I just see numbers and have no idea if a metric is high or low :). This is specifically for a VisionOS app.
Thanks,
Bob
Hello,
I'm working on a visionOS project that uses Reality Composer Pro, and we are managing our project files with Git.
We've noticed that simply opening and closing the Reality Composer Pro application consistently generates changes in the following files, even when no explicit modifications have been made by the developer:
{ProjectName}/Packages/RealityKitContent/Package.realitycomposerpro/PluginData/*******/ShaderGraphEditorPluginID/ShaderGraphEditorPluginID
{ProjectName}/Packages/RealityKitContent/Package.realitycomposerpro/WorkspaceData/SceneMetadataList.json
Could you please clarify the purpose of these files? Why do they appear as modified when no direct changes are made from our end?
More importantly, is it safe to add these files to our .gitignore to prevent them from being tracked by Git? We are concerned that ignoring these files might lead to unexpected issues or inconsistencies when other team members pull the latest changes, especially if these files contain critical project metadata or state that needs to be synchronized.
Any insights or recommended best practices for managing Reality Composer Pro projects with Git would be greatly appreciated.
Thank you for your time and assistance.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Reality Composer
RealityKit
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
Hi, I’m currently using Reality Composer Pro on macOS, and I’m trying to work with particle emitters using only the built-in tools — no Xcode, no custom Swift code.
Here’s what I’m trying to achieve:
1. Is it possible to trigger a particle emitter with a tap gesture, directly inside Reality Composer Pro?
2. Can I add a particle emitter to a timeline, so that it emits at a specific time during an animation or behavior sequence?
3. Most importantly, is there a way to precisely control emission behavior — such as when particles start or stop — using visual and intuitive controls, without scripting?
My goal is to set up particle effects that are interactive and timeline-controlled, but managed entirely through Reality Composer Pro’s GUI, not through code.
Any suggestions, tips, or examples would be very helpful. Thanks in advance!
I am trying to run widgets on visionOS 26. Specifically I am trying to pin them to the simulator room's walls, however I am unable to do so.
Is this a limitation with the visionOS simulator right now, or am I missing a trick here?
In Reality Composer Pro 2.0 (448.120.2), if I use the "Create new scene in the project" button more than once, this feature doesn't seem to work.
The second time I use "Create new scene in the project", Reality Composer Pro displays a new empty USDA file in the project browser with the wrong icon (a yellow document icon instead of a 3D box icon).
Also, it doesn't create the new scene's USDA file on disk or display the scene in entity hierarchy browser or create a new tab.
Consequently, whenever I want to add more than one new scene to my project, I have to repeatedly quit and restart Reality Composer Pro.
In my use of RCP just now, I had to quit and restart RCP six times to create seven new scenes.
Is this a known issue?
Repro steps:
In a Reality Composer Pro project, create a new folder using the "add folder" icon button in the project browser.
Inside the new folder, click the "Create new scene in the project" icon button.
Click the "Create new scene in the project" icon button a second time.
Expected behavior:
A new USDA file is created on disk. The new USDA file's root entity appears in the entity hierarchy browser and a corresponding new tab is created.
Observed behavior:
The USDA file for this scene is not created on disk and it does not appear in the entity hierarchy browser in a new tab. In the project browser view, a yellow document icon appears and it does not appear to correspond to an actual USDA file.
Thank you for any insight you can provide about this issue.