The AR based app I am working on right now is experiencing an issue. Sometimes, the AR session fails with a call to my ARSessionObserver's session(_ session: ARSession, didFailWithError error: Error)
with the following error:
Error Domain=com.apple.arkit.error
Code=102 "Required sensor failed."
NSLocalizedFailureReason="A sensor failed to deliver the required input.,"
NSLocalizedRecoverySuggestion="Make sure that the application has the required privacy settings."
The underlying error seems to point to the CoreMotion framework:
Domain=CMErrorDomain
Code=102 "(null)
Some people seem to have experienced this issue and solved it by making sure that the Compass Calibration switch is ON in Settings > Privacy > Location Services > System Services.
For context, the ARWorldTrackingConfiguration.worldAlignment is set to .gravity
The thing is it is already ON when I experience this issue.
I also noticed that this issue happens way more often on the iPhone 16e than in any other device.
Has anyone had similar experiences? I am looking for a way to prevent this error from happening (ideally) or handling in a way that does not affect the user. Any help is appreciated
Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Platform: visionOS 2.6
Framework: RealityKit, SwiftUIComponent: ImagePresentationComponent
I’m working with the new ImagePresentationComponent from visionOS 26 and hitting a rendering limitation when switching to .spatialStereoImmersive viewing mode within a WindowGroup context.
This is what I’m seeing:
Pure immersive space: ImagePresentationComponent with .spatialStereoImmersive mode works perfectly in a standalone ImmersiveSpace
Mode switching API: All mode transitions work correctly (logs confirm the component updates)
Spatial content: .spatialStereo mode renders correctly in both window and immersive contexts.
This is where it’s breaking for me:
Window context: When the same RealityView + ImagePresentationComponent is placed inside a WindowGroup (even when that window is floating in a mixed immersive space), switching to .spatialStereoImmersive mode shows no visual change
The API calls succeed, state updates correctly, but the immersive content doesn’t render.
Apple’s Spatial Gallery demonstrates exactly what I’m trying to achieve:
Spatial photos displayed in a window with what feels like horizontal scroll view using system window control bar, etc.
Tapping a spatial photo smoothly transitions it to immersive mode in-place.
The immersive content appears to “grow” from the original window position by just changing IPC viewing modes.
This proves the functionality should be possible, but I can’t determine the correct configuration.
So, my question to is:
Is there a specific RealityView or WindowGroup configuration required to enable immersive content rendering from window contexts that you know of?
Are there bounds/clipping settings that need to be configured to allow immersive content to “break out” of window constraints?
Does .spatialStereoImmersive require a specific rendering context that’s not available in windowed RealityView instances?
How do you think Apple’s SG app achieves this functionality?
For a little more context:
All viewing modes are available: [.mono, .spatialStereo, .spatialStereoImmersive]
The spatial photos are valid and work correctly in pure immersive space
Mixed immersive space is active when testing window context
No errors or warnings in console beyond the successful mode switching logs I’m getting
Any insights into the proper configuration for window-hosted immersive content
Hi I have a monitoring app, that will take input video from uvc and process it using Metal, and eventually get a MTLTexture.
The problem I'm facing is I have to convert MTLTexture to CGImage then call TextureResource.replace, which is super slow. Metal processing speed is same as input frame rate(50pfs), but MTLTexture -> CGImage -> TextureResource only got 7fps...
Is there any way I can make it faster?
Topic:
Spatial Computing
SubTopic:
General
Tags:
Media Player
Frameworks
Media Accessibility
Core Media
I’m developing an app using RealityKit and RealityView. On newer iPhones, such as the iPhone 15 Pro, Object Occlusion appears to be enabled by default, which causes 3D entities to be hidden behind real-world objects in the scene. However, I need to disable this behavior to ensure proper rendering of my 3D content.
This issue does not occur on older devices like the iPhone 13, where the app works as intended. I haven’t been able to find a solution to explicitly disable object occlusion on the newer devices for RealityView.
Any guidance or suggestions to resolve this issue would be greatly appreciated! Thanks!
In visionOS, I'm trying to create an immersive environment which would feature several spheres in which immersive movies are visible. I'm starting from a sample code which creates a sphere, sets an immersive movie as its material, and opens it as an immersive environment. This works fine.
But if I create a sphere in an open immersive environment using Reality Composer Pro and sets its material to an immersive movie, I can see the movie on the sphere while I move outside of it but if I try to get inside the sphere, it disappears. What would be the right way of doing this ?
At a recent community meeting we were wondering how Apple creates this soft-edge effect around the occlusion cutouts. We see this effect on keyboard cutouts, iPhone cutouts, and in progressive spaces.
An example: Notice the soft edged around the occlusion cutout for the keyboard
One of our members created some Shader Graph materials to explore soft edges. These work by sending data into the opacity channel of the PreviewSurface node.
Unfortunately, the Occlusion Surface nodes lack any sort of input. If you know how to blend these concepts with RealityKit Occlusion, please let us know!
Hello everyone,
I am currently developing an experience for visionOS using RealityKit and I would like to achieve volumetric light effects, such as visible light rays or shafts through fog or dust.
I found this GitHub project: https://github.com/robcupisz/LightShafts, which demonstrates the kind of visual style I am aiming for. I would like to know if there is a way to create similar effects using RealityKit on visionOS.
So far, I have experimented with DirectionalLight, SpotLight, ImageBasedLight, and custom materials (e.g., additive blending on translucent meshes), but none of these approaches can replicate the volumetric light shaft look shown in the repository above.
Questions:
Is there a recommended technique or workaround in RealityKit to simulate light shafts or volumetric lighting?
Is creating a custom mesh (e.g., cone or volume geometry with gradient alpha and additive blending) the only feasible method?
Are there any examples, best practices, or sample projects from Apple or other developers that showcase a similar visual style?
Any advice or hints would be greatly appreciated. Thank you in advance!
Topic:
Spatial Computing
SubTopic:
General
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
visionOS
Hello,
There are odd artifacts (one looks like an image placeholder) appearing when dismissing an immersive space which is displaying an ImagePresentationComponent. Both artifacts look like widgets..
See below our simple code displaying the ImagePresentationComponent and the images of the odd artifacts that appear briefly when dismissing the immersive space.
import OSLog
import RealityKit
import SwiftUI
struct ImmersiveImageView: View {
let logger = Logger(subsystem: AppConstant.SUBSYSTEM, category: "ImmersiveImageView")
@Environment(AppModel.self) private var appModel
var body: some View {
RealityView { content in
if let currentMedia = appModel.currentMedia,
var imagePresentationComponent = currentMedia.imagePresentationComponent {
let imagePresentationComponentEntity = Entity()
switch currentMedia.type {
case .iphoneSpatialMovie:
logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))")
imagePresentationComponent.desiredViewingMode = .spatial3DImmersive
case .twoD:
logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))")
imagePresentationComponent.desiredViewingMode = .spatial3DImmersive
case .visionProConvertedSpatialPhoto:
logger.info("\(#function) \(#line) spatialStereoImmersive display for \(String(describing: currentMedia))")
imagePresentationComponent.desiredViewingMode = .spatialStereoImmersive
default :
logger.error("\(#function) \(#line) Unsupported media type \(currentMedia.type)")
assertionFailure("Unsupported media type \(currentMedia.type)")
}
imagePresentationComponentEntity.components.set(imagePresentationComponent)
imagePresentationComponentEntity.position = AppConstant.Position.spacialImagePosition
content.add(imagePresentationComponentEntity)
}
let toggleViewAttachmentComponent = ViewAttachmentComponent(rootView: ToggleImmersiveSpaceButton())
let toggleViewAttachmentComponentEntity = Entity(components: toggleViewAttachmentComponent)
toggleViewAttachmentComponentEntity.position = SIMD3<Float>(
AppConstant.Position.spacialImagePosition.x + 1,
AppConstant.Position.spacialImagePosition.y,
AppConstant.Position.spacialImagePosition.z
)
toggleViewAttachmentComponentEntity.scale = AppConstant.Scale.attachments
content.add(toggleViewAttachmentComponentEntity)
}
}
}
Hello,
Thank you for your time. I have a question regarding visionOS app development.
When placing a SwiftUI TextField inside RealityView.attachments, we found that focusing on the field does not bring up the virtual keyboard in front of the user. Instead, the keyboard appears around the user’s lower abdomen area.
However, when placing the same TextField in a regular SwiftUI layer outside of RealityView, the keyboard appears in the correct position as expected. This suggests that the issue is specific to RealityView.attachments.
We are currently exploring ways to have the virtual keyboard appear directly in front of the user when using TextField inside RealityViewAttachments. If there is any method to explicitly control the keyboard position or any known workarounds—including alternative UI approaches—we would greatly appreciate your guidance.
Best regards,
Sadao Tokuyama
Hello, esteemed tech developer.
I am using the Apple Vision Pro to create an AR assist system about the da Vinci Surgical Robot in a medical surgical suite, and would like to capture eye movement data with tester uniformity. Although the Apple Vision Pro has a superb infrared sensor to monitor eye movement status, Apple does not seem to have open access officially. (I'm aware of many existing discussions about this, but I was still wondering if there might be an option, particularly for research labs.)Here's my FB number.FB16603687
I am using RealityKit's ObjectCaptureSession API to capture objects, presenting the process with ObjectCaptureView. During the object capture session, there is default background audio that plays automatically.
I noticed this same audio behavior in Apple's official Composer app, which seems to use the same API. I'd like to disable this audio in my app, but I have not been able to find any API or configuration option to do so.
However, the audio persists, and I cannot find a way to turn it off. Is there an official method or workaround to disable this default audio in the ObjectCaptureSession API?
Any guidance would be appreciated. Thank you!
I have a MeshResource and I would like to create a collision component from it.
let childBounds = child.visualBounds(relativeTo: self)
var childShape: ShapeResource
do {
// Crashed by the following line instead of throwing a Swift Error
childShape = try await ShapeResource.generateConvex(from: childModel.mesh);
} catch {
childShape = ShapeResource.generateBox(size: childBounds.extents)
childShape = childShape.offsetBy(translation: childBounds.center)
}
Based on this document: https://developer.apple.com/documentation/realitykit/shaperesource/generateconvex(from:)-6upj9
Will throw an error if mesh does not define a nonempty convex volume. For example, will fail if all the vertices in mesh are coplanar.
But, the method crashes the app instead of throwing a Swift error
Incident Identifier: 35CD58F8-FFE3-48EA-85D3-6D241D8B0B4C
CrashReporter Key: FE6790CA-6481-BEFD-CB26-F4E27652BEAE
Hardware Model: Mac15,11
...
Version: 1.0 (1)
Code Type: ARM-64 (Native)
Role: Foreground
Parent Process: launchd_sim [2057]
Coalition: com.apple.CoreSimulator.SimDevice.85A2B8FA-689F-4237-B4E8-DDB93460F7F6 [1496]
Responsible Process: SimulatorTrampoline [910]
Date/Time: 2025-01-26 16:13:17.5053 +0800
Launch Time: 2025-01-26 16:13:09.5755 +0800
OS Version: macOS 15.2 (24C101)
Release Type: User
Report Version: 104
Exception Type: EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000001, 0x00000001abf841d0
Termination Reason: SIGNAL 5 Trace/BPT trap: 5
Terminating Process: exc handler [17316]
Triggered by Thread: 0
Thread 0 Crashed:
0 CoreRE 0x1abf841d0 REAssetManagerCollisionShapeAssetCreateConvexPolyhedron + 232
1 CoreRE 0x1abf845f0 REAssetManagerCollisionShapeAssetCreateConvexPolyhedronFromMesh + 868
2 RealityFoundation 0x1d25613bc static ShapeResource.generateConvex(from:) + 148
Here is the message on the app console from Xcode
/Library/Caches/com.apple.xbs/Sources/REKit_Sim/ThirdParty/PhysX/physx/source/physxcooking/src/convex/QuickHullConvexHullLib.cpp (935) : internal error : QuickHullConvexHullLib::findSimplex: Simplex input points appers to be coplanar.
Failed to cook convex mesh (0x3)
assertion failure: 'convexPolyhedronShape != nullptr' (REAssetManagerCollisionShapeAssetCreateConvexPolyhedron:line 356) Bad parameters passed for convex mesh creation.
Message from debug
The above crash happened on a visionOS simulator (visionOS 2.2 (22N840)
We're developing a VisionOS application, where we would like to do product recognition (like food items).
We have enterprise entitlements and therefore also main camera access for VisionOS. We send this live camera frames to a trained CoreML model where we will receive 2D coordinates from the model detection prediction.
Now, we would like to create a 3D anchor on the detected items so it can be visible for user. The 3D anchor is going to be the class name of the detected item.
How do we transform this 2D coordinate from the model prediction to a 3D anchor?
I’m working on an iOS app that needs to measure the area of planes or surfaces, like the length and width of objects, just like the Apple Measure app does. I’ve been exploring ARKit, but I’m curious if there are any APIs or techniques that can help automate the process of detecting and measuring planes.
Specifically, I’m looking for a way to automatically detect and measure planes (e.g., from a top-down view). For example: Measuring a box width and length. I have attached a screenshot and a video of the Apple Measure App doing it.
Does Apple provide any tools or APIs for this, or are there any best practices I should know about? I’d love to hear from anyone who’s tackled something similar.
Video: https://drive.google.com/file/d/1BxM7fIbFxsCsYwY7w8ZxIeq_4WTGkkwA/view?usp=drive_link
Hi,
I'm developing an app for the Apple Vision Pro.
Inside the app the user should be able to load objects from the web into the scene and then be able to move them around (dragging and rotating) via gestures.
My question:
I'm working with RealityKit and use RealityView..
I have no issues loading in one object and making it interactive by adding gestures to the entire RealityView via the .gestures() function.
Also I succeeded in loading multiple objects into the scene.
My problem is that I can't figure out how to add my gestures to multiple objects independently.
I can't use Reality composer since I'm loading the objects dynamically into the scene.
Using .gestures() doesn't work for multiple objects since every gesture needs to be targeted to a specific entity but I have multiple entities.
I also tried defining a GestureComponent and adding it to every newly loaded entity but that doesn't seem to work as nothing happens,
even though my gesture is targeted to every entity having my GestureComponent.
I only found solutions that are not usable on Visionos / RealityView like installGestures.
Also I tried following this guide: https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
But I feel like there are things missing and contradictory, like a extension of RealityView is mentioned but not shown and the guide states that we don't need to store the translation values for every entity and therefore creates a EntityGestureState.swift file to store these values but then it's not used and a GestureStateComponent is used instead that was never mentioned and contradicts what was just said about not storing values per entity because a new instance of it is created for every entity. Nevermind, following the guide didn't lead me to a working solution.
Hi, I'm trying to achieve 3D photo effects using a photo and a depth map, using GeomertyModifier. The offset is getting applied correctly in Reality Composer Pro, and in Xcode, but when I launch the app, the model offset is not getting applied. here are the screenshots of shader graphs and how it looks in the app
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
Hello since updating to beta 3 the sculpting sample app doesn't work it crashes on running.
seems to be something in AnchorEntity or AccessoryAnchoringSource
Referenced from: <00B81486-1A74-30A0-B75B-4B39E3AF57DF> /private/var/containers/Bundle/Application/3D2EBF59-19F0-4BF4-8567-6962AA36A2C6/delete.app/delete.debug.dylib
Expected in: <BAA9B221-78A1-3B99-AA2F-B8DFCD179FC7> /System/Library/Frameworks/RealityFoundation.framework/RealityFoundation
I am experimenting with RealityKit to set up a portal. Everything works, but I was wondering where the scene's origin is with respect to the front of the portal window?
From experiments, the origin's X and Y appear to be at the center of the portal window, while the origin's Z appearing to be about a meter behind the portal window.
Is this (at least roughly) correct? Is it documented anywhere?
PS. I began with the standard visionOS app and edited the Reality Composer Pro file to create the scene.
Hi there!
I´m trying to make a 360 image carousel in RealityView/SwiftUI with very large textures. I´ve managed to load one 12K 360 image and showing it on a inverted sphere with a ShaderMaterialGraph made in Reality Composer Pro. When I try to load the next image I get an out of memory error. The carousel works fine with smaller textures.
My question is. How do I release the memory from the current texture before loading the next?
In theory the garbagecollector should erase it eventually?
Hope someone can help =)
Thanks in advance!
Best regards,
Kim
Hi !
I'm new on this forum, so if I need to update this post to have more info, or anything else, please let me know.
I'm using the Apple Vision Pro to develop some app (with unity). To demonstrate what the user see on the headset, I would like to mirror the view on a device (an iPad in this case). I managed to do this without any issue.
My problem is that, in the Vision Pro, I have an interface that the user can interact with. But I would like to be able to manage myself the interface on the iPad. What I mean is that the user can (or can't, doesn't matter) see the interface in the headset, and the interface is controlled by myself on the iPad.
Is there any way to do this ? Is this a question I should ask on unity's forum ? (I don't think so, because it should be related to the mirroring function non ?)
Topic:
Spatial Computing
SubTopic:
General