Discuss Spatial Computing on Apple Platforms.

Posts under General subtopic

Post

Replies

Boosts

Views

Activity

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?
0
0
112
Apr ’25
Sample code not working as expected: Implementing SharePlay for immersive spaces in visionOS
The following sample code project does not seem to work as expected: https://developer.apple.com/documentation/visionos/implementing-shareplay-for-immersive-spaces-in-visionos Have tried to get this project working with a client, but while we were able to see nearby users and make facetime calls, the color changing cube experience always remained a single color. Are there step-by-step instructions that Apple has used to verify this sample code so I can try to recreate this sample code's expected behavior for both nearby participants and those in a Facetime call?
1
0
263
Feb ’26
Setting immerstionStyle while in immersive space breaks all entities.
I have my immersive space set up like: ImmersiveSpace(id: "Theater") { ImmersiveTeleopView() .environment(appModel) .onAppear() { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } } .immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full) Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities. My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this: public enum IStyle: String, CaseIterable, Identifiable { case mixedStyle, fullStyle public var id: Self { self } var style: ImmersionStyle { switch self { case .mixedStyle: return .mixed case .fullStyle: return .full } } } /// Maintains app-wide state @MainActor @Observable class AppModel { // Immersion Style public var immersionStyle: IStyle = .mixedStyle
1
0
239
Oct ’25
[Rnedering] Always display a Window in front of any Entity in a mixedImmersiveView?
Currently I am using mixed style immersive view to place both my WindowView(plain style) and ImmersiveView content together. The issue is that the rendering depth testing may always let the virtual content block my normal WindowView. Is it possible to manually set windowedVIew always displays in the front of my virtual view in mixed style immersion? (I know modelSortGroup but it doesn't quite fits here) Or if I can dynamically change the .progressive value when the immersive space is open (set the value to zero means .mixed itself right?)
0
0
117
Mar ’25
360° video playback Issue
When rendering an equirectangular video on a sphere using VideoMaterial and MeshResource.generateSphere(), there is a visible black seam line running vertically on the sphere. This appears to be at the UV seam where the texture coordinates wrap from 1.0 back to 0.0. The same video file plays without any visible seam in other 360° video players on Vision Pro, so the issue is not with the video content itself. Here is the relevant code: private func createVideoSphere(content: RealityViewContent, player: AVPlayer) { let sphere = MeshResource.generateSphere(radius: 1000) let material = VideoMaterial(avPlayer: player) let entity = ModelEntity(mesh: sphere, materials: [material]) entity.scale *= .init(x: -1, y: 1, z: 1) // Flip to render on inside content.add(entity) player.play() } The setup is straightforward: MeshResource.generateSphere(radius: 1000) generates the sphere mesh VideoMaterial(avPlayer:) provides the video texture X scale is flipped to -1 so the texture renders on the inside of the sphere The video is a standard equirectangular 360° MP4 file What I've tried: I attempted to create a custom sphere mesh using MeshDescriptor with duplicate vertices at the UV seam (longitude 0°/360°) to ensure proper UV continuity. However, VideoMaterial did not render any video on the custom mesh (only audio played), and the app eventually crashed. It seems VideoMaterial may have specific mesh requirements. Questions: Is the black seam a known limitation of MeshResource.generateSphere() when used with VideoMaterial for 360° video? Is there a recommended way to eliminate this UV seam — for example, a texture addressing mode or a specific mesh configuration that works with VideoMaterial? Is there an official sample project or code example for playing 360° equirectangular video in a fully immersive space on visionOS? That would be extremely helpful as a reference. Any guidance would be greatly appreciated. Thank you!
0
0
279
4w
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.
0
0
586
Jul ’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!
0
0
740
Oct ’25
RealityKit_DirectionalLight_Question
My application calculates three distinct Meesus Double [x, y, z] Radian values to light a sphere in RealityKit with DirectionalLight. It is my understanding that I must use (simd_quatf) for each radian value to properly light the sphere in the view. The code correctly [orientates] the sphere with the combined (simd_quatf) DirectionalLight in the view, but the illumination (Z-axis) fails to properly illuminate the sphere with the expected result, compared to associated Meesus web page images. For the moment, I do not know how to correct the (Z-axis). Curious for a suggestion ... :] // Location values. let theLatitude: Double = 51.13107260 let theLongitude: Double = -114.01127910 let currentDate: Date = Date() struct TheCalculatedMoonPhaseTest_ContentView: View { var body: some View { VStack { if #available(macOS 15.0, *) { RealityView { content in let moonSphere_Entity = Entity.createSphere(radius: 0.90, color: .black) moonSphere.Entity.name = "MoonSphere" moonSphere.Entity.position = SIMD3<Float>(x: 0, y: 0, z: 0) content.add(moonSphere.Entity) let sunLight_Entity = createDirectionalLight(latitude: theLatitude, longitude: theLongitude, date: currentDate) content.add(sunLight_Entity) } // End of [RealityView] } else { // Earlier version required. } // End of [if #available(macOS 15.0, *)] } // End of [VStack] .background(Color.black) } // End of [var body: some View] // MARK: - 🟠🟠🟠🟠 [SET THE BACKGROUND COLOUR] 🟠🟠🟠🟠 var backgroundColor: Color = Color.init(.black) // MARK: - 🟠🟠🟠🟠 [CREATE THE DIRECTIONAL LIGHT FOR THE SPHERE] 🟠🟠🟠🟠 func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity { let directionalLight = DirectionalLight() directionalLight.light.color = .white directionalLight.light.intensity = 1000000 directionalLight.shadow = DirectionalLightComponent.Shadow() directionalLight.shadow?.maximumDistance = 5 directionalLight.shadow?.depthBias = 1 // MARK: 🟠🟠🟠🟠 Retrieve the [MEESUS MOON AGE VALUES] from the [CONSTANT FOLDER] 🟠🟠🟠🟠 let theMeesusMoonAge_LunarAgeDaysValue = 25.90567592898601 if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00) { let someCalculatedX_WestEastRadian: Float = Float(1.00) // Identify the sphere’s DirectionalLight Tilt Angle (Y) radian value :: // Note :: The following Tilt Angle is corrected to [Zenith] with the [MeesusCalculatedTilt_Angle] minus the [MeesusCalculatedPar_Angle]. let someCalculatedY_TiltAngleRadian: Float = Float(1.3396086) // Identify the sphere’s DirectionalLight Illumination (Z) radian Value :: // Note :: The Meesus calculated illumination fraction is converted to degrees, then converted to a radian value. let someCalculatedZ_IlluminationAngleRadian: Float = Float(0.45176168630244457) // <=== 14.3800% Illumination. // Define rotation angles in radians for X, Y, and Z axes. let x_Radians = someCalculatedX_WestEastRadian let y_Radians = someCalculatedY_TiltAngleRadian let z_Radians = someCalculatedZ_IlluminationAngleRadian // Identify and separate the quaternion [simd_quatf] for each Radian. let q_X = simd_quatf(angle: x_Radians, axis: SIMD3<Float>(1, 0, 0)) let q_Y = simd_quatf(angle: y_Radians, axis: SIMD3<Float>(0, 1, 0)) let q_Z = simd_quatf(angle: z_Radians, axis: SIMD3<Float>(0, 0, 1)) // Apply and combine the rotations, where order matters. let combinedRotation = q_Z * q_Y * q_X // Identify the [Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [combinedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Normalize the [combinedRotation]. let theNormalizesRotation = simd_normalize(combinedRotation) // Identify the [Normalized Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [normalizedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Assume the [theNormalizesRotation] appears reversed. let theCorrectedRotation = theNormalizesRotation.inverse // Identify the [Reversed Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [correctedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(-0.24427173, -0.61516714, 0.13599981)) ° Radians // Apply the [Corrected Rotation] to the entity. directionalLight.transform.rotation *= theCorrectedRotation // Add the [directionalLight] to the scene :: let anchor = AnchorEntity() anchor.addChild(directionalLight) } // End of [if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00)] return directionalLight } // End of [func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity] } // End of [struct TheCalculatedMoonPhaseTest_ContentView: View] // MARK: 🟠🟠🟠🟠 [ENTITY HELPER EXTENSION] 🟠🟠🟠🟠 extension Entity { static func createSphere(radius: Float, color: NSColor) -> Entity { let mesh = MeshResource.generateSphere(radius: radius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: color) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) entity.components.set(Transform()) return entity } // End of [static func createSphere(radius: Float, color: NSColor) -> Entity] } // End of [extension Entity] // Application Image :: Calgary // Website Image :: timeanddate // mooncalc.org
1
0
172
Feb ’26
how to transition between spatial3d to spatial3DImmersive?
Hi, When viewing a spatial photo scene on the Apple Vision Pro Photos app, you can tap on the immersive icon on the top right corner to transaction from the window presenting the image as spatial3d to an immersive photo scene with spatial3DImmersive where the window borders disappear. Could someone explain how to achieve that? I tried to do it but once I transition from spatial3d to spatial3DImmersive I can see still see a rectangle around the spatial image. Thanks.
1
0
878
Nov ’25
Vision Pro stucks on "Retrieving configuration"
Hi, after upgrading to 2.4.1 (from 1.0) my vision stucks on "Retrieving configuration" screen. Apple Store didn't support my case since it has been sold in USA and the product isn't still present in italian market. I don't have dev strap, how can I manage the issue? Thank you
0
0
119
May ’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
3
0
945
Jan ’26
AVPlayer stutters when using AVPlayerItemVideoOutput
We’re trying to build a custom player for Unity. For this, we’re using AVPlayer with AVPlayerItemVideoOutput to get textures. However, we noticed that playback is not smooth and the stream often freezes. For testing, we used this 8K video: https://deovr.com/nwfnq1 The video was played using the following code: @objc public func playVideo(urlString: String) { guard let url = URL(string: urlString) else { return } let pItem = AVPlayerItem(url: url) playerItem = pItem pItem.preferredForwardBufferDuration = 10.0 let pixelBufferAttributes: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, kCVPixelBufferMetalCompatibilityKey as String: true, ] let output = AVPlayerItemVideoOutput( pixelBufferAttributes: pixelBufferAttributes ) pItem.add(output) playerItemObserver = pItem.observe(\.status) { [weak self] pItem, _ in guard pItem.status == .readyToPlay else { return } self?.playerItemObserver = nil self?.player.play() } player = AVPlayer(playerItem: pItem) player.currentItem?.preferredPeakBitRate = 35_000_000 } When AVPlayerItemVideoOutput is attached, the video stutters and the log looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: -0.07s | buffer: 0.00s 🟡 Buffer ahead: 2.94s | buffer: 3.49s 🟡 Buffer ahead: 2.50s | buffer: 4.06s 🟡 Buffer ahead: 1.74s | buffer: 4.30s 🟡 Buffer ahead: 0.74s | buffer: 4.30s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.09s | buffer: 4.30s 🟠 Playback may stall 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.07s | buffer: 1.43s 🟣 Buffer full 🟡 Buffer ahead: 0.47s | buffer: 1.65s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.10s | buffer: 1.65s 🟠 Playback may stall 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟣 Buffer full 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 2.00s 🟡 Buffer ahead: 0.68s | buffer: 2.27s 🟡 Buffer ahead: 0.09s | buffer: 2.27s 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall When we remove AVPlayerItemVideoOutput from the player, the video plays smoothly, and the output looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.22s | buffer: 2.22s 🟡 Buffer ahead: 1.05s | buffer: 3.05s 🟡 Buffer ahead: 1.12s | buffer: 4.12s 🟡 Buffer ahead: 1.18s | buffer: 5.18s 🟡 Buffer ahead: 0.72s | buffer: 5.72s 🟡 Buffer ahead: 1.27s | buffer: 7.28s 🟡 Buffer ahead: 2.09s | buffer: 3.03s 🟡 Buffer ahead: 4.16s | buffer: 6.10s 🟡 Buffer ahead: 6.66s | buffer: 7.09s 🟡 Buffer ahead: 5.66s | buffer: 7.09s 🟡 Buffer ahead: 4.66s | buffer: 7.09s 🟡 Buffer ahead: 4.02s | buffer: 7.45s 🟡 Buffer ahead: 3.62s | buffer: 8.05s 🟡 Buffer ahead: 2.62s | buffer: 8.05s 🟡 Buffer ahead: 2.49s | buffer: 3.53s 🟡 Buffer ahead: 2.43s | buffer: 3.38s 🟡 Buffer ahead: 1.90s | buffer: 3.85s We’ve tried different attribute settings for AVPlayerItemVideoOutput. We also removed all logic related to reading frame data, but the choppy playback still remained. Can you advise whether this is a player issue or if we’re doing something wrong?
1
0
409
Oct ’25
Implementing Foveated Streaming with Apple Vision Pro
Hello, Want to understand what's the current state for developing for Apple Vision Pro? I want to stream a video from a remote server in realtime. It is a video stream and can't download it. I want to stream a low quality stream and high res stream. The server will only send the "box" where user is looking at. Are there any API to track where the user is looking at in the experience? Thanks,
1
0
694
Dec ’25
mipmapsMode trade-off?
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options). I noticed two situations here in terms of mipmaps options. When setting "mipmapsMode: .none": The graphic quality within the "gaze area" looks sharp and clear The two poles (top and bottom) are perfectly rendered Massive shimmer around the "gaze area" When setting "mipmapsMode: .allocateAndGenerateAll": The graphic looks slightly blurrier than in ".none" within the "gaze area" The two poles are very blurry and hard to recognize the texture Much less shimmer around the "gaze area" My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer? Thank you! Screenshots: mipmapsMode: .none mipmapsMode: .allocateAndGenerateAll
0
0
237
Oct ’25
Issue: Closing Bounded Volume Never Re-Opens
Greetings. I am having this issue with a Unity Polyspatial VisionOS app. We have our main Bounded Volume for our app. We have other Native UI windows that appear when we interact with objects in our Bounded Volume. If a user closes our main Bounded Volume...sometimes it quits the app. Sometimes it doesn't. If we go back to the home screen and reopen the app, our main Bounded Volume doesn't always appear, and just the Native UI windows we left open are visible. But, we can sometimes still hear sounds that are playing in our Bounded Volume. What solutions are there to make sure our Bounded Volume always appears when the app is open?
1
0
109
Jun ’25
画面抖动导致观众眩晕
佩戴者头部自然晃动时,设备拍摄的画面会出现明显抖动,导致观看直播的用户产生眩晕感,严重影响直播沉浸体验和购物决策效率。 希望 优化设备内置防抖算法,降低头部常规晃动对画面稳定性的影响,提升直播画面的流畅度。
0
0
182
Dec ’25
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?
Replies
0
Boosts
0
Views
112
Activity
Apr ’25
Sample code not working as expected: Implementing SharePlay for immersive spaces in visionOS
The following sample code project does not seem to work as expected: https://developer.apple.com/documentation/visionos/implementing-shareplay-for-immersive-spaces-in-visionos Have tried to get this project working with a client, but while we were able to see nearby users and make facetime calls, the color changing cube experience always remained a single color. Are there step-by-step instructions that Apple has used to verify this sample code so I can try to recreate this sample code's expected behavior for both nearby participants and those in a Facetime call?
Replies
1
Boosts
0
Views
263
Activity
Feb ’26
Setting immerstionStyle while in immersive space breaks all entities.
I have my immersive space set up like: ImmersiveSpace(id: "Theater") { ImmersiveTeleopView() .environment(appModel) .onAppear() { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } } .immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full) Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities. My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this: public enum IStyle: String, CaseIterable, Identifiable { case mixedStyle, fullStyle public var id: Self { self } var style: ImmersionStyle { switch self { case .mixedStyle: return .mixed case .fullStyle: return .full } } } /// Maintains app-wide state @MainActor @Observable class AppModel { // Immersion Style public var immersionStyle: IStyle = .mixedStyle
Replies
1
Boosts
0
Views
239
Activity
Oct ’25
[Rnedering] Always display a Window in front of any Entity in a mixedImmersiveView?
Currently I am using mixed style immersive view to place both my WindowView(plain style) and ImmersiveView content together. The issue is that the rendering depth testing may always let the virtual content block my normal WindowView. Is it possible to manually set windowedVIew always displays in the front of my virtual view in mixed style immersion? (I know modelSortGroup but it doesn't quite fits here) Or if I can dynamically change the .progressive value when the immersive space is open (set the value to zero means .mixed itself right?)
Replies
0
Boosts
0
Views
117
Activity
Mar ’25
360° video playback Issue
When rendering an equirectangular video on a sphere using VideoMaterial and MeshResource.generateSphere(), there is a visible black seam line running vertically on the sphere. This appears to be at the UV seam where the texture coordinates wrap from 1.0 back to 0.0. The same video file plays without any visible seam in other 360° video players on Vision Pro, so the issue is not with the video content itself. Here is the relevant code: private func createVideoSphere(content: RealityViewContent, player: AVPlayer) { let sphere = MeshResource.generateSphere(radius: 1000) let material = VideoMaterial(avPlayer: player) let entity = ModelEntity(mesh: sphere, materials: [material]) entity.scale *= .init(x: -1, y: 1, z: 1) // Flip to render on inside content.add(entity) player.play() } The setup is straightforward: MeshResource.generateSphere(radius: 1000) generates the sphere mesh VideoMaterial(avPlayer:) provides the video texture X scale is flipped to -1 so the texture renders on the inside of the sphere The video is a standard equirectangular 360° MP4 file What I've tried: I attempted to create a custom sphere mesh using MeshDescriptor with duplicate vertices at the UV seam (longitude 0°/360°) to ensure proper UV continuity. However, VideoMaterial did not render any video on the custom mesh (only audio played), and the app eventually crashed. It seems VideoMaterial may have specific mesh requirements. Questions: Is the black seam a known limitation of MeshResource.generateSphere() when used with VideoMaterial for 360° video? Is there a recommended way to eliminate this UV seam — for example, a texture addressing mode or a specific mesh configuration that works with VideoMaterial? Is there an official sample project or code example for playing 360° equirectangular video in a fully immersive space on visionOS? That would be extremely helpful as a reference. Any guidance would be greatly appreciated. Thank you!
Replies
0
Boosts
0
Views
279
Activity
4w
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.
Replies
0
Boosts
0
Views
586
Activity
Jul ’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!
Replies
0
Boosts
0
Views
740
Activity
Oct ’25
Rating modal in Apple Vision pro
If I trigger the apple rating modal in an Immersive space it appears on the ground in (0,0,0) I need it to be in front of the user like push notification perimssion does or other permissions requests.
Replies
1
Boosts
0
Views
372
Activity
Oct ’25
RealityKit_DirectionalLight_Question
My application calculates three distinct Meesus Double [x, y, z] Radian values to light a sphere in RealityKit with DirectionalLight. It is my understanding that I must use (simd_quatf) for each radian value to properly light the sphere in the view. The code correctly [orientates] the sphere with the combined (simd_quatf) DirectionalLight in the view, but the illumination (Z-axis) fails to properly illuminate the sphere with the expected result, compared to associated Meesus web page images. For the moment, I do not know how to correct the (Z-axis). Curious for a suggestion ... :] // Location values. let theLatitude: Double = 51.13107260 let theLongitude: Double = -114.01127910 let currentDate: Date = Date() struct TheCalculatedMoonPhaseTest_ContentView: View { var body: some View { VStack { if #available(macOS 15.0, *) { RealityView { content in let moonSphere_Entity = Entity.createSphere(radius: 0.90, color: .black) moonSphere.Entity.name = "MoonSphere" moonSphere.Entity.position = SIMD3<Float>(x: 0, y: 0, z: 0) content.add(moonSphere.Entity) let sunLight_Entity = createDirectionalLight(latitude: theLatitude, longitude: theLongitude, date: currentDate) content.add(sunLight_Entity) } // End of [RealityView] } else { // Earlier version required. } // End of [if #available(macOS 15.0, *)] } // End of [VStack] .background(Color.black) } // End of [var body: some View] // MARK: - 🟠🟠🟠🟠 [SET THE BACKGROUND COLOUR] 🟠🟠🟠🟠 var backgroundColor: Color = Color.init(.black) // MARK: - 🟠🟠🟠🟠 [CREATE THE DIRECTIONAL LIGHT FOR THE SPHERE] 🟠🟠🟠🟠 func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity { let directionalLight = DirectionalLight() directionalLight.light.color = .white directionalLight.light.intensity = 1000000 directionalLight.shadow = DirectionalLightComponent.Shadow() directionalLight.shadow?.maximumDistance = 5 directionalLight.shadow?.depthBias = 1 // MARK: 🟠🟠🟠🟠 Retrieve the [MEESUS MOON AGE VALUES] from the [CONSTANT FOLDER] 🟠🟠🟠🟠 let theMeesusMoonAge_LunarAgeDaysValue = 25.90567592898601 if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00) { let someCalculatedX_WestEastRadian: Float = Float(1.00) // Identify the sphere’s DirectionalLight Tilt Angle (Y) radian value :: // Note :: The following Tilt Angle is corrected to [Zenith] with the [MeesusCalculatedTilt_Angle] minus the [MeesusCalculatedPar_Angle]. let someCalculatedY_TiltAngleRadian: Float = Float(1.3396086) // Identify the sphere’s DirectionalLight Illumination (Z) radian Value :: // Note :: The Meesus calculated illumination fraction is converted to degrees, then converted to a radian value. let someCalculatedZ_IlluminationAngleRadian: Float = Float(0.45176168630244457) // <=== 14.3800% Illumination. // Define rotation angles in radians for X, Y, and Z axes. let x_Radians = someCalculatedX_WestEastRadian let y_Radians = someCalculatedY_TiltAngleRadian let z_Radians = someCalculatedZ_IlluminationAngleRadian // Identify and separate the quaternion [simd_quatf] for each Radian. let q_X = simd_quatf(angle: x_Radians, axis: SIMD3<Float>(1, 0, 0)) let q_Y = simd_quatf(angle: y_Radians, axis: SIMD3<Float>(0, 1, 0)) let q_Z = simd_quatf(angle: z_Radians, axis: SIMD3<Float>(0, 0, 1)) // Apply and combine the rotations, where order matters. let combinedRotation = q_Z * q_Y * q_X // Identify the [Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [combinedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Normalize the [combinedRotation]. let theNormalizesRotation = simd_normalize(combinedRotation) // Identify the [Normalized Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [normalizedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Assume the [theNormalizesRotation] appears reversed. let theCorrectedRotation = theNormalizesRotation.inverse // Identify the [Reversed Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [correctedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(-0.24427173, -0.61516714, 0.13599981)) ° Radians // Apply the [Corrected Rotation] to the entity. directionalLight.transform.rotation *= theCorrectedRotation // Add the [directionalLight] to the scene :: let anchor = AnchorEntity() anchor.addChild(directionalLight) } // End of [if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00)] return directionalLight } // End of [func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity] } // End of [struct TheCalculatedMoonPhaseTest_ContentView: View] // MARK: 🟠🟠🟠🟠 [ENTITY HELPER EXTENSION] 🟠🟠🟠🟠 extension Entity { static func createSphere(radius: Float, color: NSColor) -> Entity { let mesh = MeshResource.generateSphere(radius: radius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: color) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) entity.components.set(Transform()) return entity } // End of [static func createSphere(radius: Float, color: NSColor) -> Entity] } // End of [extension Entity] // Application Image :: Calgary // Website Image :: timeanddate // mooncalc.org
Replies
1
Boosts
0
Views
172
Activity
Feb ’26
how to transition between spatial3d to spatial3DImmersive?
Hi, When viewing a spatial photo scene on the Apple Vision Pro Photos app, you can tap on the immersive icon on the top right corner to transaction from the window presenting the image as spatial3d to an immersive photo scene with spatial3DImmersive where the window borders disappear. Could someone explain how to achieve that? I tried to do it but once I transition from spatial3d to spatial3DImmersive I can see still see a rectangle around the spatial image. Thanks.
Replies
1
Boosts
0
Views
878
Activity
Nov ’25
Vision Pro stucks on "Retrieving configuration"
Hi, after upgrading to 2.4.1 (from 1.0) my vision stucks on "Retrieving configuration" screen. Apple Store didn't support my case since it has been sold in USA and the product isn't still present in italian market. I don't have dev strap, how can I manage the issue? Thank you
Replies
0
Boosts
0
Views
119
Activity
May ’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
Replies
3
Boosts
0
Views
945
Activity
Jan ’26
AVPlayer stutters when using AVPlayerItemVideoOutput
We’re trying to build a custom player for Unity. For this, we’re using AVPlayer with AVPlayerItemVideoOutput to get textures. However, we noticed that playback is not smooth and the stream often freezes. For testing, we used this 8K video: https://deovr.com/nwfnq1 The video was played using the following code: @objc public func playVideo(urlString: String) { guard let url = URL(string: urlString) else { return } let pItem = AVPlayerItem(url: url) playerItem = pItem pItem.preferredForwardBufferDuration = 10.0 let pixelBufferAttributes: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, kCVPixelBufferMetalCompatibilityKey as String: true, ] let output = AVPlayerItemVideoOutput( pixelBufferAttributes: pixelBufferAttributes ) pItem.add(output) playerItemObserver = pItem.observe(\.status) { [weak self] pItem, _ in guard pItem.status == .readyToPlay else { return } self?.playerItemObserver = nil self?.player.play() } player = AVPlayer(playerItem: pItem) player.currentItem?.preferredPeakBitRate = 35_000_000 } When AVPlayerItemVideoOutput is attached, the video stutters and the log looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: -0.07s | buffer: 0.00s 🟡 Buffer ahead: 2.94s | buffer: 3.49s 🟡 Buffer ahead: 2.50s | buffer: 4.06s 🟡 Buffer ahead: 1.74s | buffer: 4.30s 🟡 Buffer ahead: 0.74s | buffer: 4.30s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.09s | buffer: 4.30s 🟠 Playback may stall 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.07s | buffer: 1.43s 🟣 Buffer full 🟡 Buffer ahead: 0.47s | buffer: 1.65s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.10s | buffer: 1.65s 🟠 Playback may stall 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟣 Buffer full 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 2.00s 🟡 Buffer ahead: 0.68s | buffer: 2.27s 🟡 Buffer ahead: 0.09s | buffer: 2.27s 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall When we remove AVPlayerItemVideoOutput from the player, the video plays smoothly, and the output looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.22s | buffer: 2.22s 🟡 Buffer ahead: 1.05s | buffer: 3.05s 🟡 Buffer ahead: 1.12s | buffer: 4.12s 🟡 Buffer ahead: 1.18s | buffer: 5.18s 🟡 Buffer ahead: 0.72s | buffer: 5.72s 🟡 Buffer ahead: 1.27s | buffer: 7.28s 🟡 Buffer ahead: 2.09s | buffer: 3.03s 🟡 Buffer ahead: 4.16s | buffer: 6.10s 🟡 Buffer ahead: 6.66s | buffer: 7.09s 🟡 Buffer ahead: 5.66s | buffer: 7.09s 🟡 Buffer ahead: 4.66s | buffer: 7.09s 🟡 Buffer ahead: 4.02s | buffer: 7.45s 🟡 Buffer ahead: 3.62s | buffer: 8.05s 🟡 Buffer ahead: 2.62s | buffer: 8.05s 🟡 Buffer ahead: 2.49s | buffer: 3.53s 🟡 Buffer ahead: 2.43s | buffer: 3.38s 🟡 Buffer ahead: 1.90s | buffer: 3.85s We’ve tried different attribute settings for AVPlayerItemVideoOutput. We also removed all logic related to reading frame data, but the choppy playback still remained. Can you advise whether this is a player issue or if we’re doing something wrong?
Replies
1
Boosts
0
Views
409
Activity
Oct ’25
Difference in hand tracking between visionOS 2 and 26
I saw at WWDC25 mentions of visionOS 26 now providing hand tracking poses at 90hz, but I also recall that being a feature in visionOS 2. Is there something new happening in visionOS 26 that makes its implementation of hand tracking "better"?
Replies
1
Boosts
0
Views
287
Activity
Jul ’25
Foveated Streaming - Can I stream Immersive Video from Mac
This is a very exciting feature in 26.4 beta. But from the document, it seems can only integrate with NVIDIA CloudXR™ SDK. I'm wondering if it's possible to use this tool to stream immersive video from Mac to Vision Pro?
Replies
1
Boosts
0
Views
723
Activity
2w
Implementing Foveated Streaming with Apple Vision Pro
Hello, Want to understand what's the current state for developing for Apple Vision Pro? I want to stream a video from a remote server in realtime. It is a video stream and can't download it. I want to stream a low quality stream and high res stream. The server will only send the "box" where user is looking at. Are there any API to track where the user is looking at in the experience? Thanks,
Replies
1
Boosts
0
Views
694
Activity
Dec ’25
mipmapsMode trade-off?
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options). I noticed two situations here in terms of mipmaps options. When setting "mipmapsMode: .none": The graphic quality within the "gaze area" looks sharp and clear The two poles (top and bottom) are perfectly rendered Massive shimmer around the "gaze area" When setting "mipmapsMode: .allocateAndGenerateAll": The graphic looks slightly blurrier than in ".none" within the "gaze area" The two poles are very blurry and hard to recognize the texture Much less shimmer around the "gaze area" My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer? Thank you! Screenshots: mipmapsMode: .none mipmapsMode: .allocateAndGenerateAll
Replies
0
Boosts
0
Views
237
Activity
Oct ’25
Issue: Closing Bounded Volume Never Re-Opens
Greetings. I am having this issue with a Unity Polyspatial VisionOS app. We have our main Bounded Volume for our app. We have other Native UI windows that appear when we interact with objects in our Bounded Volume. If a user closes our main Bounded Volume...sometimes it quits the app. Sometimes it doesn't. If we go back to the home screen and reopen the app, our main Bounded Volume doesn't always appear, and just the Native UI windows we left open are visible. But, we can sometimes still hear sounds that are playing in our Bounded Volume. What solutions are there to make sure our Bounded Volume always appears when the app is open?
Replies
1
Boosts
0
Views
109
Activity
Jun ’25
画面抖动导致观众眩晕
佩戴者头部自然晃动时,设备拍摄的画面会出现明显抖动,导致观看直播的用户产生眩晕感,严重影响直播沉浸体验和购物决策效率。 希望 优化设备内置防抖算法,降低头部常规晃动对画面稳定性的影响,提升直播画面的流畅度。
Replies
0
Boosts
0
Views
182
Activity
Dec ’25
How to make device cross into portal world.
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?
Replies
1
Boosts
0
Views
135
Activity
Apr ’25