Hi,
On visionOS to manage entity rotation we can rely on RotateGesture3D. We can even with the constrainedToAxis parameter authorize only rotation on an x, y or z axis or even make combinations.
What I want to know is if it is possible to constrain the rotation on axis automatically.
Let me explain, the functionality that I would like to implement is to constrain the rotation on an axis only once the user has started his gesture. The initial gesture the user makes should let us know which axis they want to rotate on.
This would be equivalent to activating a constraint automatically on one of the axes, as if we were defining the gesture on one of the axes.
RotateGesture3D(constrainedToAxis: .x)
RotateGesture3D(constrainedToAxis: .y)
RotateGesture3D(constrainedToAxis: .z)
Is it possible to do this?
If so, what would be the best way to do it?
A code example would be greatly appreciated.
Regards
Tof
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I’ve submitted the following feedback:
FB13820942 (List Outline View Not Using Accent Color on Disclosure Caret for visionOS)
I’d appreciate help on this to see if I’m doing something wrong or indeed it’s the way visionOS currently works and it’s a suggested feedback.
Hello,
If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message:
Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported.
CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro
The problem occurs precisely with this code:
ManipulationComponent.configureEntity(object)
I adapted Apple's ObjectPlacementExample and made the changes available via GitHub.
The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly.
GitHub Repo
Thanks
Andre
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
Hi I am trying to implement something simple as people can share their Spatial Photos with others (just like this post). I encountered the same issue with him, but his answer doesn't help me out here.
Briefly speaking, I am using CGImgaeSoruce to extract paired leftImage and rightImage from one fetched spatial photo
let photos = PHAsset.fetchAssets(with: .image, options: nil)
// enumerating photos ....
if asset.mediaSubtypes.contains(PHAssetMediaSubtype.spatialMedia) {
spatialAsset = asset
}
// other code show below
I can fetch left and right images from native Spatial Photo (taken by Apple Vision Pro or iPhone 15+), but it didn't work on generated spatial photo (2D -> 3D feat in Photos).
// imageCount is 1 when it comes to generated spatial photo
let imageCount = CGImageSourceGetCount(source)
I searched over the net and someone says the generated version is having a depth image instead of left/right pair. But still I cannot extract any depth image from imageSource.
The full code below, the imagePair extraction will stop at "no groups found":
func extractPairedImage(phAsset: PHAsset, completion: @escaping (StereoImagePair?) -> Void) {
let options = PHImageRequestOptions()
options.isNetworkAccessAllowed = true
options.deliveryMode = .highQualityFormat
options.resizeMode = .none
options.version = .original
return PHImageManager.default().requestImageDataAndOrientation(for: phAsset, options: options) {
imageData, _, _, _ in
guard let imageData,
let imageSource = CGImageSourceCreateWithData(imageData as CFData, nil)
else {
completion(nil)
return
}
let stereoImagePair = stereoImagePair(from: imageSource)
completion(stereoImagePair)
}
}
}
func stereoImagePair(from source: CGImageSource) -> StereoImagePair? {
guard let properties = CGImageSourceCopyProperties(source, nil) as? [CFString: Any] else {
return nil
}
let imageCount = CGImageSourceGetCount(source)
print(String(format: "%d images found", imageCount))
guard let groups = properties[kCGImagePropertyGroups] as? [[CFString: Any]] else {
/// function returns here
print("no groups found")
return nil
}
guard
let stereoGroup = groups.first(where: {
let groupType = $0[kCGImagePropertyGroupType] as! CFString
return groupType == kCGImagePropertyGroupTypeStereoPair
})
else {
return nil
}
guard let leftIndex = stereoGroup[kCGImagePropertyGroupImageIndexLeft] as? Int,
let rightIndex = stereoGroup[kCGImagePropertyGroupImageIndexRight] as? Int,
let leftImage = CGImageSourceCreateImageAtIndex(source, leftIndex, nil),
let rightImage = CGImageSourceCreateImageAtIndex(source, rightIndex, nil),
let leftProperties = CGImageSourceCopyPropertiesAtIndex(source, leftIndex, nil),
let rightProperties = CGImageSourceCopyPropertiesAtIndex(source, rightIndex, nil)
else {
return nil
}
return (leftImage, rightImage, self.identifier)
}
Any suggestion? Thanks
visionOS 2.4
Hello,
A lot of the RealityKit APIs (Ex. LowLevelMesh, LowLevelTexture, etc.) are marked with MainActor so they needed to be accessed on the main thread.
This creates issues when we need to perform expensive GPU related operations since now we need to perform those on the main thread. This results in bottlenecks and hangs in our application. We would like to use a multi-threaded approach to solve these problems which is difficult to do here. We are constantly streaming data whether the app is just appearing or the user is interacting with our application so we need to be able to perform these operations on a separate thread.
Any advice on how to achieve this using RealityKit?
Thank you.
I can generate a ShapeResource from a ReakityKit entity's extents. Could I apply some scaling to the generated shape. Is there a way to do that?
// model is a ModelResource and bounds is a BoundingBox
var shape = ShapeResource.generateConvex(from: model.mesh);
shape = shape.offsetBy(translation: bounds.center)
// How can I scale the shape to fit within the bounds?
The following API only provide the rotation and translation support. and I cannot find the scale support.
offsetBy(rotation: simd_quatf = simd_quatf(ix: 0, iy: 0, iz: 0, r: 1), translation: SIMD3<Float> = SIMD3<Float>())
I can put the ShapeResource on an entity and scale the entity. But, I would like to know if it is possible to scale the ShapeResource itself without attaching it to an entity.
Hi,
I was wondering if the Enterprise API for visionOS 2 includes access to the raw Lidar data from the Apple Vision Pro, or any intermediate data representation (like the depthMap as shown in this post)? Or if there would be any way to get access to this data?
Thanks in advance!
Hello,
I am experimenting with Unity to develop a mixed reality (MR) application for visionOS. I would like to understand the best approach for structuring my project:
Should I build the entire experience in Unity (both Windows and Volumes)?
Or is it better to create only certain elements (e.g., Volumes) in Unity while managing Windows separately in Xcode?
Also, how well do interactions (e.g pinch, grab…) created in Unity integrate with Xcode?
If I use the PolySpatial plugin, does that allow me to manage all interactions entirely within Unity, or would I still need to handle/integrate part of it in Xcode?
What's worked best for you? Please let me know if you have any recommendations, Thanks!
Topic:
Spatial Computing
SubTopic:
General
Tags:
Vision
Reality Composer Pro
visionOS
iPad and iOS apps on visionOS
Description:
I'm developing a travel/panorama viewing app for visionOS that allows users to view 360° panoramic images in an immersive space. When users enter panorama viewing mode, I want to provide a fully immersive experience where the main interface window and Earth 3D globe window are hidden.
I've implemented the app following Apple's documentation on Creating Fully Immersive Experiences, but when users enter the immersive space, both the main window and the Earth 3D window remain visible, diminishing the immersive experience.
Implementation Details:
My app has three main components:
A main content window showing panorama thumbnails
A 3D globe window (volumetric) showing locations
An immersive space for viewing 360° panoramas
I'm using .immersionStyle(selection: $panoImageView, in: .full) to create a fully immersive experience, but other windows remain visible.
Relevant Code:
@main
struct Travel_ImmersiveApp: App {
@StateObject private var appModel = AppModel()
@State private var panoImageView: ImmersionStyle = .full
var body: some Scene {
WindowGroup {
ContentView()
.environmentObject(appModel)
}
.windowStyle(.automatic)
.defaultSize(width: 1280, height: 825)
WindowGroup(id: "Earth") {
Globe3DView()
.environmentObject(appModel)
.onAppear {
appModel.isGlobeWindowOpen = true
appModel.globeWindowOpen = true
}
.onDisappear {
if !appModel.shouldCloseApp {
appModel.handleGlobeWindowClose()
}
}
}
.windowStyle(.volumetric)
.defaultSize(width: 0.8, height: 0.8, depth: 0.8, in: .meters)
.windowResizability(.contentSize)
ImmersiveSpace(id: "ImmersiveView") {
ImmersiveView()
.environmentObject(appModel)
}
.immersionStyle(selection: $panoImageView, in: .full)
}
}
Opening the Immersive Space:
func getPanoImageAndOpenImmersiveSpace() async {
appModel.clearMemoryCache()
do {
let canView = appModel.canViewImage(image)
if canView {
let downloadedImage = try await appModel.getPanoramaImage(for: image) { progress in
Task { @MainActor in
cardState = .loading(progress: progress)
}
}
await MainActor.run {
appModel.updateCurrentImage(image, panoramaImage: downloadedImage)
}
if !appModel.immersiveSpaceOpened {
try await openImmersiveSpace(id: "ImmersiveView")
await MainActor.run {
appModel.immersiveSpaceOpened = true
cardState = .normal
}
} else {
await MainActor.run {
appModel.updateImmersiveView = true
cardState = .normal
}
}
} else {
await MainActor.run {
appModel.errorMessage = "You do not have permission to view this image."
cardState = .normal
}
}
} catch {
// Error handling
}
}
Immersive View Implementation:
struct ImmersiveView: View {
@EnvironmentObject var appModel: AppModel
var body: some View {
RealityView { content in
let rootEntity = Entity()
content.add(rootEntity)
Task {
if let selectedImage = appModel.selectedImage,
appModel.canViewImage(selectedImage) {
await loadPanorama(for: rootEntity)
}
}
} update: { content in
if appModel.updateImmersiveView,
let selectedImage = appModel.selectedImage,
appModel.canViewImage(selectedImage),
let rootEntity = content.entities.first {
Task {
await loadPanorama(for: rootEntity)
appModel.updateImmersiveView = false
}
}
}
.onAppear {
print("ImmersiveView appeared")
}
.onDisappear {
appModel.resetImmersiveState()
}
}
// loadPanorama implementation...
}
What I've Tried
Set immersionStyle to .full as recommended in the documentation
Confirmed that the immersive space is properly opened and displaying panoramas
Verified that the state management for the immersive space is working correctly
Questions
How can I ensure that when the user enters the immersive panorama viewing experience, all other windows (main interface and Earth 3D globe) are automatically hidden?
Is there a specific API or approach I'm missing to properly implement a fully immersive experience that hides all other windows?
Do I need to manually dismiss the windows when opening the immersive space, and if so, what's the best approach for doing this?
Any guidance or sample code would be greatly appreciated. Thank you!
I've tried following apple's documentation to apply a video material on a Model Entity, but I have encountered a compile error while attempting to specify the Spatial Audio type.
It is a 360 video on a Sphere which plays just fine, but the audio is too quiet compared to the volume I get when I preview the video on Xcode. So I tried tried to configure audio playback mode on the material but it gives me a compile error:
"audioInputMode' is unavailable in visionOS
audioInputMode' has been explicitly marked unavailable here
RealityFoundation.VideoPlaybackController.audioInputMode)"
https://developer.apple.com/documentation/realitykit/videomaterial/
Code:
let player = AVPlayer(url: url)
// Instantiate and configure the video material.
let material = VideoMaterial(avPlayer: player)
// Configure audio playback mode.
material.controller.audioInputMode = .spatial // this line won’t compile.
VisionOS 2.4, Xcode 16.4, also tried Xcode 26 beta 2.
The videos are HEVC MPEG-4 codecs.
Is there any other way to do this, or is there a workaround available?
Thank you.
Hi!
I'm currently trying to render another XR scene in front of a RealityKit one.
Actually, I'm anchoring a plane to the head with a shader to display for left/right eye side-by-side images. By default, the camera has a near plane so I can directly draw at z=0.
Is there a way to change the camera near plane? Or maybe there is a better solution to overlay image/texture for left/right eyes?
Ideally, I would layer some kind of CompositorLayer on RealityKit, but that's sadly not possible from what I know.
Thanks in advance and have a good day!
Hi, I'm working with CameraFrameProvider from Enterprise API. Is it always capped at 30fps, or is there something I can switch to get more?
I assume it is capped at 30, so let me cram in additional question here :). If I'd get a developer strap and attach an external camera capable of doing >30fps, will I get the full stream, or some other limitation will kick in?
We use SceneReconstructionProvider to detect meshes in the surrounding environment and apply an OcclusionMaterial to them.
// Assuming `entity` represents one of the detected mesh in the environment
entity.components.set(ModelComponent(
mesh: mesh,
materials: [OcclusionMaterial()]
))
While this correctly occludes entities placed in the immersive space, it also occludes system windows. This becomes problematic when a window is dragged into an occluded area (before or after entering the immersive space), preventing interaction with its elements. In some cases, it also makes it impossible to focus on the window’s drag handle, since this might become occluded as well after moving the window nearby. More generally, system windows can be occluded when they come into proximity with a model that has OcclusionMaterial applied.
I'm aware of a change introduced in visionOS 2 regarding how occlusions interact with UI elements (as noted in the release notes). I believe this change was intended to ensure windows do not remain visible when opened in another room. However, this also introduces some challenges, as described in the scenario above.
Is there a way to prevent system window occlusion while still allowing entities to be occluded by environmental features? Perhaps not using OcclusionMaterial at all?
Development environment: Xcode 16.2, macOS 15.2
Run-time configuration: visionOS 2.2 and 2.3
Hi ,
I'm struggling with visionOS window management and need help with closing child windows programmatically.
App Structure
My app has a Main-Sub window hierarchy:
AWindow (Home/Main)
BWindow (Main feature window)
CWindow (Tool window - child of BWindow)
Navigation flow:
AWindow → BWindow (switch, 1 window on screen)
BWindow → CWindow (opens child, 2 windows on screen)
I want BWindow and CWindow to be separate movable windows (not sheet/popover) so users can position them independently in space.
The Problem
CWindow doesn't close when BWindow closes by tapping the X button below the app (next to the window bar)
User clicks X on BWindow → BWindow closes but CWindow remains
CWindow becomes orphaned on screen
Can close CWindow programmatically when switching BWindow back to AWindow
App launch issue
After closing both windows, CWindow is remembered as last window
Reopening app shows only CWindow instead of BWindow
User gets stuck in CWindow with no way back to BWindow
I've Tried Environment dismissWindow in cleanup but its not working.
// In BWindow.swift
.onDisappear {
if windowManager.isWindowOpen("cWindow") {
dismissWindow(id: "cWindow")
}
}
My App Structure Code Now
// in MyNameApp.swift
@main
struct MyNameApp: App {
var body: some Scene {
WindowGroup(id: "aWindow") {
AWindow()
}
WindowGroup(id: "bWindow") {
BWindow()
}
WindowGroup(id: "cWindow") {
CWindow()
}
}
}
// WindowStateManager.swift
class WindowStateManager: ObservableObject {
static let shared = WindowStateManager()
@Published private var openWindows: Set<String> = []
@Published private var windowDependencies: [String: String] = [:]
private init() {}
func markWindowAsOpen(_ id: String) {
markWindowAsOpen(id, parent: nil)
}
func markWindowAsClosed(_ id: String) {
openWindows.remove(id)
windowDependencies[id] = nil
}
func isWindowOpen(_ id: String) -> Bool {
let isOpen = openWindows.contains(id)
return isOpen
}
func markWindowAsOpen(_ id: String, parent: String? = nil) {
openWindows.insert(id)
if let parentId = parent {
windowDependencies[id] = parentId
}
}
func getParentWindow(of childId: String) -> String? {
let parent = windowDependencies[childId]
return parent
}
func getChildWindows(of parentId: String) -> [String] {
let children = windowDependencies.compactMap { key, value in
value == parentId ? key : nil
}
return children
}
func setNextWindowParent(_ parentId: String) {
UserDefaults.standard.set(parentId, forKey: "nextWindowParent")
}
func getAndClearNextWindowParent() -> String? {
let parent = UserDefaults.standard.string(forKey: "nextWindowParent")
UserDefaults.standard.removeObject(forKey: "nextWindowParent")
return parent
}
func forceCloseChildWindows(of parentId: String) {
let children = getChildWindows(of: parentId)
for child in children {
markWindowAsClosed(child)
NotificationCenter.default.post(
name: Notification.Name("ForceCloseWindow"),
object: nil,
userInfo: ["windowId": child]
)
forceCloseChildWindows(of: child)
}
}
func hasMainWindowOpen() -> Bool {
let mainWindows = ["main", "bWindow"]
return mainWindows.contains { isWindowOpen($0) }
}
func cleanupOrphanWindows() {
for (child, parent) in windowDependencies {
if isWindowOpen(child) && !isWindowOpen(parent) {
NotificationCenter.default.post(
name: Notification.Name("ForceCloseWindow"),
object: nil,
userInfo: ["windowId": child]
)
markWindowAsClosed(child)
}
}
}
}
// BWindow.swift
struct BWindow: View {
@Environment(\.dismissWindow) private var dismissWindow
@ObservedObject private var windowManager = WindowStateManager.shared
var body: some View {
VStack {
Button("Open C Window") {
windowManager.setNextWindowParent("bWindow")
openWindow(id: "cWindow")
}
}
.onAppear {
windowManager.markWindowAsOpen("bWindow")
}
.onDisappear {
windowManager.markWindowAsClosed("bWindow")
windowManager.forceCloseChildWindows(of: "bWindow")
}
.onChange(of: scenePhase) { oldValue, newValue in
if newValue == .background || newValue == .inactive {
windowManager.forceCloseChildWindows(of: "bWindow")
}
}
}
}
// CWindow.swift
import SwiftUI
struct cWindow: View {
@ObservedObject private var windowManager = WindowStateManager.shared
@State private var shouldClose = false
var body: some View {
// Content
}
.onDisappear {
windowManager.markWindowAsClosed("cWindow")
NotificationCenter.default.removeObserver(
self,
name: Notification.Name("ForceCloseWindow"),
object: nil
)
}
.onChange(of: scenePhase) { oldValue, newValue in
if newValue == .background {
}
}
.onAppear {
let parent = windowManager.getAndClearNextWindowParent()
windowManager.markWindowAsOpen("cWindow", parent: parent)
NotificationCenter.default.addObserver(
forName: Notification.Name("ForceCloseWindow"),
object: nil, queue: .main) { notification in
if let windowId = notification.userInfo?["windowId"] as? String, windowId == "cWindow" {
shouldClose = true
}
}
}
.onChange(of: shouldClose) { _, newValue in
if newValue {
dismissWindow()
}
}
}
The logs show everything executes correctly, but CWindow remains visible on screen.
Questions
Why doesn't dismissWindow(id:) work in cleanup scenarios?
Is there a proper way to create a window relationships like parent-child relationships in visionOS?
How can I ensure main windows open on app launch instead of tool windows?
What's the recommended pattern for dependent windows in visionOS?
Environment: Xcode 16.2, visionOS 2.0, SwiftUI
I have been concentrating on developing the visionOS application. While I am currently quite familiar with RealityKit, CompositorServices has also captured my attention. I have not yet acquired knowledge of CompositorServices. Could you please clarify whether it is essential for me to learn CompositorServices? Additionally, I would appreciate it if you could provide insights into the advantages of RealityKit and CompositorServices.
How can I request access to Enterprise API for VisionPro with an individual developer account? I wanted it for learning and testing
I am trying to apply impulseAction to an entity but everytime entity.playAnimation(impulseAnimation) is executed, the log says Cannot find a BindPoint for any bind path: "". I can't figure out what is wrong. Could someone please help me with this?
import SwiftUI
import RealityKit
import RealityKitContent
struct ImmersiveView: View {
var body: some View {
RealityView { content in
// Add the initial RealityKit content
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle), var sphere = immersiveContentEntity.findEntity(named: "Sphere") {
sphere.components.set(CollisionComponent(shapes: [ShapeResource.generateSphere(radius: 0.1)]))
sphere.components.set(PhysicsBodyComponent(shapes: [ShapeResource.generateSphere(radius: 0.1)], mass: 1000))
sphere.components[PhysicsBodyComponent.self]?.isAffectedByGravity = false
sphere.position = [0, 1, -1]
content.add(immersiveContentEntity)
// Create an action to apply an impulse, forcing the object to move upwards.
let impulseAction = ImpulseAction(linearImpulse: [0, 1, 0])
// Create a small positive duration value.
let duration: TimeInterval = 1 / 30.0
// Create an animation for the action, which will start playing
// after five seconds.
do {
let impulseAnimation = try AnimationResource
.makeActionAnimation(for: impulseAction,
duration: duration,
delay: 5.0)
// Play the sequence animation that will play the actions.
sphere.playAnimation(impulseAnimation)
} catch {
print("Error: \(error)")
}
}
}
}
}
All the logs:
Could not locate file 'default-binaryarchive.metallib' in bundle.
Error creating the CFMessagePort needed to communicate with PPT.
AddInstanceForFactory: No factory registered for id <CFUUID 0x6000029a5b80> F8BB1C28-BAE8-11D6-9C31-00039315CD46
cannot add handler to 0 from 1 - dropping
nw_socket_copy_info [C1:2] getsockopt TCP_INFO failed [102: Operation not supported on socket]
nw_socket_copy_info getsockopt TCP_INFO failed [102: Operation not supported on socket]
Registering library (/Library/Developer/CoreSimulator/Volumes/xrOS_22N840/Library/Developer/CoreSimulator/Profiles/Runtimes/xrOS 2.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/PrivateFrameworks/CoreRE.framework/default.metallib) that already exists in shader manager. Library will be overwritten.
cannot add handler to 0 from 1 - dropping
Cannot find a BindPoint for any bind path: "", ""
Sync object without snapshot while removing view (id: 2816861686082450363, type: 6373420419761316588[SelectableSceneContentIdentifierComponent]).
But i think only Cannot find a BindPoint for any bind path: "", "" is relevant.
Hey all,
I'm working on a visionOS app that captures live frames from the left and right cameras of Apple Vision Pro using cameraFrame.sample(for: .left/.right).
Apple provides documentation on encoding side-by-side frames into MV-HEVC spatial video using CMTaggedBuffer:
Converting Side-by-Side 3D Video to MV-HEVC
My question:
Is there any way to render tagged frames (e.g. CMTaggedBuffer with .stereoView(.leftEye/.rightEye)) live, directly to a surface in RealityKit or Metal, without saving them to a file?
I’d like to create a true stereoscopic (spatial) live video preview, not just render two images side-by-side.
Any advice or insights would be greatly appreciated!
I’m facing an issue while using CustomHoverEffect. In my view, there is a long title, which causes the title to be truncated. When the user hovers over it, the title should scroll. Although I have already implemented the scrolling effect, I am unsure how to trigger the scroll on hover. How should I approach this?