I have been using ARKit to get hand tracking data on a continuous loop by implementing the AnchorUpdateSequence.
I want to try out the .predicted hand tracking, but it seems as though using ARKit session and HandTrackingProvider do not allow me to enable this feature?
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 started a new project using RealityKit and RealityView, intended as an AR app on iPhone and iPad, but eventually VisionOS as well. I'm challenged because I find much of the recent documentations, WWDC videos, etc, include features that are VisionOS only.
Right now, I would simply like to create some gesture functionality that is similar to AR Quick Look defaults, meaning drag to reposition, two fingers to rotate or zoom. In the past, this would be implemented with something like:
arView.installGestures([.all], for: entity)
however, with RealityView I don't know how (or if possible) to access an ARView.
In RealityKit, I have found this doc: https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
However, many of the features in that posting are VisionOS only, and I've found no good documentation on the topic that is specific or at least compatible with iOS.
I know reverting to an ARView is an option, but I want to use RealityView if at all possible as I see it as more forward-looking.
Topic:
Spatial Computing
SubTopic:
General
Since using Quick Look exits you from both your app and Immersive Space. Is there a way to view immersive images within Immersive Space?
Topic:
Spatial Computing
SubTopic:
General
This modifier in visionOS 2.5 works perfectly with LazyVgrid inside a Stack in ScrollView:
.hoverEffect { effect, isActive, _ in
effect.scaleEffect(isActive ? 1.1 : 1.0)
But the grid does not scroll in visionOS 26 beta 1 unless the scaleEffect is commented out.
FB17941468
We are building an AR experience for deployment on iphones. We are using Unity but it looks as if Reality Composer Pro has better features for spatial audio. I am not sure if Reality Composer Pro can only be used for Vision Pro or can it also be used for deployment on Iphone or ipad.
I am developing an app which needs high-quality immersion on VisionOS. I found that when some messages pop up, the virtual object will get transparent so the immersion is broken. How could I disable such pop-up messages when the ImmersiveSpace is open
.
Hello
When processing an ARPlaneAnchor geometry using its ARPlaneGeometry, the triangleIndices is an array of Int16. It's supposed to be an index buffer, which can only be uint16 or uint32 metal. What am I supposed to do with negative indices ? Negative indices are rare but do appear sometimes.
Thank you
Topic:
Spatial Computing
SubTopic:
ARKit
I am submitting a challenge to the Swift Student Challenge. I have created a RealityContent folder using Reality Composer Pro. How can I import this folder into the Swift Package Manager (.swiftpm) project hosted on Playground to ensure that it becomes a usable package?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Swift Student Challenge
Swift Playground
RealityKit
Reality Composer Pro
I am trying the image tracking of ARKit on VisionPro, but there seems to be some problem when adding reference image.
Here is my code:
let images = ReferenceImage.loadReferenceImages(inGroupNamed: "photos")
print("Images: \(images)")
try await appState!.arkitSession.run([imageTracking])
It can successfully print those images, however sometimes it will print the error message like this:
ARImageTrackingRemoteService: Adding reference image <ARReferenceImage: 0x3032399e0 name="chair" physicalSize=(0.070, 0.093)> failed.
When this error message is printed, the corresponding image can not be tracked.
I do not understand why this will happen, because sometimes the image can be successfully added, but other time not, even for the same image. It makes my app not stable.
Besides, there are some other error messages, and I do not know whether it is related:
ARPredictorRemoteService <0x1042154a0>: Query queue is not running.
Execution of the command buffer was aborted due to an error during execution. Insufficient Permission (to submit GPU work from background) (00000006:kIOGPUCommandBufferCallbackErrorBackgroundExecutionNotPermitted)
I want to step into portal world. I've know PortalCrossingComponent can make an entity to cross portal, but how to make device cross into portal world?
It's all about notifications to trigger actions from RCP's new Timeline system. From Compose interactive 3D content in Reality Composer Pro I am actually starting to confuse why there was need to use Entity.applyTapForBehaviors in code to trigger content in Behaviors Component. Simply because in Behaviors Component, we have chosen OnTap to allow a "Tap Notification" to trigger our action (on a selected target object).
Then I guess by selecting OnCollision this trigger, I should write something like CollisionEvent.entityA.applyCollisionForBehaviors, which we don't have. And ofc the collision on my object won't trigger this action (because I only did things in RCP not in code).
Ignoring this post has pointed out we could use Behaviors Component's OnNotification to trigger something for now.
I found that I could still use OnTap trigger but actually put my code Entity.applyTapForBehaviors under my subscribed collision's begin event. That actually works better than OnCollision
So what is the design principles here? And how could I trigger a collision notification to let my Behaviors Component's OnCollision actually works?
I am experiencing an issue where USDZ files exported from Blender do not display textures when opened in Apple Vision Pro Quick Look. Instead of the expected materials, the model appears completely white, as if the textures are missing or not being recognized by the rendering engine.
Topic:
Spatial Computing
SubTopic:
General
Hello,
We are developing an AR app that requires the lidar meshes. Unfortunately the ARMeshAnchors that allows us to retrieve the mesh data are very unreliable. It happens very often that the ARSession removes all ARMeshAnchors and takes anywhere from 5s to 30s to reappear. The planes detection (ARPlaneAnchors) are still working fine and the camera tracking is also working normally.
I tried a basic ARKit sample app, and got the same behaviour as our own app.
Is this a known issue ? Anything we can do to mitigate the issue ?
Thank you
Topic:
Spatial Computing
SubTopic:
ARKit
When viewing an immersive space and I open a spatial photo in Quick Look, which hides the entire app interface to show the photo. Is there a memory limit? If the inmersive space is not active, the application keep the interface.
My friend cannot build my visionOS project in the simulator. He gets the following error.
Error:
[xrsimulator] Exception thrown during compile: cannotGetRkassetsContents(path: "/Users/path/to/Packages/RealityKitContent/Sources/RealityKitContent/RealityKitContent.rkassets")
In Xcode, he is able to open the RealityKitContent package in realityComposer Pro by clicking on the Package.realitycomposerpro file. No warnings show up wrt this error in RCP either. All scenes appear to be usable/navigable in RCP. This error only comes up when he tries to build the project in Xcode command+b. The is no other information in the Report Navigator's Build logs for this error. The error is always followed by this next error.
Error:
Tool exited with code 1
Yikes, please help!
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Hi!
I attempted running a sample project for detecting human pose in 3D with vision framework, that can be found here: https://developer.apple.com/documentation/vision/detecting-human-body-poses-in-3d-with-vision.
It works perfectly on my Macbook Pro M1, but fails on Apple Vision Pro. After selecting a photo, an endless loading screen is displayed and the following message is produced in the console:
Failed to initialize 2D Detection Algorithm.
Failed to initialize 2D Pose Estimation Algorithm.
Failed to initialize algorithm modules
Network path is nil: (null)
Failed to initialize 2D Detection Algorithm.
Failed to initialize 2D Pose Estimation Algorithm.
Failed to initialize algorithm modules
Unable to perform the request: Error Domain=com.apple.Vision Code=9 "Async status object reported as failed but without an error" UserInfo={NSLocalizedDescription=Async status object reported as failed but without an error}.
de-activating session 70138 after timeout
Is human pose detection expected to work on VisionOS? Is there any special configuration required, that I might be missing?
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.
Hi, are we allowed to push the default support in Package.swift up to iOS 18 to allow for the latest APIs?
And with the terms of the competition, can we use stock 3D USDZ assets?
Thank you!
Hi everyone,
I've been exploring an idea that involves using virtual light sources in VisionOS/RealityKit to interact with real-world objects. Specifically, I'd like to simulate a scenario where a virtual spotlight or other light source casts light or shadows onto real-world environments, creating the effect of virtual lighting interacting with physical surroundings. Is this currently feasible within VisionOS/RealityKit?
Thank you!
SpatialEventGesture Not Working to Show Hidden Menu in Immersive Panorama View - visionOS
Problem Description
I'm developing a Vision Pro app that displays 360° panoramic photos in a full immersive space. I have a floating menu that auto-hides after 5 seconds, and I want users to be able to show the menu again using spatial gestures (particularly pinch gestures) when it's hidden.
However, the SpatialEventGesture implementation is not working as expected. The menu doesn't appear when users perform pinch gestures or other spatial interactions in the immersive space.
Current Implementation
Here's the relevant gesture detection code in my ImmersiveView:
import SwiftUI
import RealityKit
struct ImmersiveView: View {
@EnvironmentObject var appModel: AppModel
@Environment(\.openWindow) private var openWindow
var body: some View {
RealityView { content in
// RealityView content setup with panoramic sphere...
let rootEntity = Entity()
content.add(rootEntity)
// Load panoramic content here...
}
// Using SpatialEventGesture to handle multiple spatial gestures
.gesture(
SpatialEventGesture()
.onEnded { eventCollection in
// Check menu visibility state
if !appModel.isPanoramaMenuVisible {
// Iterate through event collection to handle various gestures
for event in eventCollection {
switch event.kind {
case .touch:
print("Detected spatial touch gesture, showing menu")
showMenuWithGesture()
return
case .indirectPinch:
print("Detected spatial pinch gesture, showing menu")
showMenuWithGesture()
return
case .pointer:
print("Detected spatial pointer gesture, showing menu")
showMenuWithGesture()
return
@unknown default:
print("Detected unknown spatial gesture: \(event.kind)")
showMenuWithGesture()
return
}
}
}
}
)
// Keep long press gesture as backup
.simultaneousGesture(
LongPressGesture(minimumDuration: 1.5)
.onEnded { _ in
if !appModel.isPanoramaMenuVisible {
print("Detected long press gesture, showing menu")
showMenuWithGesture()
}
}
)
}
private func showMenuWithGesture() {
if !appModel.isPanoramaMenuVisible {
appModel.showPanoramaMenu()
if !appModel.windowExists(id: "PanoramaMenu") {
openWindow(id: "PanoramaMenu", value: "menu")
}
}
}
}
What I've Tried
Multiple SpatialTapGesture approaches: Originally tried using multiple .gesture() modifiers with SpatialTapGesture(count: 1) and SpatialTapGesture(count: 2), but realized they override each other.
SpatialEventGesture implementation: Switched to SpatialEventGesture to handle multiple event types (.touch, .indirectPinch, .pointer), but pinch gestures still don't trigger the menu.
Added debugging: Console logs show that the gesture callbacks are never called when performing pinch gestures in the immersive space.
Backup LongPressGesture: Added a simultaneous long press gesture as backup, which also doesn't work consistently.
Expected Behavior
When the panorama menu is hidden (after 5-second auto-hide), users should be able to:
Perform a pinch gesture (indirect pinch) to show the menu
Tap in space to show the menu
Use other spatial gestures to show the menu
Questions
Is SpatialEventGesture the correct approach for detecting gestures in a full immersive RealityView?
Are there any special considerations for gesture detection when the RealityView contains a large panoramic sphere that might be intercepting gestures?
Should I be using a different gesture approach for visionOS immersive spaces?
Is there a way to ensure gestures work even when the RealityView content (panoramic sphere) might be blocking them?
Environment
Xcode 16.1
visionOS 2.5
Testing on Vision Pro device
App uses SwiftUI + RealityKit
Any guidance on the proper way to implement spatial gesture detection in visionOS immersive spaces would be greatly appreciated!
Additional Context
The app manages multiple windows and the gesture detection should work specifically when in the immersive panorama mode with the menu hidden.
Thank you for any help or suggestions!