Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.

All subtopics
Posts under Spatial Computing topic

Post

Replies

Boosts

Views

Activity

visionOS 26 - Rendering Issues related to Transparency
Summary After updating to visionOS 26, we’ve encountered severe transparency rendering issues in RealityKit that did not exist in visionOS 2.6 and earlier. These regressions affect applications that dynamically control scene opacity (via OpacityComponent). Our app renders ultra-realistic apartment environments in real time, where users can walk or teleport inside 3D spaces. When the user moves above a speed threshold, we apply a global transparency effect to prevent physical collisions with real-world objects. Everything worked perfectly in visionOS 2.6 — the problems appeared only after upgrading to 26. Scene Setup Overview The environment consists of multiple USDZ models (e.g., architecture, rooms, furniture). We manage LODs manually for performance (e.g., walls and floors always visible in full-res, while rooms swap between low/high-res versions based on user position and field of view). Transparency is achieved using OpacityComponent, applied dynamically when the user moves. Some meshes (e.g., portals to skyboxes, glass windows) use alpha materials We also use OcclusionMaterials to prevent things to be seen through walls when scene is transparent Observed Behavior by Scenario (I can share a video showing the results of each scenario if needed.) Scenario 1 — Severe Flickering (Root Opacity) Setup: OpacityComponent applied to the root entity NO ModelSortGroupComponent used Symptoms: Strong flickering when transparency is active Triangles within the same mesh render at inconsistent opacity levels Appears as if per-triangle alpha sorting is broken Workaround: Moving the OpacityComponent from the root to each individual USDZ entity removes the per-triangle flicker Pros: No conflicts with portals or alpha materials Scenario 2 — Partially Stable, But Alpha Conflicts Setup: OpacityComponent applied per USDZ entity ModelSortGroupComponent(planarUIAlwaysBehind) applied to portal meshes Other entities have NO ModelSortGroupComponent Symptoms: Frequent alpha blending conflicts: Transparent surfaces behind other transparent surfaces flicker or disappear Example: Wine glasses behind glass doors — sometimes neither is rendered, or only one Even opaque meshes behind glass flicker due to depth buffer confusion Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Analysis: Appears related to internal changes in alpha sorting or depth pre-pass behavior introduced in visionOS 26 Pros: Most stable setup so far Cons: Still unreliable when OpacityComponent is active Scenario 3 — Layer Separation Attempt (Regression) Setup: Same as Scenario 2, but: Entities with alpha materials moved to separate USDZs Explicit ModelSortGroupComponent order set (alpha surfaces rendered last) Symptoms: Transparent surfaces behind other transparent surfaces flicker or disappear Depth is completely broken when there's a large transparent surface Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Workaround Attempt: Re-ordering and further separating models did not solve it Pros: None — this setup makes transparency unusable Conclusion There appears to be a regression in RealityKit’s handling of transparency and sorting in visionOS 26, particularly when: OpacityComponent is applied dynamically, and Scenes rely on multiple overlapping transparent materials. These issues did not exist prior to 26, and the same project (no code changes) behaves correctly on previous versions. Request We’d appreciate any insight or confirmation from Apple engineers regarding: Whether alpha sorting or opacity blending behavior changed in visionOS 26 If there are new recommended practices for combining OpacityComponent with transparent materials If a bug report already exists for this regression Thanks in advance!
0
0
165
Nov ’25
Material showing only half?
Hi, I'm currently implementing 180° / 360° property for immersive video in my app. I was able to implement 360° easily by just giving VideoMaterial to flipped sphere. However, I'm bit stuck at 180°. I want to implement by setting VideoMaterial to hemisphere mesh. But since RealityKit doesn't provide default function such like MeshResource.generateHemisphere yet, I just want to apply VideoMaterial half front visible, and half back transparent. I thought this would make my sphere looks like hemisphere. But I can't find my way to implement this method.. I would appreciate any advice / idea / information that might help.
0
0
71
Oct ’25
Implementing Foveated Streaming with Apple Vision Pro
Hello, Want to understand what's the current state for developing for Apple Vision Pro? I want to stream a video from a remote server in realtime. It is a video stream and can't download it. I want to stream a low quality stream and high res stream. The server will only send the "box" where user is looking at. Are there any API to track where the user is looking at in the experience? Thanks,
0
0
119
1d
Help Configuring Unity for Immersive VR on Vision Pro with Pinch Teleport
How do I configure a Unity project for a fully immersive VR app on Apple Vision Pro using Metal Rendering, and add a simple pinch-to-teleport-where-looking feature? I've tried the available samples and docs, but they don't cover this clearly (to me). So far, I've reviewed Unity XR docs, Apple dev guides, and tutorials, but most emphasize spatial apps. Metal examples exist but don't include teleportation. Specifically: visionOS sample "XRI_SimpleRig" – Deploys to device/simulator, but no full immersion or teleport. XRI Toolkit sample "XR Origin Hands (XR Rig)" – Pinch gestures detect, but not linked to movement. visionOS "XR Plugin" sample "Metal Sample URP" – Metal setup works, but static scene without locomotion. I'm new in Unity XR development and would appreciate a simple, standalone scene or document focused only on the essentials for "teleport to gaze on pinch" in VR mode—no extra features. I do have some experience in unreal, world toolkit, cosmo, etc from the 90's and I'm ok with code. Please include steps for: Setting up immersive VR (disabling spatial defaults if needed). Integrating pinch detection with ray-based teleport. Any config changes or basic scripts. Project Configuration: Unity Editor Version: 6000.2.5f1.2588.7373 (Revision: 6000.2/staging 43d04cd1df69) Installed Packages: Apple visionOS XR Plugin: 2.3.1 AR Foundation: 6.2.0 PolySpatial XR: 2.3.1 XR Core Utilities: 2.5.3 XR Hands: 1.6.1 XR Interaction Toolkit: 3.2.1 XR Legacy Input Helpers: 2.1.12 XR Plugin Management: 4.5.1 Imported Samples: Apple visionOS XR Plugin 2.3.1: Metal Sample - URP XR Hands 1.6.1 XR Interaction Toolkit 3.2.1: Hands Interaction Demo, Starter Assets, visionOS Build Platform Settings: Target: Apple visionOS App Mode: Metal Rendering with Compositor Services Selected Validation Profiles: visionOS Metal Documentation: Enabled Xcode Version: 26.01 visionOS SDK: 26 Mac Hardware: Apple M1 Max Target visionOS Version: 20 or 26 Test Environment: Model: Apple Vision Pro, visionOS 26.0.1 (23M341), Apple M1 Max No errors in builds so far; just missing the desired functionality. Thanks for a complete response with actionable steps.
0
0
221
Oct ’25
RoomPlan CaptureError.exceedSceneSizeLimit on iOS devices
When scanning multiple rooms (10+) in a single structure using ARWorldMap for coordinate space consistency, RoomCaptureSession throws CaptureError.exceedSceneSizeLimit. The instructions here (https://developer.apple.com/documentation/roomplan/scanning-the-rooms-of-a-single-structure) provide exactly what I am doing to keep the underlying ARSession alive (by calling captureSession.stop(pause: false)) and save the results before a user moves to the next room. Scanning 11 or so rooms will cause the user to hit the exceedSceneSizeLimit error. The ARWorldMap is about 58 MB and always is around this size when hitting this issue. No anchors are present and all the data seems to be from tracking data. On iPad devices (where I do not see this issue) the ARWorldMap grows as a significantly slower rate in size. I save the ARWorldMap after each room is scanned and confirmed by the user. If I use the ARMap to initialize the ARSession (as described in the docs) the session will immediately error with "exceedSceneSizeLimit" once the captureSession.run() is executed. Occasionally it will allow me/the user to scan again, but either breaks mid scan or the following. This has been working fine for the past 2 years and users have been able to scan dozens of rooms without issue. It seems only lately that it has been a problem. I would expect the ARWorldMap to be allowed for much bigger sizes. At this point I can just about scan more area of my house with a single scan than I can when I use different captureSessions. Few observations: This happens on my iPhone 15 Pro Max, my iPhone 17 Pro, but not my iPad M4 (maybe memory related?). It is possible if scanning many more rooms it would happen on the iPad too. I have tried things such as resetting the ARConfig on the underlying ARSession to reset some, but this doesn't work. I have tried to create a new ARWorldMap and move the origin to the older map to clear out tracking data. This almost works but causes a mess of issues when a user moves at all due to the unshared coordinate space. I believe there are three active issues regarding this: FB14454922, FB15035788, FB20642944 Could we get an update for this issue? It is a production issue and severely limits my user experience in my production application.
0
0
89
Oct ’25
Logitech Muse: OS-level support?
I've been experimenting with the Muse pen and understand that it can be accessed by my app through a SpatialTrackingSession, but is there any current or planned support for devices like this as for general UI input like game controllers are? For example, using the button as a tap analogue for SwiftUI views.
0
0
99
Oct ’25
How to combine Occlusion nodes with soft edges.
At a recent community meeting we were wondering how Apple creates this soft-edge effect around the occlusion cutouts. We see this effect on keyboard cutouts, iPhone cutouts, and in progressive spaces. An example: Notice the soft edged around the occlusion cutout for the keyboard One of our members created some Shader Graph materials to explore soft edges. These work by sending data into the opacity channel of the PreviewSurface node. Unfortunately, the Occlusion Surface nodes lack any sort of input. If you know how to blend these concepts with RealityKit Occlusion, please let us know!
0
1
891
Sep ’25
UIRequiredDeviceCapabilities values?
I've submitted my first AR app for iPhone and iPad to iTunes Connect. After sending a binary to iTunes Connect, I've received the following warning message. The app contains the following UIRequiredDeviceCapabilities values, which aren’t supported in visionOS: [arkit]. No. 1, my app doesn't support visionOS. No. 2, I don't have the UIRequiredDeviceCapabilities dictionary in info.plist. Why am I receiving this warning? One article related to this issue that I've read suggests that I remove the UIRequiredDeviceCapabilities dictionary. Well, I don't have it in my plist. What can I do with this warning message? Thanks.
0
0
277
Jul ’25
RoomPlan crash on iOS 16 devices even when using available checks
I've encountered an unexpected crash with RoomPlan on iOS 16 devices. The odd part is the code is protected by an available check, since I'm using newer RoomPlan features. Xcode error dyld[40588]: Symbol not found: _$s8RoomPlan08CapturedA0V16USDExportOptionsV5modelAEvgZ I can repro using the Apple sample code. https://developer.apple.com/documentation/roomplan/create-a-3d-model-of-an-interior-room-by-guiding-the-user-through-an-ar-experience Modify RoomCaptureViewController.swift as follows. Remove try finalResults?.export(to: destinationURL, exportOptions: .parametric) Add if #available(iOS 17.0, *) { try finalResults?.export(to: destinationURL, exportOptions: .model) } else { try finalResults?.export(to: destinationURL, exportOptions: .parametric) } I would have expected this code to at least compile and run on older devices. When the app was targeting iOS 15, the available checks worked as expected and the app is able to launch properly.
0
0
145
Apr ’25
How to make a RealityKit `Entity` respond to Environment light
I am developing an visionos app. I load a .usdz file as a Reality Entity(such as a cabbage). And I want such an effect: When I turn on a desk lamp in real world near the Entity, the surface of the Entity will correctly respond to the light in the real world. I want an effect like this: https://www.reddit.com/r/virtualreality/comments/1as01mm/shiny_disco_ball_reflecting_my_room/ I look up the api such as ImageBasedLightComponent andVirtualEnvironmentProbeComponent in RealityKit、EnvironmentLightEstimationProvider in ARKit,but I do not know how to code. Besides, it will be better if the shadow will also respond to the light correctly.
1
0
514
Feb ’25
Can not remove final World Anchor
I’ve been having some issues removing anchors. I can add anchors with no issue. They will be there the next time I run the scene. I can also get updates when ARKit sends them. I can remove anchors, but not all the time. The method I’m using is to call removeAnchor() on the data provider. worldTracking.removeAnchor(forID: uuid) // Yes, I have also tried `removeAnchor(_ worldAnchor: WorldAnchor)` This works if there are more than one anchor in a scene. When I’m down to one remaining anchor, I can remove it. It seems to succeed (does not raise an error) but the next time I run the scene the removed anchor is back. This only happens when there is only one remaining anchor. do { // This always run, but it doesn't seem to "save" the removal when there is only one anchor left. try await worldTracking.removeAnchor(forID: uuid) } catch { // I have never seen this block fire! print("Failed to remove world anchor \(uuid) with error: \(error).") } I posted a video on my website if you want to see it happening. https://stepinto.vision/labs/lab-051-issues-with-world-tracking/ Here is the full code. Can you see if I’m doing something wrong? Is this a bug? struct Lab051: View { @State var session = ARKitSession() @State var worldTracking = WorldTrackingProvider() @State var worldAnchorEntities: [UUID: Entity] = [:] @State var placement = Entity() @State var subject : ModelEntity = { let subject = ModelEntity( mesh: .generateSphere(radius: 0.06), materials: [SimpleMaterial(color: .stepRed, isMetallic: false)]) subject.setPosition([0, 0, 0], relativeTo: nil) let collision = CollisionComponent(shapes: [.generateSphere(radius: 0.06)]) let input = InputTargetComponent() subject.components.set([collision, input]) return subject }() var body: some View { RealityView { content in guard let scene = try? await Entity(named: "WorldTracking", in: realityKitContentBundle) else { return } content.add(scene) if let placementEntity = scene.findEntity(named: "PlacementPreview") { placement = placementEntity } } update: { content in for (_, entity) in worldAnchorEntities { if !content.entities.contains(entity) { content.add(entity) } } } .modifier(DragGestureImproved()) .gesture(tapGesture) .task { try! await setupAndRunWorldTracking() } } var tapGesture: some Gesture { TapGesture() .targetedToAnyEntity() .onEnded { value in if value.entity.name == "PlacementPreview" { // If we tapped the placement preview cube, create an anchor Task { let anchor = WorldAnchor(originFromAnchorTransform: value.entity.transformMatrix(relativeTo: nil)) try await worldTracking.addAnchor(anchor) } } else { Task { // Get the UUID we stored on the entity let uuid = UUID(uuidString: value.entity.name) ?? UUID() do { try await worldTracking.removeAnchor(forID: uuid) } catch { print("Failed to remove world anchor \(uuid) with error: \(error).") } } } } } func setupAndRunWorldTracking() async throws { if WorldTrackingProvider.isSupported { do { try await session.run([worldTracking]) for await update in worldTracking.anchorUpdates { switch update.event { case .added: let subjectClone = subject.clone(recursive: true) subjectClone.isEnabled = true subjectClone.name = update.anchor.id.uuidString subjectClone.transform = Transform(matrix: update.anchor.originFromAnchorTransform) worldAnchorEntities[update.anchor.id] = subjectClone print("🟢 Anchor added \(update.anchor.id)") case .updated: guard let entity = worldAnchorEntities[update.anchor.id] else { print("No entity found to update for anchor \(update.anchor.id)") return } entity.transform = Transform(matrix: update.anchor.originFromAnchorTransform) print("🔵 Anchor updated \(update.anchor.id)") case .removed: worldAnchorEntities[update.anchor.id]?.removeFromParent() worldAnchorEntities.removeValue(forKey: update.anchor.id) print("🔴 Anchor removed \(update.anchor.id)") if let remainingAnchors = await worldTracking.allAnchors { print("Remaining Anchors: \(remainingAnchors.count)") } } } } catch { print("ARKit session error \(error)") } } } }
1
2
182
May ’25
Run to Device (on WLAN)?
I was trying to use a local Wifi router to connect Vision Pro and Mac for developing. From Unity, the host on Vision Pro wouldn't open; from Xcode I can see vision pro paired but by the Run button there's no device listed...thanks any ideas? /Ruiying
1
0
322
Jan ’25
generateConvex(from mesh: MeshResource) crashes instead of throwing a Swift error
I have a MeshResource and I would like to create a collision component from it. let childBounds = child.visualBounds(relativeTo: self) var childShape: ShapeResource do { // Crashed by the following line instead of throwing a Swift Error childShape = try await ShapeResource.generateConvex(from: childModel.mesh); } catch { childShape = ShapeResource.generateBox(size: childBounds.extents) childShape = childShape.offsetBy(translation: childBounds.center) } Based on this document: https://developer.apple.com/documentation/realitykit/shaperesource/generateconvex(from:)-6upj9 Will throw an error if mesh does not define a nonempty convex volume. For example, will fail if all the vertices in mesh are coplanar. But, the method crashes the app instead of throwing a Swift error Incident Identifier: 35CD58F8-FFE3-48EA-85D3-6D241D8B0B4C CrashReporter Key: FE6790CA-6481-BEFD-CB26-F4E27652BEAE Hardware Model: Mac15,11 ... Version: 1.0 (1) Code Type: ARM-64 (Native) Role: Foreground Parent Process: launchd_sim [2057] Coalition: com.apple.CoreSimulator.SimDevice.85A2B8FA-689F-4237-B4E8-DDB93460F7F6 [1496] Responsible Process: SimulatorTrampoline [910] Date/Time: 2025-01-26 16:13:17.5053 +0800 Launch Time: 2025-01-26 16:13:09.5755 +0800 OS Version: macOS 15.2 (24C101) Release Type: User Report Version: 104 Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000001, 0x00000001abf841d0 Termination Reason: SIGNAL 5 Trace/BPT trap: 5 Terminating Process: exc handler [17316] Triggered by Thread: 0 Thread 0 Crashed: 0 CoreRE 0x1abf841d0 REAssetManagerCollisionShapeAssetCreateConvexPolyhedron + 232 1 CoreRE 0x1abf845f0 REAssetManagerCollisionShapeAssetCreateConvexPolyhedronFromMesh + 868 2 RealityFoundation 0x1d25613bc static ShapeResource.generateConvex(from:) + 148 Here is the message on the app console from Xcode /Library/Caches/com.apple.xbs/Sources/REKit_Sim/ThirdParty/PhysX/physx/source/physxcooking/src/convex/QuickHullConvexHullLib.cpp (935) : internal error : QuickHullConvexHullLib::findSimplex: Simplex input points appers to be coplanar. Failed to cook convex mesh (0x3) assertion failure: 'convexPolyhedronShape != nullptr' (REAssetManagerCollisionShapeAssetCreateConvexPolyhedron:line 356) Bad parameters passed for convex mesh creation. Message from debug The above crash happened on a visionOS simulator (visionOS 2.2 (22N840)
1
0
428
Jan ’25
How to Achieve Realistic Colors and Textures in LiDAR Scanning with Swift
Hello, I'm developing a LiDAR-based scanning app using Swift, where I can successfully perform scans and export the results as .obj files. My goal is to have the scan's colors and textures closely resemble real-world visuals as captured by the camera, similar to the results shown in this repository. In the referenced repository, the result is demonstrated with a single screenshot, but I want to display the textures and colors throughout the entire scanning process, not just at the final result. To clarify, I'm not focused on scanning individual objects but rather larger environments like rooms, houses, or outdoor spaces such as streets. Here’s what I’m aiming for: Realistic colors and textures that match what the camera sees during the scan. Continuous texture rendering during the scanning process, not just in the final exported model. Could anyone share guidance, sample code, or point me to relevant documentation to achieve this? Any help would be greatly appreciated! Thank you!
1
0
107
May ’25
How to Disable Default Background Audio in RealityKit’s ObjectCaptureSession?
I am using RealityKit's ObjectCaptureSession API to capture objects, presenting the process with ObjectCaptureView. During the object capture session, there is default background audio that plays automatically. I noticed this same audio behavior in Apple's official Composer app, which seems to use the same API. I'd like to disable this audio in my app, but I have not been able to find any API or configuration option to do so. However, the audio persists, and I cannot find a way to turn it off. Is there an official method or workaround to disable this default audio in the ObjectCaptureSession API? Any guidance would be appreciated. Thank you!
1
0
679
Jan ’25
System issues encountered when developing VisionOS related programs using Unity
Using Unity to develop VisionOS program, pressing the right knob of VisionPro during use will exit the Unity space and destroy the model in the space. The model in the space has been disconnected from the SwiftUI interface. After clicking the right knob, return to the system main interface, and then click the right knob again to return to the inside of the program. However, Unity space cannot be restored, and calling the discisWindow method on the SwiftUI interface has no effect, so the interface cannot be destroyed. Is there any solution??
1
0
340
Feb ’25