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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Position and orientation of a window in an immersive space
Is it possible to retrieve the position and orientation of a window that is opened in an immersive space? The following code: struct MyWindow: View { var body: some View { VStack { Text("Hello") } .onGeometryChange3D(for: Point3D.self) { proxy in try! proxy .coordinateSpace3D() .convert(value: Point3D.zero, to: .worldReference) } action : { point in print(point) } } } seems to work for the position, but I also need the orientation.
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1w
360° video playback Issue
When rendering an equirectangular video on a sphere using VideoMaterial and MeshResource.generateSphere(), there is a visible black seam line running vertically on the sphere. This appears to be at the UV seam where the texture coordinates wrap from 1.0 back to 0.0. The same video file plays without any visible seam in other 360° video players on Vision Pro, so the issue is not with the video content itself. Here is the relevant code: private func createVideoSphere(content: RealityViewContent, player: AVPlayer) { let sphere = MeshResource.generateSphere(radius: 1000) let material = VideoMaterial(avPlayer: player) let entity = ModelEntity(mesh: sphere, materials: [material]) entity.scale *= .init(x: -1, y: 1, z: 1) // Flip to render on inside content.add(entity) player.play() } The setup is straightforward: MeshResource.generateSphere(radius: 1000) generates the sphere mesh VideoMaterial(avPlayer:) provides the video texture X scale is flipped to -1 so the texture renders on the inside of the sphere The video is a standard equirectangular 360° MP4 file What I've tried: I attempted to create a custom sphere mesh using MeshDescriptor with duplicate vertices at the UV seam (longitude 0°/360°) to ensure proper UV continuity. However, VideoMaterial did not render any video on the custom mesh (only audio played), and the app eventually crashed. It seems VideoMaterial may have specific mesh requirements. Questions: Is the black seam a known limitation of MeshResource.generateSphere() when used with VideoMaterial for 360° video? Is there a recommended way to eliminate this UV seam — for example, a texture addressing mode or a specific mesh configuration that works with VideoMaterial? Is there an official sample project or code example for playing 360° equirectangular video in a fully immersive space on visionOS? That would be extremely helpful as a reference. Any guidance would be greatly appreciated. Thank you!
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277
4w
VisionOS 26 new hand Tracking: how to use it for replacing hands in a virtual environment.
I am still not finding resources to know how to replace hands in a full immersive Space.... I reached the goal by creating a ARKit session that can detect the USDZ hand mesh Joints and connect to the hand-tracked-joints.... but I feel that's not the best solution... I really want to use the RealityKit potential to track and replace hands (with USDZ skinned ones) in an immersive environment, but the only resources I found are from November 2023.... :( Can someone help me?
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0
116
Jun ’25
[Rnedering] Always display a Window in front of any Entity in a mixedImmersiveView?
Currently I am using mixed style immersive view to place both my WindowView(plain style) and ImmersiveView content together. The issue is that the rendering depth testing may always let the virtual content block my normal WindowView. Is it possible to manually set windowedVIew always displays in the front of my virtual view in mixed style immersion? (I know modelSortGroup but it doesn't quite fits here) Or if I can dynamically change the .progressive value when the immersive space is open (set the value to zero means .mixed itself right?)
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116
Mar ’25
Pass Video/ Frames to a Shader Graph?
Wondering if this is even possible without using CVImageBuffer and passing each frame as an image which I imagine will be very expensive. Have a PoC of a shader graph that applies a radial zoom effect to an image. In RealityKit I'm passing the image as a resource: if let textureResource = try? await TextureResource(named: "fuji") { let value = MaterialParameters.Value.textureResource(textureResource) try? material.setParameter(name: "MyImage", value: value) model.model?.materials = [material] } Thanks in advance
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139
Apr ’25
ARKit Face Tracking works in total darkness?
I’ve seen, mainly in discussions with AIs, that ARFaceTrackingConfiguration uses the same technology as Face ID and therefore should work in complete darkness. However, I haven’t been able to achieve this. Does anyone know if this is actually true? I'm using an iPhone 16 to test, and the Face ID works well in darkness.
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107
Feb ’26
white gap between objects in RealityView
I want to display a huge image in RealityView in 3d space on Vision Pro. of course instead of one giant file I'm using a lot of big images. to achieve this, I'm generating multiple planes exactly beside each others and put each image on them. although the planes are exactly beside each others but there is still a white gap between them.(image below) **Does anybody know how to fix this issue? **
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160
May ’25
VideoMaterial Black Screen on Vision Pro Device (Works in Simulator)
VideoMaterial Black Screen on Vision Pro Device (Works in Simulator) App Overview App Name: Extn Browser Bundle ID: ai.extn.browser Purpose: A visionOS web browser that plays 360°/180° VR videos in an immersive sphere environment Development Environment & SDK Versions Component Version Xcode 26.2 Swift 6.2 visionOS Deployment Target 26.2 Swift Concurrency MainActor isolation enabled App is released in the TestFlight. Frameworks Used SwiftUI - UI framework RealityKit - 3D rendering, MeshResource, ModelEntity, VideoMaterial AVFoundation - AVPlayer, AVAudioSession WebKit - WKWebView for browser functionality Network - NWListener for local proxy server Sphere Video Mechanism The app creates an immersive 360° video experience using the following approach: // 1. Create sphere mesh (10 meter radius for immersive viewing) let mesh = MeshResource.generateSphere(radius: 10.0) // 2. Create initial transparent material var material = UnlitMaterial() material.color = .init(tint: .clear) // 3. Create entity and invert sphere (negative X scale) let sphere = ModelEntity(mesh: mesh, materials: [material]) sphere.scale = SIMD3<Float>(-1, 1, 1) // Inverts normals for inside-out viewing sphere.position = SIMD3<Float>(0, 1.5, 0) // Eye level // 4. Create AVPlayer with video URL let player = AVPlayer(url: videoURL) // 5. Configure audio session for visionOS let audioSession = AVAudioSession.sharedInstance() try audioSession.setCategory(.playback, mode: .moviePlayback, options: [.mixWithOthers]) try audioSession.setActive(true) // 6. Create VideoMaterial and apply to sphere let videoMaterial = VideoMaterial(avPlayer: player) if var modelComponent = sphere.components[ModelComponent.self] { modelComponent.materials = [videoMaterial] sphere.components.set(modelComponent) } // 7. Start playback player.play() ImmersiveSpace Configuration // browserApp.swift ImmersiveSpace(id: appModel.immersiveSpaceID) { ImmersiveView() .environment(appModel) } .immersionStyle(selection: .constant(.mixed), in: .mixed) Entitlements <!-- browser.entitlements --> <key>com.apple.security.app-sandbox</key> <true/> <key>com.apple.security.network.client</key> <true/> <key>com.apple.security.network.server</key> <true/> Info.plist Network Configuration <key>NSAppTransportSecurity</key> <dict> <key>NSAllowsArbitraryLoads</key> <true/> </dict> The Issue Behavior in Simulator: Video plays correctly on the inverted sphere surface - 360° video is visible and wraps around the user as expected. Behavior on Physical Vision Pro: The sphere displays a black screen. No video content is visible, though the sphere entity itself is present. Important: Not a DRM/Licensing Issue This issue is NOT related to Digital Rights Management (DRM) or FairPlay. I have tested with: Unlicensed raw MP4 video files (no DRM protection) Self-hosted video content with no copy protection Direct MP4 URLs from CDN without any licensing requirements The same black screen behavior occurs with all unprotected video sources, ruling out DRM as the cause. (Plain H.264 MP4, no DRM) Screen Recording: Working in Simulator The following screen recording demonstrates playing a 360° YouTube video in the immersive sphere on the visionOS Simulator: https://cdn.commenda.kr/screen-001.mov This confirms that the VideoMaterial and sphere rendering work correctly in the simulator, but the same setup shows a black screen on the physical Vision Pro device. Observations AVPlayer status reports .readyToPlay - The video appears to load successfully VideoMaterial is created without errors - No exceptions thrown Sphere entity renders - The geometry is visible (black surface) Audio session is configured - No errors during audio session setup Network requests succeed - The video URL is accessible from the device Same result with local/unprotected content - DRM is not a factor Console Logs (Device) The logging shows: Sphere created and added to scene AVPlayer created with correct URL VideoMaterial created and applied Player status transitions to .readyToPlay player.play() called successfully Rate shows 1.0 (playing) Despite all success indicators, the rendered output is black. Questions for Apple Are there known differences in VideoMaterial behavior between the visionOS Simulator and physical Vision Pro hardware? Does VideoMaterial(avPlayer:) require specific video codec/format requirements that differ on device? (The test video is a standard H.264 MP4) Is there a required Metal capability or GPU feature for VideoMaterial that may not be available in certain contexts on device? Does the immersion style (.mixed) affect VideoMaterial rendering on hardware? Are there additional entitlements required for video texture rendering in RealityKit on physical hardware? Attempted Solutions Configured AVAudioSession with .playback category Added delay before player.play() to ensure material is applied Verified sphere scale inversion (-1, 1, 1) Tested multiple video URLs (including raw, unlicensed MP4 files) Confirmed network connectivity on device Ruled out DRM/FairPlay issues by testing unprotected content Environment Details Device: Apple Vision Pro visionOS Version: 26.2 Xcode Version: 26.2 macOS Version: Darwin 25.2.0
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256
Feb ’26
Real Time Spatial Video Streaming with Vision Pro
Hello, I am trying to build an AVP app for real-time "zero-latency" spatial video streaming. I am trying to figure out, on a high level, the best way to do this. Currently this is my method: Server sends stereo images via a WebRTC service (ie, livekit) The WebRTC stream is converted to a CVPixelBuffer, writes them to file, plays via AVPlayer, and applies a VideoMaterial to a plane entity. However, this is a bit hacky and it seems like this won't be compatible with Apple's spatial experinces. To my understanding, Apple supports HLS streaming for spatial experiences and APMP content. However, HLS (and even Low Latency HLS) introduces a second or more of latency, likely do to the segmentation nature of HLS. Thus, HLS will not work for us. Some other alternatives I've thought of are streaming the live stream video via webrtc from the server to a local computer in the AVP's network, and then using LL-HLS to stream from the local computer to the vision pro. Still, it seems like this would introduce latency on the order of seconds. Is my current approach the best way to implement this? Or could anyone suggest a better way, perhaps something compatible with AVP's spatial experiences
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135
Dec ’25
UIRequiredDeviceCapabilities values?
I've submitted my first AR app for iPhone and iPad to iTunes Connect. After sending a binary to iTunes Connect, I've received the following warning message. The app contains the following UIRequiredDeviceCapabilities values, which aren’t supported in visionOS: [arkit]. No. 1, my app doesn't support visionOS. No. 2, I don't have the UIRequiredDeviceCapabilities dictionary in info.plist. Why am I receiving this warning? One article related to this issue that I've read suggests that I remove the UIRequiredDeviceCapabilities dictionary. Well, I don't have it in my plist. What can I do with this warning message? Thanks.
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332
Jul ’25
Spaceship sample code does not compile
I'm getting the following error message when compiling the Apple provided sample, Spaceship game for the Apple Visio Pro. I've already tried deleting the derived data resetting the package cache and restarting Xcode but still getting the following error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path /Users/myoungkang/Downloads/CreatingASpaceshipGame/Packages/Studio/Sources/Studio/Studio.rkassets because 'The file “Studio.rkassets” couldn’t be opened because you don’t have permission to view it.' error: Tool exited with code 1
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77
Apr ’25
High CPU with ARWorldTrackingConfiguration vs. ARBodyTrackingConfiguration using AREnvironmentTexturing
In a simple test, I'm observing ~30% higher CPU usage with the ARWorldTrackingConfiguration compared to the ARBodyTrackingConfiguration when both configurations have AREnvironmentTexturing enabled. In Instruments, I observe Recon3D consuming ~5.5 seconds of CPU time with the ARWorldTrackingConfiguration vs <0.3 second with the ARBodyTrackingConfiguration in two separate 30 seconds samples. This is on an iPhone 12 Pro equipped with lidar. Is there a reason why two separate configurations, both having the same features enabled would have a different CPU overhead?
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184
Aug ’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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70
Jun ’25
Is it Possible to Place a 3D Model at the Exact Position of a QR Code in AR with ARKit ?
I'm working on an iOS app using ARKit and RealityKit where I scan QR codes and want to place 3D models at the exact position of the QR code in the real world. Is it possible to accurately place a 3D model at the exact position of a QR code in AR using ARKit and RealityKit? Specifically, I want the model to appear at the precise location where the QR code is detected, rather than just somewhere in the AR space. If this is possible, could you point me in the right direction or recommend the best approach to achieve this? Thank you for your help!
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134
May ’25
RoomPlan - The delegate of ARSession is retaining x ARFrames
Hi, I'm encountering an issue in our app that uses RoomPlan and ARsession for scanning. After prolonged use—especially under heavy load from both the scanning process and other unrelated app operations—the iPhone becomes very hot, and the following warning begins to appear more frequently: "ARSession <0x107559680>: The delegate of ARSession is retaining 11 ARFrames. The camera will stop delivering camera images if the delegate keeps holding on to too many ARFrames. This could be a threading or memory management issue in the delegate and should be fixed." I was able to reproduce this behavior using Apple’s RoomPlanExampleApp, with only one change: I introduced a CPU-intensive workload at the end of the startSession() function: DispatchQueue.global().asyncAfter(deadline: .now() + 5) { for i in 0..<4 { var value = 10_000 DispatchQueue.global().async { while true { value *= 10_000 value /= 10_000 value ^= 10_000 value = 10_000 } } } } I suspect this is some RoomPlan API problem that's why a filed an feedback: 17441091
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275
May ’25
Request: More Fine-Grained Control in Object Capture (PhotogrammetrySession)
Hi Apple Team and Developers, First of all, I’d like to express my appreciation for the incredible results achieved using PhotogrammetrySession. I’ve been developing a portrait scanning app using Object Capture, and in many tests—especially with human models—I’ve found the reconstructed body surfaces are remarkably smooth and clean, often outperforming tools like Metashape and RealityCapture in terms of aesthetic results. However, I’ve encountered some challenges when working with complex areas like long hair overlapping the face. For instance, with female models where strands of hair partially occlude the face, the resulting mesh tends to merge the hair and facial geometry. This leads to distorted or “melted” facial features, likely due to ambiguity in the geometry estimation phase. Feature Suggestion: Would it be possible to allow developers to supply two versions of the input images: • One version (original) for texture generation • A pre-processed version (e.g., contrast-enhanced or CLAHE filtered) to guide mesh reconstruction only This would give us the flexibility to enhance edge features or shadow detail without affecting the final texture appearance. In other photogrammetry pipelines, applying image enhancement selectively before dense reconstruction improves geometry quality in low-contrast areas. Question: Is there any plan to support this kind of two-path workflow in future versions of PhotogrammetrySession? Or perhaps expose more intermediate stages or tunable parameters to developers? Also, any hints on what we can expect from WWDC 2025 regarding improvements to Object Capture or related vision/3D technologies? Thanks again for this powerful API. Looking forward to hearing insights from the team and other developers. Warm regards, KitCheng
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118
May ’25
Position and orientation of a window in an immersive space
Is it possible to retrieve the position and orientation of a window that is opened in an immersive space? The following code: struct MyWindow: View { var body: some View { VStack { Text("Hello") } .onGeometryChange3D(for: Point3D.self) { proxy in try! proxy .coordinateSpace3D() .convert(value: Point3D.zero, to: .worldReference) } action : { point in print(point) } } } seems to work for the position, but I also need the orientation.
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787
Activity
1w
360° video playback Issue
When rendering an equirectangular video on a sphere using VideoMaterial and MeshResource.generateSphere(), there is a visible black seam line running vertically on the sphere. This appears to be at the UV seam where the texture coordinates wrap from 1.0 back to 0.0. The same video file plays without any visible seam in other 360° video players on Vision Pro, so the issue is not with the video content itself. Here is the relevant code: private func createVideoSphere(content: RealityViewContent, player: AVPlayer) { let sphere = MeshResource.generateSphere(radius: 1000) let material = VideoMaterial(avPlayer: player) let entity = ModelEntity(mesh: sphere, materials: [material]) entity.scale *= .init(x: -1, y: 1, z: 1) // Flip to render on inside content.add(entity) player.play() } The setup is straightforward: MeshResource.generateSphere(radius: 1000) generates the sphere mesh VideoMaterial(avPlayer:) provides the video texture X scale is flipped to -1 so the texture renders on the inside of the sphere The video is a standard equirectangular 360° MP4 file What I've tried: I attempted to create a custom sphere mesh using MeshDescriptor with duplicate vertices at the UV seam (longitude 0°/360°) to ensure proper UV continuity. However, VideoMaterial did not render any video on the custom mesh (only audio played), and the app eventually crashed. It seems VideoMaterial may have specific mesh requirements. Questions: Is the black seam a known limitation of MeshResource.generateSphere() when used with VideoMaterial for 360° video? Is there a recommended way to eliminate this UV seam — for example, a texture addressing mode or a specific mesh configuration that works with VideoMaterial? Is there an official sample project or code example for playing 360° equirectangular video in a fully immersive space on visionOS? That would be extremely helpful as a reference. Any guidance would be greatly appreciated. Thank you!
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0
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Views
277
Activity
4w
VisionOS 26 new hand Tracking: how to use it for replacing hands in a virtual environment.
I am still not finding resources to know how to replace hands in a full immersive Space.... I reached the goal by creating a ARKit session that can detect the USDZ hand mesh Joints and connect to the hand-tracked-joints.... but I feel that's not the best solution... I really want to use the RealityKit potential to track and replace hands (with USDZ skinned ones) in an immersive environment, but the only resources I found are from November 2023.... :( Can someone help me?
Replies
0
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0
Views
116
Activity
Jun ’25
[Rnedering] Always display a Window in front of any Entity in a mixedImmersiveView?
Currently I am using mixed style immersive view to place both my WindowView(plain style) and ImmersiveView content together. The issue is that the rendering depth testing may always let the virtual content block my normal WindowView. Is it possible to manually set windowedVIew always displays in the front of my virtual view in mixed style immersion? (I know modelSortGroup but it doesn't quite fits here) Or if I can dynamically change the .progressive value when the immersive space is open (set the value to zero means .mixed itself right?)
Replies
0
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0
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116
Activity
Mar ’25
Pass Video/ Frames to a Shader Graph?
Wondering if this is even possible without using CVImageBuffer and passing each frame as an image which I imagine will be very expensive. Have a PoC of a shader graph that applies a radial zoom effect to an image. In RealityKit I'm passing the image as a resource: if let textureResource = try? await TextureResource(named: "fuji") { let value = MaterialParameters.Value.textureResource(textureResource) try? material.setParameter(name: "MyImage", value: value) model.model?.materials = [material] } Thanks in advance
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0
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139
Activity
Apr ’25
ARKit Face Tracking works in total darkness?
I’ve seen, mainly in discussions with AIs, that ARFaceTrackingConfiguration uses the same technology as Face ID and therefore should work in complete darkness. However, I haven’t been able to achieve this. Does anyone know if this is actually true? I'm using an iPhone 16 to test, and the Face ID works well in darkness.
Replies
0
Boosts
0
Views
107
Activity
Feb ’26
white gap between objects in RealityView
I want to display a huge image in RealityView in 3d space on Vision Pro. of course instead of one giant file I'm using a lot of big images. to achieve this, I'm generating multiple planes exactly beside each others and put each image on them. although the planes are exactly beside each others but there is still a white gap between them.(image below) **Does anybody know how to fix this issue? **
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0
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0
Views
160
Activity
May ’25
VideoMaterial Black Screen on Vision Pro Device (Works in Simulator)
VideoMaterial Black Screen on Vision Pro Device (Works in Simulator) App Overview App Name: Extn Browser Bundle ID: ai.extn.browser Purpose: A visionOS web browser that plays 360°/180° VR videos in an immersive sphere environment Development Environment & SDK Versions Component Version Xcode 26.2 Swift 6.2 visionOS Deployment Target 26.2 Swift Concurrency MainActor isolation enabled App is released in the TestFlight. Frameworks Used SwiftUI - UI framework RealityKit - 3D rendering, MeshResource, ModelEntity, VideoMaterial AVFoundation - AVPlayer, AVAudioSession WebKit - WKWebView for browser functionality Network - NWListener for local proxy server Sphere Video Mechanism The app creates an immersive 360° video experience using the following approach: // 1. Create sphere mesh (10 meter radius for immersive viewing) let mesh = MeshResource.generateSphere(radius: 10.0) // 2. Create initial transparent material var material = UnlitMaterial() material.color = .init(tint: .clear) // 3. Create entity and invert sphere (negative X scale) let sphere = ModelEntity(mesh: mesh, materials: [material]) sphere.scale = SIMD3<Float>(-1, 1, 1) // Inverts normals for inside-out viewing sphere.position = SIMD3<Float>(0, 1.5, 0) // Eye level // 4. Create AVPlayer with video URL let player = AVPlayer(url: videoURL) // 5. Configure audio session for visionOS let audioSession = AVAudioSession.sharedInstance() try audioSession.setCategory(.playback, mode: .moviePlayback, options: [.mixWithOthers]) try audioSession.setActive(true) // 6. Create VideoMaterial and apply to sphere let videoMaterial = VideoMaterial(avPlayer: player) if var modelComponent = sphere.components[ModelComponent.self] { modelComponent.materials = [videoMaterial] sphere.components.set(modelComponent) } // 7. Start playback player.play() ImmersiveSpace Configuration // browserApp.swift ImmersiveSpace(id: appModel.immersiveSpaceID) { ImmersiveView() .environment(appModel) } .immersionStyle(selection: .constant(.mixed), in: .mixed) Entitlements <!-- browser.entitlements --> <key>com.apple.security.app-sandbox</key> <true/> <key>com.apple.security.network.client</key> <true/> <key>com.apple.security.network.server</key> <true/> Info.plist Network Configuration <key>NSAppTransportSecurity</key> <dict> <key>NSAllowsArbitraryLoads</key> <true/> </dict> The Issue Behavior in Simulator: Video plays correctly on the inverted sphere surface - 360° video is visible and wraps around the user as expected. Behavior on Physical Vision Pro: The sphere displays a black screen. No video content is visible, though the sphere entity itself is present. Important: Not a DRM/Licensing Issue This issue is NOT related to Digital Rights Management (DRM) or FairPlay. I have tested with: Unlicensed raw MP4 video files (no DRM protection) Self-hosted video content with no copy protection Direct MP4 URLs from CDN without any licensing requirements The same black screen behavior occurs with all unprotected video sources, ruling out DRM as the cause. (Plain H.264 MP4, no DRM) Screen Recording: Working in Simulator The following screen recording demonstrates playing a 360° YouTube video in the immersive sphere on the visionOS Simulator: https://cdn.commenda.kr/screen-001.mov This confirms that the VideoMaterial and sphere rendering work correctly in the simulator, but the same setup shows a black screen on the physical Vision Pro device. Observations AVPlayer status reports .readyToPlay - The video appears to load successfully VideoMaterial is created without errors - No exceptions thrown Sphere entity renders - The geometry is visible (black surface) Audio session is configured - No errors during audio session setup Network requests succeed - The video URL is accessible from the device Same result with local/unprotected content - DRM is not a factor Console Logs (Device) The logging shows: Sphere created and added to scene AVPlayer created with correct URL VideoMaterial created and applied Player status transitions to .readyToPlay player.play() called successfully Rate shows 1.0 (playing) Despite all success indicators, the rendered output is black. Questions for Apple Are there known differences in VideoMaterial behavior between the visionOS Simulator and physical Vision Pro hardware? Does VideoMaterial(avPlayer:) require specific video codec/format requirements that differ on device? (The test video is a standard H.264 MP4) Is there a required Metal capability or GPU feature for VideoMaterial that may not be available in certain contexts on device? Does the immersion style (.mixed) affect VideoMaterial rendering on hardware? Are there additional entitlements required for video texture rendering in RealityKit on physical hardware? Attempted Solutions Configured AVAudioSession with .playback category Added delay before player.play() to ensure material is applied Verified sphere scale inversion (-1, 1, 1) Tested multiple video URLs (including raw, unlicensed MP4 files) Confirmed network connectivity on device Ruled out DRM/FairPlay issues by testing unprotected content Environment Details Device: Apple Vision Pro visionOS Version: 26.2 Xcode Version: 26.2 macOS Version: Darwin 25.2.0
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256
Activity
Feb ’26
Real Time Spatial Video Streaming with Vision Pro
Hello, I am trying to build an AVP app for real-time "zero-latency" spatial video streaming. I am trying to figure out, on a high level, the best way to do this. Currently this is my method: Server sends stereo images via a WebRTC service (ie, livekit) The WebRTC stream is converted to a CVPixelBuffer, writes them to file, plays via AVPlayer, and applies a VideoMaterial to a plane entity. However, this is a bit hacky and it seems like this won't be compatible with Apple's spatial experinces. To my understanding, Apple supports HLS streaming for spatial experiences and APMP content. However, HLS (and even Low Latency HLS) introduces a second or more of latency, likely do to the segmentation nature of HLS. Thus, HLS will not work for us. Some other alternatives I've thought of are streaming the live stream video via webrtc from the server to a local computer in the AVP's network, and then using LL-HLS to stream from the local computer to the vision pro. Still, it seems like this would introduce latency on the order of seconds. Is my current approach the best way to implement this? Or could anyone suggest a better way, perhaps something compatible with AVP's spatial experiences
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1
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135
Activity
Dec ’25
Tracking Hand model with skinned mesh and moving fingers
Hi, I have a hand model that is in FBX and I'm exporting it to USD in Blender. I get a skinned mesh and while I can track the whole hand how do I track each joint and assign it and animate the skinned mesh itself. All my attempts say this is not possible in RealityKit as of now. True?
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135
Activity
Oct ’25
UIRequiredDeviceCapabilities values?
I've submitted my first AR app for iPhone and iPad to iTunes Connect. After sending a binary to iTunes Connect, I've received the following warning message. The app contains the following UIRequiredDeviceCapabilities values, which aren’t supported in visionOS: [arkit]. No. 1, my app doesn't support visionOS. No. 2, I don't have the UIRequiredDeviceCapabilities dictionary in info.plist. Why am I receiving this warning? One article related to this issue that I've read suggests that I remove the UIRequiredDeviceCapabilities dictionary. Well, I don't have it in my plist. What can I do with this warning message? Thanks.
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332
Activity
Jul ’25
Spaceship sample code does not compile
I'm getting the following error message when compiling the Apple provided sample, Spaceship game for the Apple Visio Pro. I've already tried deleting the derived data resetting the package cache and restarting Xcode but still getting the following error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path /Users/myoungkang/Downloads/CreatingASpaceshipGame/Packages/Studio/Sources/Studio/Studio.rkassets because 'The file “Studio.rkassets” couldn’t be opened because you don’t have permission to view it.' error: Tool exited with code 1
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1
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77
Activity
Apr ’25
Clamp translation values with ManipulationComponent?
Can we constrain or clamp translation with the new ManipulationComponent? For example, allow free movement within certain bounds.
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93
Activity
Jun ’25
High CPU with ARWorldTrackingConfiguration vs. ARBodyTrackingConfiguration using AREnvironmentTexturing
In a simple test, I'm observing ~30% higher CPU usage with the ARWorldTrackingConfiguration compared to the ARBodyTrackingConfiguration when both configurations have AREnvironmentTexturing enabled. In Instruments, I observe Recon3D consuming ~5.5 seconds of CPU time with the ARWorldTrackingConfiguration vs <0.3 second with the ARBodyTrackingConfiguration in two separate 30 seconds samples. This is on an iPhone 12 Pro equipped with lidar. Is there a reason why two separate configurations, both having the same features enabled would have a different CPU overhead?
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184
Activity
Aug ’25
There a way to use contentCaptureProtected with Quick Look on VisionOS 26?
There a way to use contentCaptureProtected with Quick Look on VisionOS 26? Or exist a way to see a spatial photo with Quick Look without sharing options ?
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213
Activity
Jun ’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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0
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0
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70
Activity
Jun ’25
Is it Possible to Place a 3D Model at the Exact Position of a QR Code in AR with ARKit ?
I'm working on an iOS app using ARKit and RealityKit where I scan QR codes and want to place 3D models at the exact position of the QR code in the real world. Is it possible to accurately place a 3D model at the exact position of a QR code in AR using ARKit and RealityKit? Specifically, I want the model to appear at the precise location where the QR code is detected, rather than just somewhere in the AR space. If this is possible, could you point me in the right direction or recommend the best approach to achieve this? Thank you for your help!
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May ’25
macOS spatial rendering Can't find Vision Pro
I am running a Spatial Rendering App template demo, it shows “No People Found ” “There is no one nearby to share with”. How can I stream videos rendered by Mac to my vision pro I am using macOS 26.0, visionOS 26, Xcode 26
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254
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Sep ’25
RoomPlan - The delegate of ARSession is retaining x ARFrames
Hi, I'm encountering an issue in our app that uses RoomPlan and ARsession for scanning. After prolonged use—especially under heavy load from both the scanning process and other unrelated app operations—the iPhone becomes very hot, and the following warning begins to appear more frequently: "ARSession <0x107559680>: The delegate of ARSession is retaining 11 ARFrames. The camera will stop delivering camera images if the delegate keeps holding on to too many ARFrames. This could be a threading or memory management issue in the delegate and should be fixed." I was able to reproduce this behavior using Apple’s RoomPlanExampleApp, with only one change: I introduced a CPU-intensive workload at the end of the startSession() function: DispatchQueue.global().asyncAfter(deadline: .now() + 5) { for i in 0..<4 { var value = 10_000 DispatchQueue.global().async { while true { value *= 10_000 value /= 10_000 value ^= 10_000 value = 10_000 } } } } I suspect this is some RoomPlan API problem that's why a filed an feedback: 17441091
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275
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May ’25
Request: More Fine-Grained Control in Object Capture (PhotogrammetrySession)
Hi Apple Team and Developers, First of all, I’d like to express my appreciation for the incredible results achieved using PhotogrammetrySession. I’ve been developing a portrait scanning app using Object Capture, and in many tests—especially with human models—I’ve found the reconstructed body surfaces are remarkably smooth and clean, often outperforming tools like Metashape and RealityCapture in terms of aesthetic results. However, I’ve encountered some challenges when working with complex areas like long hair overlapping the face. For instance, with female models where strands of hair partially occlude the face, the resulting mesh tends to merge the hair and facial geometry. This leads to distorted or “melted” facial features, likely due to ambiguity in the geometry estimation phase. Feature Suggestion: Would it be possible to allow developers to supply two versions of the input images: • One version (original) for texture generation • A pre-processed version (e.g., contrast-enhanced or CLAHE filtered) to guide mesh reconstruction only This would give us the flexibility to enhance edge features or shadow detail without affecting the final texture appearance. In other photogrammetry pipelines, applying image enhancement selectively before dense reconstruction improves geometry quality in low-contrast areas. Question: Is there any plan to support this kind of two-path workflow in future versions of PhotogrammetrySession? Or perhaps expose more intermediate stages or tunable parameters to developers? Also, any hints on what we can expect from WWDC 2025 regarding improvements to Object Capture or related vision/3D technologies? Thanks again for this powerful API. Looking forward to hearing insights from the team and other developers. Warm regards, KitCheng
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118
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May ’25