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

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Convert entity to image
VisionPro 开发,XCode,我想在窗口中找到一个显示模型的图片。这个模型可以改变它的材料,它不是唯一的形象,它正在改变。如何将此模型转换为图像
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87
Apr ’25
Request: Option to Disable PSVR2 Sense Controller Low-Power Mode on visionOS (ARKit + Vision Pro Development)
Hi everyone, We’re developing a Unity project for Apple Vision Pro that connects PSVR2 Sense controllers for advanced interaction and input. We’ve encountered a major limitation: when the controller is not held close to the designated hand (e.g., resting on a table or held by the non designated hand), the Sense controller enters a low-power or reduced-update mode. This results in noticeably reduced tracking update frequency and responsiveness until the controller is held again. For certain use cases, this behavior is undesirable. In our case, it prevents continuous real-time tracking of the controller even when it’s stationary or being tracked externally. Request: Please consider exposing an API flag or developer option in ARKit to disable and optionally delay the low-power mode when the app requires full-rate updates regardless of proximity or hand pose detection.
2
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273
Oct ’25
The participantIdentifier of Shared Coordinate Space invalid in Visionos26 Enterprise api
Visionos26 Enterprise api has the new feature: Shared Coordinate Space, participants exchange their coordinate data by SharedCoordinateSpaceProvider through their own network, when shared coordinate space established with nearby participants, the event: connectedParticipantIdentifiers(participants: [UUID]) will be received. But the Event.participantIdentifier still be an invalid default value(00000000-0000-0000-FFFF-FFFFFFFF) in this time, I wonder when or how I can get a valid event.participantIdentifier, or is there some other way to get the local participantIdentifier? Or If it's a bug, please fix it in later beta release version, thank you.
0
0
245
Jul ’25
VisionPro Enterprise.license file
I have read in the apple documentation and on forums that in order to access the camera and capture images on VisionPro, both an Entitlement and an Enterprise.license are required. I already have the Entitlement, but I don’t yet have the Enterprise.license. I would like to ask: is the Enterprise.license strictly required to gain camera access for capturing images? How can I obtain this file, and does it require an Enterprise account? Currently, my developer account is a regular Developer 99$, not an Enterprise account.
2
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429
Oct ’25
Custom Room Names Saved After Merger?
I am allowing users to go through and capture different rooms, and add a custom label to that room. Is there a way to store data about this in the captured room so that it persists into the final merge? As it is now, My users mark all their merges with custom labels, but after merging there is no way to remember which room is which in the merging process so they have to go through and manually add the labels back. For larger floor plans this is not ideal.
0
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144
May ’25
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
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117
Nov ’25
RealityView camera feed not shown
I have two RealityView: ParentView and When click the button in ParentView, ChildView will be shown as full screen cover, but the camera feed in ChildView will not be shown, only black screen. If I show ChildView directly, it works with camera feed. Please help me on this issue? Thanks. import RealityKit import SwiftUI struct ParentView: View{ @State private var showIt = false var body: some View{ ZStack{ RealityView{content in content.camera = .virtual let box = ModelEntity(mesh: MeshResource.generateSphere(radius: 0.2),materials: [createSimpleMaterial(color: .red)]) content.add(box) } Button("Click here"){ showIt = true } } .fullScreenCover(isPresented: $showIt){ ChildView() .overlay( Button("Close"){ showIt = false }.padding(20), alignment: .bottomLeading ) } .ignoresSafeArea(.all) } } import ARKit import RealityKit import SwiftUI struct ChildView: View{ var body: some View{ RealityView{content in content.camera = .spatialTracking } } }
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178
Jun ’25
Presenting images in RealityKit sample No Longer Builds
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?
4
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241
Aug ’25
How to mix Animation and IKRig in RealityKit
I want an AR character to be able to look at a position while still playing the characters animation. So far, I managed to manually adjust a single bone rotation using skeletalComponent.poses.default = Transform( scale: baseTransform.scale, rotation: lookAtRotation, translation: baseTransform.translation ) which I run at every rendering update, while a full body animation is running. But of course, hardcoding single joints to point into a direction (in my case the head) does not look as nice, as if I were to run some inverse cinematic that includes, hips + neck + head joints. I found some good IKRig code in Composing interactive 3D content with RealityKit and Reality Composer Pro. But when I try to adjust rigs while animations are playing, the animations are usually winning over the IKRig changes to the mesh.
1
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536
Aug ’25
ManipulationComponent in both parent and child entities
Hello, In my project, I have attached a ManipulationComponent to Entity A and as expected, I'm able interact with it using the built-in gestures. I have another Entity B which is a child of A that I would like to interact with as well, so I attempted to add a ManipulationComponent to B. However, no gestures seem to be registered on B; I can still interact with A but B cannot be interacted with despite having ManipulationComponents on both entities. So I'm wondering if I'm just doing something wrong, if this is an issue with the ManipulationComponent, or if this is a limitation of the API. Attached is the code used to add the ManipulationComponent to an Entity and it was done on both A and B: let mc = ManipulationComponent() model.components.set(mc) var boxShape = ShapeResource.generateBox(width: 0.25, height: 0.05, depth: 0.25) boxShape = boxShape.offsetBy(translation: simd_float3(0, -0.05, -0.25)) ManipulationComponent.configureEntity(model, collisionShapes: [boxShape]) if var mc = model.components[ManipulationComponent.self] { mc.releaseBehavior = .stay mc.dynamics.inertia = .low model.components.set(mc) } I am using visionOS 26.0; let me know if there's any additional information needed.
1
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376
Oct ’25
HoverEffectStyle in visionOS 26.0
This is no longer highlighting my entity when looking at it: RealityView { content let hoverComponent = HoverEffectComponent(.spotlight( HoverEffectComponent.SpotlightHoverEffectStyle( color: .white, strength: 2.0 ) )) entity.components.set(hoverComponent) The entity is in a window. The same code works in an immersive view. Collision Component and Input type are set in RCP. It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device. If I use a 2.x simulator, it works. Is this a bug or is there something I'm missing? Thanks.
2
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864
Oct ’25
[visionOS] How to render side-by-side stereo video?
I want to render a 3d/stereoscopic video in an Apple Vision Pro window using RealityKit/RealityView. The video is a left-right stereo. The straight forward approach would be to spawn a quad, and give it a custom Shader Graph material, which has a CameraIndexSwitch. The CameraIndexSwitch chooses between the right texture vs the left texture. https://i.sstatic.net/XawqjNcg.png The issue I have here is that I have to extract the video frames from my AVSampleBufferVideoRenderer. This should work ok, but not if I'm playing FairPlay content. So, my question is, how to render stereo FairPlay videos in a SwiftUI RealityView?
1
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733
Aug ’25
Entity jittering when using hand anchor
Hello! I'm a developer of Ping Pong for Apple Vision Pro (Ping Pong Club). I'm experiencing an issues with collisions between ball and paddle. Sometimes the ball just unexpectedly flying away like it has been hit to hard. I believe this is happening because hand anchors are jittering (ping pong paddle has hand anchor component) and at the time of collision unnecessary micro motion produced. I've build a demo app to demonstrate that: https://drive.google.com/file/d/1gBh-DsXuVZdvDrrD7gJcbJ_hg7tvVKUV/view?usp=share_link Video: https://drive.google.com/file/d/1poPbsJdBz87edqrWIfBt1eSVzfm5CTek/view?usp=sharing Is there a way to add some threshold to prevent jittering?
0
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110
Jun ’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?
0
0
112
Apr ’25
I need to loop my videoMaterial.
I need to loop my videoMaterial and I don't know how to make it happen in my code. I have included an image of my videoMaterial code. Any help making this happen with be greatly appreciated. Thank you, Christopher
1
0
133
Jun ’25
Asaf production suite AAX 2.91.9
Hi. I am mixing content destined for Vision Pro. Locked to video. I have the AAX installer and the ASAF video player demonstrated in the quicktimes is nit included in the install package for pro tools. Would it be possible to post a link ?
Replies
0
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0
Views
640
Activity
Oct ’25
Convert entity to image
VisionPro 开发,XCode,我想在窗口中找到一个显示模型的图片。这个模型可以改变它的材料,它不是唯一的形象,它正在改变。如何将此模型转换为图像
Replies
1
Boosts
0
Views
87
Activity
Apr ’25
Request: Option to Disable PSVR2 Sense Controller Low-Power Mode on visionOS (ARKit + Vision Pro Development)
Hi everyone, We’re developing a Unity project for Apple Vision Pro that connects PSVR2 Sense controllers for advanced interaction and input. We’ve encountered a major limitation: when the controller is not held close to the designated hand (e.g., resting on a table or held by the non designated hand), the Sense controller enters a low-power or reduced-update mode. This results in noticeably reduced tracking update frequency and responsiveness until the controller is held again. For certain use cases, this behavior is undesirable. In our case, it prevents continuous real-time tracking of the controller even when it’s stationary or being tracked externally. Request: Please consider exposing an API flag or developer option in ARKit to disable and optionally delay the low-power mode when the app requires full-rate updates regardless of proximity or hand pose detection.
Replies
2
Boosts
0
Views
273
Activity
Oct ’25
The participantIdentifier of Shared Coordinate Space invalid in Visionos26 Enterprise api
Visionos26 Enterprise api has the new feature: Shared Coordinate Space, participants exchange their coordinate data by SharedCoordinateSpaceProvider through their own network, when shared coordinate space established with nearby participants, the event: connectedParticipantIdentifiers(participants: [UUID]) will be received. But the Event.participantIdentifier still be an invalid default value(00000000-0000-0000-FFFF-FFFFFFFF) in this time, I wonder when or how I can get a valid event.participantIdentifier, or is there some other way to get the local participantIdentifier? Or If it's a bug, please fix it in later beta release version, thank you.
Replies
0
Boosts
0
Views
245
Activity
Jul ’25
VisionPro Enterprise.license file
I have read in the apple documentation and on forums that in order to access the camera and capture images on VisionPro, both an Entitlement and an Enterprise.license are required. I already have the Entitlement, but I don’t yet have the Enterprise.license. I would like to ask: is the Enterprise.license strictly required to gain camera access for capturing images? How can I obtain this file, and does it require an Enterprise account? Currently, my developer account is a regular Developer 99$, not an Enterprise account.
Replies
2
Boosts
0
Views
429
Activity
Oct ’25
Custom Room Names Saved After Merger?
I am allowing users to go through and capture different rooms, and add a custom label to that room. Is there a way to store data about this in the captured room so that it persists into the final merge? As it is now, My users mark all their merges with custom labels, but after merging there is no way to remember which room is which in the merging process so they have to go through and manually add the labels back. For larger floor plans this is not ideal.
Replies
0
Boosts
0
Views
144
Activity
May ’25
Can't build old project on Xcode 26 beta5
I have a visionOS 2 project created on Xcode 16, when I updated to Xcode 26 beta5, I can't build it any more, every time it stuck in process like the picture shows below: Already tried many methods to fix this issue, such as clear build folders, but don't work. MacBook Air M2 / MacOS 26 beta5 / Xcode 26 beta5
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1
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0
Views
223
Activity
Aug ’25
Apple Vision Pro AirDrop signal to MAC is unstable
Hope to achieve stable transmission And the colors are different. The colors in the glasses are not consistent with the colors projected on the screen.
Replies
0
Boosts
0
Views
102
Activity
Apr ’25
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
Replies
0
Boosts
0
Views
117
Activity
Nov ’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
RealityView camera feed not shown
I have two RealityView: ParentView and When click the button in ParentView, ChildView will be shown as full screen cover, but the camera feed in ChildView will not be shown, only black screen. If I show ChildView directly, it works with camera feed. Please help me on this issue? Thanks. import RealityKit import SwiftUI struct ParentView: View{ @State private var showIt = false var body: some View{ ZStack{ RealityView{content in content.camera = .virtual let box = ModelEntity(mesh: MeshResource.generateSphere(radius: 0.2),materials: [createSimpleMaterial(color: .red)]) content.add(box) } Button("Click here"){ showIt = true } } .fullScreenCover(isPresented: $showIt){ ChildView() .overlay( Button("Close"){ showIt = false }.padding(20), alignment: .bottomLeading ) } .ignoresSafeArea(.all) } } import ARKit import RealityKit import SwiftUI struct ChildView: View{ var body: some View{ RealityView{content in content.camera = .spatialTracking } } }
Replies
0
Boosts
0
Views
178
Activity
Jun ’25
Presenting images in RealityKit sample No Longer Builds
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?
Replies
4
Boosts
0
Views
241
Activity
Aug ’25
How to mix Animation and IKRig in RealityKit
I want an AR character to be able to look at a position while still playing the characters animation. So far, I managed to manually adjust a single bone rotation using skeletalComponent.poses.default = Transform( scale: baseTransform.scale, rotation: lookAtRotation, translation: baseTransform.translation ) which I run at every rendering update, while a full body animation is running. But of course, hardcoding single joints to point into a direction (in my case the head) does not look as nice, as if I were to run some inverse cinematic that includes, hips + neck + head joints. I found some good IKRig code in Composing interactive 3D content with RealityKit and Reality Composer Pro. But when I try to adjust rigs while animations are playing, the animations are usually winning over the IKRig changes to the mesh.
Replies
1
Boosts
0
Views
536
Activity
Aug ’25
ManipulationComponent in both parent and child entities
Hello, In my project, I have attached a ManipulationComponent to Entity A and as expected, I'm able interact with it using the built-in gestures. I have another Entity B which is a child of A that I would like to interact with as well, so I attempted to add a ManipulationComponent to B. However, no gestures seem to be registered on B; I can still interact with A but B cannot be interacted with despite having ManipulationComponents on both entities. So I'm wondering if I'm just doing something wrong, if this is an issue with the ManipulationComponent, or if this is a limitation of the API. Attached is the code used to add the ManipulationComponent to an Entity and it was done on both A and B: let mc = ManipulationComponent() model.components.set(mc) var boxShape = ShapeResource.generateBox(width: 0.25, height: 0.05, depth: 0.25) boxShape = boxShape.offsetBy(translation: simd_float3(0, -0.05, -0.25)) ManipulationComponent.configureEntity(model, collisionShapes: [boxShape]) if var mc = model.components[ManipulationComponent.self] { mc.releaseBehavior = .stay mc.dynamics.inertia = .low model.components.set(mc) } I am using visionOS 26.0; let me know if there's any additional information needed.
Replies
1
Boosts
0
Views
376
Activity
Oct ’25
HoverEffectStyle in visionOS 26.0
This is no longer highlighting my entity when looking at it: RealityView { content let hoverComponent = HoverEffectComponent(.spotlight( HoverEffectComponent.SpotlightHoverEffectStyle( color: .white, strength: 2.0 ) )) entity.components.set(hoverComponent) The entity is in a window. The same code works in an immersive view. Collision Component and Input type are set in RCP. It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device. If I use a 2.x simulator, it works. Is this a bug or is there something I'm missing? Thanks.
Replies
2
Boosts
0
Views
864
Activity
Oct ’25
[visionOS] How to render side-by-side stereo video?
I want to render a 3d/stereoscopic video in an Apple Vision Pro window using RealityKit/RealityView. The video is a left-right stereo. The straight forward approach would be to spawn a quad, and give it a custom Shader Graph material, which has a CameraIndexSwitch. The CameraIndexSwitch chooses between the right texture vs the left texture. https://i.sstatic.net/XawqjNcg.png The issue I have here is that I have to extract the video frames from my AVSampleBufferVideoRenderer. This should work ok, but not if I'm playing FairPlay content. So, my question is, how to render stereo FairPlay videos in a SwiftUI RealityView?
Replies
1
Boosts
0
Views
733
Activity
Aug ’25
When debugging with VisionPro in Xcode, the program will block and it will take a long time to execute
After writing the code, when debugging on VisionPro, the program will encounter a blocking situation when running from Xcode to VisionPro. It will take a long time for the execution information to appear on the Xcode console
Replies
1
Boosts
0
Views
445
Activity
Oct ’25
Entity jittering when using hand anchor
Hello! I'm a developer of Ping Pong for Apple Vision Pro (Ping Pong Club). I'm experiencing an issues with collisions between ball and paddle. Sometimes the ball just unexpectedly flying away like it has been hit to hard. I believe this is happening because hand anchors are jittering (ping pong paddle has hand anchor component) and at the time of collision unnecessary micro motion produced. I've build a demo app to demonstrate that: https://drive.google.com/file/d/1gBh-DsXuVZdvDrrD7gJcbJ_hg7tvVKUV/view?usp=share_link Video: https://drive.google.com/file/d/1poPbsJdBz87edqrWIfBt1eSVzfm5CTek/view?usp=sharing Is there a way to add some threshold to prevent jittering?
Replies
0
Boosts
0
Views
110
Activity
Jun ’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
I need to loop my videoMaterial.
I need to loop my videoMaterial and I don't know how to make it happen in my code. I have included an image of my videoMaterial code. Any help making this happen with be greatly appreciated. Thank you, Christopher
Replies
1
Boosts
0
Views
133
Activity
Jun ’25