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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Tracking over large distances
I'm developing an AR application for the iPad pro where the primary purpose is to overlay 3D design data on top of production parts. For alignment, we are using Vuforia (model targets) which work really well locally. The further the device is moved from the point of original alignment, we are seeing quite a bit of overlay error (drift?). My primary questions are: Are there any best practices to stabilize frame-to-frame tracking when using model targets? We are noticing drift as soon as the device starts moving (the drift appears to occur specifically in the direction the device is moving). After about 15 feet of movement, we are observing about 3-6" of overlay error These use cases can be over 100 feet long. In order to reset drift, we understand we'll need multiple alignment points (model targets) along the way. Is there a standard/best practice for this? Ex: have a new alignment point every x-feet? We are using plane anchors to set our alignment. Typically we attach it to the nearest plane; however, the anchor point can be very far away (the origin of the model, which often is not near where the virtual content is). Could this be the issue? The anchor is far from the plane that we attach it too. Would moving the anchor closer to the plane we attach it too improve stability? After a few steps, the plane we originally attach too will be out of FoV anyway. Thanks in advance!
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May ’25
Persisting Anchors in RealityView with ARMode on iOS
Platform: iOS18 Tech: RealityView Hi! I was wondering if RealityView now provides ways for their session to persist Anchor data in a world such that the anchor locations in one session can be saved and loaded in a another session that persists the exact same anchor positions. I know that ARWorldMap in ARKit does that, but I was not able to find a way to use it with RealityView. I think it's because RealityView has ARKit under its hood but does not expose the ARKit session info publicly to the client code. So I was wondering if there's a SwiftUI + RealityView approach that can help me to achieve a similar goal: Come back to the same location and see the object in exactly the same place. Thanks!
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536
Jan ’25
Material showing only half?
Hi, I'm currently implementing 180° / 360° property for immersive video in my app. I was able to implement 360° easily by just giving VideoMaterial to flipped sphere. However, I'm bit stuck at 180°. I want to implement by setting VideoMaterial to hemisphere mesh. But since RealityKit doesn't provide default function such like MeshResource.generateHemisphere yet, I just want to apply VideoMaterial half front visible, and half back transparent. I thought this would make my sphere looks like hemisphere. But I can't find my way to implement this method.. I would appreciate any advice / idea / information that might help.
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71
Oct ’25
New Spatial Rendering App on macOS doesn't display on visionOS device
I created a new Spatial Rendering App from the template in Xcode 26.0.1. When I run the app, click 'Show Immersive Space' and select my Vision Pro from the pop-up dialog, the content in the dialog flickers (which seems to indicate something crashed) and nothing appears on my Vision Pro. I'm running the released macOS 26.0 (25A354) and visionOS 26.0 (23M336). Filed as FB20397093.
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332
Sep ’25
AR sessions fails with "Required sensor failed"
The AR based app I am working on right now is experiencing an issue. Sometimes, the AR session fails with a call to my ARSessionObserver's session(_ session: ARSession, didFailWithError error: Error) with the following error: Error Domain=com.apple.arkit.error Code=102 "Required sensor failed." NSLocalizedFailureReason="A sensor failed to deliver the required input.," NSLocalizedRecoverySuggestion="Make sure that the application has the required privacy settings." The underlying error seems to point to the CoreMotion framework: Domain=CMErrorDomain Code=102 "(null) Some people seem to have experienced this issue and solved it by making sure that the Compass Calibration switch is ON in Settings > Privacy > Location Services > System Services. For context, the ARWorldTrackingConfiguration.worldAlignment is set to .gravity The thing is it is already ON when I experience this issue. I also noticed that this issue happens way more often on the iPhone 16e than in any other device. Has anyone had similar experiences? I am looking for a way to prevent this error from happening (ideally) or handling in a way that does not affect the user. Any help is appreciated
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Aug ’25
Unexpected behavior when writing entities and loading realityFiles.
I have a simple visionOS app that creates an Entity, writes it to the device, and then attempts to load it. However, when the entity file get overwritten, it affects the ability for the app to load it correctly. Here is my code for saving the entity. import SwiftUI import RealityKit import UniformTypeIdentifiers struct ContentView: View { var body: some View { VStack { ToggleImmersiveSpaceButton() Button("Save Entity") { Task { // if let entity = await buildEntityHierarchy(from: urdfPath) { let type = UTType.realityFile let filename = "testing.\(type.preferredFilenameExtension ?? "bin")" let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] let fileURL = documentsURL.appendingPathComponent(filename) do { let mesh = MeshResource.generateBox(size: 1, cornerRadius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: true) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) print("Writing \(fileURL)") try await entity.write(to: fileURL) } catch { print("Failed writing") } } } } .padding() } } Every time I press "Save Entity", I see a warning similar to: Writing file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality Failed to set dependencies on asset 1941054755064863441 because NetworkAssetManager does not have an asset entity for that id. When I open the immersive space, I attempt to load the same file: import SwiftUI import RealityKit import UniformTypeIdentifiers struct ImmersiveView: View { @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in guard let type = UTType.realityFile.preferredFilenameExtension else { return } let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] let fileURL = documentsURL.appendingPathComponent("testing.\(type)") guard FileManager.default.fileExists(atPath: fileURL.path) else { print("❌ File does not exist at path: \(fileURL.path)") return } if let entity = try? await Entity(contentsOf: fileURL) { content.add(entity) } } } } I also get errors after I overwrite the entity (by pressing "Save Entity" after I have successfully loaded it once). The warnings that appear when the Immersive space attempts to load the new entity are: Asset 13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'. Asset 8308977590385781534 Scene (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Scene_0.compiledscene failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to read archive entry. AssetLoadRequest failed because asset failed to load '13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh' (Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'.) The order of operations to make this happen: Launch app Press "Save Entity" to save the entity "Open Immersive Space" to view entity Press "Save Entity" to overwrite the entity "Open Immersive Space" to view entity, failed asset load request Also Launch app, the entity should still be save from last time the app ran "Open Immersive Space" to view entity Press "Save Entity" to overwrite the entity "Open Immersive Space" to view entity, failed asset load request NOTE: It appears I can get it to work slightly better by pressing the "Save Entity" button twice before attempting to view it again in the immersive space.
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178
Aug ’25
Playing USDZ animation at last known location of reference object
Hi there I'm using Reality Composer Pro to anchor virtual content to a .referenceobject. However moving the referenceobject quickly causes tracking to stop. (I know this is a limitation and I am trying to embrace it as a feature) Is there a way to play a USDZ animation at the last known location, after detecting that the reference object is no longer tracked? is it possible to set this up in Reality Composer pro? I'm trying to get the USDZ to play before the Virtual Content disappears (due to reference object not being located). So that it smooths out the vanishing of the content. Nearly everything is set up in Reality Composer pro with my immersive.scene just adding virtual content to the reference object which anchors it in the RCP Scene, so my immersive view just does this - if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) & this .onAppear { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } I have tried Using SpatialTracking & WorldTrackingProvider, but I'm still quite new to Swift and coding in general so im unsure how to implement in conjunction with my RCP scene and/or if this is the right way to go about it. Also I have implemented this at the beginning of object tracking. All I had to do was add a onAppear behavior to the object to play a USDZ and that works. Doing it for disappearing (due to loss of reference object) seems to be a lot harder.
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102
Apr ’25
visionOS widget dimensions?
Is there any size guidance for the new WidgetKit integration on visionOS? The Widget HIG provides dimensions for all the widget size classes on iOS, iPadOS and watchOS, but has not been updated for visionOS. https://developer.apple.com/design/human-interface-guidelines/widgets My potential widget use case is image based, so I'm looking to better understand the optimal size, resolution etc I would need, particularly for the new visionOS specific extra large widget size.
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568
Jul ’25
VisionOS Unity - VR Mode - Control Render Resolution?
I'm using Unity 2022.3.56f, with Apple VisionOS App Mode set to 'Virtual Reality - Fully Immersive Space'. It seems that the render resolution of my game in the Apple Vision Pro when I build is well below the native resolution of the AVP displays. I can't see a setting in XR Plug-in Management Apple visionOS options, or in Quality settings, to increase the render resolutions. Is this possible? I tried setting: UnityEngine.XR.XRSettings.eyeTextureResolutionScale= 2.0f For example, but this doesn't seem to do anything to the render resolution in the build.
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349
Feb ’25
ARView.Environment.SceneUnderstanding.Options.occlusion not working on models that aren't opaque
Is this behaviour expected? For example, if I'm using let materials = [SimpleMaterial(color: .red, isMetallic: false)] occlusion works normally, but with let materials = [SimpleMaterial(color: .red.withAlphaComponent(0.5), isMetallic: false)] i can see my cube through real-world objects, like tables, columns, etc. I'm getting the same behaviour if using CustomMaterial from shader and applying customMaterial.blending = .opaque and customMaterial.blending = .transparent(opacity: ) respectively
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514
Dec ’24
Cannot reassign worldTracking / planeDetection providers in my PlacementManager when switching environments
Environment Xcode: 16.2 VisionOS SDK 2.4 Swift 6.1 Targets: Apple Vision Pro (immersive space) Frameworks: ARKit, RealityKit, SwiftUI What I’m Trying to Do I have a view-model class PlacementManager that holds two AR providers: private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider I want to dynamically replace these providers in a setEnvironment(_:) method (so I can save/clear a JSON scene and restart ARKit). What’s Happening If I declare them as : private let worldTracking = WorldTrackingProvider() private let planeDetection = PlaneDetectionProvider() I get compile-errors when I later do: self.worldTracking = newWorldTracking // Cannot assign to property: 'worldTracking' is a 'let' constant If I change them to un-initialized vars: private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider then in my init() I get: self used in property access 'worldTracking' before all stored properties are initialized Code snipet @Observable final class PlacementManager : ObservableObject { private var worldTracking: WorldTrackingProvider private var planeDetection: PlaneDetectionProvider // … other props … @MainActor init() { // error: self.worldTracking used before init… planeAnchorHandler = PlaneAnchorHandler(rootEntity: root) persistenceManager = PersistenceManager( worldTracking: worldTracking, rootEntity: root ) // … } @MainActor func setEnvironment(env: Environnement) async { let newWorldTracking = WorldTrackingProvider() let newPlaneDetection = PlaneDetectionProvider() try await appState!.arkitSession.run( [ newWorldTracking, newPlaneDetection ] ) self.worldTracking = newWorldTracking self.planeDetection = newPlaneDetection // … } } What I’ve Tried Giving them default values at declaration (= WorldTrackingProvider()) Initializing them at the top of init() before any use Passing the new providers into arkitSession.run(...) My Question What is the recommended Swift-style pattern to declare and reassign these ARKit provider properties so that: They’re fully initialized before use in init(), and I can swap them out later in setEnvironment(...) without compiler errors? Any pointers (or links to forum threads / docs) would be greatly appreciated!
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108
May ’25
iOS AR Kit Blendshapes on Vision OS
I work on motion capture systems for VTubing. I can't seem to find any information on gaining access to the Face Tracking features on iOS while developing for Vision OS. I would love to bring VStreamer Live to Vision OS
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49
Jun ’25
I built apple.PHASE with Unity and targeted with visionOS, but Reverb does not sound.
Environment Versions ・macOS15.6.1 ・visionOS26.0.1 ・Xcode16.1 or 26.0.1 ・unity6000.2.9f1 ・Apple.core3.2.0 ・Apple.PHASE1.2.7 ・polyspatial2.4.2 With the above environment, after installing Apple.PHASE into unity and building to a visionOS device, Audio is available and distance attention works, but Early Reflection and Late Reverb produce no audible change even when checked and their parameters are adjusted. What is required to make Early Reflection and Late Reverb take effect on a visionOS device build? action taken ・created a SoundEvent. ・in composer, created a Sampler and a SpatialMixer; attached an AudioClip to the Sampler; enabled Direct Path, Early Reflection, and Late Reverb on the SpatialMixer. ・attached a PHASE Source to the object to be played, attached the created SoundEvent to it, and set non-zero values for Early Reflection and Late Reverb. ・attached a PHASE Listener to the mainCamera and set the ReverbPreset to a value other than None. ・in project settings > Audio, set Spatializer plugin to PHASE Spatializer. ・from there, build for visionOS.
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3w
Depth matrix accuracy with the iPhone 14 Pro and Lidar
Hello Community, I’m currently working with the sample code “CapturingDepthUsingTheLiDARCamera” and using it to capture the depth map of an image taken with the iPhone 14 Pro. From this depth map, I generate a point cloud using the intrinsic camera parameters. I've noticed that objects not facing the camera directly appear distorted in the resulting point cloud. For example: An object with surfaces that are perpendicular to each other appears with a sharper angle in the point cloud — around 60° instead of 90°. My question is: Is this due to the general accuracy limitations of the LiDAR sensor? Or could it be related to the sample code? To obtain the depth map, I’m using: AVCapturePhoto.depthData.converting(toDepthDataType: kCVPixelFormatType_DepthFloat32) Thanks in advance for your help!
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92
Apr ’25
Accessing LiDAR Depth Data and Scene Reconstruction on Apple Vision Pro
Hello, I'm developing a visionOS application for Apple Vision Pro that aims to scan unknown physical objects, capture their 3D data (such as meshes or point clouds), and export them as 3D models. Ideally, I'd also like to visualize these reconstructions in real-time within the headset. This functionality is similar to what's available in Reality Composer on iPad and iPhone, but I'm seeking to implement it natively on Vision Pro. I've reviewed the visionOS documentation but haven't found clear guidance on accessing LiDAR depth data or performing scene reconstruction. Specifically, I'm interested in: 1.Accessing LiDAR or depth data from Vision Pro's sensors. 2.Utilizing ARKit's scene reconstruction capabilities on visionOS. 3.Exporting captured 3D data as models (e.g., USDZ or OBJ formats). Are there APIs or frameworks in visionOS that support these features?
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125
May ’25