Discuss Spatial Computing on Apple Platforms.

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Logitech Muse API?
Hello, I've pre-ordered the Logitech Muse with hopes of developing with it, but have yet to find any documentation relating to the capabilities it will have/any APIs that will be available to take advantage of the Muse. Is anyone aware of what might become available? Thank you in advance.
1
0
226
Oct ’25
CustomMaterial disable unlit tone mapping
Hi, since iOS 18 UnlitMaterial and ShaderGraphMaterial have the option to disable tone mapping, e.g via https://developer.apple.com/documentation/realitykit/unlitmaterial/init(applypostprocesstonemap:) Is it possible to do the same for CustomMaterial? I tried initializing a CustomMaterial based on an UnlitMaterial where tone mapping is disabled, like so: let unlitMat = UnlitMaterial(applyPostProcessToneMap: false) let customMaterial = try CustomMaterial( from: unlitMat, surfaceShader: surfaceShader, geometryModifier: geometryModifier ) but that does not seem to work. The colors of my texture still look altered in comparison to a plain UnlitMaterial or a ShaderGraphMaterial where its disabled. Any hints? Thank you!
1
0
141
Jun ’25
Cursor display issue on attachment view in immersive space
While using Screen Mirroring in developer mode within my immersive space, I noticed an alignment issue with the computer cursor (transparent circle). When I move it toward an attachment view, the cursor remains horizontal instead of aligning with the surface of the attachment view. It shows correctly on a 2D window only wrong on attachment view. Is this behavior a bug, or could it be caused by a missing or incorrect configuration on the attachment view? Want help, thanks.
1
0
102
Apr ’25
Is it possible to raycast with PSVR2 controllers when developing in Unity for the Apple Vision Pro?
Hi all, I am currently developing a game in Unity for VisionOS and I'd prefer to use the PSVR2 controllers as a source of the raycast for menu selection instead of the default VisionOS gaze for my specific use case. Is there a way to access the IMU of PSVR2 controllers to do this instead of just using eyegaze + controller click for selection? Is there a specific configuration for GCController from within Unity maybe? Thank you!
1
0
547
Dec ’25
Is `ParticleEmitterComponent` implemented for `RealityKit` on iOS?
Hi there, I was looking to add a particle emitter to my augmented reality app I'm developing using RealityKit. I'm targeting iOS. I noticed in the documentation for the ParticleEmitterComponent that it looks like iOS 18.0+ is supported, but when I try to use the ParticleEmitterComponent in my code in XCode, I get an error that it isn't found. Furthermore, this StackOverflow post seems to indicate that particle systems are not available for iOS. Would it be possible to get clarification on this?
1
0
152
May ’25
WebXR and PSVR2
We got very excited when we saw support for the PSVR2 on WWDC! Particularly interesting is WebXR to us, so we got the controllers to give it a try. Unfortunately they only register as gamepads in the navigator but not as XRInputDevice's We went through the experimental flags and didn't find something that is directly related. Is there a flag we missed? If not, when do you have PSVR2 support planned for WebXR?
1
5
400
Jun ’25
Background Assets in VisionOS
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.
1
0
177
Jun ’25
window loses resize feature on reopening
I have this problem on VisionOS. When I dismiss and reopen a window from a ImagePresentationComponent, the window misses the resize ui elements when I look at the window corners. The rest of the window ui elements (drag, close...) are there. Resizing was possible before the window was dismissed. The code is something like this: WindowGroup(id: "image-display-window",..... } .windowResizability(.automatic) .windowStyle(.plain) I call dismissWindow() from the window view and it is dismissed correctly. Then I call openWindow(id: "image-display-window", value: data) from another view to reopen it. It reopens but it missing the possibility to resize. Anyone knows how to fix this? Thanks.
1
0
272
Dec ’25
The folding and unfolding effect of the NBA sand table
Seeing this magical sand table, the unfolding and folding effects are similar to spreading out cards, which is very interesting. But I don't know how to achieve it. I want to see if there are any ways to achieve this effect and give some ideas. May I ask if this effect can be achieved under the existing API
1
0
97
May ’25
Safari-like toolbar in visionOS
I like the toolbar visionOS's Safari uses for back & forward page, share, etc. It floats above the window. My attempt to do this with ornaments isn't as satisfying as they partially cover the window. My attempts with toolbar haven't produced visible results. Is this Safari-style toolbar for visionOS exposed by Apple in the API's? If so, could someone point me to documentation or sample code? Thanks!
1
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264
Oct ’25
visualBounds ignores TextComponents set for Entity. Workarounds?
After adding TextComponents to my Entities on visionOS, I have observed that visualBounds will ignore the TextComponents. Documentation states that it should render a rounded rectangle mesh. These mashes are visible on the device, but not visible in the debugger ("Capture Entity Hierarchy") and ignored by visualBounds. Am I missing something? static func makeDirection(_ direction: Direction) -> Entity { let text = Entity() text.name = direction.rawValue text.setScale(SIMD3(repeating: 5), relativeTo: nil) text.transform.rotation = direction.rotation text.components.set(direction.textComponent) return text } My workaround is to add a disabled ModelEntity and take its bounds 😬
1
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290
Dec ’25
Persistent Entity Position
I want to let users place 2D/3D “artworks” on detected walls and have them reappear in exactly the same real‑world spot after quitting and relaunching the app (like widgets do, but for my own entities).Environment: Xcode 26, visionOS 2.0, RealityKit + ARKitSession/WorldTrackingProvider Entities are parented to a holder that’s aligned to a wall via plane/mesh raycasts. What I’ve tried: Create a WorldAnchor at placement, save UUID + full 4×4 transform On next launch, re-create the WorldAnchor (or set the saved transform) and attach the entity Gate restore on relocalization/mesh updates and disable all raycast/search after restore Issue: After relaunch, placement still resolves relative to current device pose, not the same wall position. Questions: Is there a public API in visionOS 2.0 to persist app‑managed world anchors across sessions (room‑fixed), e.g., AnchorStore or equivalent? If not, what’s the recommended pattern to reliably restore wall‑anchored content? Are persistence features mentioned for widgets/windows available to third‑party RealityKit entities?
1
0
254
Oct ’25
Creating spatial video with one camera
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.
1
0
302
Jun ’25
openImmersiveSpace works as expected but never returns Result
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.
1
0
90
Mar ’25
Imitating a grip on an object
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) }
1
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575
Jul ’25
VisionOS Beta 3 spatial sculpting apple sample crash
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
1
0
359
Jul ’25
Logitech Muse API?
Hello, I've pre-ordered the Logitech Muse with hopes of developing with it, but have yet to find any documentation relating to the capabilities it will have/any APIs that will be available to take advantage of the Muse. Is anyone aware of what might become available? Thank you in advance.
Replies
1
Boosts
0
Views
226
Activity
Oct ’25
CustomMaterial disable unlit tone mapping
Hi, since iOS 18 UnlitMaterial and ShaderGraphMaterial have the option to disable tone mapping, e.g via https://developer.apple.com/documentation/realitykit/unlitmaterial/init(applypostprocesstonemap:) Is it possible to do the same for CustomMaterial? I tried initializing a CustomMaterial based on an UnlitMaterial where tone mapping is disabled, like so: let unlitMat = UnlitMaterial(applyPostProcessToneMap: false) let customMaterial = try CustomMaterial( from: unlitMat, surfaceShader: surfaceShader, geometryModifier: geometryModifier ) but that does not seem to work. The colors of my texture still look altered in comparison to a plain UnlitMaterial or a ShaderGraphMaterial where its disabled. Any hints? Thank you!
Replies
1
Boosts
0
Views
141
Activity
Jun ’25
Cursor display issue on attachment view in immersive space
While using Screen Mirroring in developer mode within my immersive space, I noticed an alignment issue with the computer cursor (transparent circle). When I move it toward an attachment view, the cursor remains horizontal instead of aligning with the surface of the attachment view. It shows correctly on a 2D window only wrong on attachment view. Is this behavior a bug, or could it be caused by a missing or incorrect configuration on the attachment view? Want help, thanks.
Replies
1
Boosts
0
Views
102
Activity
Apr ’25
Is it possible to raycast with PSVR2 controllers when developing in Unity for the Apple Vision Pro?
Hi all, I am currently developing a game in Unity for VisionOS and I'd prefer to use the PSVR2 controllers as a source of the raycast for menu selection instead of the default VisionOS gaze for my specific use case. Is there a way to access the IMU of PSVR2 controllers to do this instead of just using eyegaze + controller click for selection? Is there a specific configuration for GCController from within Unity maybe? Thank you!
Replies
1
Boosts
0
Views
547
Activity
Dec ’25
Is `ParticleEmitterComponent` implemented for `RealityKit` on iOS?
Hi there, I was looking to add a particle emitter to my augmented reality app I'm developing using RealityKit. I'm targeting iOS. I noticed in the documentation for the ParticleEmitterComponent that it looks like iOS 18.0+ is supported, but when I try to use the ParticleEmitterComponent in my code in XCode, I get an error that it isn't found. Furthermore, this StackOverflow post seems to indicate that particle systems are not available for iOS. Would it be possible to get clarification on this?
Replies
1
Boosts
0
Views
152
Activity
May ’25
WebXR and PSVR2
We got very excited when we saw support for the PSVR2 on WWDC! Particularly interesting is WebXR to us, so we got the controllers to give it a try. Unfortunately they only register as gamepads in the navigator but not as XRInputDevice's We went through the experimental flags and didn't find something that is directly related. Is there a flag we missed? If not, when do you have PSVR2 support planned for WebXR?
Replies
1
Boosts
5
Views
400
Activity
Jun ’25
Background Assets in VisionOS
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.
Replies
1
Boosts
0
Views
177
Activity
Jun ’25
window loses resize feature on reopening
I have this problem on VisionOS. When I dismiss and reopen a window from a ImagePresentationComponent, the window misses the resize ui elements when I look at the window corners. The rest of the window ui elements (drag, close...) are there. Resizing was possible before the window was dismissed. The code is something like this: WindowGroup(id: "image-display-window",..... } .windowResizability(.automatic) .windowStyle(.plain) I call dismissWindow() from the window view and it is dismissed correctly. Then I call openWindow(id: "image-display-window", value: data) from another view to reopen it. It reopens but it missing the possibility to resize. Anyone knows how to fix this? Thanks.
Replies
1
Boosts
0
Views
272
Activity
Dec ’25
The folding and unfolding effect of the NBA sand table
Seeing this magical sand table, the unfolding and folding effects are similar to spreading out cards, which is very interesting. But I don't know how to achieve it. I want to see if there are any ways to achieve this effect and give some ideas. May I ask if this effect can be achieved under the existing API
Replies
1
Boosts
0
Views
97
Activity
May ’25
MeshInstancesComponent VisionOS 26 Beta 2
Has anyone had success with MeshInstancesComponent? I tried to follow the sample code from What's New in RealityKit but it wouldn't compile. I was able to use one of the init overloads to get it to compile, but using it crashes both my device and the simulator. Even with one instance.
Replies
1
Boosts
0
Views
159
Activity
Jun ’25
Safari-like toolbar in visionOS
I like the toolbar visionOS's Safari uses for back & forward page, share, etc. It floats above the window. My attempt to do this with ornaments isn't as satisfying as they partially cover the window. My attempts with toolbar haven't produced visible results. Is this Safari-style toolbar for visionOS exposed by Apple in the API's? If so, could someone point me to documentation or sample code? Thanks!
Replies
1
Boosts
0
Views
264
Activity
Oct ’25
Pinning Widgets in VisionOS Simulator
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?
Replies
1
Boosts
0
Views
115
Activity
Jun ’25
visualBounds ignores TextComponents set for Entity. Workarounds?
After adding TextComponents to my Entities on visionOS, I have observed that visualBounds will ignore the TextComponents. Documentation states that it should render a rounded rectangle mesh. These mashes are visible on the device, but not visible in the debugger ("Capture Entity Hierarchy") and ignored by visualBounds. Am I missing something? static func makeDirection(_ direction: Direction) -> Entity { let text = Entity() text.name = direction.rawValue text.setScale(SIMD3(repeating: 5), relativeTo: nil) text.transform.rotation = direction.rotation text.components.set(direction.textComponent) return text } My workaround is to add a disabled ModelEntity and take its bounds 😬
Replies
1
Boosts
0
Views
290
Activity
Dec ’25
Persistent Entity Position
I want to let users place 2D/3D “artworks” on detected walls and have them reappear in exactly the same real‑world spot after quitting and relaunching the app (like widgets do, but for my own entities).Environment: Xcode 26, visionOS 2.0, RealityKit + ARKitSession/WorldTrackingProvider Entities are parented to a holder that’s aligned to a wall via plane/mesh raycasts. What I’ve tried: Create a WorldAnchor at placement, save UUID + full 4×4 transform On next launch, re-create the WorldAnchor (or set the saved transform) and attach the entity Gate restore on relocalization/mesh updates and disable all raycast/search after restore Issue: After relaunch, placement still resolves relative to current device pose, not the same wall position. Questions: Is there a public API in visionOS 2.0 to persist app‑managed world anchors across sessions (room‑fixed), e.g., AnchorStore or equivalent? If not, what’s the recommended pattern to reliably restore wall‑anchored content? Are persistence features mentioned for widgets/windows available to third‑party RealityKit entities?
Replies
1
Boosts
0
Views
254
Activity
Oct ’25
Creating spatial video with one camera
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.
Replies
1
Boosts
0
Views
302
Activity
Jun ’25
openImmersiveSpace works as expected but never returns Result
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.
Replies
1
Boosts
0
Views
90
Activity
Mar ’25
Imitating a grip on an object
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) }
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1
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0
Views
575
Activity
Jul ’25
Why VisionOS doesn't support CustomMaterial ?
It's much easier to use custom material to bridge metal shader onto Reality model than using LowLevelTexture does the same thing. Why VisionOS doesn't support this material:
Replies
1
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0
Views
164
Activity
Apr ’25
VisionOS Beta 3 spatial sculpting apple sample crash
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
Replies
1
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0
Views
359
Activity
Jul ’25
RemoteImmersiveSpace for RealityView
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.
Replies
1
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0
Views
449
Activity
Jul ’25