Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.

All subtopics
Posts under Spatial Computing topic

Post

Replies

Boosts

Views

Activity

VisionOS 2 - Screen Capture with passthrough
We're trying to switch from using main camera access on Arkit to screen-capture with passthrough however we're facing some issues and it seems a bit complicated to debug. We have set up a broadcast Extension, set up some logs on the sample Handler but we get nothing in the console nor that the recording starts, we set up the picker as well and we can see our extension in the control center as one of the choices but clicking start, results in it stopping in less than one second after. The only message that is rather contradictory we see in the console.app is the following [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1333 Extension has passthrough license and just right after [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1336 Extension does not have passthrough license
1
0
273
1w
window loses resize feature on reopening
I have this problem on VisionOS. When I dismiss and reopen a window from a ImagePresentationComponent, the window misses the resize ui elements when I look at the window corners. The rest of the window ui elements (drag, close...) are there. Resizing was possible before the window was dismissed. The code is something like this: WindowGroup(id: "image-display-window",..... } .windowResizability(.automatic) .windowStyle(.plain) I call dismissWindow() from the window view and it is dismissed correctly. Then I call openWindow(id: "image-display-window", value: data) from another view to reopen it. It reopens but it missing the possibility to resize. Anyone knows how to fix this? Thanks.
1
0
225
1w
VisionOS 2 - Passthrough in screen capture
I'm trying to develop an app that broadcasts what the user sees (priorly we were using main camera access) but now we'd like to investigate and try with this option. I have set up the BroadcastExtension, I've added the picker, I click on my button, I can see my broadcast extension in the options list in the control center, once I click start, it stops after 1 second more or less. I'm not able to get anything in the console from my Sample Handler (prints or logs or anything). I can see however in the console.app some misleading information (one after the other): [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1333 Extension has passthrough license [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1336 Extension does not have passthrough license We have the entreprise license, the capability and I did add the capability on the extension target as well.
0
0
158
1w
VisionOS Enterprise API Not Working
My development team admin requested the Enterprise API for camera access on the vision pro. We got that granted, got a license for usage, and got instructions for integrating it with next steps. We did the following: Even when I try to download and run the sample project for "Accessing the Main Camera", and follow all the exact instructions mentioned here: https://developer.apple.com/documentation/visionos/accessing-the-main-camera I am just unable to receive camera frames. I added the capabilities, created a new provisioning profile with this access, added the entitlements to info.plist and entitlements, replaced the dummy license file with the one we were sent, and also have a matching bundle identifier and development certificate, but it is still not showing camera access for some reason. "Main Camera Access" shows up in our Signing & Capabilities tab, and we also added the NSMainCameraDescription in the Info.plist and allow access while opening the app. None of this works. Not on my app, and not on the sample app that I just downloaded and tried to run on the Vision Pro after replacing the dummy license file.
3
0
723
1w
Access a DepthMap while RoomCaptureSession
I'm capturing a room via RoomPlan API and would like to access the DepthMap(sceneDepth) or SmoothDepthMap(smoothedSceneDepth) from my own provided ARSession for RoomCaptureSession. But both depth maps are empty when handling the delegates. I have not found a solution yet. So is it even possible? Because i have not found any documentation of what RoomCaptureSession overwrites in the ARSession if I provide my own ARSession instance. Here is a example code snippet of what i'm trying to do: private let arSession = ARSession() private lazy var roomPlanCaptureSession = RoomCaptureSession(arSession: arSession) let arConfig = ARWorldTrackingConfiguration() //Create semantics for ARconfig which is used for ARSession var semantics: ARWorldTrackingConfiguration.FrameSemantics = [] if ARWorldTrackingConfiguration.supportsFrameSemantics(.sceneDepth) { semantics.insert(.sceneDepth) } if ARWorldTrackingConfiguration.supportsFrameSemantics(.smoothedSceneDepth) { semantics.insert(.smoothedSceneDepth) } arConfig.frameSemantics = semantics //set delegates roomPlanCaptureSession.delegate = self arSession.delegate = self //Check if device support for depthMap if ARWorldTrackingConfiguration.supportsFrameSemantics(.sceneDepth){ arSession.run(arConfig) } else{ print(".sceneDepth is unsupported.") } //run roomcapture scan config let captureConfig = RoomCaptureSession.Configuration() roomPlanCaptureSession.run(configuration: captureConfig) //trying to get sceneDepth public func session(_ session: ARSession, didUpdate frame: ARFrame) { print("session delegate capture: sceneDepth: \(String(describing: frame.sceneDepth))") //prints: session delegate capture: sceneDepth: nil also in this video from 2023 it is say that i can pass custom ARSession to my RoomPlan. Explore enhancements to RoomPlan - Video Quote 3:00: Here is the init and stop function in previous RoomPlan. And here is how you pass over a custom ARSession to init function. Any custom ARSession with ARWorldTrackingConfiguration will be honored inside RoomCaptureSession. anyway I welcome any input. maybe im doing something wrong. :)
0
0
291
2w
ShaderGraphMaterial with Occlusion Surface Output fails to load on iOS and macOS
A ShaderGraphMaterial with an Occlusion Surface Output generated with RealityComposer 2 fails to load on iOS 18 and macOS 15 with the following error: RealityFoundation.ShaderGraphMaterial.LoadError.invalidTypeFound (https://developer.apple.com/documentation/realitykit/shadergraphmaterial/loaderror/invalidtypefound) This happens with both https://developer.apple.com/documentation/shadergraph/realitykit/occlusion-surface-(realitykit) and https://developer.apple.com/documentation/shadergraph/realitykit/shadow-receiving-occlusion-surface-(realitykit) RealityView { content in do { let bgEntity = ModelEntity(mesh: .generateCone(height: 0.5, radius: 0.1), materials: [SimpleMaterial(color: .red, isMetallic: true)]) bgEntity.position.z = -0.2 content.add(bgEntity) let occlusionMaterial = try await ShaderGraphMaterial(named: "/Root/OcclusionMaterial", from: "OcclusionMaterial") let testEntity = ModelEntity(mesh: .generateSphere(radius: 0.4), materials: [occlusionMaterial]) content.add(testEntity) content.cameraTarget = testEntity } catch { print("Shader Graph Load Error:") dump(error) } } .realityViewCameraControls(.orbit) .edgesIgnoringSafeArea(.all) Feedback ID: FB15081296
2
1
1.3k
2w
Bouncy ball in RealityKit - game
I'm developing a VisionOS app with bouncing ball physics and struggling to achieve natural bouncing behavior using RealityKit's physics system. Despite following Apple's recommended parameters, the ball loses significant energy on each bounce and doesn't behave like a real basketball, tennis ball, or football would. With identical physics parameters (restitution = 1.0), RealityKit shows significant energy loss. I've had to implement a custom physics system to compensate, but I want to use native RealityKit physics. It's impossible to make it work by applying custom impulses. Ball Physics Setup (Following Apple Forum Recommendations) // From PhysicsManager.swift private func createBallEntityRealityKit() -> Entity { let ballRadius: Float = 0.05 let ballEntity = Entity() ballEntity.name = "bouncingBall" // Mesh and material let mesh = MeshResource.generateSphere(radius: ballRadius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: .cyan) material.roughness = .float(0.3) material.metallic = .float(0.8) ballEntity.components.set(ModelComponent(mesh: mesh, materials: [material])) // Physics setup from Apple Developer Forums let physics = PhysicsBodyComponent( massProperties: .init(mass: 0.624), // Seems too heavy for 5cm ball material: PhysicsMaterialResource.generate( staticFriction: 0.8, dynamicFriction: 0.6, restitution: 1.0 // Perfect elasticity, yet still loses energy ), mode: .dynamic ) ballEntity.components.set(physics) ballEntity.components.set(PhysicsMotionComponent()) // Collision setup let collisionShape = ShapeResource.generateSphere(radius: ballRadius) ballEntity.components.set(CollisionComponent(shapes: [collisionShape])) return ballEntity } Ground Plane Physics // From GroundPlaneView.swift let groundPhysics = PhysicsBodyComponent( massProperties: .init(mass: 1000), material: PhysicsMaterialResource.generate( staticFriction: 0.7, dynamicFriction: 0.6, restitution: 1.0 // Perfect bounce ), mode: .static ) entity.components.set(groundPhysics) Wall Physics // From WalledBoxManager.swift let wallPhysics = PhysicsBodyComponent( massProperties: .init(mass: 1000), material: PhysicsMaterialResource.generate( staticFriction: 0.7, dynamicFriction: 0.6, restitution: 0.85 // Slightly less than ground ), mode: .static ) wall.components.set(wallPhysics) Collision Detection // From GroundPlaneView.swift content.subscribe(to: CollisionEvents.Began.self) { event in guard physicsMode == .realityKit else { return } let currentTime = Date().timeIntervalSince1970 guard currentTime - lastCollisionTime > 0.1 else { return } if event.entityA.name == "bouncingBall" || event.entityB.name == "bouncingBall" { let normal = event.collision.normal // Distinguish between wall and ground collisions if abs(normal.y) < 0.3 { // Wall bounce print("Wall collision detected") } else if normal.y > 0.7 { // Ground bounce print("Ground collision detected") } lastCollisionTime = currentTime } } Issues Observed Energy Loss: Despite restitution = 1.0 (perfect elasticity), the ball loses ~20-30% energy per bounce Wall Sliding: Ball tends to slide down walls instead of bouncing naturally No Damping Control: Comments mention damping values but they don't seem to affect the physics Change in mass also doesn't do much. Custom Physics System (Workaround) I've implemented a custom physics system that manually calculates velocities and applies more realistic restitution values: // From BouncingBallComponent.swift struct BouncingBallComponent: Component { var velocity: SIMD3<Float> = .zero var angularVelocity: SIMD3<Float> = .zero var bounceState: BounceState = .idle var lastBounceTime: TimeInterval = 0 var bounceCount: Int = 0 var peakHeight: Float = 0 var totalFallDistance: Float = 0 enum BounceState { case idle case falling case justBounced case bouncing case settled } } Is this energy loss expected behavior in RealityKit, even with perfect restitution (1.0)? Are there additional physics parameters (damping, solver iterations, etc.) that could improve bounce behavior? Would switching to Unity be necessary for more realistic ball physics, or am I missing something in RealityKit? Even in the last video here: https://stepinto.vision/example-code/collisions-physics-physics-material/ bounce of the ball is very unnatural - stops after 3-4 bounces. I apply custom impulses, but then if I have walls around the ball, it's almost impossible to make it look natural. I also saw this post https://developer.apple.com/forums/thread/759422 and ball is still not bouncing naturally.
9
0
846
2w
Best approach for high-quality textured room reconstruction using ARKit / RoomPlan / Object Capture?
I am developing an IOS App that allow users to scan rooms, view the scans on device, and add notes. I need to preserve actual geometry (odd angles, chamfers, fixtures), not simplified RoomPlan boxes. Are there any easy ways to incorporate high quality texture mapping or PBR? Where is the documentation for scene reconstruction?
1
0
788
2w
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
816
3w
I built apple.PHASE with Unity and targeted with visionOS, but Reverb does not sound.
Environment Versions ・macOS15.6.1 ・visionOS26.0.1 ・Xcode16.1 or 26.0.1 ・unity6000.2.9f1 ・Apple.core3.2.0 ・Apple.PHASE1.2.7 ・polyspatial2.4.2 With the above environment, after installing Apple.PHASE into unity and building to a visionOS device, Audio is available and distance attention works, but Early Reflection and Late Reverb produce no audible change even when checked and their parameters are adjusted. What is required to make Early Reflection and Late Reverb take effect on a visionOS device build? action taken ・created a SoundEvent. ・in composer, created a Sampler and a SpatialMixer; attached an AudioClip to the Sampler; enabled Direct Path, Early Reflection, and Late Reverb on the SpatialMixer. ・attached a PHASE Source to the object to be played, attached the created SoundEvent to it, and set non-zero values for Early Reflection and Late Reverb. ・attached a PHASE Listener to the mainCamera and set the ReverbPreset to a value other than None. ・in project settings > Audio, set Spatializer plugin to PHASE Spatializer. ・from there, build for visionOS.
0
0
706
3w
ARView environment.lighting IBL from HDR file
I have an iOS app that can display a USDZ model downloaded from the Internet (and cached locally) via an ARView. I would like to light that model with an image based light (IBL) also downloaded from the Internet. However, as far as I can tell, ARView can only create an IBL from a resource that has been compiled into the Xcode project and loaded with EnvironmentResource(named:in:) or EnvironmentResource.load(named:in:). Is there a way to create an EnvironmentResource from an HDRI via a file URL to use in ARView in iOS?
0
0
584
3w
Access Main Camera not working in VisionOS 26.1
I downloaded the official sample project “Accessing the Main Camera”, but I found that it’s not able to retrieve the camera feed on visionOS 26.1. After checking the debug logs, it seems the issue is caused by the system being unable to find the expected format. I tested on a device running visionOS 2, and the camera feed worked correctly — but only when using the sample code from the visionOS 2 version, not the current one. I also noticed that some of the APIs have changed between versions. Has anyone managed to successfully access the camera feed on visionOS 26.1?
4
0
723
3w
ARFrame.sceneDepth not correctly registered with ARFrame.capturedImage for iPad Pro (6th Gen) for high resolution capture.
Hi team, I believe I’ve found a registration issue between ARFrame.sceneDepth and ARFrame.capturedImage when using high-resolution frame capture on a 2022 iPad Pro (6th gen). When enabling high-resolution capture: if let highResFormat = ARWorldTrackingConfiguration.recommendedVideoFormatForHighResolutionFrameCapturing { config.videoFormat = highResFormat } … arView.session.captureHighResolutionFrame { ... } the depth map provided by ARFrame.sceneDepth no longer aligns correctly with the corresponding high-resolution capturedImage. This misalignment results in consistently over-estimated distance measurements in my app (which relies on mapping depth to 2D pixel coordinates). iPad Pro (6th gen): misalignment occurs only when capturing high-resolution frames. iPhone 16 Pro: depth is correctly registered for both standard and high-resolution captures. It appears the camera intrinsics, specifically the FOV, change between the “regular” resolution stream and the high-resolution capture on the iPad. My suspicion is that the depth data continues using the intrinsics of the lower resolution stream, resulting in an unregistered depth-to-RGB mapping. Once I have the iPad in hand again, I will confirm whether camera.intrinsics or FOV differ between the low-res and high-res frames. Is this a known issue with high-resolution frame capture on the 2022 iPad Pro? If not, I’m happy to provide some more thorough sample code. Thanks for your time!
0
0
133
3w
Where can we access the new enterprise license files mentioned in the WWDC session?
Hi everyone, I’m trying to verify something mentioned in the WWDC session “Explore enhancements to your spatial business app.” At timestamp 3:36, the presenter states: “You can now access your enterprise license files directly within your Apple Developer account.” I’ve checked every section of my Developer account, including: • Membership and Agreements • Certificates, Identifiers & Profiles • App Store Connect • Additional Resources • Account settings …but no UI or section exposes these enterprise license files. Since the Vision Entitlement Services framework actively checks these licenses (for example, mainCameraAccess entitlement approval), I need to confirm the location of the new license file. Could someone from Apple or anyone who has seen this feature clarify: 1. Where exactly do these enterprise license files appear in the Developer account UI, or 2. Whether this feature has not rolled out yet? Any guidance or screenshots from those who have access would be invaluable. Thanks,
1
0
222
3w
Spatial-backdrop standards process
Apple's WWDC video What’s new for the spatial web says the spatial-backdrop markup may change as it goes through the standards process (at 27:26 mark). I have started adding spatial-backdrops to web pages, so I want to keep an eye out for status updates by Apple and follow the standards progress. Is there any place I can keep an eye on this standards process? Has Apple announced any feature updates or news on spatial-backdrops?
0
0
75
3w
Can't establish spatial connection after visionOS update
After updating to visionOS 26.2 Beta 2 (and Beta 3), I'm unable to establish a spatial connection to Vision Pro. This was working fine before the update. To test, I've created a fresh spatialApp project from the Xcode template with zero modifications, but I'm hitting the same issue - the Vision Pro is discovered but won't connect. Am I forgetting to update the config somewhere? Any ideas what might be causing this and how to fix it? Thanks! Warning: -[NSWindow makeKeyWindow] called on <NSWindow: 0xa1f811900> windowNumber=1b9 which returned NO from -[NSWindow canBecomeKeyWindow]. ((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - /AppleInternal/Library/BuildRoots/4~CBS0ugAIF7BrQZjLe6r0lhPXO4GJmNDTovxYoV0/Library/Caches/com.apple.xbs/Sources/ExtensionKit/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 415: (os/kern) failure (0x5) CCContextDeviceGroup.mm(291):+[CCContextDeviceGroup checkBinaryArchivesForDevice:withBundle:]: Failed to find any binary shader archive
0
0
77
3w
Blender Geometry Nodes to Reality Composer Pro
Hello! Back from last week's amazing visit to Cupertino for the Game Dev session and diving back into Vision Pro experimentation. I've exported a simple geometry nodes with animation test from Blender for use in RCP, with intended output to Vision Pro. I've attached a few screenshots showing the node setup and how it animates over time. I select the Cube mesh and export as .usdc with animation. In the finder via quick look, I can actually see it working! If I try exporting as .usdz, however, i'm not seeing any animation in the finder preview. Next, I import the .usdc file to RCP and add an Animation Library component to the cube mesh, but am not seeing any animation selectable, even though I see animation playing back in preview. Next, I import the .usdc into Maya (via proper USD Stage pipeline - i'm learning to be USD compliant for authoring!) to verify if the animation is working, and it does. What step(s) am I missing to get this working in Reality Composer Pro? My goal is to experiment with animating these geometry node instances - along with color animation if possible - over to Vision Pro for full scale, immersive presentation. Of particular note, I am not a programmer, so I am trying my best to brute force this the only way I currently know possible, by keyframe animation and importing through Reality Composer Pro. I realize that, ideally, I should be learning how to leverage the code portion so I can start programatically controlling my 3d entities (with animation), but need more hand holding and real-world examples to help me get there. Thx!
1
0
312
3w