Discuss Spatial Computing on Apple Platforms.

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Nested RealityKit entity collisions priority
Hello, I'm struggling trying to interact with a RealityKit entity nested (or at least visually nested) in a second one. I think I've the same issue as mentioned on this StackOverflow post, but I can't manage to reproduce the solution. https://stackoverflow.com/questions/79244424/how-to-prioritize-a-specific-entity-when-collision-boxes-overlap-in-realitykit What I'd like to achieve is to translate the red box using a DragGesture, while still be able to interact using a TapGesture on the sphere. Currently, I can only do one at a time. Does anyone know the solution? extension CollisionGroup { static let parent: CollisionGroup = CollisionGroup(rawValue: 1 << 0) static let child: CollisionGroup = CollisionGroup(rawValue: 1 << 1) } struct ImmersiveView: View { var body: some View { RealityView { content in let boxMesh = MeshResource.generateBox(size: 0.35) let boxMaterial = SimpleMaterial(color: .red.withAlphaComponent(0.25), isMetallic: false) let boxEntity = ModelEntity(mesh: boxMesh, materials: [boxMaterial]) let sphereMesh = MeshResource.generateSphere(radius: 0.05) let sphereMaterial = SimpleMaterial(color: .blue, isMetallic: false) let sphereEntity = ModelEntity(mesh: sphereMesh, materials: [sphereMaterial]) content.add(sphereEntity) content.add(boxEntity) boxEntity.components.set(InputTargetComponent()) boxEntity.components.set( CollisionComponent( shapes: [ShapeResource.generateBox(size: SIMD3<Float>(repeating: 0.35))], isStatic: true, filter: CollisionFilter( group: .parent, mask: .parent.subtracting(.child) ) ) ) sphereEntity.components.set(InputTargetComponent()) sphereEntity.components.set(HoverEffectComponent()) sphereEntity.components.set( CollisionComponent( shapes: [ShapeResource.generateSphere(radius: 0.05)], isStatic: true, filter: CollisionFilter( group: .child, mask: .child.subtracting(.parent) ) ) ) } } }
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301
Feb ’26
ManipulationComponent create parent/child crash
Hello, If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message: Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported. CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro The problem occurs precisely with this code: ManipulationComponent.configureEntity(object) I adapted Apple's ObjectPlacementExample and made the changes available via GitHub. The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly. GitHub Repo Thanks Andre
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513
Oct ’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
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229
Jun ’25
Loading USDZ asset into Model3D causes visionOS 2.0 beta 5 to crash
We've recently discovered that our app crashes on startup on the latest visionOS 2.0 beta 5 (22N5297g) build. In fact, the entire field of view would dim down and visionOS would then restart, showing the Apple logo. Interestingly, no app crash is reported by Xcode during debug. After investigation, we have isolated the issue to a specific USDZ asset in our app. Loading it in a sample, blank project also causes visionOS to reliably crash, or become extremely unresponsive with rendering artifacts everywhere. This looks like a potentially serious issue. Even if the asset is problematic, loading it should not crash the entire OS. We have filed feedback FB14756285, along with a demo project. Hopefully someone can take a look. Thanks!
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606
Jul ’25
Looking for a way to implement the video display effect in Apple's 'Spatial Gallery'
Hi guys, I noticed that Apple created a really engaging visual effect for browsing spatial videos in the app. The video appears embedded in glass panel with glowing edges and even shows a parallax effect as you move around. When I tried to display the stereo video using RealityView, however, the video entity always floats above the panel. May I ask how does VisionOS implement this effect? Is there any approach to achieve this effect or example code I can use in my own code. Thanks!
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249
Jun ’25
MainActor attribute on RealityKit APIs is causing problems
Hello, A lot of the RealityKit APIs (Ex. LowLevelMesh, LowLevelTexture, etc.) are marked with MainActor so they needed to be accessed on the main thread. This creates issues when we need to perform expensive GPU related operations since now we need to perform those on the main thread. This results in bottlenecks and hangs in our application. We would like to use a multi-threaded approach to solve these problems which is difficult to do here. We are constantly streaming data whether the app is just appearing or the user is interacting with our application so we need to be able to perform these operations on a separate thread. Any advice on how to achieve this using RealityKit? Thank you.
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222
Mar ’25
RealityKit Trace Metric Max/Range for VisionOS app
Hi Nathaniel, I spoke with you yesterday in the WWDC lab. Thanks for chatting with me! Is it possible to get a link to a doc that has some key metrics I'd find in a RealityKit trace so I know if that metric is exceeding limits and probably causing a problem? Right now, I just see numbers and have no idea if a metric is high or low :). This is specifically for a VisionOS app. Thanks, Bob
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160
Jun ’25
[WWDC25] For GuessTogether, can you initiate a FaceTime call via the custom SharePlay button?
Hello, For GuessTogether source code, it seems like the code assumes that you're already in a FaceTime call before pressing the custom SharePlay button (labeled "Play Guess Together"). If not already on a FaceTime call, my Apple Vision Pro and the visionOS simulator both do nothing after throwing warnings. Is this intended behavior? If so, how do I make it so that pressing the button can also initiate FaceTime calls? Is this allowed? Thank you!
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145
Sep ’25
Nearby Sharing a Volume won't work
Hi, we've developed an app for Vision Pro that utilises the GroupActivitites SDK to provide shared experiences for our users. Remote Participation works great, but we can't get nearby sharing to work. The behaviour we're observing: User 1 engages share sheet from Volume, 2nd Vision Pro is visible. User 1 starts nearby sharing Session initialisation runs for approx. 30 seconds, then fails Sometimes, the nearby participant doesn't show up at all after the initialisation has failed once. As stated in the Configure your visionOS app for sharing with people nearby article, we didn't make any changes to our implementation to support nearby sharing. Any help would be greatly appreciated. Kind regards, David
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945
Jan ’26
visionOS Simulator Rotate and Scale gestures difficult to register (capture)
We were having an issue wrb the system rotate and scale gestures (two-handed gestures / RotateGesture3D and MagnifyGesture) were extremely difficult to register (make work) in the visionOS simulator. The solution we found was to: Launch your app in the simulator Move the pointer on top of the 3D object for which you are testing rotation and scaling gestures. Press and hold the Option key to display touch points (ie: the two-handed gesture points). While maintaining the option key pressed, release the pointer and re-enable it again. I am using a track pad with tap-to-click enabled and three-finger to drag enabled in accessibility, so "release the pointer and re-enable it again" translates simply to removing the three finger and placing them again on the trackpad. If you have maintained the option key pressed, then you should now be able to rotate and scale the 3D object. Context if you are interested: Our issue was also occurring in Apple's own sample project relating to gestures "Transforming RealityKit entities using gestures", at below link. On Apple's article "Interacting with your app in the visionOS simulator" at the below link, for two-handed gestures it states "Press and hold the Option key to display touch points. Move the pointer while pressing the Option key to change the distance between the touch points. Move the pointer and hold the Shift and Option keys to reposition the touch points." This simply did not work anymore for rotation and scaling gestures. These gestures used to be a lot more responsive in Sonoma. Either the article should be updated to what I described above, or there is an issue. Our colleague who is using macOS Sonoma 14.6.1 with the latest release of Xcode is not having these issues. Here is the list of configurations (troubleshooting we tried!) where it is difficult to achieve rotation and scaling gestures in the visionOS simulator: macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.0 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.0 macOS Sequoia 16.1 Beta, remove all Xcodes and installed the build from AppStore (Xcode 16.1) macOS Sequoia 16.1 Beta, Xcode 16.0 w visionOS 2.0 completely wiped out, and reset entire development machine, re-installed latest releases of sequoia (15.1) and xcode (15.1)) Throughout these troubleshooting I often: restarted both xcode and sim erased all derived data erased all contents and settings from sims performed fresh git clones None of the above worked, only the workaround described above works atm. As you can maybe deduce, it was very time consuming to find the workaround, we also wasted some development effort thinking our gesture development was no-good. Hopefully this will help other devs. Article Link: https://developer.apple.com/documentation/xcode/interacting-with-your-app-in-the-visionos-simulator Gesture sample project link: https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
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Oct ’25
When placing a TextField within a RealityViewAttachment, the virtual keyboard does not appear in front of the user as expected.
Hello, Thank you for your time. I have a question regarding visionOS app development. When placing a SwiftUI TextField inside RealityView.attachments, we found that focusing on the field does not bring up the virtual keyboard in front of the user. Instead, the keyboard appears around the user’s lower abdomen area. However, when placing the same TextField in a regular SwiftUI layer outside of RealityView, the keyboard appears in the correct position as expected. This suggests that the issue is specific to RealityView.attachments. We are currently exploring ways to have the virtual keyboard appear directly in front of the user when using TextField inside RealityViewAttachments. If there is any method to explicitly control the keyboard position or any known workarounds—including alternative UI approaches—we would greatly appreciate your guidance. Best regards, Sadao Tokuyama
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651
Jul ’25
Degraded RoomPlan performance
We have been using RoomPlan in our app for 2+ years. Through a combination of in-app and manual coaching on scanning best practices, most users are able to achieve high-quality scans on a consistent basis. In recent weeks, however, we have observed an increase in reports of degraded scanning performance, even from veteran users who had not previously encountered issues. The RoomCaptureView overlay is jittery and crooked, and the resulting scan file has significant issues, even for simple, well-lit rectangular rooms. It is difficult to troubleshoot these issues given the number of variables at play, and the overall volume of reports is still relatively low, but we'd appreciate any guidance on known issues or workarounds that could help unblock our users who are being affected by this. I noticed that this post includes an acknowledgement of FB14454922 and FB15035788. Our issues seem slightly different as the scans are simply inaccurate and jittery without failing outright. I haven't found any other threads on similar issues.
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2.2k
Jan ’26
RealityKit fullscreen layer
Hi! I'm currently trying to render another XR scene in front of a RealityKit one. Actually, I'm anchoring a plane to the head with a shader to display for left/right eye side-by-side images. By default, the camera has a near plane so I can directly draw at z=0. Is there a way to change the camera near plane? Or maybe there is a better solution to overlay image/texture for left/right eyes? Ideally, I would layer some kind of CompositorLayer on RealityKit, but that's sadly not possible from what I know. Thanks in advance and have a good day!
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Jul ’25
Volumetric window not sharing in SharePlay session for VisionOS
I've been struggling with this for far too long so I've decided to finally come here and see if anyone can point me to the documentation that I'm missing. I'm sure it's something so simple but I just can't figure it out. I can SharePlay our test app with my brother (device to device) but when I open a volumetric window, it says "not shared" under it. I assume this will likely fix the video sharing problem we have as well. Everything else works so smooth but SharePlay has just been such a struggle for me. It's the last piece to the puzzle before we can put it on the App Store.
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Sep ’25
spatial-backdrop feature available yet?
In WWDC25 session What’s new for the spatial web, the presenter showed creating an immersive environment for a web page by adding to the page's HEAD section <link rel="spatial-backdrop" href="office.usdz" environmentmap="lighting.hdr"> My first attempt failed, and I am trying to track down why. Before I search all the potential failure paths, I wanted to ask the community, Is this feature available in the latest visionOS 26 beta? I haven't seen anyone talk about their use of the feature yet.
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Aug ’25
Cannot find devices in RemoteImmersiveSpace
Hi, I'm running the Spatial Rendering App sample on a Macbook Pro running 26.4 Beta and the Vision Pro running visionOS 26.3.1. Handoff and SharePlay are on, both devices are on the same Apple ID and network, and SharePlay screen sharing works fine between the two devices. However, when calling openImmersiveSpace, the device picker fails to present and no devices are found. Errors from console: ((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - .../ExtensionKit/Source/HostViewController/Internal/EXHostSessionDriver.m:80: `processConfiguration` and `configuration` must be both non-nil or both nil Unable to obtain a task name port right for pid 638: (os/kern) failure (0x5) Unable to present an ImmersiveSpace for Scene id 'Compositor Services' Is this a known bug or I'm I missing something? Thanks!
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14h
.glassEffect() view modifier in visionOS 26 beta 1 generates an error
.glassEffect(.regular, in: .rect(cornerRadius: 24)) error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
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Jun ’25
How to configure Spatial Audio on a Video Material?, Compile error.
I've tried following apple's documentation to apply a video material on a Model Entity, but I have encountered a compile error while attempting to specify the Spatial Audio type. It is a 360 video on a Sphere which plays just fine, but the audio is too quiet compared to the volume I get when I preview the video on Xcode. So I tried tried to configure audio playback mode on the material but it gives me a compile error: "audioInputMode' is unavailable in visionOS audioInputMode' has been explicitly marked unavailable here RealityFoundation.VideoPlaybackController.audioInputMode)" https://developer.apple.com/documentation/realitykit/videomaterial/ Code: let player = AVPlayer(url: url) // Instantiate and configure the video material. let material = VideoMaterial(avPlayer: player) // Configure audio playback mode. material.controller.audioInputMode = .spatial // this line won’t compile. VisionOS 2.4, Xcode 16.4, also tried Xcode 26 beta 2. The videos are HEVC MPEG-4 codecs. Is there any other way to do this, or is there a workaround available? Thank you.
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256
Jul ’25
Nested RealityKit entity collisions priority
Hello, I'm struggling trying to interact with a RealityKit entity nested (or at least visually nested) in a second one. I think I've the same issue as mentioned on this StackOverflow post, but I can't manage to reproduce the solution. https://stackoverflow.com/questions/79244424/how-to-prioritize-a-specific-entity-when-collision-boxes-overlap-in-realitykit What I'd like to achieve is to translate the red box using a DragGesture, while still be able to interact using a TapGesture on the sphere. Currently, I can only do one at a time. Does anyone know the solution? extension CollisionGroup { static let parent: CollisionGroup = CollisionGroup(rawValue: 1 << 0) static let child: CollisionGroup = CollisionGroup(rawValue: 1 << 1) } struct ImmersiveView: View { var body: some View { RealityView { content in let boxMesh = MeshResource.generateBox(size: 0.35) let boxMaterial = SimpleMaterial(color: .red.withAlphaComponent(0.25), isMetallic: false) let boxEntity = ModelEntity(mesh: boxMesh, materials: [boxMaterial]) let sphereMesh = MeshResource.generateSphere(radius: 0.05) let sphereMaterial = SimpleMaterial(color: .blue, isMetallic: false) let sphereEntity = ModelEntity(mesh: sphereMesh, materials: [sphereMaterial]) content.add(sphereEntity) content.add(boxEntity) boxEntity.components.set(InputTargetComponent()) boxEntity.components.set( CollisionComponent( shapes: [ShapeResource.generateBox(size: SIMD3<Float>(repeating: 0.35))], isStatic: true, filter: CollisionFilter( group: .parent, mask: .parent.subtracting(.child) ) ) ) sphereEntity.components.set(InputTargetComponent()) sphereEntity.components.set(HoverEffectComponent()) sphereEntity.components.set( CollisionComponent( shapes: [ShapeResource.generateSphere(radius: 0.05)], isStatic: true, filter: CollisionFilter( group: .child, mask: .child.subtracting(.parent) ) ) ) } } }
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301
Activity
Feb ’26
ManipulationComponent create parent/child crash
Hello, If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message: Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported. CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro The problem occurs precisely with this code: ManipulationComponent.configureEntity(object) I adapted Apple's ObjectPlacementExample and made the changes available via GitHub. The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly. GitHub Repo Thanks Andre
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3
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513
Activity
Oct ’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
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229
Activity
Jun ’25
Loading USDZ asset into Model3D causes visionOS 2.0 beta 5 to crash
We've recently discovered that our app crashes on startup on the latest visionOS 2.0 beta 5 (22N5297g) build. In fact, the entire field of view would dim down and visionOS would then restart, showing the Apple logo. Interestingly, no app crash is reported by Xcode during debug. After investigation, we have isolated the issue to a specific USDZ asset in our app. Loading it in a sample, blank project also causes visionOS to reliably crash, or become extremely unresponsive with rendering artifacts everywhere. This looks like a potentially serious issue. Even if the asset is problematic, loading it should not crash the entire OS. We have filed feedback FB14756285, along with a demo project. Hopefully someone can take a look. Thanks!
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3
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1
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606
Activity
Jul ’25
Looking for a way to implement the video display effect in Apple's 'Spatial Gallery'
Hi guys, I noticed that Apple created a really engaging visual effect for browsing spatial videos in the app. The video appears embedded in glass panel with glowing edges and even shows a parallax effect as you move around. When I tried to display the stereo video using RealityView, however, the video entity always floats above the panel. May I ask how does VisionOS implement this effect? Is there any approach to achieve this effect or example code I can use in my own code. Thanks!
Replies
3
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1
Views
249
Activity
Jun ’25
MainActor attribute on RealityKit APIs is causing problems
Hello, A lot of the RealityKit APIs (Ex. LowLevelMesh, LowLevelTexture, etc.) are marked with MainActor so they needed to be accessed on the main thread. This creates issues when we need to perform expensive GPU related operations since now we need to perform those on the main thread. This results in bottlenecks and hangs in our application. We would like to use a multi-threaded approach to solve these problems which is difficult to do here. We are constantly streaming data whether the app is just appearing or the user is interacting with our application so we need to be able to perform these operations on a separate thread. Any advice on how to achieve this using RealityKit? Thank you.
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3
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8
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222
Activity
Mar ’25
RealityKit Trace Metric Max/Range for VisionOS app
Hi Nathaniel, I spoke with you yesterday in the WWDC lab. Thanks for chatting with me! Is it possible to get a link to a doc that has some key metrics I'd find in a RealityKit trace so I know if that metric is exceeding limits and probably causing a problem? Right now, I just see numbers and have no idea if a metric is high or low :). This is specifically for a VisionOS app. Thanks, Bob
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3
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160
Activity
Jun ’25
[WWDC25] For GuessTogether, can you initiate a FaceTime call via the custom SharePlay button?
Hello, For GuessTogether source code, it seems like the code assumes that you're already in a FaceTime call before pressing the custom SharePlay button (labeled "Play Guess Together"). If not already on a FaceTime call, my Apple Vision Pro and the visionOS simulator both do nothing after throwing warnings. Is this intended behavior? If so, how do I make it so that pressing the button can also initiate FaceTime calls? Is this allowed? Thank you!
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3
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145
Activity
Sep ’25
Nearby Sharing a Volume won't work
Hi, we've developed an app for Vision Pro that utilises the GroupActivitites SDK to provide shared experiences for our users. Remote Participation works great, but we can't get nearby sharing to work. The behaviour we're observing: User 1 engages share sheet from Volume, 2nd Vision Pro is visible. User 1 starts nearby sharing Session initialisation runs for approx. 30 seconds, then fails Sometimes, the nearby participant doesn't show up at all after the initialisation has failed once. As stated in the Configure your visionOS app for sharing with people nearby article, we didn't make any changes to our implementation to support nearby sharing. Any help would be greatly appreciated. Kind regards, David
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3
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945
Activity
Jan ’26
visionOS Simulator Rotate and Scale gestures difficult to register (capture)
We were having an issue wrb the system rotate and scale gestures (two-handed gestures / RotateGesture3D and MagnifyGesture) were extremely difficult to register (make work) in the visionOS simulator. The solution we found was to: Launch your app in the simulator Move the pointer on top of the 3D object for which you are testing rotation and scaling gestures. Press and hold the Option key to display touch points (ie: the two-handed gesture points). While maintaining the option key pressed, release the pointer and re-enable it again. I am using a track pad with tap-to-click enabled and three-finger to drag enabled in accessibility, so "release the pointer and re-enable it again" translates simply to removing the three finger and placing them again on the trackpad. If you have maintained the option key pressed, then you should now be able to rotate and scale the 3D object. Context if you are interested: Our issue was also occurring in Apple's own sample project relating to gestures "Transforming RealityKit entities using gestures", at below link. On Apple's article "Interacting with your app in the visionOS simulator" at the below link, for two-handed gestures it states "Press and hold the Option key to display touch points. Move the pointer while pressing the Option key to change the distance between the touch points. Move the pointer and hold the Shift and Option keys to reposition the touch points." This simply did not work anymore for rotation and scaling gestures. These gestures used to be a lot more responsive in Sonoma. Either the article should be updated to what I described above, or there is an issue. Our colleague who is using macOS Sonoma 14.6.1 with the latest release of Xcode is not having these issues. Here is the list of configurations (troubleshooting we tried!) where it is difficult to achieve rotation and scaling gestures in the visionOS simulator: macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.0 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.0 macOS Sequoia 16.1 Beta, remove all Xcodes and installed the build from AppStore (Xcode 16.1) macOS Sequoia 16.1 Beta, Xcode 16.0 w visionOS 2.0 completely wiped out, and reset entire development machine, re-installed latest releases of sequoia (15.1) and xcode (15.1)) Throughout these troubleshooting I often: restarted both xcode and sim erased all derived data erased all contents and settings from sims performed fresh git clones None of the above worked, only the workaround described above works atm. As you can maybe deduce, it was very time consuming to find the workaround, we also wasted some development effort thinking our gesture development was no-good. Hopefully this will help other devs. Article Link: https://developer.apple.com/documentation/xcode/interacting-with-your-app-in-the-visionos-simulator Gesture sample project link: https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
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1.1k
Activity
Oct ’25
When placing a TextField within a RealityViewAttachment, the virtual keyboard does not appear in front of the user as expected.
Hello, Thank you for your time. I have a question regarding visionOS app development. When placing a SwiftUI TextField inside RealityView.attachments, we found that focusing on the field does not bring up the virtual keyboard in front of the user. Instead, the keyboard appears around the user’s lower abdomen area. However, when placing the same TextField in a regular SwiftUI layer outside of RealityView, the keyboard appears in the correct position as expected. This suggests that the issue is specific to RealityView.attachments. We are currently exploring ways to have the virtual keyboard appear directly in front of the user when using TextField inside RealityViewAttachments. If there is any method to explicitly control the keyboard position or any known workarounds—including alternative UI approaches—we would greatly appreciate your guidance. Best regards, Sadao Tokuyama
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3
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651
Activity
Jul ’25
How to visualize a point cloud in RealityKit on visionOS?
I would like to visualize a point cloud taken from a lidar. Assuming I can get the XYZ values of every point (of which there may be hundreds or thousands), what is the most efficient way for me to create a point cloud using this information?
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3
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0
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348
Activity
Sep ’25
Degraded RoomPlan performance
We have been using RoomPlan in our app for 2+ years. Through a combination of in-app and manual coaching on scanning best practices, most users are able to achieve high-quality scans on a consistent basis. In recent weeks, however, we have observed an increase in reports of degraded scanning performance, even from veteran users who had not previously encountered issues. The RoomCaptureView overlay is jittery and crooked, and the resulting scan file has significant issues, even for simple, well-lit rectangular rooms. It is difficult to troubleshoot these issues given the number of variables at play, and the overall volume of reports is still relatively low, but we'd appreciate any guidance on known issues or workarounds that could help unblock our users who are being affected by this. I noticed that this post includes an acknowledgement of FB14454922 and FB15035788. Our issues seem slightly different as the scans are simply inaccurate and jittery without failing outright. I haven't found any other threads on similar issues.
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3
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2
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2.2k
Activity
Jan ’26
RealityKit fullscreen layer
Hi! I'm currently trying to render another XR scene in front of a RealityKit one. Actually, I'm anchoring a plane to the head with a shader to display for left/right eye side-by-side images. By default, the camera has a near plane so I can directly draw at z=0. Is there a way to change the camera near plane? Or maybe there is a better solution to overlay image/texture for left/right eyes? Ideally, I would layer some kind of CompositorLayer on RealityKit, but that's sadly not possible from what I know. Thanks in advance and have a good day!
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2
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330
Activity
Jul ’25
Volumetric window not sharing in SharePlay session for VisionOS
I've been struggling with this for far too long so I've decided to finally come here and see if anyone can point me to the documentation that I'm missing. I'm sure it's something so simple but I just can't figure it out. I can SharePlay our test app with my brother (device to device) but when I open a volumetric window, it says "not shared" under it. I assume this will likely fix the video sharing problem we have as well. Everything else works so smooth but SharePlay has just been such a struggle for me. It's the last piece to the puzzle before we can put it on the App Store.
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2
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143
Activity
Sep ’25
spatial-backdrop feature available yet?
In WWDC25 session What’s new for the spatial web, the presenter showed creating an immersive environment for a web page by adding to the page's HEAD section <link rel="spatial-backdrop" href="office.usdz" environmentmap="lighting.hdr"> My first attempt failed, and I am trying to track down why. Before I search all the potential failure paths, I wanted to ask the community, Is this feature available in the latest visionOS 26 beta? I haven't seen anyone talk about their use of the feature yet.
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2
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276
Activity
Aug ’25
WWDC no mention of roomplan. Abandoned?
Has Roomplan been abandoned? Two years have gone by without comments from Apple on improvements. Are the improvements behind the scenes? Is there going to be any major updates?
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2
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2
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269
Activity
Jun ’25
Cannot find devices in RemoteImmersiveSpace
Hi, I'm running the Spatial Rendering App sample on a Macbook Pro running 26.4 Beta and the Vision Pro running visionOS 26.3.1. Handoff and SharePlay are on, both devices are on the same Apple ID and network, and SharePlay screen sharing works fine between the two devices. However, when calling openImmersiveSpace, the device picker fails to present and no devices are found. Errors from console: ((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - .../ExtensionKit/Source/HostViewController/Internal/EXHostSessionDriver.m:80: `processConfiguration` and `configuration` must be both non-nil or both nil Unable to obtain a task name port right for pid 638: (os/kern) failure (0x5) Unable to present an ImmersiveSpace for Scene id 'Compositor Services' Is this a known bug or I'm I missing something? Thanks!
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1.1k
Activity
14h
.glassEffect() view modifier in visionOS 26 beta 1 generates an error
.glassEffect(.regular, in: .rect(cornerRadius: 24)) error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
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2
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178
Activity
Jun ’25
How to configure Spatial Audio on a Video Material?, Compile error.
I've tried following apple's documentation to apply a video material on a Model Entity, but I have encountered a compile error while attempting to specify the Spatial Audio type. It is a 360 video on a Sphere which plays just fine, but the audio is too quiet compared to the volume I get when I preview the video on Xcode. So I tried tried to configure audio playback mode on the material but it gives me a compile error: "audioInputMode' is unavailable in visionOS audioInputMode' has been explicitly marked unavailable here RealityFoundation.VideoPlaybackController.audioInputMode)" https://developer.apple.com/documentation/realitykit/videomaterial/ Code: let player = AVPlayer(url: url) // Instantiate and configure the video material. let material = VideoMaterial(avPlayer: player) // Configure audio playback mode. material.controller.audioInputMode = .spatial // this line won’t compile. VisionOS 2.4, Xcode 16.4, also tried Xcode 26 beta 2. The videos are HEVC MPEG-4 codecs. Is there any other way to do this, or is there a workaround available? Thank you.
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2
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256
Activity
Jul ’25