I am develop visionOS app. I am now very interested in Metal and Compositor Services, but I have not explored them in depth. I know that Metal has a higher degree of control freedom. I am wondering if using Compositor Services will have fewer functions than RealityKit in AR technology (such as scene reconstruction and understanding, hover effect, etc.).
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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
Hi, I've encountered a thread where an Apple engineer points out that there are 2 possible ways to anchor scenePhase, either App or View implementation: https://developer.apple.com/forums/thread/757429
This thread also links to documentation which states
If you read the phase from within a custom Scene instance, the value similarly reflects an aggregation of all the scenes that make up the custom scene:
This doesn't seem to be the case on visionOS 2, I tried the following code starting from an empty app template:
import SwiftUI
@main
struct SceneTestApp: App {
var body: some Scene {
MyScene()
WindowGroup(id: "extra") {
Text("Extra window")
}
}
}
struct MyScene: Scene {
@Environment(\.scenePhase) private var scenePhase
@Environment(\.openWindow) private var openWindow
var body: some Scene {
WindowGroup {
ContentView()
.onAppear {
openWindow(id: "extra")
}
}
.onChange(of: scenePhase) { oldValue, newValue in
print("scenePhase changed")
}
}
}
The result was that I didn't get onChange callback if I only closed the extra window, the callback only came after I closed both windows and the whole app was suspended. Is this expected behavior?
I want to display a model image in the windowGroup window. This image is not unique. To display the model image, how should I convert it into an image
So I am exporting a .usdc file from blender that already has some morph animations. The animations play well in blender but when I export I cannot seem to play them in RealityKit or RCP.
Entity.availableAnimations is an empty array.
Not of the child objects in the entity hierarchy has an animation library component with it.
Maybe I am exporting it wrong but I tried multiple combinations but doesn't seem to work.
Here are my export settings in blender
The original file I purchased is an FBX file that has the animation but when I try to directly get it in RealityConverter it doesn't seem to play animations.
Topic:
Spatial Computing
SubTopic:
General
Tags:
Reality Converter
RealityKit
Reality Composer Pro
visionOS
How do you call the effect where the edges around the central image gradually become transparent? This effect is also seen when viewing immersive mode of spatial photos in Vision Pro. How can I achieve this effect using SwiftUI or ShaderGraph? I want to use this effect when displaying images in my app.
As in the title: openImmersiveSpace works as expected. The ImmersiveSpace in the ID opens normally but the function never resolves a Result. Here is a workaround I used to make user it was on the UI thread and scenePhase was active:
`
@MainActor func openSpaceWithStateCheck() async {
if scenePhase == .active {
Task {
switch await openImmersiveSpace(id: "RoomCaptureInteraction") {
case .opened:
isCapturingImagery = true
break
case .error:
print("!! An error occurred when trying to open the immersive space captureRoomImagery")
case .userCancelled:
print("!! The user declined opening immersive space captureRoomImagery")
@unknown default:
print("!! unknown default result of opening space")
break
}
}
} else {
print("Scene not active, deferring immersive space opening")
}
}
I'm on visionOS 2.4 and SDK 2.2.
I have tried uninstalling the app and rebuilding. Tried simply opening an empty ImmersiveSpace.
The consistency of the ImmersiveSpace opening at least means I can work around it. Even dismissImmersiveSpace works normally and closes the immersive space. But a workaround seems hamfisted.
Hi, I'm working on a VisionOS app and would like to integrate Background Assets to download large files after the app is installed.
I'm wondering what would happen if the user takes off the headset while a background asset is being downloaded. Would it continue downloading or would the download be stopped/paused?
I was looking for a way to download large assets while the user is not wearing the Vision Pro, is there any other alternative?
Thanks in advance.
Hello everyone
I would like to create my own spatial video on my Apple Vision Pro. According to all the documentation from Apple, this requires two camera angles that enhance the spatial perception. I have purchased the Enterprise license with main camera access for this purpose. However, this only gives me access to the left main camera of the glasses. Is there a way to access the right camera as well? Or is the one camera image enough to create a spatial video by splitting the image, for example?
I am open to any help and ideas. My goal is to create the video with the cameras on the glasses, not externally.
My app for framing and arranging pictures from Photos on visionOS allows users to write the arrangements they create to .reality files using RealityKit entity.write(to:) that they then display to customers on their websites. This works perfectly on visionOS 2, but fails with a fatal protection error on visionOS 26 beta 1 and beta 2 when write(to:) attempts to write to its internal cache:
2025-06-29 14:03:04.688 Failed to write reality file Error Domain=RERealityFileWriterErrorDomain Code=10 "Could not create parent folders for file path /var/mobile/Containers/Data/Application/81E1DDC4-331F-425D-919B-3AB87390479A/Library/Caches/com.GeorgePurvis.Photography.FrameItVision/RealityFileBundleZippingTmp_A049685F-C9B2-479B-890D-CF43D13B60E9/41453BC9-26CB-46C5-ADBE-C0A50253EC27."
UserInfo={NSLocalizedDescription=Could not create parent folders for file path /var/mobile/Containers/Data/Application/81E1DDC4-331F-425D-919B-3AB87390479A/Library/Caches/com.GeorgePurvis.Photography.FrameItVision/RealityFileBundleZippingTmp_A049685F-C9B2-479B-890D-CF43D13B60E9/41453BC9-26CB-46C5-ADBE-C0A50253EC27.}
Has anyone else encountered this problem? Do you have a workaround? Have you filed a feedback?
ChatGPT analysis of the error and my code reports:
Why there is no workaround
• entity.write(to:) is a black box — you cannot override where it builds its staging bundle
• it always tries to create those random folders itself
• you cannot supply a parent or working directory to RealityFileWriter
• so if the system fails to create that folder, you cannot patch it
👉 This is why you see a fatal error with no recovery.
See also feedbacks: FB18494954, FB18036627, FB18063766
I’m currently developing an app for visionOS and working with an ImmersiveSpace. I’ve noticed that the system automatically enforces a safety boundary at approximately 1.5 meters. If the user moves beyond this limit, the content fades out or the system reverts to Passthrough.
Is there any way to disable this boundary or extend its radius?
This app is currently in the experimental/verification phase, and it is intended to be run on a Vision Pro in Developer Mode. Since the primary goal is to test large-scale spatial interactions during development, I am looking for any way—including developer-specific settings or configurations—to bypass or expand this limit.
If there isn't a direct API to change the boundary size, are there any recommended workarounds for testing movement within large environments?
Any insights would be greatly appreciated!
I'm playing about with the hand tracking systems in reality kit / Vision Pro
I thought it would be interesting if I could attach a virtual object to a hand when the hand is gripping (thought it would be fun to attach a basic cylinder to mimic a wand from Harry Potter)
I'm able to detect when the user is gripping but having trouble placing an object as though it's within the hand.
The simplest version of this is using an AnchorEntity pointing to the user's palm which kind of works, but quickly breaks the illusion when you rotate the wrist or hand.
It seems as though I will have to roll my own anchor entity using the various points of the user's hand and I thought calculating some median point between the thumb and little finger tips would be a good start but it's proven a little difficult as we need both rotation and position.
I'm already out of my depth with reality kit and matrices (and thanks to ChatGPT) I have some code, but as soon as I apply the position manually (as opposed to a hand anchor entity) it fails to render on the user's hand.
It feels like this should already have been something someone has looked in to, any ideas on what might be the issue here?
Note: HandTrackingSystem.handTracking is a HandTrackingProvider()
guard let anchors = HandTrackingSystem.handTracking.latestAnchors.leftHand else {
return
}
if
let thumb = anchors.handSkeleton?.joint(.thumbTip),
let little = anchors.handSkeleton?.joint(.littleFingerTip)
{
let thumbPos = simd_make_float3(thumb.anchorFromJointTransform.columns.3)
let littlePos = simd_make_float3(little.anchorFromJointTransform.columns.3)
let midPos = (thumbPos + littlePos) / 2
let direction = normalize(littlePos - thumbPos)
let rotation = simd_quatf(from: [0, 1, 0], to: direction)
wandEntity.transform.translation = midPos
wandEntity.transform.rotation = rotation
content.add(wandEntity)
}
I am using HelloPhotogrammetry in Xcode
I can make one model with something like HelloPhotogrammetry.main([path_to_folder_of images, path_to_output/model.usdz, "-d", "medium", "-o", "unordered", "-f", "high" ])
But how would I request several models simultaneously? I only want to vary the detail.
[ ("/Users/you/Desktop/model_medium.usdz", detail: .medium), ("/Users/you/Desktop/model_full.usdz", detail: .full), ("/Users/you/Desktop/model_raw.usdz", detail: .raw ]
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
Is there a suitable
UTType type to satisfy the need to pick up only SpatialVideo in UIDocumentPickerViewController?
I already know that PHPickerFilter in PHPickerViewController can do this, but not in UIDocumentPickerViewController.
Our app needs to adapt both of these ways to pick spatial videos
So is there anything that I can try in UIDocumentPickerViewController to fulfill such picker functionality?
Topic:
Spatial Computing
SubTopic:
General
Tags:
Files and Storage
Photos and Imaging
PhotoKit
visionOS
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 have discovered that RemoteImmersiveSpace is limited to utilizing the structure of the CompositorContent protocol, precluding direct invocation of RealityView. Consequently, I am interested in understanding the appropriate method for integrating CompositorContent within RemoteImmersiveSpace. Thanks.
Hi, we would like to create something where you can open multiple volumetric windows and place them in a room, our biggest issue is that we want these windows to be persistent, so when I close and reopen the app, the windows to be in the same position. We can't use immersive spaces because we also want to have the possibility to access the shared space.
Is it possible with the current features and capabilities to do that? If yes do you have some advices how can we achieve this?
The alternative is if is it possible to open the virtual display in immersive spaces or if we have the possibility to implement our own virtual display.
One of the most common ways to provide a window size in visionOS is to use the defaultSize scene modifier.
WindowGroup(id: "someID") {
SomeView()
}
.defaultSize(CGSize(width: 600, height: 600))
Starting in visionOS 26, using this has a side effect. visionOS 26 will restore windows that have been locked in place or snapped to surfaces. If a user has manually adjusted the size of a locked/snapped window, the users size is only restore in some cases.
Manual resize respected
Leaving a room and returning later
Taking the headset off and putting it back on later
Manual resize NOT respected
Device restart. In this case, the window is reopened where it was locked, but the size is set back to the values passed to defaultSize. The manual resizing adjustments the user has made are lost. This is counter to how all other windows and widgets work.
I reported this last month (FB18429638), but haven't heard back if this is a bug or intended behavior.
Questions
What is the best way to provide a default window size that will only be used when opening new windows–and not used during scene restoration?
Should we try to keep track of window size after users adjust them and save that somewhere?
If this is intended behavior, can someone please update the docs accordingly?