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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FromToByAnimation triggers availableAnimations not the single bone animation
So, I was trying to animate a single bone using FromToByAnimation, but when I start the animation, the model instead does the full body animation stored in the availableAnimations. If I don't run testAnimation nothing happens. If I run testAnimation I see the same animation as If I had called entity.playAnimation(entity.availableAnimations[0],..) here's the full code I use to animate a single bone: func testAnimation() { guard let jawAnim = jawAnimation(mouthOpen: 0.4) else { print("Failed to create jawAnim") return } guard let creature, let animResource = try? AnimationResource.generate(with: jawAnim) else { return } let controller = creature.playAnimation(animResource, transitionDuration: 0.02, startsPaused: false) print("controller: \(controller)") } func jawAnimation(mouthOpen: Float) -> FromToByAnimation<JointTransforms>? { guard let basePose else { return nil } guard let index = basePose.jointNames.firstIndex(of: jawBoneName) else { print("Target joint \(self.jawBoneName) not found in default pose joint names") return nil } let fromTransforms = basePose.jointTransforms let baseJawTransform = fromTransforms[index] let maxAngle: Float = 40 let angle: Float = maxAngle * mouthOpen * (.pi / 180) let extraRot = simd_quatf(angle: angle, axis: simd_float3(x: 0, y: 0, z: 1)) var toTransforms = basePose.jointTransforms toTransforms[index] = Transform( scale: baseJawTransform.scale * 2, rotation: baseJawTransform.rotation * extraRot, translation: baseJawTransform.translation ) let fromToBy = FromToByAnimation<JointTransforms>( jointNames: basePose.jointNames, name: "jaw-anim", from: fromTransforms, to: toTransforms, duration: 0.1, bindTarget: .jointTransforms, repeatMode: .none, ) return fromToBy } PS: I can confirm that I can set this bone to a specific position if I use guard let index = newPose.jointNames.firstIndex(of: boneName) ... let baseTransform = basePose.jointTransforms[index] newPose.jointTransforms[index] = Transform( scale: baseTransform.scale, rotation: baseTransform.rotation * extraRot, translation: baseTransform.translation ) skeletalComponent.poses.default = newPose creatureMeshEntity.components.set(skeletalComponent) This works for manually setting the bone position, so the jawBoneName and the joint-transformation can't be that wrong.
1
0
365
Aug ’25
Real world anchors
I’m trying to build a persistent world map of my college campus using ARKit, but it’s not very reliable. Anchors don’t consistently appear in the same place across sessions. I’ve tried using image anchors, but they didn’t improve accuracy much. How can I create a stable world map for a larger area and reliably relocalize anchors? Are there better approaches or recommended resources for this?
1
0
1.1k
1w
Perspective problem
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model. When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same. Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5. I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
3
0
274
Aug ’25
How to play blend shape animations or morph animations exported from blender in Vision Pro apps using Reality Kit
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.
2
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253
Jun ’25
Apple Vision Pro Developer Strap: Video Out and Recording Time Limit
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.
1
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202
Jun ’25
Misaligned visionOS Simulator Home Position
Using Xcode v26 Beta 6 on macOS v26 Beta 25a5349a When pressing on the home button of the visionOS simulator, I am not positioned in the middle of the room like would normally be. This occurred when moving a lot in the space to find an element added to an ImmersiveSpace. How to resolve: restart simulator device. See attached the pictures of the visionOSSimulatorCorrectHomePosition and the visionOSSimulatorMisallignedHomePosition.
2
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900
Sep ’25
Spatial Gallery App functionality
Similar to the visionOS Spatial Gallery app, I'm developing a visionOS app that will show spatial photos and videos. Is it possible to re-create the horizontal (or a vertical) scrolling functionality that shows spatial photos and spatial video previews? Does the Spatial Gallery app use private APIs to create this functionality? I've been looking at the Quick Look documentation and have been able to use the PreviewApplication to show a single preview, but do not see anything for a collection of files as the Spatial Gallery app presents in the scrolling view. Any insights or direction on how this may be done is greatly appreciated.
2
0
248
Jun ’25
visionOS Widget Bug
When I was developing the visionOS 26beta Widget, I found that it could not work normally when the real vision OS was running, and an error would appear. Please adopt container background api It is worth mentioning that this problem does not occur on the visionOS virtual machine. Does anyone know what the reason and solution are, or whether this is a visionOS error that needs Feedback? Thank you!
1
0
520
Sep ’25
Bones/joints data issue - USD file export from Blender to RCP
Hi, I'm developing a prototype VisionOS game. How to access the bones or joints information when exporting a USD file from Blender to RCP? The animation in RCP works fine and the joints' information is correctly embedded in the USDA file (with usdchecker). However, RCP does not read it in USDA, USDC or USDZ. It should be possible based on Apple WWDC24 (Compose Interactive 3D content in RCP). I want to attach and detach an entity to a particular bone in certain moments. So I need the bones' data. They are standard mixamo animations. My mesh is a single unified mesh. Using Blender 4.4
4
0
790
Sep ’25
The folding and unfolding effect of the NBA sand table
Seeing this magical sand table, the unfolding and folding effects are similar to spreading out cards, which is very interesting. But I don't know how to achieve it. I want to see if there are any ways to achieve this effect and give some ideas. May I ask if this effect can be achieved under the existing API
1
0
108
May ’25
Cannot extract imagePair from generated Spatial Photos
Hi I am trying to implement something simple as people can share their Spatial Photos with others (just like this post). I encountered the same issue with him, but his answer doesn't help me out here. Briefly speaking, I am using CGImgaeSoruce to extract paired leftImage and rightImage from one fetched spatial photo let photos = PHAsset.fetchAssets(with: .image, options: nil) // enumerating photos .... if asset.mediaSubtypes.contains(PHAssetMediaSubtype.spatialMedia) { spatialAsset = asset } // other code show below I can fetch left and right images from native Spatial Photo (taken by Apple Vision Pro or iPhone 15+), but it didn't work on generated spatial photo (2D -> 3D feat in Photos). // imageCount is 1 when it comes to generated spatial photo let imageCount = CGImageSourceGetCount(source) I searched over the net and someone says the generated version is having a depth image instead of left/right pair. But still I cannot extract any depth image from imageSource. The full code below, the imagePair extraction will stop at "no groups found": func extractPairedImage(phAsset: PHAsset, completion: @escaping (StereoImagePair?) -> Void) { let options = PHImageRequestOptions() options.isNetworkAccessAllowed = true options.deliveryMode = .highQualityFormat options.resizeMode = .none options.version = .original return PHImageManager.default().requestImageDataAndOrientation(for: phAsset, options: options) { imageData, _, _, _ in guard let imageData, let imageSource = CGImageSourceCreateWithData(imageData as CFData, nil) else { completion(nil) return } let stereoImagePair = stereoImagePair(from: imageSource) completion(stereoImagePair) } } } func stereoImagePair(from source: CGImageSource) -> StereoImagePair? { guard let properties = CGImageSourceCopyProperties(source, nil) as? [CFString: Any] else { return nil } let imageCount = CGImageSourceGetCount(source) print(String(format: "%d images found", imageCount)) guard let groups = properties[kCGImagePropertyGroups] as? [[CFString: Any]] else { /// function returns here print("no groups found") return nil } guard let stereoGroup = groups.first(where: { let groupType = $0[kCGImagePropertyGroupType] as! CFString return groupType == kCGImagePropertyGroupTypeStereoPair }) else { return nil } guard let leftIndex = stereoGroup[kCGImagePropertyGroupImageIndexLeft] as? Int, let rightIndex = stereoGroup[kCGImagePropertyGroupImageIndexRight] as? Int, let leftImage = CGImageSourceCreateImageAtIndex(source, leftIndex, nil), let rightImage = CGImageSourceCreateImageAtIndex(source, rightIndex, nil), let leftProperties = CGImageSourceCopyPropertiesAtIndex(source, leftIndex, nil), let rightProperties = CGImageSourceCopyPropertiesAtIndex(source, rightIndex, nil) else { return nil } return (leftImage, rightImage, self.identifier) } Any suggestion? Thanks visionOS 2.4
3
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271
Jun ’25
Rendering scene in RealityView to an Image
Is there any way to render a RealityView to an Image/UIImage like we used to be able to do using SCNView.snapshot() ? ImageRenderer doesn't work because it renders a SwiftUI view hierarchy, and I need the currently presented RealityView with camera background and 3D scene content the way the user sees it I tried UIHostingController and UIGraphicsImageRenderer like extension View { func snapshot() -> UIImage { let controller = UIHostingController(rootView: self) let view = controller.view let targetSize = controller.view.intrinsicContentSize view?.bounds = CGRect(origin: .zero, size: targetSize) view?.backgroundColor = .clear let renderer = UIGraphicsImageRenderer(size: targetSize) return renderer.image { _ in view?.drawHierarchy(in: view!.bounds, afterScreenUpdates: true) } } } but that leads to the app freezing and sending an infinite loop of [CAMetalLayer nextDrawable] returning nil because allocation failed. Same thing happens when I try return renderer.image { ctx in view.layer.render(in: ctx.cgContext) } Now that SceneKit is deprecated, I didn't want to start a new app using deprecated APIs.
3
0
1.2k
Sep ’25
FromToByAnimation triggers availableAnimations not the single bone animation
So, I was trying to animate a single bone using FromToByAnimation, but when I start the animation, the model instead does the full body animation stored in the availableAnimations. If I don't run testAnimation nothing happens. If I run testAnimation I see the same animation as If I had called entity.playAnimation(entity.availableAnimations[0],..) here's the full code I use to animate a single bone: func testAnimation() { guard let jawAnim = jawAnimation(mouthOpen: 0.4) else { print("Failed to create jawAnim") return } guard let creature, let animResource = try? AnimationResource.generate(with: jawAnim) else { return } let controller = creature.playAnimation(animResource, transitionDuration: 0.02, startsPaused: false) print("controller: \(controller)") } func jawAnimation(mouthOpen: Float) -> FromToByAnimation<JointTransforms>? { guard let basePose else { return nil } guard let index = basePose.jointNames.firstIndex(of: jawBoneName) else { print("Target joint \(self.jawBoneName) not found in default pose joint names") return nil } let fromTransforms = basePose.jointTransforms let baseJawTransform = fromTransforms[index] let maxAngle: Float = 40 let angle: Float = maxAngle * mouthOpen * (.pi / 180) let extraRot = simd_quatf(angle: angle, axis: simd_float3(x: 0, y: 0, z: 1)) var toTransforms = basePose.jointTransforms toTransforms[index] = Transform( scale: baseJawTransform.scale * 2, rotation: baseJawTransform.rotation * extraRot, translation: baseJawTransform.translation ) let fromToBy = FromToByAnimation<JointTransforms>( jointNames: basePose.jointNames, name: "jaw-anim", from: fromTransforms, to: toTransforms, duration: 0.1, bindTarget: .jointTransforms, repeatMode: .none, ) return fromToBy } PS: I can confirm that I can set this bone to a specific position if I use guard let index = newPose.jointNames.firstIndex(of: boneName) ... let baseTransform = basePose.jointTransforms[index] newPose.jointTransforms[index] = Transform( scale: baseTransform.scale, rotation: baseTransform.rotation * extraRot, translation: baseTransform.translation ) skeletalComponent.poses.default = newPose creatureMeshEntity.components.set(skeletalComponent) This works for manually setting the bone position, so the jawBoneName and the joint-transformation can't be that wrong.
Replies
1
Boosts
0
Views
365
Activity
Aug ’25
Is it possible to use a scale hover effect on an entity?
I see no way to scale an entity with a hover effect. The closest I can find is by using HoverEffectComponent with a shader hover effect. Maybe I can change the scale with a ShaderGraph, but I cannot figure out how.
Replies
1
Boosts
0
Views
173
Activity
Jun ’25
Real world anchors
I’m trying to build a persistent world map of my college campus using ARKit, but it’s not very reliable. Anchors don’t consistently appear in the same place across sessions. I’ve tried using image anchors, but they didn’t improve accuracy much. How can I create a stable world map for a larger area and reliably relocalize anchors? Are there better approaches or recommended resources for this?
Replies
1
Boosts
0
Views
1.1k
Activity
1w
How can I achieve this effect using SwiftUI or ShaderGraph?
How do you call the effect where the edges around the central image gradually become transparent? This effect is also seen when viewing immersive mode of spatial photos in Vision Pro. How can I achieve this effect using SwiftUI or ShaderGraph? I want to use this effect when displaying images in my app.
Replies
4
Boosts
0
Views
716
Activity
May ’25
Perspective problem
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model. When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same. Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5. I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
Replies
3
Boosts
0
Views
274
Activity
Aug ’25
How to open control center in Vision Pro’s Xcode simulator
I want to open the control center in Vision Pro’s Xcode simulator. Can I open it? If I can, please tell me how to do it. Thank you.
Replies
2
Boosts
0
Views
450
Activity
Aug ’25
How to play blend shape animations or morph animations exported from blender in Vision Pro apps using Reality Kit
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.
Replies
2
Boosts
0
Views
253
Activity
Jun ’25
Does RealityKit support mesh based animation?
I have a mesh based animation 3D model, that means every frame it’s a new mesh. I import it into RealityView, but can’t play it‘s animation, RealityKit tells me this model has no animations by using print(entity.availableAnimations).
Replies
1
Boosts
0
Views
684
Activity
Aug ’25
Apple Vision Pro Developer Strap: Video Out and Recording Time Limit
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.
Replies
1
Boosts
0
Views
202
Activity
Jun ’25
How to break the progress of Entity.animate()
Entity.animate() makes entity animation much easier, but in many cases, I want to break the progress because of some gestures, I couldn't find any way to do this, including tried entity.stopAllAnimations(), I have to wait till Entity.animate() completes. iOS 26 / visionOS 26
Replies
1
Boosts
0
Views
386
Activity
Sep ’25
Misaligned visionOS Simulator Home Position
Using Xcode v26 Beta 6 on macOS v26 Beta 25a5349a When pressing on the home button of the visionOS simulator, I am not positioned in the middle of the room like would normally be. This occurred when moving a lot in the space to find an element added to an ImmersiveSpace. How to resolve: restart simulator device. See attached the pictures of the visionOSSimulatorCorrectHomePosition and the visionOSSimulatorMisallignedHomePosition.
Replies
2
Boosts
0
Views
900
Activity
Sep ’25
Can't observe Entity's orientation properties in Slider
On Xcode 26 and visionOS 26, apple provides observable property for Entity, so we can easily interact with Entity between RealityScene and SwiftUI, but there is a issue: It's fine to observe Entity's position and scale properties in Slider, but can't observe orientation properties in Slider. MacBook Air M2 / Xcode 26 beta6
Replies
1
Boosts
0
Views
227
Activity
Aug ’25
Spatial Gallery App functionality
Similar to the visionOS Spatial Gallery app, I'm developing a visionOS app that will show spatial photos and videos. Is it possible to re-create the horizontal (or a vertical) scrolling functionality that shows spatial photos and spatial video previews? Does the Spatial Gallery app use private APIs to create this functionality? I've been looking at the Quick Look documentation and have been able to use the PreviewApplication to show a single preview, but do not see anything for a collection of files as the Spatial Gallery app presents in the scrolling view. Any insights or direction on how this may be done is greatly appreciated.
Replies
2
Boosts
0
Views
248
Activity
Jun ’25
Show text overlay for ImagePresentationComponent
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?
Replies
2
Boosts
0
Views
210
Activity
Jun ’25
visionOS Widget Bug
When I was developing the visionOS 26beta Widget, I found that it could not work normally when the real vision OS was running, and an error would appear. Please adopt container background api It is worth mentioning that this problem does not occur on the visionOS virtual machine. Does anyone know what the reason and solution are, or whether this is a visionOS error that needs Feedback? Thank you!
Replies
1
Boosts
0
Views
520
Activity
Sep ’25
ARCoachingOverlayView replacement for RealityView
I thought the ARCoachingOverlayView was a nice touch, so each apps ARKit coaching was recognizable and I used it in my ARView/ARSCNView based apps. Now with RealityView, is there any replacement planned? Or should we just use UIViewRepresentable and wrap ARCoachingOverlayView?
Replies
1
Boosts
0
Views
558
Activity
Sep ’25
Bones/joints data issue - USD file export from Blender to RCP
Hi, I'm developing a prototype VisionOS game. How to access the bones or joints information when exporting a USD file from Blender to RCP? The animation in RCP works fine and the joints' information is correctly embedded in the USDA file (with usdchecker). However, RCP does not read it in USDA, USDC or USDZ. It should be possible based on Apple WWDC24 (Compose Interactive 3D content in RCP). I want to attach and detach an entity to a particular bone in certain moments. So I need the bones' data. They are standard mixamo animations. My mesh is a single unified mesh. Using Blender 4.4
Replies
4
Boosts
0
Views
790
Activity
Sep ’25
The folding and unfolding effect of the NBA sand table
Seeing this magical sand table, the unfolding and folding effects are similar to spreading out cards, which is very interesting. But I don't know how to achieve it. I want to see if there are any ways to achieve this effect and give some ideas. May I ask if this effect can be achieved under the existing API
Replies
1
Boosts
0
Views
108
Activity
May ’25
Cannot extract imagePair from generated Spatial Photos
Hi I am trying to implement something simple as people can share their Spatial Photos with others (just like this post). I encountered the same issue with him, but his answer doesn't help me out here. Briefly speaking, I am using CGImgaeSoruce to extract paired leftImage and rightImage from one fetched spatial photo let photos = PHAsset.fetchAssets(with: .image, options: nil) // enumerating photos .... if asset.mediaSubtypes.contains(PHAssetMediaSubtype.spatialMedia) { spatialAsset = asset } // other code show below I can fetch left and right images from native Spatial Photo (taken by Apple Vision Pro or iPhone 15+), but it didn't work on generated spatial photo (2D -> 3D feat in Photos). // imageCount is 1 when it comes to generated spatial photo let imageCount = CGImageSourceGetCount(source) I searched over the net and someone says the generated version is having a depth image instead of left/right pair. But still I cannot extract any depth image from imageSource. The full code below, the imagePair extraction will stop at "no groups found": func extractPairedImage(phAsset: PHAsset, completion: @escaping (StereoImagePair?) -> Void) { let options = PHImageRequestOptions() options.isNetworkAccessAllowed = true options.deliveryMode = .highQualityFormat options.resizeMode = .none options.version = .original return PHImageManager.default().requestImageDataAndOrientation(for: phAsset, options: options) { imageData, _, _, _ in guard let imageData, let imageSource = CGImageSourceCreateWithData(imageData as CFData, nil) else { completion(nil) return } let stereoImagePair = stereoImagePair(from: imageSource) completion(stereoImagePair) } } } func stereoImagePair(from source: CGImageSource) -> StereoImagePair? { guard let properties = CGImageSourceCopyProperties(source, nil) as? [CFString: Any] else { return nil } let imageCount = CGImageSourceGetCount(source) print(String(format: "%d images found", imageCount)) guard let groups = properties[kCGImagePropertyGroups] as? [[CFString: Any]] else { /// function returns here print("no groups found") return nil } guard let stereoGroup = groups.first(where: { let groupType = $0[kCGImagePropertyGroupType] as! CFString return groupType == kCGImagePropertyGroupTypeStereoPair }) else { return nil } guard let leftIndex = stereoGroup[kCGImagePropertyGroupImageIndexLeft] as? Int, let rightIndex = stereoGroup[kCGImagePropertyGroupImageIndexRight] as? Int, let leftImage = CGImageSourceCreateImageAtIndex(source, leftIndex, nil), let rightImage = CGImageSourceCreateImageAtIndex(source, rightIndex, nil), let leftProperties = CGImageSourceCopyPropertiesAtIndex(source, leftIndex, nil), let rightProperties = CGImageSourceCopyPropertiesAtIndex(source, rightIndex, nil) else { return nil } return (leftImage, rightImage, self.identifier) } Any suggestion? Thanks visionOS 2.4
Replies
3
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0
Views
271
Activity
Jun ’25
Rendering scene in RealityView to an Image
Is there any way to render a RealityView to an Image/UIImage like we used to be able to do using SCNView.snapshot() ? ImageRenderer doesn't work because it renders a SwiftUI view hierarchy, and I need the currently presented RealityView with camera background and 3D scene content the way the user sees it I tried UIHostingController and UIGraphicsImageRenderer like extension View { func snapshot() -> UIImage { let controller = UIHostingController(rootView: self) let view = controller.view let targetSize = controller.view.intrinsicContentSize view?.bounds = CGRect(origin: .zero, size: targetSize) view?.backgroundColor = .clear let renderer = UIGraphicsImageRenderer(size: targetSize) return renderer.image { _ in view?.drawHierarchy(in: view!.bounds, afterScreenUpdates: true) } } } but that leads to the app freezing and sending an infinite loop of [CAMetalLayer nextDrawable] returning nil because allocation failed. Same thing happens when I try return renderer.image { ctx in view.layer.render(in: ctx.cgContext) } Now that SceneKit is deprecated, I didn't want to start a new app using deprecated APIs.
Replies
3
Boosts
0
Views
1.2k
Activity
Sep ’25