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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Occlusion issues in Immersive Space - Breaking User Input Interaction
I'm developing a custom gesture-based visionOS project that uses hand tracking with collision detection spheres on fingers to register user interactions through collision components. I'm experiencing a critical occlusion issue where collision detection spheres are intermittently occluded by the background/depth buffer, causing fingers to pass through the 3D model entities without registering interactions. Detailed Description: I have added 3D entities in an immersive scene with collision spheres attached to fingers for detecting user interactions. Each sphere has: CollisionComponent with sphere shape Proper collision masks and groups configured Real-time position updates from hand joint transforms Each entity has: InputTarget components to register collisions The Issue: When users move their fingers to the entity to interact, some collision spheres (particularly on the pinkie and ring fingers) become occluded and pass directly through the 3D model without triggering collision events. Meanwhile, other fingers (like the index finger) continue to work correctly. This appears to be a depth perception/z-buffer issue between the model entity and the hand tracking collision spheres Questions: Is there a recommended approach for maintaining consistent depth ordering between hand-tracking entities and 3D models in immersive spaces to prevent occlusion issues? Should I be using AnchorEntities to anchor the entity to a plane or world position to establish a more stable depth reference? Are there specific RenderingComponent or material settings that could help ensure collision entities maintain their depth priority and don't get occluded? Could this be related to z-fighting when collision spheres and entity geometry occupy similar depth ranges? If so, what's the recommended depth bias approach? Is there a better architectural approach for implementing interactions with custom hand gesture tracking that avoids these depth perception issues? What Would Help: Implementation guidance for ensuring reliable collision detection between hand-tracked entities through custom gestures and 3D models. Best practices for depth management in immersive spaces with custom hand gesture tracking. Sample code demonstrating stable hand-to-object interaction patterns. Information about whether this is a known limitation or if there are specific APIs I should be leveraging This issue is significantly impacting the reliability of our app experience, as users cannot consistently interact with all model components. Any guidance from Apple engineers or developers who have solved similar depth/occlusion challenges would be greatly appreciated. Additional Context: This is for a productivity-focused application where accuracy and reliability are critical. Thank you for any assistance!
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0
434
Nov ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets. I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity. In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging: Low-complexity images are compressed more aggressively The final packaged file size varies based on content complexity Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment. Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro? Or any best practices to optimize .ktx sizes based on image complexity? Thanks!
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199
Jun ’25
VisionOS 26 new hand Tracking: how to use it for replacing hands in a virtual environment.
I am still not finding resources to know how to replace hands in a full immersive Space.... I reached the goal by creating a ARKit session that can detect the USDZ hand mesh Joints and connect to the hand-tracked-joints.... but I feel that's not the best solution... I really want to use the RealityKit potential to track and replace hands (with USDZ skinned ones) in an immersive environment, but the only resources I found are from November 2023.... :( Can someone help me?
0
0
116
Jun ’25
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.
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232
Dec ’25
Cannot reassign worldTracking / planeDetection providers in my PlacementManager when switching environments
Environment Xcode: 16.2 VisionOS SDK 2.4 Swift 6.1 Targets: Apple Vision Pro (immersive space) Frameworks: ARKit, RealityKit, SwiftUI What I’m Trying to Do I have a view-model class PlacementManager that holds two AR providers: private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider I want to dynamically replace these providers in a setEnvironment(_:) method (so I can save/clear a JSON scene and restart ARKit). What’s Happening If I declare them as : private let worldTracking = WorldTrackingProvider() private let planeDetection = PlaneDetectionProvider() I get compile-errors when I later do: self.worldTracking = newWorldTracking // Cannot assign to property: 'worldTracking' is a 'let' constant If I change them to un-initialized vars: private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider then in my init() I get: self used in property access 'worldTracking' before all stored properties are initialized Code snipet @Observable final class PlacementManager : ObservableObject { private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider // … other props … @MainActor init() { // error: self.worldTracking used before init… planeAnchorHandler = PlaneAnchorHandler(rootEntity: root) persistenceManager = PersistenceManager( worldTracking: worldTracking, rootEntity: root ) // … } @MainActor func setEnvironment(env: Environnement) async { let newWorldTracking = WorldTrackingProvider() let newPlaneDetection = PlaneDetectionProvider() try await appState!.arkitSession.run( [ newWorldTracking, newPlaneDetection ] ) self.worldTracking = newWorldTracking self.planeDetection = newPlaneDetection // … } } What I’ve Tried Giving them default values at declaration (= WorldTrackingProvider()) Initializing them at the top of init() before any use Passing the new providers into arkitSession.run(...) My Question What is the recommended Swift-style pattern to declare and reassign these ARKit provider properties so that: They’re fully initialized before use in init(), and I can swap them out later in setEnvironment(...) without compiler errors? Any pointers (or links to forum threads / docs) would be greatly appreciated!
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146
May ’25
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.
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0
586
Jul ’25
RealityView attachment draw order
My visionOS 26.3 app displays a diorama-like scene in a RealityView in a mixed immersive space, about 1 meter square, with view attachments floating above the scene. Each view attachment fades out after user interaction, by animating the view's opacity. What I'm observing is that depending on the position of a view attachment relative to the scene and the camera, an unwanted cutout effect is observed (presumably because of draw order issues), as shown in the right column in the screenshots below. YouTube video link of these sequences: https://youtu.be/oTuo0okKCkc (19 seconds) My question: How does visionOS determine the view attachment draw order relative to the RealityView scene? If I better understood how the draw order is determined, I could modify my scene to ensure that the view attachments were always drawn after the scene, fixing the unwanted cutout effect. I've successfully used ModelSortGroupComponent to control the draw order of entities within the RealityView scene, but my understanding is that this approach cannot be used with view attachments. I've submitted FB22014370 about this issue. Thank you.
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0
213
4w
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
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets. I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity. In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging: Low-complexity images are compressed more aggressively The final packaged file size varies based on content complexity Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment. Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro? Or any best practices to optimize .ktx sizes based on image complexity? Thanks!
0
0
199
May ’25
Pass Video/ Frames to a Shader Graph?
Wondering if this is even possible without using CVImageBuffer and passing each frame as an image which I imagine will be very expensive. Have a PoC of a shader graph that applies a radial zoom effect to an image. In RealityKit I'm passing the image as a resource: if let textureResource = try? await TextureResource(named: "fuji") { let value = MaterialParameters.Value.textureResource(textureResource) try? material.setParameter(name: "MyImage", value: value) model.model?.materials = [material] } Thanks in advance
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139
Apr ’25
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. :)
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481
Dec ’25
Possible to detect multiple images at the same time on VisionPro?
I'm working on a project that uses imageTrackingProvider through ARKit on VisionPro, and I want to detect multiple images(about 5) and show info at the same time. However, I found that it seems only 1 image could be detected by device at one time. And the api of maximumNumberOfTrackedImages doing this seems not available for visionOS but only iOS. Anyone knows possible ways to detect multiple images at the same time on VisionPro?
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480
Oct ’25
visionOS plane anchor rotation and wall direction are inconsistent
I have a problem with the wall plane detection using visionOS/ARKit: I am using ARKitSession's PlaneDetectionProvider detection.wall in the space of visionOS. I recorded the position and rotation information of the first detected plane, but found that the rotation value will be facing when the user starts the space. There is a deviation in different directions. That is to say, even if the plane is located on the same wall, the rotation quaternion will be different. I hope that no matter from which direction the user enters the scan, the real direction of the wall can be correctly obtained so that the virtual content can be accurately aligned with the wall. I have tried to use anchor.originFromAnchorTransform or Transform.rotation directly, but the rotation value is still affected by the user's initial orientation. In addition, I would like to know whether the user's initial orientation will affect the location information. If so, please provide a solution. Thank you!
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551
Sep ’25
Current Apple Forum about ARKit and visionOS
Recently, questions about ARKit/visionOS seem to be being asked in the Apple forum by internal Apple engineers. Inexperienced and untested makeshift features are being offered, putting average but experienced developers in a difficult position. They are unable to react and get something useful from the posts. Apple needs to review the situation.
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370
Sep ’25
Keyboard Tracking
Hi! I'm currently experimenting on Apple Vision Pro with hand and head anchors. Is there a way to get an anchor linked to the apple magic keyboard (as the detection is already done to display inputs at the top)? Thanks in advance, Have a good day!
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652
Jul ’25
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.
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878
Nov ’25
Occlusion issues in Immersive Space - Breaking User Input Interaction
I'm developing a custom gesture-based visionOS project that uses hand tracking with collision detection spheres on fingers to register user interactions through collision components. I'm experiencing a critical occlusion issue where collision detection spheres are intermittently occluded by the background/depth buffer, causing fingers to pass through the 3D model entities without registering interactions. Detailed Description: I have added 3D entities in an immersive scene with collision spheres attached to fingers for detecting user interactions. Each sphere has: CollisionComponent with sphere shape Proper collision masks and groups configured Real-time position updates from hand joint transforms Each entity has: InputTarget components to register collisions The Issue: When users move their fingers to the entity to interact, some collision spheres (particularly on the pinkie and ring fingers) become occluded and pass directly through the 3D model without triggering collision events. Meanwhile, other fingers (like the index finger) continue to work correctly. This appears to be a depth perception/z-buffer issue between the model entity and the hand tracking collision spheres Questions: Is there a recommended approach for maintaining consistent depth ordering between hand-tracking entities and 3D models in immersive spaces to prevent occlusion issues? Should I be using AnchorEntities to anchor the entity to a plane or world position to establish a more stable depth reference? Are there specific RenderingComponent or material settings that could help ensure collision entities maintain their depth priority and don't get occluded? Could this be related to z-fighting when collision spheres and entity geometry occupy similar depth ranges? If so, what's the recommended depth bias approach? Is there a better architectural approach for implementing interactions with custom hand gesture tracking that avoids these depth perception issues? What Would Help: Implementation guidance for ensuring reliable collision detection between hand-tracked entities through custom gestures and 3D models. Best practices for depth management in immersive spaces with custom hand gesture tracking. Sample code demonstrating stable hand-to-object interaction patterns. Information about whether this is a known limitation or if there are specific APIs I should be leveraging This issue is significantly impacting the reliability of our app experience, as users cannot consistently interact with all model components. Any guidance from Apple engineers or developers who have solved similar depth/occlusion challenges would be greatly appreciated. Additional Context: This is for a productivity-focused application where accuracy and reliability are critical. Thank you for any assistance!
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434
Activity
Nov ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets. I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity. In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging: Low-complexity images are compressed more aggressively The final packaged file size varies based on content complexity Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment. Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro? Or any best practices to optimize .ktx sizes based on image complexity? Thanks!
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0
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Views
199
Activity
Jun ’25
VisionOS 26 new hand Tracking: how to use it for replacing hands in a virtual environment.
I am still not finding resources to know how to replace hands in a full immersive Space.... I reached the goal by creating a ARKit session that can detect the USDZ hand mesh Joints and connect to the hand-tracked-joints.... but I feel that's not the best solution... I really want to use the RealityKit potential to track and replace hands (with USDZ skinned ones) in an immersive environment, but the only resources I found are from November 2023.... :( Can someone help me?
Replies
0
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0
Views
116
Activity
Jun ’25
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.
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0
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232
Activity
Dec ’25
Cannot reassign worldTracking / planeDetection providers in my PlacementManager when switching environments
Environment Xcode: 16.2 VisionOS SDK 2.4 Swift 6.1 Targets: Apple Vision Pro (immersive space) Frameworks: ARKit, RealityKit, SwiftUI What I’m Trying to Do I have a view-model class PlacementManager that holds two AR providers: private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider I want to dynamically replace these providers in a setEnvironment(_:) method (so I can save/clear a JSON scene and restart ARKit). What’s Happening If I declare them as : private let worldTracking = WorldTrackingProvider() private let planeDetection = PlaneDetectionProvider() I get compile-errors when I later do: self.worldTracking = newWorldTracking // Cannot assign to property: 'worldTracking' is a 'let' constant If I change them to un-initialized vars: private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider then in my init() I get: self used in property access 'worldTracking' before all stored properties are initialized Code snipet @Observable final class PlacementManager : ObservableObject { private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider // … other props … @MainActor init() { // error: self.worldTracking used before init… planeAnchorHandler = PlaneAnchorHandler(rootEntity: root) persistenceManager = PersistenceManager( worldTracking: worldTracking, rootEntity: root ) // … } @MainActor func setEnvironment(env: Environnement) async { let newWorldTracking = WorldTrackingProvider() let newPlaneDetection = PlaneDetectionProvider() try await appState!.arkitSession.run( [ newWorldTracking, newPlaneDetection ] ) self.worldTracking = newWorldTracking self.planeDetection = newPlaneDetection // … } } What I’ve Tried Giving them default values at declaration (= WorldTrackingProvider()) Initializing them at the top of init() before any use Passing the new providers into arkitSession.run(...) My Question What is the recommended Swift-style pattern to declare and reassign these ARKit provider properties so that: They’re fully initialized before use in init(), and I can swap them out later in setEnvironment(...) without compiler errors? Any pointers (or links to forum threads / docs) would be greatly appreciated!
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0
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146
Activity
May ’25
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
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0
Views
586
Activity
Jul ’25
RealityView attachment draw order
My visionOS 26.3 app displays a diorama-like scene in a RealityView in a mixed immersive space, about 1 meter square, with view attachments floating above the scene. Each view attachment fades out after user interaction, by animating the view's opacity. What I'm observing is that depending on the position of a view attachment relative to the scene and the camera, an unwanted cutout effect is observed (presumably because of draw order issues), as shown in the right column in the screenshots below. YouTube video link of these sequences: https://youtu.be/oTuo0okKCkc (19 seconds) My question: How does visionOS determine the view attachment draw order relative to the RealityView scene? If I better understood how the draw order is determined, I could modify my scene to ensure that the view attachments were always drawn after the scene, fixing the unwanted cutout effect. I've successfully used ModelSortGroupComponent to control the draw order of entities within the RealityView scene, but my understanding is that this approach cannot be used with view attachments. I've submitted FB22014370 about this issue. Thank you.
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0
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Views
213
Activity
4w
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!
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279
Activity
4w
Im trying to use videoMaterial on a obj in Xcode 16, I'm lost.
I believe I have created a videoMaterial and assigned it to a mesh with code I found in the Developer's Documentation but Im getting this error. "Trailing closure passed to parameter of type 'String' that does not accept a closure" I have attached a photo of the code and where the error happens. Any help will greatly be appreciated.
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126
Activity
May ’25
Any recommended content-aware compression strategy for .ktx textures in Reality Composer Pro?
In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets. I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity. In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging: Low-complexity images are compressed more aggressively The final packaged file size varies based on content complexity Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment. Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro? Or any best practices to optimize .ktx sizes based on image complexity? Thanks!
Replies
0
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Views
199
Activity
May ’25
Pass Video/ Frames to a Shader Graph?
Wondering if this is even possible without using CVImageBuffer and passing each frame as an image which I imagine will be very expensive. Have a PoC of a shader graph that applies a radial zoom effect to an image. In RealityKit I'm passing the image as a resource: if let textureResource = try? await TextureResource(named: "fuji") { let value = MaterialParameters.Value.textureResource(textureResource) try? material.setParameter(name: "MyImage", value: value) model.model?.materials = [material] } Thanks in advance
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139
Activity
Apr ’25
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. :)
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481
Activity
Dec ’25
Tracking Hand model with skinned mesh and moving fingers
Hi, I have a hand model that is in FBX and I'm exporting it to USD in Blender. I get a skinned mesh and while I can track the whole hand how do I track each joint and assign it and animate the skinned mesh itself. All my attempts say this is not possible in RealityKit as of now. True?
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135
Activity
Oct ’25
Possible to detect multiple images at the same time on VisionPro?
I'm working on a project that uses imageTrackingProvider through ARKit on VisionPro, and I want to detect multiple images(about 5) and show info at the same time. However, I found that it seems only 1 image could be detected by device at one time. And the api of maximumNumberOfTrackedImages doing this seems not available for visionOS but only iOS. Anyone knows possible ways to detect multiple images at the same time on VisionPro?
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480
Activity
Oct ’25
visionOS plane anchor rotation and wall direction are inconsistent
I have a problem with the wall plane detection using visionOS/ARKit: I am using ARKitSession's PlaneDetectionProvider detection.wall in the space of visionOS. I recorded the position and rotation information of the first detected plane, but found that the rotation value will be facing when the user starts the space. There is a deviation in different directions. That is to say, even if the plane is located on the same wall, the rotation quaternion will be different. I hope that no matter from which direction the user enters the scan, the real direction of the wall can be correctly obtained so that the virtual content can be accurately aligned with the wall. I have tried to use anchor.originFromAnchorTransform or Transform.rotation directly, but the rotation value is still affected by the user's initial orientation. In addition, I would like to know whether the user's initial orientation will affect the location information. If so, please provide a solution. Thank you!
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551
Activity
Sep ’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?
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135
Activity
Apr ’25
visionOS 26 startup after install is glacially slow
The initial startup of visionOS 26 after install is glacially slow.
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1
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196
Activity
Jun ’25
Current Apple Forum about ARKit and visionOS
Recently, questions about ARKit/visionOS seem to be being asked in the Apple forum by internal Apple engineers. Inexperienced and untested makeshift features are being offered, putting average but experienced developers in a difficult position. They are unable to react and get something useful from the posts. Apple needs to review the situation.
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370
Activity
Sep ’25
Keyboard Tracking
Hi! I'm currently experimenting on Apple Vision Pro with hand and head anchors. Is there a way to get an anchor linked to the apple magic keyboard (as the detection is already done to display inputs at the top)? Thanks in advance, Have a good day!
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652
Activity
Jul ’25
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.
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878
Activity
Nov ’25