Discuss Spatial Computing on Apple Platforms.

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多相机切换时画质参数差异显著
切换后两者的亮度、色彩饱和度、对比度等画质参数差距较大,导致画面视觉体验割裂,破坏直播连贯性,影响用户观看沉浸感。 期望 "· 对标常规直播单反相机的画质基准,优化 Vision Pro 的画面亮度、色彩还原能力; · 提供设备端或配套软件的画质自定义调节功能(亮度、对比度、色温等),支持直播前手动校准,确保与单反相机画面风格一致。"
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150
Dec ’25
new algorithm significantly improves PhotogrammetrySession?
I noticed in the latest macOS beta 3 that there was this update: A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451) I am not noticing any difference to before with the reconstructions I tested so I am assuming it's reverting to the old model but in the logs there is no way to see if it succeeds or fails to download that new model. do you have any more information on what was improved here with some examples and what we should be looking for? also how can confirm the download of that new model has not failed?
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364
Jul ’25
USDZ Security
I am working on an app that will allow a user to load and share their model files (usdz, usda, usdc). I'm looking at security options to prevent bad actors. Are there security or validation methods built into ARKit/RealityKit/CloudKit when loading models or saving them on the cloud? I want to ensure no one can inject any sort of exploit through these file types.
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494
Jul ’25
I built apple.PHASE with Unity and targeted with visionOS, but Reverb does not sound.
Environment Versions ・macOS15.6.1 ・visionOS26.0.1 ・Xcode16.1 or 26.0.1 ・unity6000.2.9f1 ・Apple.core3.2.0 ・Apple.PHASE1.2.7 ・polyspatial2.4.2 With the above environment, after installing Apple.PHASE into unity and building to a visionOS device, Audio is available and distance attention works, but Early Reflection and Late Reverb produce no audible change even when checked and their parameters are adjusted. What is required to make Early Reflection and Late Reverb take effect on a visionOS device build? action taken ・created a SoundEvent. ・in composer, created a Sampler and a SpatialMixer; attached an AudioClip to the Sampler; enabled Direct Path, Early Reflection, and Late Reverb on the SpatialMixer. ・attached a PHASE Source to the object to be played, attached the created SoundEvent to it, and set non-zero values for Early Reflection and Late Reverb. ・attached a PHASE Listener to the mainCamera and set the ReverbPreset to a value other than None. ・in project settings > Audio, set Spatializer plugin to PHASE Spatializer. ・from there, build for visionOS.
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812
Nov ’25
Real Time Spatial Video Streaming with Vision Pro
Hello, I am trying to build an AVP app for real-time "zero-latency" spatial video streaming. I am trying to figure out, on a high level, the best way to do this. Currently this is my method: Server sends stereo images via a WebRTC service (ie, livekit) The WebRTC stream is converted to a CVPixelBuffer, writes them to file, plays via AVPlayer, and applies a VideoMaterial to a plane entity. However, this is a bit hacky and it seems like this won't be compatible with Apple's spatial experinces. To my understanding, Apple supports HLS streaming for spatial experiences and APMP content. However, HLS (and even Low Latency HLS) introduces a second or more of latency, likely do to the segmentation nature of HLS. Thus, HLS will not work for us. Some other alternatives I've thought of are streaming the live stream video via webrtc from the server to a local computer in the AVP's network, and then using LL-HLS to stream from the local computer to the vision pro. Still, it seems like this would introduce latency on the order of seconds. Is my current approach the best way to implement this? Or could anyone suggest a better way, perhaps something compatible with AVP's spatial experiences
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135
Dec ’25
Spaceship sample code does not compile
I'm getting the following error message when compiling the Apple provided sample, Spaceship game for the Apple Visio Pro. I've already tried deleting the derived data resetting the package cache and restarting Xcode but still getting the following error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path /Users/myoungkang/Downloads/CreatingASpaceshipGame/Packages/Studio/Sources/Studio/Studio.rkassets because 'The file “Studio.rkassets” couldn’t be opened because you don’t have permission to view it.' error: Tool exited with code 1
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78
Apr ’25
Position and orientation of a window in an immersive space
Is it possible to retrieve the position and orientation of a window that is opened in an immersive space? The following code: struct MyWindow: View { var body: some View { VStack { Text("Hello") } .onGeometryChange3D(for: Point3D.self) { proxy in try! proxy .coordinateSpace3D() .convert(value: Point3D.zero, to: .worldReference) } action : { point in print(point) } } } seems to work for the position, but I also need the orientation.
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789
1w
Animation handling on Scene change
I work on a game where I use timeline animations in Reality Composer Pro. The game runs in an immersive space, but can be paused where I then move the whole level root entity from the immersive space to another RealityView in a Window Group. When the player continues I do it exactly the other way around to move the level root from the window group back to my immersive space RealityView. And it seems like all animations get automatically stopped and restarted when the scene gets changed. The problem is, it does not resume where it stopped before, it completely starts again from where it stopped and therefore, has for example a wrong y offset as visible in the picture. For example in the picture, the yellow sphere loops the following animation: 0 to 100 100 to -100 -100 to 0 If I now pause the game (and basically switch scenes), the previous animation gets stopped and restarted at position y = 100. So now it loops: 100 to 200 200 to 0 0 to 100 I already tried all kind of setups - like: Setting the animations relative to root, parent, local Using behaviors (on Added to Scene, on Notification) And finally even by accessing the availableAnimations directly and saving the playback controller of the animation There I saw, if I manually trigger the following code before switching the scene, everything works as expected: Button("Reset") { animationPlaybackController.time = 0 animationPlaybackController.pause() animationPlaybackController.stop(blendOutDuration: 0.00001) } But if I use time = 0 with .stop() directly, the time = 0 seems to be ignored and I get the same behavior as before that it stops in a wrong y offset, hence my assumption that animations get stopped and invalidated once they change the scene. I tried to call the code manually on ImmersiveSpace.onDisappear, WindowGroup.onAppear and different kind of SceneEvents subscriptions, but unfortunately nothing worked. So am I doing something wrong in general or is there a way to fix this?
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112
Apr ’25
How to get the transform of the joint in a skeleton when it is Animating
I have an entity that was created using Mixamo, and it has an animation. after the animation completes the mesh of the robot is not where the entity is positioned. I want to do something like when the animation finishes, I set the root entity's transform to the mesh's transform. There are no transformations applied to any of the children of this root of the model, which means that the transformations are applied to the skeleton due the the playing of animations. Is there a way where I can apply the final position of the root of the skeleton to the root entity to make sure to position the entity where the animation has ended just before the next animation plays?
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135
May ’25
visionOS widget dimensions?
Is there any size guidance for the new WidgetKit integration on visionOS? The Widget HIG provides dimensions for all the widget size classes on iOS, iPadOS and watchOS, but has not been updated for visionOS. https://developer.apple.com/design/human-interface-guidelines/widgets My potential widget use case is image based, so I'm looking to better understand the optimal size, resolution etc I would need, particularly for the new visionOS specific extra large widget size.
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586
Jul ’25
Cannot reassign worldTracking / planeDetection providers in my PlacementManager when switching environments
Environment Xcode: 16.2 VisionOS SDK 2.4 Swift 6.1 Targets: Apple Vision Pro (immersive space) Frameworks: ARKit, RealityKit, SwiftUI What I’m Trying to Do I have a view-model class PlacementManager that holds two AR providers: private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider I want to dynamically replace these providers in a setEnvironment(_:) method (so I can save/clear a JSON scene and restart ARKit). What’s Happening If I declare them as : private let worldTracking = WorldTrackingProvider() private let planeDetection = PlaneDetectionProvider() I get compile-errors when I later do: self.worldTracking = newWorldTracking // Cannot assign to property: 'worldTracking' is a 'let' constant If I change them to un-initialized vars: private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider then in my init() I get: self used in property access 'worldTracking' before all stored properties are initialized Code snipet @Observable final class PlacementManager : ObservableObject { private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider // … other props … @MainActor init() { // error: self.worldTracking used before init… planeAnchorHandler = PlaneAnchorHandler(rootEntity: root) persistenceManager = PersistenceManager( worldTracking: worldTracking, rootEntity: root ) // … } @MainActor func setEnvironment(env: Environnement) async { let newWorldTracking = WorldTrackingProvider() let newPlaneDetection = PlaneDetectionProvider() try await appState!.arkitSession.run( [ newWorldTracking, newPlaneDetection ] ) self.worldTracking = newWorldTracking self.planeDetection = newPlaneDetection // … } } What I’ve Tried Giving them default values at declaration (= WorldTrackingProvider()) Initializing them at the top of init() before any use Passing the new providers into arkitSession.run(...) My Question What is the recommended Swift-style pattern to declare and reassign these ARKit provider properties so that: They’re fully initialized before use in init(), and I can swap them out later in setEnvironment(...) without compiler errors? Any pointers (or links to forum threads / docs) would be greatly appreciated!
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145
May ’25
VisionOS 2 - Passthrough in screen capture
I'm trying to develop an app that broadcasts what the user sees (priorly we were using main camera access) but now we'd like to investigate and try with this option. I have set up the BroadcastExtension, I've added the picker, I click on my button, I can see my broadcast extension in the options list in the control center, once I click start, it stops after 1 second more or less. I'm not able to get anything in the console from my Sample Handler (prints or logs or anything). I can see however in the console.app some misleading information (one after the other): [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1333 Extension has passthrough license [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1336 Extension does not have passthrough license We have the entreprise license, the capability and I did add the capability on the extension target as well.
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232
Dec ’25
Custom Material half visible..?
I'm currently implementing 180° / 360° immersive video for my app. I easily implemented 360° by just applying VideoMaterial to flipped sphere. But I'm stuck at 180°. I'm trying to implement by applying VideoMaterial to hemisphere (half sphere). I want to make VideoMaterial to be visible half front sphere and half back sphere transparent / clear. Would there be any advice / information / idea to implement this? Your help would be grateful.
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138
Oct ’25
ARKit Eye Tracking Calibration Issues - Word-Level Reading Tracking Feasibility
Hi Apple Developer Community, I'm developing an eye-tracking application using ARKit's ARFaceTrackingConfiguration and ARFaceAnchor.blendShapes for gaze detection using Xcode. I'm experiencing several calibration and accuracy issues and would appreciate insights from the community. Current Implementation Using ARFaceAnchor.blendShapes (.eyeLookUpLeft, .eyeLookDownLeft, .eyeLookInLeft, .eyeLookOutLeft, etc.) Implementing custom sensitivity curves and smoothing algorithms Applying baseline correction and coordinate mapping Using quadratic regression for calibration point mapping Issues I'm Facing 1. Calibration Mismatch Red dot position doesn't align with where I'm actually looking Significant offset between intended gaze point and actual cursor position Calibration seems to drift or become inaccurate over time 2. Extreme Eye Movement Requirements Need to make exaggerated eye movements to reach screen edges/corners Natural eye movements don't translate to proportional cursor movement Difficulty reaching certain screen regions even with calibration 3. Sensitivity and Stability Issues Cursor jitters or jumps around when looking at center Too much sensitivity to micro-movements Inconsistent behavior between calibration and normal operation 4. I also noticed that tracking on calibration screen as well as tracking on reading screen works better as expected when head movement is there, but I do not want much head movement. I want tracking with normal eye movement while reading an Ebook. Primary Question: Word-Level Eye Tracking Feasibility Is word-level eye tracking (tracking gaze as users read through individual words in an ebook) technically feasible with current iPhone/iPad hardware? I understand that Apple's built-in eye tracking is primarily an accessibility feature for UI navigation. However, I'm wondering if the TrueDepth camera and ARKit's eye tracking capabilities are sufficient for: Tracking natural reading patterns (left-to-right, line-by-line progression) Detecting which specific words a user is looking at Maintaining accuracy for sustained reading sessions (15-30 minutes) Working reliably across different users and lighting conditions Questions for the Community Hardware Limitations: Are iPhone/iPad TrueDepth cameras capable of the precision needed for word-level tracking, or is this beyond current hardware capabilities? Calibration Best Practices: What calibration strategies have worked best for accurate gaze mapping? How many calibration points are typically needed? Reading-Specific Challenges: Are there particular challenges when tracking reading behavior vs. general gaze tracking? Alternative Approaches: Are there better approaches than ARKit blend shapes for this use case? Current Setup Devices: iPhone 14 Pro iOS Version: iOS 18.3 ARKit Version: Latest available Any insights, experiences, or technical guidance would be greatly appreciated. I'm particularly interested in hearing from developers who have worked on similar eye tracking applications or have experience with the limitations and capabilities of ARKit's eye tracking features. Thank you for your time and expertise!
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740
Oct ’25
Odd image placeholder appearing when dismissing an ImmersiveSpace with a ImagePresentationComponent
Hello, There are odd artifacts (one looks like an image placeholder) appearing when dismissing an immersive space which is displaying an ImagePresentationComponent. Both artifacts look like widgets.. See below our simple code displaying the ImagePresentationComponent and the images of the odd artifacts that appear briefly when dismissing the immersive space. import OSLog import RealityKit import SwiftUI struct ImmersiveImageView: View { let logger = Logger(subsystem: AppConstant.SUBSYSTEM, category: "ImmersiveImageView") @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in if let currentMedia = appModel.currentMedia, var imagePresentationComponent = currentMedia.imagePresentationComponent { let imagePresentationComponentEntity = Entity() switch currentMedia.type { case .iphoneSpatialMovie: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .twoD: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .visionProConvertedSpatialPhoto: logger.info("\(#function) \(#line) spatialStereoImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatialStereoImmersive default : logger.error("\(#function) \(#line) Unsupported media type \(currentMedia.type)") assertionFailure("Unsupported media type \(currentMedia.type)") } imagePresentationComponentEntity.components.set(imagePresentationComponent) imagePresentationComponentEntity.position = AppConstant.Position.spacialImagePosition content.add(imagePresentationComponentEntity) } let toggleViewAttachmentComponent = ViewAttachmentComponent(rootView: ToggleImmersiveSpaceButton()) let toggleViewAttachmentComponentEntity = Entity(components: toggleViewAttachmentComponent) toggleViewAttachmentComponentEntity.position = SIMD3<Float>( AppConstant.Position.spacialImagePosition.x + 1, AppConstant.Position.spacialImagePosition.y, AppConstant.Position.spacialImagePosition.z ) toggleViewAttachmentComponentEntity.scale = AppConstant.Scale.attachments content.add(toggleViewAttachmentComponentEntity) } } }
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219
Jul ’25
多相机切换时画质参数差异显著
切换后两者的亮度、色彩饱和度、对比度等画质参数差距较大,导致画面视觉体验割裂,破坏直播连贯性,影响用户观看沉浸感。 期望 "· 对标常规直播单反相机的画质基准,优化 Vision Pro 的画面亮度、色彩还原能力; · 提供设备端或配套软件的画质自定义调节功能(亮度、对比度、色温等),支持直播前手动校准,确保与单反相机画面风格一致。"
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150
Activity
Dec ’25
new algorithm significantly improves PhotogrammetrySession?
I noticed in the latest macOS beta 3 that there was this update: A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451) I am not noticing any difference to before with the reconstructions I tested so I am assuming it's reverting to the old model but in the logs there is no way to see if it succeeds or fails to download that new model. do you have any more information on what was improved here with some examples and what we should be looking for? also how can confirm the download of that new model has not failed?
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0
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364
Activity
Jul ’25
USDZ Security
I am working on an app that will allow a user to load and share their model files (usdz, usda, usdc). I'm looking at security options to prevent bad actors. Are there security or validation methods built into ARKit/RealityKit/CloudKit when loading models or saving them on the cloud? I want to ensure no one can inject any sort of exploit through these file types.
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0
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494
Activity
Jul ’25
Asaf production suite AAX 2.91.9
Hi. I am mixing content destined for Vision Pro. Locked to video. I have the AAX installer and the ASAF video player demonstrated in the quicktimes is nit included in the install package for pro tools. Would it be possible to post a link ?
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640
Activity
Oct ’25
Assigning ManipulationComponent to Entity triggers SceneEvents.WillRemoveEntity
When assigning a ManipulationComponent to an Entity SceneEvents.WillRemoveEntity will be called for that Entity. Expected Behavior: the Entity is not (even if temporarily) removed from the Scene and no SceneEvents will be triggered as a result of assigning a ManipulationComponent. FB20872220
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231
Activity
Oct ’25
I built apple.PHASE with Unity and targeted with visionOS, but Reverb does not sound.
Environment Versions ・macOS15.6.1 ・visionOS26.0.1 ・Xcode16.1 or 26.0.1 ・unity6000.2.9f1 ・Apple.core3.2.0 ・Apple.PHASE1.2.7 ・polyspatial2.4.2 With the above environment, after installing Apple.PHASE into unity and building to a visionOS device, Audio is available and distance attention works, but Early Reflection and Late Reverb produce no audible change even when checked and their parameters are adjusted. What is required to make Early Reflection and Late Reverb take effect on a visionOS device build? action taken ・created a SoundEvent. ・in composer, created a Sampler and a SpatialMixer; attached an AudioClip to the Sampler; enabled Direct Path, Early Reflection, and Late Reverb on the SpatialMixer. ・attached a PHASE Source to the object to be played, attached the created SoundEvent to it, and set non-zero values for Early Reflection and Late Reverb. ・attached a PHASE Listener to the mainCamera and set the ReverbPreset to a value other than None. ・in project settings > Audio, set Spatializer plugin to PHASE Spatializer. ・from there, build for visionOS.
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812
Activity
Nov ’25
Clamp translation values with ManipulationComponent?
Can we constrain or clamp translation with the new ManipulationComponent? For example, allow free movement within certain bounds.
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93
Activity
Jun ’25
Real Time Spatial Video Streaming with Vision Pro
Hello, I am trying to build an AVP app for real-time "zero-latency" spatial video streaming. I am trying to figure out, on a high level, the best way to do this. Currently this is my method: Server sends stereo images via a WebRTC service (ie, livekit) The WebRTC stream is converted to a CVPixelBuffer, writes them to file, plays via AVPlayer, and applies a VideoMaterial to a plane entity. However, this is a bit hacky and it seems like this won't be compatible with Apple's spatial experinces. To my understanding, Apple supports HLS streaming for spatial experiences and APMP content. However, HLS (and even Low Latency HLS) introduces a second or more of latency, likely do to the segmentation nature of HLS. Thus, HLS will not work for us. Some other alternatives I've thought of are streaming the live stream video via webrtc from the server to a local computer in the AVP's network, and then using LL-HLS to stream from the local computer to the vision pro. Still, it seems like this would introduce latency on the order of seconds. Is my current approach the best way to implement this? Or could anyone suggest a better way, perhaps something compatible with AVP's spatial experiences
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135
Activity
Dec ’25
Spaceship sample code does not compile
I'm getting the following error message when compiling the Apple provided sample, Spaceship game for the Apple Visio Pro. I've already tried deleting the derived data resetting the package cache and restarting Xcode but still getting the following error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path /Users/myoungkang/Downloads/CreatingASpaceshipGame/Packages/Studio/Sources/Studio/Studio.rkassets because 'The file “Studio.rkassets” couldn’t be opened because you don’t have permission to view it.' error: Tool exited with code 1
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78
Activity
Apr ’25
Mirroring MacBook screen onto app
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.
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200
Activity
Jun ’25
Position and orientation of a window in an immersive space
Is it possible to retrieve the position and orientation of a window that is opened in an immersive space? The following code: struct MyWindow: View { var body: some View { VStack { Text("Hello") } .onGeometryChange3D(for: Point3D.self) { proxy in try! proxy .coordinateSpace3D() .convert(value: Point3D.zero, to: .worldReference) } action : { point in print(point) } } } seems to work for the position, but I also need the orientation.
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789
Activity
1w
Animation handling on Scene change
I work on a game where I use timeline animations in Reality Composer Pro. The game runs in an immersive space, but can be paused where I then move the whole level root entity from the immersive space to another RealityView in a Window Group. When the player continues I do it exactly the other way around to move the level root from the window group back to my immersive space RealityView. And it seems like all animations get automatically stopped and restarted when the scene gets changed. The problem is, it does not resume where it stopped before, it completely starts again from where it stopped and therefore, has for example a wrong y offset as visible in the picture. For example in the picture, the yellow sphere loops the following animation: 0 to 100 100 to -100 -100 to 0 If I now pause the game (and basically switch scenes), the previous animation gets stopped and restarted at position y = 100. So now it loops: 100 to 200 200 to 0 0 to 100 I already tried all kind of setups - like: Setting the animations relative to root, parent, local Using behaviors (on Added to Scene, on Notification) And finally even by accessing the availableAnimations directly and saving the playback controller of the animation There I saw, if I manually trigger the following code before switching the scene, everything works as expected: Button("Reset") { animationPlaybackController.time = 0 animationPlaybackController.pause() animationPlaybackController.stop(blendOutDuration: 0.00001) } But if I use time = 0 with .stop() directly, the time = 0 seems to be ignored and I get the same behavior as before that it stops in a wrong y offset, hence my assumption that animations get stopped and invalidated once they change the scene. I tried to call the code manually on ImmersiveSpace.onDisappear, WindowGroup.onAppear and different kind of SceneEvents subscriptions, but unfortunately nothing worked. So am I doing something wrong in general or is there a way to fix this?
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112
Activity
Apr ’25
How to get the transform of the joint in a skeleton when it is Animating
I have an entity that was created using Mixamo, and it has an animation. after the animation completes the mesh of the robot is not where the entity is positioned. I want to do something like when the animation finishes, I set the root entity's transform to the mesh's transform. There are no transformations applied to any of the children of this root of the model, which means that the transformations are applied to the skeleton due the the playing of animations. Is there a way where I can apply the final position of the root of the skeleton to the root entity to make sure to position the entity where the animation has ended just before the next animation plays?
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135
Activity
May ’25
visionOS widget dimensions?
Is there any size guidance for the new WidgetKit integration on visionOS? The Widget HIG provides dimensions for all the widget size classes on iOS, iPadOS and watchOS, but has not been updated for visionOS. https://developer.apple.com/design/human-interface-guidelines/widgets My potential widget use case is image based, so I'm looking to better understand the optimal size, resolution etc I would need, particularly for the new visionOS specific extra large widget size.
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586
Activity
Jul ’25
Cannot reassign worldTracking / planeDetection providers in my PlacementManager when switching environments
Environment Xcode: 16.2 VisionOS SDK 2.4 Swift 6.1 Targets: Apple Vision Pro (immersive space) Frameworks: ARKit, RealityKit, SwiftUI What I’m Trying to Do I have a view-model class PlacementManager that holds two AR providers: private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider I want to dynamically replace these providers in a setEnvironment(_:) method (so I can save/clear a JSON scene and restart ARKit). What’s Happening If I declare them as : private let worldTracking = WorldTrackingProvider() private let planeDetection = PlaneDetectionProvider() I get compile-errors when I later do: self.worldTracking = newWorldTracking // Cannot assign to property: 'worldTracking' is a 'let' constant If I change them to un-initialized vars: private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider then in my init() I get: self used in property access 'worldTracking' before all stored properties are initialized Code snipet @Observable final class PlacementManager : ObservableObject { private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider // … other props … @MainActor init() { // error: self.worldTracking used before init… planeAnchorHandler = PlaneAnchorHandler(rootEntity: root) persistenceManager = PersistenceManager( worldTracking: worldTracking, rootEntity: root ) // … } @MainActor func setEnvironment(env: Environnement) async { let newWorldTracking = WorldTrackingProvider() let newPlaneDetection = PlaneDetectionProvider() try await appState!.arkitSession.run( [ newWorldTracking, newPlaneDetection ] ) self.worldTracking = newWorldTracking self.planeDetection = newPlaneDetection // … } } What I’ve Tried Giving them default values at declaration (= WorldTrackingProvider()) Initializing them at the top of init() before any use Passing the new providers into arkitSession.run(...) My Question What is the recommended Swift-style pattern to declare and reassign these ARKit provider properties so that: They’re fully initialized before use in init(), and I can swap them out later in setEnvironment(...) without compiler errors? Any pointers (or links to forum threads / docs) would be greatly appreciated!
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145
Activity
May ’25
VisionOS 2 - Passthrough in screen capture
I'm trying to develop an app that broadcasts what the user sees (priorly we were using main camera access) but now we'd like to investigate and try with this option. I have set up the BroadcastExtension, I've added the picker, I click on my button, I can see my broadcast extension in the options list in the control center, once I click start, it stops after 1 second more or less. I'm not able to get anything in the console from my Sample Handler (prints or logs or anything). I can see however in the console.app some misleading information (one after the other): [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1333 Extension has passthrough license [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1336 Extension does not have passthrough license We have the entreprise license, the capability and I did add the capability on the extension target as well.
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232
Activity
Dec ’25
Custom Material half visible..?
I'm currently implementing 180° / 360° immersive video for my app. I easily implemented 360° by just applying VideoMaterial to flipped sphere. But I'm stuck at 180°. I'm trying to implement by applying VideoMaterial to hemisphere (half sphere). I want to make VideoMaterial to be visible half front sphere and half back sphere transparent / clear. Would there be any advice / information / idea to implement this? Your help would be grateful.
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138
Activity
Oct ’25
ARKit Eye Tracking Calibration Issues - Word-Level Reading Tracking Feasibility
Hi Apple Developer Community, I'm developing an eye-tracking application using ARKit's ARFaceTrackingConfiguration and ARFaceAnchor.blendShapes for gaze detection using Xcode. I'm experiencing several calibration and accuracy issues and would appreciate insights from the community. Current Implementation Using ARFaceAnchor.blendShapes (.eyeLookUpLeft, .eyeLookDownLeft, .eyeLookInLeft, .eyeLookOutLeft, etc.) Implementing custom sensitivity curves and smoothing algorithms Applying baseline correction and coordinate mapping Using quadratic regression for calibration point mapping Issues I'm Facing 1. Calibration Mismatch Red dot position doesn't align with where I'm actually looking Significant offset between intended gaze point and actual cursor position Calibration seems to drift or become inaccurate over time 2. Extreme Eye Movement Requirements Need to make exaggerated eye movements to reach screen edges/corners Natural eye movements don't translate to proportional cursor movement Difficulty reaching certain screen regions even with calibration 3. Sensitivity and Stability Issues Cursor jitters or jumps around when looking at center Too much sensitivity to micro-movements Inconsistent behavior between calibration and normal operation 4. I also noticed that tracking on calibration screen as well as tracking on reading screen works better as expected when head movement is there, but I do not want much head movement. I want tracking with normal eye movement while reading an Ebook. Primary Question: Word-Level Eye Tracking Feasibility Is word-level eye tracking (tracking gaze as users read through individual words in an ebook) technically feasible with current iPhone/iPad hardware? I understand that Apple's built-in eye tracking is primarily an accessibility feature for UI navigation. However, I'm wondering if the TrueDepth camera and ARKit's eye tracking capabilities are sufficient for: Tracking natural reading patterns (left-to-right, line-by-line progression) Detecting which specific words a user is looking at Maintaining accuracy for sustained reading sessions (15-30 minutes) Working reliably across different users and lighting conditions Questions for the Community Hardware Limitations: Are iPhone/iPad TrueDepth cameras capable of the precision needed for word-level tracking, or is this beyond current hardware capabilities? Calibration Best Practices: What calibration strategies have worked best for accurate gaze mapping? How many calibration points are typically needed? Reading-Specific Challenges: Are there particular challenges when tracking reading behavior vs. general gaze tracking? Alternative Approaches: Are there better approaches than ARKit blend shapes for this use case? Current Setup Devices: iPhone 14 Pro iOS Version: iOS 18.3 ARKit Version: Latest available Any insights, experiences, or technical guidance would be greatly appreciated. I'm particularly interested in hearing from developers who have worked on similar eye tracking applications or have experience with the limitations and capabilities of ARKit's eye tracking features. Thank you for your time and expertise!
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740
Activity
Oct ’25
Apple Vision Pro Usecase
Use case proposal: immersive mental visualisation and manifestation experiences on visionOS I'd like to open a discussion around a use case I believe is currently missing from the visionOS ecosystem
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49
Activity
2d
Odd image placeholder appearing when dismissing an ImmersiveSpace with a ImagePresentationComponent
Hello, There are odd artifacts (one looks like an image placeholder) appearing when dismissing an immersive space which is displaying an ImagePresentationComponent. Both artifacts look like widgets.. See below our simple code displaying the ImagePresentationComponent and the images of the odd artifacts that appear briefly when dismissing the immersive space. import OSLog import RealityKit import SwiftUI struct ImmersiveImageView: View { let logger = Logger(subsystem: AppConstant.SUBSYSTEM, category: "ImmersiveImageView") @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in if let currentMedia = appModel.currentMedia, var imagePresentationComponent = currentMedia.imagePresentationComponent { let imagePresentationComponentEntity = Entity() switch currentMedia.type { case .iphoneSpatialMovie: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .twoD: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .visionProConvertedSpatialPhoto: logger.info("\(#function) \(#line) spatialStereoImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatialStereoImmersive default : logger.error("\(#function) \(#line) Unsupported media type \(currentMedia.type)") assertionFailure("Unsupported media type \(currentMedia.type)") } imagePresentationComponentEntity.components.set(imagePresentationComponent) imagePresentationComponentEntity.position = AppConstant.Position.spacialImagePosition content.add(imagePresentationComponentEntity) } let toggleViewAttachmentComponent = ViewAttachmentComponent(rootView: ToggleImmersiveSpaceButton()) let toggleViewAttachmentComponentEntity = Entity(components: toggleViewAttachmentComponent) toggleViewAttachmentComponentEntity.position = SIMD3<Float>( AppConstant.Position.spacialImagePosition.x + 1, AppConstant.Position.spacialImagePosition.y, AppConstant.Position.spacialImagePosition.z ) toggleViewAttachmentComponentEntity.scale = AppConstant.Scale.attachments content.add(toggleViewAttachmentComponentEntity) } } }
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219
Activity
Jul ’25