Is there any interest in this forum for those developing for the spatial web and safari. I can't seem to find any posts that are relevant here.
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How do you force quit apps on the Vision Pro simulator?
I've read online you can double press the digital crown on a real Vision Pro device but there is no such button on the simulator. So far I've tried
Pressing the home button twice (⇧⌘H)
Pressing the Siri button twice (⌥⇧⌘H)
None of them works
I'm on Xcode 15.0 beta 5 (15A5209g) & visionOS 1.0 beta 2 (21N5207e)
Happy new year to all!
I have created an iOS app that also runs on Apple Vision Pro.
On iOS, when you activate the fileImporter modal, you can swipe down the modal in iOS to dismiss.
However, in visionOS, this same modal CANNOT be swiped down to cancel/dismiss. If you are drilled deep into a file hierarchy, you have to navigate back to the top level to tap X to dismiss.
Is there a way to add swipe down to the visionOS implementation of fileImporter, or any other workaround so the user doesn't have to navigate back to the top to dismiss?
Again, this is not a visionOS app but an iOS app compatible for use in Vision Pro.
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 ?
Hi everyone,
I’m building a visualization app for VisionPro that uses SharePlay and GroupActivities to explore datasets collaboratively.
I’ve successfully implemented the new SharedWorldAnchor feature, and everything works well with nearby, local participants.
However, I’m stuck on one point:
How can I share a world anchor with remote participants who join via FaceTime as spatial personas?
Apple’s demo app (where multiple users move a plane model around) seems to suggest that this is possible.
For context, I’m building an immersive app with Metal rendering.
Any guidance or examples would be greatly appreciated!
Thanks,
Jens
We're developing an iOS application that integrates RoomCaptureSession with ARSCNView for room scanning. Our implementation differs from the standard RoomCaptureView because we need custom UI guidance with 3D dots placed in the scanning environment to guide users through the capture process.
Bug Description:
The application crashes when users attempt to scan multiple rooms or apartments in sequence. The crash specifically occurs with the following pattern:
User successfully scans first room with multiple hotspots (working correctly)
User stops scanning, moves to a new room
In the new room, first 1-2 hotspots work correctly
Application crashes when attempting to scan additional hotspots
Technical Details:
Error: SLAM Anchor assertion failure in SlamAnchor.cpp:37 : HasValidPose()
Crash occurs in Thread 27 with CAPIDetectionOutputFwdNode
Error suggests invalid positioning when placing AR anchors
Steps to Reproduce:
Start room scan
Complete multiple hotspot captures in first room
Stop scanning
Start new room scan
Capture 1-2 hotspots successfully
Attempt additional hotspot captures -> crashes
Attempted Solutions:
Implemented anchor cleanup between sessions
Added position validation before anchor placement
Implemented ARSession error handling
Added proper thread management for AR operations
Environment:
Device: iPhone 14 Pro (LiDAR equipped)
iOS Version: 18.1.1 (22B91)
Testing through TestFlight
Crash Log Details:
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Triggered by Thread: 27
Thread 27 Crashed:
0 libsystem_kernel.dylib 0x00000001f0cc91d4 __pthread_kill + 8
1 libsystem_pthread.dylib 0x0000000228e12ef8 pthread_kill + 268
2 libsystem_c.dylib 0x00000001a86bbad8 abort + 128
3 AppleCV3D 0x0000000234d71a28 cv3d::vio::capi::SlamAnchor::SlamAnchor
Question:
Is there a recommended approach for handling multiple room captures with custom ARSCNView integration? The standard RoomCaptureView implementation doesn't show this behavior, but we need the custom guidance functionality that ARSCNView provides.
Crash Log
Code and full crash logs can be provided if needed.
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
The WWDC25 video and notes titled “Learn About Apple Immersive Video Technologies” introduced the Apple Spatial Audio Format (ASAF) and codec (APAC). However, despite references throughout on using immersive video, there is scant information on ASAF/APAC (including no code examples and no framework references), and I’ve found no documentation in Apple’s APIs/Frameworks about its implementation and use months on.
I want to leverage ambisonic audio in my app. I don’t want to write a custom AU if APAC will be opened up to developers. If you read the notes below along with the iPhone 17 advertising (“Video is captured with Spatial Audio for immersive listening”), it sounds like this is very much a live feature in iOS26.
Anyone know the state of play? I’m across how the PHASE engine works, which is unrelated to what I’m asking about here.
Original quote from video referenced above: “ASAF enables truly externalized audio experiences by ensuring acoustic cues are used to render the audio. It’s composed of new metadata coupled with linear PCM, and a powerful new spatial renderer that’s built into Apple platforms. It produces high resolution Spatial Audio through numerous point sources and high resolution sound scenes, or higher order ambisonics.”
”ASAF is carried inside of broadcast Wave files with linear PCM signals and metadata. You typically use ASAF in production, and to stream ASAF audio, you will need to encode that audio as an mp4 APAC file.”
”APAC efficiently distributes ASAF, and APAC is required for any Apple immersive video experience. APAC playback is available on all Apple platforms except watchOS, and supports Channels, Objects, Higher Order Ambisonics, Dialogue, Binaural audio, interactive elements, as well as provisioning for extendable metadata.”
Topic:
Spatial Computing
SubTopic:
General
Hi guys,
I noticed that Apple created a really engaging visual effect for browsing spatial videos in the app. The video appears embedded in glass panel with glowing edges and even shows a parallax effect as you move around. When I tried to display the stereo video using RealityView, however, the video entity always floats above the panel.
May I ask how does VisionOS implement this effect? Is there any approach to achieve this effect or example code I can use in my own code.
Thanks!
So with the new ManipulationComponent, we can choose "stay" and then if you drag it out of your volume, once you let go it will instantly disappear.
We can "animate" it back to inside the volume, eg.:
content.subscribe(to: ManipulationEvents.WillRelease.self) { event in
Entity.animate(
.easeInOut(duration: 1),
body: { event.entity.position = [0, 0.2, 0] },
completion: {}
)
},
Howeve,r for the duration that it travels outside of the volume it's invisible the whole time.
In this apple video, it seems to be visible when dragging and when letting go, but perhaps that's not a volume they're dragging it out of?
https://youtu.be/VtenPKrvPOU?si=y1zoZOs2IMyDzOm6&t=1748
Does anyone know how to keep the entity visible even when after letting the entity go while you animate it back towards inside of your volume?
Hello experts, and question seekers,
I have been trying to get Gaussian splats working with RealityKit, however it seems not to work out for me.
The library I use for Gaussian splatting: https://github.com/scier/MetalSplatter
My idea was to use the renderers provided by RealityKit (aka RealityRenderer) https://developer.apple.com/documentation/realitykit/realityrenderer and the renderer provided by MetalSplatter (aka. SplatRenderer) https://github.com/scier/MetalSplatter/blob/main/MetalSplatter/Sources/SplatRenderer.swift
Then with a custom render pipeline, I would be able to compose the outputs of the renderers, enabling the possibility, for example to build immersive scenery with realistic environment scans, as Gaussian splats, and RealityKit to provide the necessary features to build extra scenery around Gaussian splats, eg. dynamic 3D models inside Gaussian splats.
However the problem is, as of now I am not able to do that with the current implementation of RealityRenderer.
It seems to be, that first RealityRenderer is supposed to be an API, just to render colour information onto a texture, which in first glance might be useful, but misses important information, such as for example depth, and stencil information.
Second issue is, even with that in mind, currently I am not able to execute RealityRenderer.updateAndRender, due to the following error messages:
Could not resolve material name 'engine:BuiltinRenderGraphResources/Common/realityRendererBackground.rematerial' in bundle at '/Users//Library/Developer/CoreSimulator/Devices//data/Containers/Bundle/Application//.app'. Loading via asset path.
exiting spatial tracking service update thread because wait returned 37”
I was able to build a custom Metal view with UIViewRepresentable, MTKView, and MTKViewDelegate, enabling me to build a custom rendering pipeline, by utilising some of the Metal developer workflows.
Reference: https://developer.apple.com/documentation/xcode/metal-developer-workflows/
Inside draw(in view: MTKView), in a class derived by MTKViewDelegate:
guard let currentDrawable = view.currentDrawable else {
return
}
let realityRenderer = try! RealityRenderer()
try! realityRenderer.updateAndRender(deltaTime: 0.0, cameraOutput: .init(.singleProjection(colorTexture: currentDrawable.texture)), whenScheduled: { realityRenderer in
print("Rendering scheduled")
}, onComplete: { RealityRenderer in
print("Rendering completed")
})
Can you please tell me, what I am doing wrong?
Is there any solution, that enables me to use RealityKit with for example Gaussian splats?
Any help is greatly appreciated.
All the best,
Ethem Kurt
I'm getting the following error message when compiling the Apple provided sample, Spaceship game for the Apple Visio Pro. I've already tried deleting the derived data resetting the package cache and restarting Xcode but still getting the following error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path /Users/myoungkang/Downloads/CreatingASpaceshipGame/Packages/Studio/Sources/Studio/Studio.rkassets because 'The file “Studio.rkassets” couldn’t be opened because you don’t have permission to view it.'
error: Tool exited with code 1
Topic:
Spatial Computing
SubTopic:
General
Hi Apple Team,
We noticed the following exciting changelog in the latest macOS 26 beta:
A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451)
However after trying this on the latest beta and running some tests we do not see any differences on objects with low textures such as single coloured surfaces. Is there anything we are missing? the machine is definitely connected to the internet but we have no way of knowing from the logs if the new model is being used?
thanks
Hi, I am trying to load files from the Apple Vision Pro's storage into a Unity App (using Apple visionOS XR Plugin and not PolySpatial package). So far, I've tried using UnitySimpleFileBrowser and UnityStandaloneFileBrowser (both aren't made for the Vision Pro and don't work there), and then implemented my own naive file browser that at least allows me to view directories (that I can see from the App Sandbox). This is of course very limited:
Gray folders can't be accessed, the only 3 available ones don't contain anything where a user would put files through the "Files" app.
I know that an app can request access to these "Files & Folders":
So my question is: Is there a way to request this access for a Unity-built app at the moment? If yes, what do I need to do? I've looked into the generated Xcode project's "Capabilities", but did not find anything related to file access. Any help is appreciated!
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
Dear all,
I´m using Unity 6.2 beta and Xcode 16.2. I´m creating a simple framework to use the text to speech functionality in VisionOS from unity. The framework is created in Swift. I create an objective-c wrapper with the following declarations:
...
void _initTTS(int);
...
I create the framework, import it in Unity and call the functions in a c# wrapper class. The code is as follows:
public static class TTSPluginManager
{
[DllImport("TTS_Vision"]
private static extern void _initTTS(int val);
...
public static void Initialize()
{
#if UNITY_VISIONOS
_initTTS(0);
#else
Debug.LogWarning("NativeTTS.Initialize called on a non-iOS platform. Ignoring.");
#endif
}
}
I have managed to compile and run the program in the Apple Vision Pro, but I keep on getting the following error:
DllNotFoundException: TTS_Vision assembly: type: member:(null)
TTSPluginManager.Initialize () (at Assets/Plugins/TTSPluginManager.cs:33)
LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) (at Assets/AVRLecture/LecturePortalManager.cs:17)
InkLoader.StartStory () (at Assets/AVRLecture/InkLoader.cs:24)
InkLoader.Start () (at Assets/AVRLecture/InkLoader.cs:18)
If I run the generated code from Xcode, I can see the app in the AVP, but I keep getting a loading error:
DllNotFoundException: Unable to load DLL 'TTS_Vision'. Tried the load the following dynamic libraries: Unable to load dynamic library '/TTS_Vision' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/TTS_Vision, 0x0005): tried: '/TTS_Vision' (no such file)
at TTSPluginManager.Initialize () [0x00000] in <00000000000000000000000000000000>:0
at LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) [0x00000] in <00000000000000000000000000000000>:0
I can see in the generated code that the framework (TTS_Vision) is there, but the path seems wrong. I've tried to add more options to the searched paths, with no success...
Any hints or suggestions are much more appreciated.
Hi Nathaniel,
I spoke with you yesterday in the WWDC lab. Thanks for chatting with me! Is it possible to get a link to a doc that has some key metrics I'd find in a RealityKit trace so I know if that metric is exceeding limits and probably causing a problem? Right now, I just see numbers and have no idea if a metric is high or low :). This is specifically for a VisionOS app.
Thanks,
Bob
With the new ImagePresentationComponent in visionOS 26, how can text/overlays be shown on top of the image as seen in the Spatial Gallery app?
I am trying to run widgets on visionOS 26. Specifically I am trying to pin them to the simulator room's walls, however I am unable to do so.
Is this a limitation with the visionOS simulator right now, or am I missing a trick here?
Hi,
We are trying to port our Unity app from other XR devices to Vision Pro. Thus it's way easier for us to use the Metal rendering layer, fully immersive. And to stay true to the platform, we want to keep the gaze/pinch interaction system.
But we just noticed that, unlike Polyspatial XR apps, VisionOS XR in Metal does not provide gaze info unless the user is actively pinching... Which forbids any attempt to give visual feedback on what they are looking at (buttons, etc).
Is this planned in Apple's roadmap ?
Thanks