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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VisionOS 2.0 Main Camera Access Enterprise Entitlement Not Recognized in XCode
I am working on a project that requires access to the main camera on the Vision Pro. My main account holder applied for the necessary enterprise entitlement and we were approved and received the Enterprise.license file by email. I have added the Enterprise.license file to my project, and manually added the com.apple.developer.arkit.main-camera-access.allow entitlement to the entitlement file and set it to true since it was not available in the list when I tried to use the + Capability button in the Signing & Capabilites tab. I am getting an error: Provisioning profile "iOS Team Provisioning Profile: " doesn't include the com.apple.developer.arkit.main-camera-access.allow entitlement. I have checked the provisioning profile settings online, and there is no manual option for adding the main camera access entitlement, and it does not seem to be getting the approval from the license.
6
0
1.6k
Sep ’24
CompositorServices Or RealityKit
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.
2
0
803
Oct ’24
visionOS pushWindow being dismissed on app foreground
We seen to have found an issue when using the pushWindow action on visionOS. The issue occurs if the app is backgrounded then reopened by selecting the apps icon on the home screen. Any window that is opened via the pushWindow action is then dismissed. We've been able to replicate the issue in a small sample project. Replication steps Open app Open window via the push action Press the digital crown On the home screen select the apps icon again The pushed window will now be dismissed. There is a sample project linked here that shows off the issue, including a video of the bug in progress
3
1
867
Oct ’24
visionOS Simulator Rotate and Scale gestures difficult to register (capture)
We were having an issue wrb the system rotate and scale gestures (two-handed gestures / RotateGesture3D and MagnifyGesture) were extremely difficult to register (make work) in the visionOS simulator. The solution we found was to: Launch your app in the simulator Move the pointer on top of the 3D object for which you are testing rotation and scaling gestures. Press and hold the Option key to display touch points (ie: the two-handed gesture points). While maintaining the option key pressed, release the pointer and re-enable it again. I am using a track pad with tap-to-click enabled and three-finger to drag enabled in accessibility, so "release the pointer and re-enable it again" translates simply to removing the three finger and placing them again on the trackpad. If you have maintained the option key pressed, then you should now be able to rotate and scale the 3D object. Context if you are interested: Our issue was also occurring in Apple's own sample project relating to gestures "Transforming RealityKit entities using gestures", at below link. On Apple's article "Interacting with your app in the visionOS simulator" at the below link, for two-handed gestures it states "Press and hold the Option key to display touch points. Move the pointer while pressing the Option key to change the distance between the touch points. Move the pointer and hold the Shift and Option keys to reposition the touch points." This simply did not work anymore for rotation and scaling gestures. These gestures used to be a lot more responsive in Sonoma. Either the article should be updated to what I described above, or there is an issue. Our colleague who is using macOS Sonoma 14.6.1 with the latest release of Xcode is not having these issues. Here is the list of configurations (troubleshooting we tried!) where it is difficult to achieve rotation and scaling gestures in the visionOS simulator: macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.0 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.0 macOS Sequoia 16.1 Beta, remove all Xcodes and installed the build from AppStore (Xcode 16.1) macOS Sequoia 16.1 Beta, Xcode 16.0 w visionOS 2.0 completely wiped out, and reset entire development machine, re-installed latest releases of sequoia (15.1) and xcode (15.1)) Throughout these troubleshooting I often: restarted both xcode and sim erased all derived data erased all contents and settings from sims performed fresh git clones None of the above worked, only the workaround described above works atm. As you can maybe deduce, it was very time consuming to find the workaround, we also wasted some development effort thinking our gesture development was no-good. Hopefully this will help other devs. Article Link: https://developer.apple.com/documentation/xcode/interacting-with-your-app-in-the-visionos-simulator Gesture sample project link: https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
3
0
1.1k
Oct ’24
[visionOS] How to render side-by-side stereo video?
I want to render a 3d/stereoscopic video in an Apple Vision Pro window using RealityKit/RealityView. The video is a left-right stereo. The straight forward approach would be to spawn a quad, and give it a custom Shader Graph material, which has a CameraIndexSwitch. The CameraIndexSwitch chooses between the right texture vs the left texture. https://i.sstatic.net/XawqjNcg.png The issue I have here is that I have to extract the video frames from my AVSampleBufferVideoRenderer. This should work ok, but not if I'm playing FairPlay content. So, my question is, how to render stereo FairPlay videos in a SwiftUI RealityView?
1
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733
Dec ’24
Build Vision Pro failed
`error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift error: [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults") error: Tool exited with code 1
5
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693
Jan ’25
Digital Crown press when both immersive space and additional windows are presented
I have been experimenting with the Hello World sample app from https://developer.apple.com/documentation/visionos/world and I came across behavior that appears inconsistent with user-facing documentation describing the device controls at https://support.apple.com/en-gb/guide/apple-vision-pro/tan1e2a29e00/visionos I tried pressing simulator's "Home" button while "Objects in Orbit" immersive space was presented alongside with the main application window. According to user documentation, pressing Digital Crown should take the user directly to Home View. In my test a single press only dismissed the immersive space, I needed another press to "exit" the app and go to Home View. Is this behavior expected? I am assuming that "Home" button in the simulator behaves as if the user pressed Digital Crown on the device, I don't have access to the actual hardware.
5
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439
Feb ’25
How to integrate Apple Immersive Video into the app you are developing.
Hello, Let me ask you a question about Apple Immersive Video. https://www.apple.com/newsroom/2024/07/new-apple-immersive-video-series-and-films-premiere-on-vision-pro/ I am currently considering implementing a feature to play Apple Immersive Video as a background scene in the app I developed, using 3DCG-created content converted into Apple Immersive Video format. First, I would like to know if it is possible to integrate Apple Immersive Video into an app. Could you provide information about the required software and the integration process for incorporating Apple Immersive Video into an app? It would be great if you could also share any helpful website resources. I am considering creating Apple Immersive Video content and would like to know about the necessary equipment and software for producing both live-action footage and 3DCG animation videos. As I mentioned earlier, I’m planning to play Apple Immersive Video as a background in the app. In doing so, I would also like to place some 3D models as RealityKit entities and spatial audio elements. I’m also planning to develop the visionOS app as a Full Space Mixed experience. Is it possible to have an immersive viewing experience with Apple Immersive Video in Full Space Mixed mode? Does Apple Immersive Video support Full Space Mixed? I’ve asked several questions, and that’s all for now. Thank you in advance!
2
1
953
Feb ’25
Reoccurring World Tracking / Scene Exceeded Limit Error
Hi, We’ve been successfully using the RoomPlan API in our application for over two years. Recently, however, users have reported encountering persistent capture errors during their sessions. Specifically, the errors observed are: CaptureError.worldTrackingFailure CaptureError.exceedSceneSizeLimit What we have observed: Persistent Errors: The errors continue to occur even after initiating new capture sessions. Normal Usage: Our implementation adheres to typical usage patterns of the RoomPlan API without exceeding any documented room size limits. Limited Feature Usage: We are not utilizing the WorldTracking feature for the StructureBuilder functionality to stitch rooms together. Potential State Caching: Given that these errors persist across sessions, we suspect that there might be memory or state cached between sessions that is not being cleared, particularly since we are not taking advantage of StructureBuilder. Request: Could you please advise if there is any internal caching or memory retention between capture sessions that might lead to these errors? Additionally, we would appreciate guidance on how to clear or manage this state when the StructureBuilder feature is not in use. Here is a generalised version of our capture session initialization code to help diagnose the issue. struct RoomARCaptureView: UIViewRepresentable { typealias Handler = (CapturedRoom, Error?) -> Void @Binding var stop: Bool @Binding var done: Bool let completion: Handler? func makeUIView(context: Self.Context) -> RoomCaptureView { let view = RoomCaptureView(frame: .zero) view.delegate = context.coordinator view.captureSession.run(configuration: .init()) return view } func updateUIView(_ uiView: RoomCaptureView, context: Self.Context) { if stop { // Stop the session only once, multiple times causes issues with the final presentation uiView.captureSession.stop() stop = false done = true } } static func dismantleUIView(_ uiView: RoomCaptureView, coordinator: Self.Coordinator) { uiView.captureSession.stop() } func makeCoordinator() -> ARViewCoordinator { ARViewCoordinator(completion) } @objc(ARViewCoordinator) class ARViewCoordinator: NSObject, RoomCaptureViewDelegate { var completion: Handler? public required init?(coder: NSCoder) {} public func encode(with coder: NSCoder) {} public init(_ completion: Handler?) { super.init() self.completion = completion } public func captureView(shouldPresent roomDataForProcessing: CapturedRoomData, error: (Error)?) -> Bool { return true } public func captureView(didPresent processedResult: CapturedRoom, error: (Error)?) { completion?(processedResult, error) } } } Thank you for your assistance.
6
3
841
Mar ’25
CameraFrameProvider distortion correction
Hi, I'm trying to correct the lens distortion in frames provided by Enterprise API camera frame provider. The frames provided seem to have only in/extrinsics info, but not the distortion lookup table. Is there some magic setting, or function to do that (I can't seem to find anything like this)? Or is there a way to use AVCameraCalibrationData together with provider?
2
0
464
Mar ’25
App Window Closure Sequence Impacts Main Interface Reload Behavior
My VisionOS App (Travel Immersive) has two interface windows: a main 2D interface window and a 3D Earth window. If the user first closes the main interface window and then the Earth window, clicking the app icon again will only launch the Earth window while failing to display the main interface window. However, if the user closes the Earth window first and then the main interface window, the app restarts normally‌. Below is the code of import SwiftUI @main struct Travel_ImmersiveApp: App { @StateObject private var appModel = AppModel() var body: some Scene { WindowGroup(id: "MainWindow") { ContentView() .environmentObject(appModel) .onDisappear { appModel.closeEarthWindow = true } } .windowStyle(.automatic) .defaultSize(width: 1280, height: 825) WindowGroup(id: "Earth") { if !appModel.closeEarthWindow { Globe3DView() .environmentObject(appModel) .onDisappear { appModel.isGlobeWindowOpen = false } } else { EmptyView() // 关闭时渲染空视图 } } .windowStyle(.volumetric) .defaultSize(width: 0.8, height: 0.8, depth: 0.8, in: .meters) ImmersiveSpace(id: "ImmersiveView") { ImmersiveView() .environmentObject(appModel) } } }
6
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317
Mar ’25
RC Pro Timeline Notification Not Received in Xcode
I'm having a heck of a time getting this to work. I'm trying to add an event notification at the end of a timeline animation to trigger something in code but I'm not receiving the notification from RC Pro. I've watched that Compose Interactive 3D Content video quite a few times now and have tried many different ways. RC Pro has the correct ID names on the notifications. I'm not a programmer at all. Just a lowly 3D artist. Here is my code... import SwiftUI import RealityKit import RealityKitContent extension Notification.Name { static let button1Pressed = Notification.Name("button1pressed") static let button2Pressed = Notification.Name("button2pressed") static let button3Pressed = Notification.Name("button3pressed") } struct MainButtons: View { @State private var transitionToNextSceneForButton1 = false @State private var transitionToNextSceneForButton2 = false @State private var transitionToNextSceneForButton3 = false @Environment(AppModel.self) var appModel @Environment(\.dismissWindow) var dismissWindow // Notification publishers for each button private let button1PressedReceived = NotificationCenter.default.publisher(for: .button1Pressed) private let button2PressedReceived = NotificationCenter.default.publisher(for: .button2Pressed) private let button3PressedReceived = NotificationCenter.default.publisher(for: .button3Pressed) var body: some View { ZStack { RealityView { content in // Load your RC Pro scene that contains the 3D buttons. if let immersiveContentEntity = try? await Entity(named: "MainButtons", in: realityKitContentBundle) { content.add(immersiveContentEntity) } } // Optionally attach a gesture if you want to debug a generic tap: .gesture( TapGesture().targetedToAnyEntity().onEnded { value in print("3D Object tapped") _ = value.entity.applyTapForBehaviors() // Do not post a test notification here—rely on RC Pro timeline events. } ) } .onAppear { dismissWindow(id: "main") // Remove any test notification posting code. } // Listen for distinct button notifications. .onReceive(button1PressedReceived) { (output) in print("Button 1 pressed notification received") transitionToNextSceneForButton1 = true } .onReceive(button2PressedReceived.receive(on: DispatchQueue.main)) { _ in print("Button 2 pressed notification received") transitionToNextSceneForButton2 = true } .onReceive(button3PressedReceived.receive(on: DispatchQueue.main)) { _ in print("Button 3 pressed notification received") transitionToNextSceneForButton3 = true } // Present next scenes for each button as needed. For example, for button 1: .fullScreenCover(isPresented: $transitionToNextSceneForButton1) { FacilityTour() .environment(appModel) } // You can add additional fullScreenCover modifiers for button 2 and 3 transitions. } }
5
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535
Mar ’25
Human pose detection failing on Vision Pro
Hi! I attempted to run a sample project for detecting human pose in photos, which can be found here: https://developer.apple.com/documentation/vision/detecting-human-body-poses-in-3d-with-vision The project works perfectly when run on my Macbook Pro M1, but it fails on Apple Vision Pro. After selecting the photo an endless loading screen is presented and the following output is produced in the console: Failed to initialize 2D Detection Algorithm. Failed to initialize 2D Pose Estimation Algorithm. Failed to initialize algorithm modules Network path is nil: (null) Failed to initialize 2D Detection Algorithm. Failed to initialize 2D Pose Estimation Algorithm. Failed to initialize algorithm modules Unable to perform the request: Error Domain=com.apple.Vision Code=9 "Async status object reported as failed but without an error" UserInfo={NSLocalizedDescription=Async status object reported as failed but without an error}. de-activating session 70138 after timeout It seems that VNDetectHumanBodyPose3DRequest is failing on Vision Pro for some reason. Are there any additional requirements for running Vision framework on VisionOS, that I might be missing?
3
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209
Mar ’25
MainActor attribute on RealityKit APIs is causing problems
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.
3
8
221
Mar ’25
Unable to Retain Main App Window State When Transitioning to Immersive Space
In Vision OS app, I have two types of windows: Main App Window – This is the default window that launches when the app starts. It displays the video listings and other primary content. Immersive Space Window – This opens only when a user starts streaming or playing a video. Issue: When entering the immersive space, the main app window remains visible in front of it unless manually closed. To avoid this, I currently close the main window when transitioning to immersive space and reopen it when exiting from immersive space. However, this causes the app to restart instead of resuming from its previous state. Desired Behavior: I want the main app window to retain its state and seamlessly resume from where it was before entering immersive mode, rather than restarting. Attempts & Challenges: Tried managing opacity, visibility but none worked as expected. Couldn’t find a way to push the main window to the background while bringing the immersive space to the foreground. Looking for a solution to keep the main window’s state intact while transitioning between immersive and normal modes.
1
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94
Mar ’25
Metal (Compositor Services) or RealityKit on visionOS
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.).
4
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286
Mar ’25
VisionOS 2.0 Main Camera Access Enterprise Entitlement Not Recognized in XCode
I am working on a project that requires access to the main camera on the Vision Pro. My main account holder applied for the necessary enterprise entitlement and we were approved and received the Enterprise.license file by email. I have added the Enterprise.license file to my project, and manually added the com.apple.developer.arkit.main-camera-access.allow entitlement to the entitlement file and set it to true since it was not available in the list when I tried to use the + Capability button in the Signing & Capabilites tab. I am getting an error: Provisioning profile "iOS Team Provisioning Profile: " doesn't include the com.apple.developer.arkit.main-camera-access.allow entitlement. I have checked the provisioning profile settings online, and there is no manual option for adding the main camera access entitlement, and it does not seem to be getting the approval from the license.
Replies
6
Boosts
0
Views
1.6k
Activity
Sep ’24
CompositorServices Or RealityKit
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.
Replies
2
Boosts
0
Views
803
Activity
Oct ’24
visionOS pushWindow being dismissed on app foreground
We seen to have found an issue when using the pushWindow action on visionOS. The issue occurs if the app is backgrounded then reopened by selecting the apps icon on the home screen. Any window that is opened via the pushWindow action is then dismissed. We've been able to replicate the issue in a small sample project. Replication steps Open app Open window via the push action Press the digital crown On the home screen select the apps icon again The pushed window will now be dismissed. There is a sample project linked here that shows off the issue, including a video of the bug in progress
Replies
3
Boosts
1
Views
867
Activity
Oct ’24
visionOS Simulator Rotate and Scale gestures difficult to register (capture)
We were having an issue wrb the system rotate and scale gestures (two-handed gestures / RotateGesture3D and MagnifyGesture) were extremely difficult to register (make work) in the visionOS simulator. The solution we found was to: Launch your app in the simulator Move the pointer on top of the 3D object for which you are testing rotation and scaling gestures. Press and hold the Option key to display touch points (ie: the two-handed gesture points). While maintaining the option key pressed, release the pointer and re-enable it again. I am using a track pad with tap-to-click enabled and three-finger to drag enabled in accessibility, so "release the pointer and re-enable it again" translates simply to removing the three finger and placing them again on the trackpad. If you have maintained the option key pressed, then you should now be able to rotate and scale the 3D object. Context if you are interested: Our issue was also occurring in Apple's own sample project relating to gestures "Transforming RealityKit entities using gestures", at below link. On Apple's article "Interacting with your app in the visionOS simulator" at the below link, for two-handed gestures it states "Press and hold the Option key to display touch points. Move the pointer while pressing the Option key to change the distance between the touch points. Move the pointer and hold the Shift and Option keys to reposition the touch points." This simply did not work anymore for rotation and scaling gestures. These gestures used to be a lot more responsive in Sonoma. Either the article should be updated to what I described above, or there is an issue. Our colleague who is using macOS Sonoma 14.6.1 with the latest release of Xcode is not having these issues. Here is the list of configurations (troubleshooting we tried!) where it is difficult to achieve rotation and scaling gestures in the visionOS simulator: macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.0 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.0 macOS Sequoia 16.1 Beta, remove all Xcodes and installed the build from AppStore (Xcode 16.1) macOS Sequoia 16.1 Beta, Xcode 16.0 w visionOS 2.0 completely wiped out, and reset entire development machine, re-installed latest releases of sequoia (15.1) and xcode (15.1)) Throughout these troubleshooting I often: restarted both xcode and sim erased all derived data erased all contents and settings from sims performed fresh git clones None of the above worked, only the workaround described above works atm. As you can maybe deduce, it was very time consuming to find the workaround, we also wasted some development effort thinking our gesture development was no-good. Hopefully this will help other devs. Article Link: https://developer.apple.com/documentation/xcode/interacting-with-your-app-in-the-visionos-simulator Gesture sample project link: https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
Replies
3
Boosts
0
Views
1.1k
Activity
Oct ’24
Best Practices for taking Blender 3D objects and importing them into Reality Composer Pro.
What is recommended best practice for importing a Blender 3D file into RCP? I assume as a .usdz file? Is there a WWDC24 session or other Apple resource that best explains this. I want to make sure I provide the right format/file to RCP from Blender.
Replies
2
Boosts
0
Views
546
Activity
Nov ’24
[visionOS] How to render side-by-side stereo video?
I want to render a 3d/stereoscopic video in an Apple Vision Pro window using RealityKit/RealityView. The video is a left-right stereo. The straight forward approach would be to spawn a quad, and give it a custom Shader Graph material, which has a CameraIndexSwitch. The CameraIndexSwitch chooses between the right texture vs the left texture. https://i.sstatic.net/XawqjNcg.png The issue I have here is that I have to extract the video frames from my AVSampleBufferVideoRenderer. This should work ok, but not if I'm playing FairPlay content. So, my question is, how to render stereo FairPlay videos in a SwiftUI RealityView?
Replies
1
Boosts
0
Views
733
Activity
Dec ’24
Build Vision Pro failed
`error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift error: [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults") error: Tool exited with code 1
Replies
5
Boosts
0
Views
693
Activity
Jan ’25
Digital Crown press when both immersive space and additional windows are presented
I have been experimenting with the Hello World sample app from https://developer.apple.com/documentation/visionos/world and I came across behavior that appears inconsistent with user-facing documentation describing the device controls at https://support.apple.com/en-gb/guide/apple-vision-pro/tan1e2a29e00/visionos I tried pressing simulator's "Home" button while "Objects in Orbit" immersive space was presented alongside with the main application window. According to user documentation, pressing Digital Crown should take the user directly to Home View. In my test a single press only dismissed the immersive space, I needed another press to "exit" the app and go to Home View. Is this behavior expected? I am assuming that "Home" button in the simulator behaves as if the user pressed Digital Crown on the device, I don't have access to the actual hardware.
Replies
5
Boosts
0
Views
439
Activity
Feb ’25
How can I achieve this effect using SwiftUI or ShaderGraph?
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.
Replies
4
Boosts
0
Views
674
Activity
Feb ’25
How to integrate Apple Immersive Video into the app you are developing.
Hello, Let me ask you a question about Apple Immersive Video. https://www.apple.com/newsroom/2024/07/new-apple-immersive-video-series-and-films-premiere-on-vision-pro/ I am currently considering implementing a feature to play Apple Immersive Video as a background scene in the app I developed, using 3DCG-created content converted into Apple Immersive Video format. First, I would like to know if it is possible to integrate Apple Immersive Video into an app. Could you provide information about the required software and the integration process for incorporating Apple Immersive Video into an app? It would be great if you could also share any helpful website resources. I am considering creating Apple Immersive Video content and would like to know about the necessary equipment and software for producing both live-action footage and 3DCG animation videos. As I mentioned earlier, I’m planning to play Apple Immersive Video as a background in the app. In doing so, I would also like to place some 3D models as RealityKit entities and spatial audio elements. I’m also planning to develop the visionOS app as a Full Space Mixed experience. Is it possible to have an immersive viewing experience with Apple Immersive Video in Full Space Mixed mode? Does Apple Immersive Video support Full Space Mixed? I’ve asked several questions, and that’s all for now. Thank you in advance!
Replies
2
Boosts
1
Views
953
Activity
Feb ’25
A question about rendering shadow based on light in real world
I am developing an app in VisionPro using RealityKit and ARKit. I want my RealityKit entity looks more realistic. So it is important to render its shadow based on light in real world. e.g. When I turn on the light in real world, the shadow of the entity will change. Can this effect be implemented in VisionPro?
Replies
1
Boosts
0
Views
393
Activity
Mar ’25
Usage of Vision OS enterprise permissions in Unity
We applied for the visionOS enterprise permission license, which can help us improve object tracking capabilities on Vision Pro. However, we are unsure how to use it in Unity, specifically how to implement object tracking in Unity and increase the tracking speed.
Replies
2
Boosts
0
Views
492
Activity
Mar ’25
Reoccurring World Tracking / Scene Exceeded Limit Error
Hi, We’ve been successfully using the RoomPlan API in our application for over two years. Recently, however, users have reported encountering persistent capture errors during their sessions. Specifically, the errors observed are: CaptureError.worldTrackingFailure CaptureError.exceedSceneSizeLimit What we have observed: Persistent Errors: The errors continue to occur even after initiating new capture sessions. Normal Usage: Our implementation adheres to typical usage patterns of the RoomPlan API without exceeding any documented room size limits. Limited Feature Usage: We are not utilizing the WorldTracking feature for the StructureBuilder functionality to stitch rooms together. Potential State Caching: Given that these errors persist across sessions, we suspect that there might be memory or state cached between sessions that is not being cleared, particularly since we are not taking advantage of StructureBuilder. Request: Could you please advise if there is any internal caching or memory retention between capture sessions that might lead to these errors? Additionally, we would appreciate guidance on how to clear or manage this state when the StructureBuilder feature is not in use. Here is a generalised version of our capture session initialization code to help diagnose the issue. struct RoomARCaptureView: UIViewRepresentable { typealias Handler = (CapturedRoom, Error?) -> Void @Binding var stop: Bool @Binding var done: Bool let completion: Handler? func makeUIView(context: Self.Context) -> RoomCaptureView { let view = RoomCaptureView(frame: .zero) view.delegate = context.coordinator view.captureSession.run(configuration: .init()) return view } func updateUIView(_ uiView: RoomCaptureView, context: Self.Context) { if stop { // Stop the session only once, multiple times causes issues with the final presentation uiView.captureSession.stop() stop = false done = true } } static func dismantleUIView(_ uiView: RoomCaptureView, coordinator: Self.Coordinator) { uiView.captureSession.stop() } func makeCoordinator() -> ARViewCoordinator { ARViewCoordinator(completion) } @objc(ARViewCoordinator) class ARViewCoordinator: NSObject, RoomCaptureViewDelegate { var completion: Handler? public required init?(coder: NSCoder) {} public func encode(with coder: NSCoder) {} public init(_ completion: Handler?) { super.init() self.completion = completion } public func captureView(shouldPresent roomDataForProcessing: CapturedRoomData, error: (Error)?) -> Bool { return true } public func captureView(didPresent processedResult: CapturedRoom, error: (Error)?) { completion?(processedResult, error) } } } Thank you for your assistance.
Replies
6
Boosts
3
Views
841
Activity
Mar ’25
CameraFrameProvider distortion correction
Hi, I'm trying to correct the lens distortion in frames provided by Enterprise API camera frame provider. The frames provided seem to have only in/extrinsics info, but not the distortion lookup table. Is there some magic setting, or function to do that (I can't seem to find anything like this)? Or is there a way to use AVCameraCalibrationData together with provider?
Replies
2
Boosts
0
Views
464
Activity
Mar ’25
App Window Closure Sequence Impacts Main Interface Reload Behavior
My VisionOS App (Travel Immersive) has two interface windows: a main 2D interface window and a 3D Earth window. If the user first closes the main interface window and then the Earth window, clicking the app icon again will only launch the Earth window while failing to display the main interface window. However, if the user closes the Earth window first and then the main interface window, the app restarts normally‌. Below is the code of import SwiftUI @main struct Travel_ImmersiveApp: App { @StateObject private var appModel = AppModel() var body: some Scene { WindowGroup(id: "MainWindow") { ContentView() .environmentObject(appModel) .onDisappear { appModel.closeEarthWindow = true } } .windowStyle(.automatic) .defaultSize(width: 1280, height: 825) WindowGroup(id: "Earth") { if !appModel.closeEarthWindow { Globe3DView() .environmentObject(appModel) .onDisappear { appModel.isGlobeWindowOpen = false } } else { EmptyView() // 关闭时渲染空视图 } } .windowStyle(.volumetric) .defaultSize(width: 0.8, height: 0.8, depth: 0.8, in: .meters) ImmersiveSpace(id: "ImmersiveView") { ImmersiveView() .environmentObject(appModel) } } }
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6
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0
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317
Activity
Mar ’25
RC Pro Timeline Notification Not Received in Xcode
I'm having a heck of a time getting this to work. I'm trying to add an event notification at the end of a timeline animation to trigger something in code but I'm not receiving the notification from RC Pro. I've watched that Compose Interactive 3D Content video quite a few times now and have tried many different ways. RC Pro has the correct ID names on the notifications. I'm not a programmer at all. Just a lowly 3D artist. Here is my code... import SwiftUI import RealityKit import RealityKitContent extension Notification.Name { static let button1Pressed = Notification.Name("button1pressed") static let button2Pressed = Notification.Name("button2pressed") static let button3Pressed = Notification.Name("button3pressed") } struct MainButtons: View { @State private var transitionToNextSceneForButton1 = false @State private var transitionToNextSceneForButton2 = false @State private var transitionToNextSceneForButton3 = false @Environment(AppModel.self) var appModel @Environment(\.dismissWindow) var dismissWindow // Notification publishers for each button private let button1PressedReceived = NotificationCenter.default.publisher(for: .button1Pressed) private let button2PressedReceived = NotificationCenter.default.publisher(for: .button2Pressed) private let button3PressedReceived = NotificationCenter.default.publisher(for: .button3Pressed) var body: some View { ZStack { RealityView { content in // Load your RC Pro scene that contains the 3D buttons. if let immersiveContentEntity = try? await Entity(named: "MainButtons", in: realityKitContentBundle) { content.add(immersiveContentEntity) } } // Optionally attach a gesture if you want to debug a generic tap: .gesture( TapGesture().targetedToAnyEntity().onEnded { value in print("3D Object tapped") _ = value.entity.applyTapForBehaviors() // Do not post a test notification here—rely on RC Pro timeline events. } ) } .onAppear { dismissWindow(id: "main") // Remove any test notification posting code. } // Listen for distinct button notifications. .onReceive(button1PressedReceived) { (output) in print("Button 1 pressed notification received") transitionToNextSceneForButton1 = true } .onReceive(button2PressedReceived.receive(on: DispatchQueue.main)) { _ in print("Button 2 pressed notification received") transitionToNextSceneForButton2 = true } .onReceive(button3PressedReceived.receive(on: DispatchQueue.main)) { _ in print("Button 3 pressed notification received") transitionToNextSceneForButton3 = true } // Present next scenes for each button as needed. For example, for button 1: .fullScreenCover(isPresented: $transitionToNextSceneForButton1) { FacilityTour() .environment(appModel) } // You can add additional fullScreenCover modifiers for button 2 and 3 transitions. } }
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5
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535
Activity
Mar ’25
Human pose detection failing on Vision Pro
Hi! I attempted to run a sample project for detecting human pose in photos, which can be found here: https://developer.apple.com/documentation/vision/detecting-human-body-poses-in-3d-with-vision The project works perfectly when run on my Macbook Pro M1, but it fails on Apple Vision Pro. After selecting the photo an endless loading screen is presented and the following output is produced in the console: Failed to initialize 2D Detection Algorithm. Failed to initialize 2D Pose Estimation Algorithm. Failed to initialize algorithm modules Network path is nil: (null) Failed to initialize 2D Detection Algorithm. Failed to initialize 2D Pose Estimation Algorithm. Failed to initialize algorithm modules Unable to perform the request: Error Domain=com.apple.Vision Code=9 "Async status object reported as failed but without an error" UserInfo={NSLocalizedDescription=Async status object reported as failed but without an error}. de-activating session 70138 after timeout It seems that VNDetectHumanBodyPose3DRequest is failing on Vision Pro for some reason. Are there any additional requirements for running Vision framework on VisionOS, that I might be missing?
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3
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1
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209
Activity
Mar ’25
MainActor attribute on RealityKit APIs is causing problems
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.
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3
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8
Views
221
Activity
Mar ’25
Unable to Retain Main App Window State When Transitioning to Immersive Space
In Vision OS app, I have two types of windows: Main App Window – This is the default window that launches when the app starts. It displays the video listings and other primary content. Immersive Space Window – This opens only when a user starts streaming or playing a video. Issue: When entering the immersive space, the main app window remains visible in front of it unless manually closed. To avoid this, I currently close the main window when transitioning to immersive space and reopen it when exiting from immersive space. However, this causes the app to restart instead of resuming from its previous state. Desired Behavior: I want the main app window to retain its state and seamlessly resume from where it was before entering immersive mode, rather than restarting. Attempts & Challenges: Tried managing opacity, visibility but none worked as expected. Couldn’t find a way to push the main window to the background while bringing the immersive space to the foreground. Looking for a solution to keep the main window’s state intact while transitioning between immersive and normal modes.
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1
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94
Activity
Mar ’25
Metal (Compositor Services) or RealityKit on visionOS
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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4
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0
Views
286
Activity
Mar ’25