I am creating a vision pro app with a 3D model, it has a mesh hierarchy of head, hands, feet etc. I want the character to look towards the camera, but am not able to access head of character through sceneKit nor reality kit. when I try to print names of the child meshes, it only prints till the character, it does iterate through all the body parts. Can anyone help?
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Hi there,
I was looking to add a particle emitter to my augmented reality app I'm developing using RealityKit. I'm targeting iOS. I noticed in the documentation for the ParticleEmitterComponent that it looks like iOS 18.0+ is supported, but when I try to use the ParticleEmitterComponent in my code in XCode, I get an error that it isn't found. Furthermore, this StackOverflow post seems to indicate that particle systems are not available for iOS. Would it be possible to get clarification on this?
I created a new Spatial Rendering App from the template in Xcode 26.0.1. When I run the app, click 'Show Immersive Space' and select my Vision Pro from the pop-up dialog, the content in the dialog flickers (which seems to indicate something crashed) and nothing appears on my Vision Pro.
I'm running the released macOS 26.0 (25A354) and visionOS 26.0 (23M336). Filed as FB20397093.
Hi,
Few days ago, Apple had another "Meet with Apple" event regarding immersive video : Create immersive media experiences for visionOS | Meet with Apple days one and 2 and it is not appearing on my Developer app in Mac. The same happened to
IETF HLS Interest Day | Meet with Apple.
Any tip?
Kind regards ,
Bruno
Topic:
Spatial Computing
SubTopic:
General
I am trying to launch a fully immersive game from Unity on a SwiftUI view. The game is using Metal Rendering with Compositor Services.
I added the unity Xcode project into the workspace, added the necessary bridge code. When I click on the button to call ufw?.showUnityWindow(), it does not start and I get the following in the console:
AR session failed to start after 5 seconds. Is the app configured to use an immersive space?
Hi, I'm currently implementing 180° / 360° property for immersive video in my app.
I was able to implement 360° easily by just giving VideoMaterial to flipped sphere.
However, I'm bit stuck at 180°. I want to implement by setting VideoMaterial to hemisphere mesh. But since RealityKit doesn't provide default function such like MeshResource.generateHemisphere yet, I just want to apply VideoMaterial half front visible, and half back transparent. I thought this would make my sphere looks like hemisphere.
But I can't find my way to implement this method.. I would appreciate any advice / idea / information that might help.
After updating to the latest visionOS beta, visionOS 26 Beta 4 (23M5300g) the ‘Presenting images in RealityKit’ sample from the following link no longer builds due to an error. https://developer.apple.com/documentation/RealityKit/presenting-images-in-realitykit
Expected / Previous:
Application builds and runs on device, working as described in the documentation.
Reality:
Application builds, but does not run on device due to an error (shown in screenshot) “Thread 1: EXC_BAD_ACCESS (code=1, address=0xb)”. The application still runs on the simulator, but not on device. When launching the app from Xcode, it builds and installs correctly but hangs due to the respective error. When loading the app from the Home Screen, the app does not load, and immediately returns to the Home Screen.
This Xcode project previously ran with no changes to code - the only change was updating the visionOS system software to the latest version. visionOS 26 Beta 4 (23M5300g)
Is anyone else experiencing this issue?
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.
Hi guys,
In visionOS, when using a ZStack decorated with .glassBackgroundEffect(), you can see the 3D glass background from the front, but when viewed from the side, the view appears to have no thickness.
However, I noticed that in an app built by Apple, when viewing a glass background view from the side, it appears to have thickness.
I tried adding .frame(depth:) to a glass background view, but it appears as two separate layers spaced by the depth value.
My question is:
Is there a view modifier that adds visual thickness to a glass background view, as shown in the picture?
Or, if not, how should I write a custom view modifier to achieve this effect? Thanks!
I am running a Spatial Rendering App template demo, it shows “No People Found ” “There is no one nearby to share with”.
How can I stream videos rendered by Mac to my vision pro
I am using macOS 26.0, visionOS 26, Xcode 26
Topic:
Spatial Computing
SubTopic:
General
In Vision OS app, I have two types of windows:
Main App Window – This is the default window that launches when the app starts. It displays the video listings and other primary content.
Immersive Space Window – This opens only when a user starts streaming or playing a video.
Issue:
When entering the immersive space, the main app window remains visible in front of it unless manually closed. To avoid this, I currently close the main window when transitioning to immersive space and reopen it when exiting from immersive space. However, this causes the app to restart instead of resuming from its previous state.
Desired Behavior:
I want the main app window to retain its state and seamlessly resume from where it was before entering immersive mode, rather than restarting.
Attempts & Challenges:
Tried managing opacity, visibility but none worked as expected.
Couldn’t find a way to push the main window to the background while bringing the immersive space to the foreground.
Looking for a solution to keep the main window’s state intact while transitioning between immersive and normal modes.
.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.
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.
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?)
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.
I have been trying to implement this look where a component looks "pushed in" but I could not find any resources regarding this effect. The closest I got was a combination of a RoundedRectangle and .glassBackgroundEffect(), but this makes the view look pushed out, instead of pushed in.
I was wondering if this is achievable in SwiftUI level, or even in UIKit level.
Can you help to write a code able to pick an element a bit far from me, then bring it near to me, flick it a bit and then send it back to its original position when I release it?
Thanks a lot,
Christophe
Hi there,
I’m building a workplace experience that requires using virtual desktop, is there a way to launch it in my code, so user doesn’t have to do it manually?
Thanks in advance!
Hi, I'm developing an app for Vision Pro using Xcode, while updating the latest update, things that worked in my app suddenly didn't.
in my app flow I'm tapping spheres to get their positions, from some reason I get an offset from where I tap to where a marker on that position is showing up.
here's the part of code that does that, and a part that is responsible for an alignment that happens afterwards:
func loadMainScene(at position: SIMD3) async {
guard let content = self.content else { return }
do {
let rootEntity = try await Entity(named: "surgery 16.09", in: realityKitContentBundle)
rootEntity.scale = SIMD3<Float>(repeating: 0.5)
rootEntity.generateCollisionShapes(recursive: true)
self.modelRootEntity = rootEntity
let bounds = rootEntity.visualBounds(relativeTo: nil)
print("📏 Model bounds: center=\(bounds.center), extents=\(bounds.extents)")
let pivotEntity = Entity()
pivotEntity.addChild(rootEntity)
self.pivotEntity = pivotEntity
let modelAnchor = AnchorEntity(world: [1, 1.3, -0.8])
modelAnchor.addChild(pivotEntity)
content.add(modelAnchor)
updateModelOpacity(0.5)
self.modelAnchor = modelAnchor
rootEntity.visit { entity in
print("👀 Entity in model: \(entity.name)")
if entity.name.lowercased().hasPrefix("focus") {
entity.generateCollisionShapes(recursive: true)
entity.components.set(InputTargetComponent())
print("🎯 Made tappable: \(entity.name)")
}
}
print("✅ Model loaded with collisions")
guard let sphere = placementSphere else { return }
let sphereWorldXform = sphere.transformMatrix(relativeTo: nil)
var newXform = sphereWorldXform
newXform.columns.3.y += 0.1 // move up by 20 cm
let gridAnchor = AnchorEntity(world: newXform)
self.gridAnchor = gridAnchor
content.add(gridAnchor)
let baseScene = try await Entity(named: "Scene", in: realityKitContentBundle)
let gridSizeX = 18
let gridSizeY = 10
let gridSizeZ = 10
let spacing: Float = 0.05
let startX: Float = -Float(gridSizeX - 1) * spacing * 0.5 + 0.3
let startY: Float = -Float(gridSizeY - 1) * spacing * 0.5 - 0.1
let startZ: Float = -Float(gridSizeZ - 1) * spacing * 0.5
for i in 0..<gridSizeX {
for j in 0..<gridSizeY {
for k in 0..<gridSizeZ {
if j < 2 || j > gridSizeY - 5 { continue } // remove 2 bottom, 4 top
let cell = baseScene.clone(recursive: true)
cell.name = "Sphere"
cell.scale = .one * 0.02
cell.position = [
startX + Float(i) * spacing,
startY + Float(j) * spacing,
startZ + Float(k) * spacing
]
cell.generateCollisionShapes(recursive: true)
gridCells.append(cell)
gridAnchor.addChild(cell)
}
}
}
content.add(gridAnchor)
print("✅ Grid added")
} catch {
print("❌ Failed to load: \(error)")
}
}
private func handleModelOrGridTap(_ tappedEntity: Entity) {
guard let modelRootEntity = modelRootEntity else { return }
let localPosition = tappedEntity.position(relativeTo: modelRootEntity)
let worldPosition = tappedEntity.position(relativeTo: nil)
switch tapStep {
case 0:
modelPointA = localPosition
modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0, 0]))
print("📍 Model point A: \(localPosition)")
tapStep += 1
case 1:
modelPointB = localPosition
modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0.5, 0]))
print("📍 Model point B: \(localPosition)")
tapStep += 1
case 2:
targetPointA = worldPosition
targetMarkerA = createMarker(at: worldPosition,color: [0, 1, 0])
modelAnchor?.addChild(targetMarkerA!)
print("✅ Target point A: \(worldPosition)")
tapStep += 1
case 3:
targetPointB = worldPosition
targetMarkerB = createMarker(at: worldPosition,color: [0, 0, 1])
modelAnchor?.addChild(targetMarkerB!)
print("✅ Target point B: \(worldPosition)")
alignmentReady = true
tapStep += 1
default:
print("⚠️ Unexpected tap on model helper at step \(tapStep)")
}
}
func alignModel2Points() {
guard let modelPointA = modelPointA,
let modelPointB = modelPointB,
let targetPointA = targetPointA,
let targetPointB = targetPointB,
let modelRootEntity = modelRootEntity,
let pivotEntity = pivotEntity,
let modelAnchor = modelAnchor else {
print("❌ Missing data for alignment")
return
}
let modelVec = modelPointB - modelPointA
let targetVec = targetPointB - targetPointA
let modelLength = length(modelVec)
let targetLength = length(targetVec)
let scale = targetLength / modelLength
let modelDir = normalize(modelVec)
let targetDir = normalize(targetVec)
var axis = cross(modelDir, targetDir)
let axisLength = length(axis)
var rotation = simd_quatf()
if axisLength < 1e-6 {
if dot(modelDir, targetDir) > 0 {
rotation = simd_quatf(angle: 0, axis: [0,1,0])
} else {
let up: SIMD3<Float> = [0,1,0]
axis = cross(modelDir, up)
if length(axis) < 1e-6 {
axis = cross(modelDir, [1,0,0])
}
rotation = simd_quatf(angle: .pi, axis: normalize(axis))
}
} else {
let dotProduct = dot(modelDir, targetDir)
let clampedDot = max(-1.0, min(dotProduct, 1.0))
let angle = acos(clampedDot)
rotation = simd_quatf(angle: angle, axis: normalize(axis))
}
modelRootEntity.scale = .one * scale
modelRootEntity.orientation = rotation
let transformedPointA = rotation.act(modelPointA * scale)
pivotEntity.position = -transformedPointA
modelAnchor.position = targetPointA
alignedModelPosition = modelAnchor.position
print("✅ Aligned with scale \(scale), rotation \(rotation)")
Topic:
Spatial Computing
SubTopic:
General
When you click the button in the background of three horizontal lines, when the view is about to appear, add buried event statistics, but click the button to close it, it will repeat the view will appear method API, equivalent to the view method repeated execution twice, resulting in incorrect buried event statistics