In Reality Composer Pro, why is the Sky Sphere so much larger than the Sky Dome?
By my estimate, the Sky Sphere has a radius of 100m, while the Sky only has a radius of only 12m.
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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Hi,
I’m trying to configure camera feed in ARKit to be in Apple Log color space.
I can change Capture Device’s format to one that has Apple Log and I see one frame being in proper log-gray colors but then all AR tracking stops and tracking state hangs at “initializing”. In other combinations I see error “sensor failed to initialize” and session restarts with default format.
I suspect that this is because normal AR capture formats are 420f, whereas ones that have Apple Log are 422.
Could someone confirm if it’s even possible to run ARKit session with camera feed in a different pixel format?
I’m trying it on iphone 15 pro
Basically, take just the Xcode 26 AR App template, where we put the ContentView as the detail end of a NavigationStack.
Opening app, the app uses < 20MB of memory. Tapping on Open AR the memory usage goes up to ~700MB for the AR Scene. Tapping back, the memory stays up at ~700MB.
Checking with Debug memory graph I can still see all the RealityKit classes in the memory, like ARView, ARRenderView, ARSessionManager.
Here's the sample app to illustrate the issue.
PS: To keep memory pressure on the system low, there should be a way of freeing all the memory the AR uses for apps that only occasionally show AR scenes.
I am using ARKit to detect image in visionPro. However I met some question about adding the reference image.
Some of my images can not be added correctly sometimes. (As you can see in the picture above, the 'orange' can not be added correctly, but the 'cup' can). However, sometimes they will be added without any problem. I do not know why it will happen. And I want they all be added steadily.
佩戴者头部自然晃动时,设备拍摄的画面会出现明显抖动,导致观看直播的用户产生眩晕感,严重影响直播沉浸体验和购物决策效率。
希望
优化设备内置防抖算法,降低头部常规晃动对画面稳定性的影响,提升直播画面的流畅度。
Hi, I'm trying to place an object in front of AVPlayer that is docked in VideoDockingRegion, but when launched in immersive space, the video passes through the objects placed in front of. How do I make sure these objects are visible?
image for reference
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
ARKit
RealityKit
Reality Composer Pro
Shader Graph Editor
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
Topic:
Spatial Computing
SubTopic:
General
具体表现为:在Unity编辑器中材质显示正常,但部署到Vision Pro真机后部分材质丢失或Shader效果异常(如透明通道失效、光照计算错误等)。此问题影响了开发进度,希望得到技术支持的帮助
Specific results: The materials are displayed normally in the Unity editor, but after being deployed to the Vision Pro real machine, some materials are lost or the Shader effect is abnormal (such as transparent channel failure, antenna calculation error, etc.). This problem has affected the development progress, and I hope to get help from technical support
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
切换后两者的亮度、色彩饱和度、对比度等画质参数差距较大,导致画面视觉体验割裂,破坏直播连贯性,影响用户观看沉浸感。
期望
"· 对标常规直播单反相机的画质基准,优化 Vision Pro 的画面亮度、色彩还原能力;
· 提供设备端或配套软件的画质自定义调节功能(亮度、对比度、色温等),支持直播前手动校准,确保与单反相机画面风格一致。"
We have successfully obtained the permissions for "Main Camera access" and "Passthrough in screen capture" from Apple. Currently, the video streams we have received are from the physical world and do not include the digital world. How can we obtain video streams from both the physical and digital worlds?
thank you!
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Enterprise
Swift
Reality Composer Pro
visionOS
I am developing a Unity application for the Apple Vision Pro using PolySpatial and RealityKit integration.
The goal is to create a graspable object (for example, a handheld cube) that includes a secondary camera. When the user grabs and moves the object, the secondary camera should render its view to a RenderTexture, which is displayed on a quad attached to the object, simulating a live camera screen.
In the Unity Editor, this setup works correctly. The RenderTexture updates in real time, and the quad displays the camera’s view as expected.
However, when building and running the application on the Vision Pro, the quad only displays the clear background color of the secondary camera. No scene content appears. The graspable interaction itself works fine: the object can be grabbed and moved as intended.
Steps I have taken:
Created a new layer (CameraFeed) and assigned the relevant objects to it.
Set the secondary camera’s culling mask to render only the CameraFeed layer.
Assigned the RenderTexture as the camera’s target texture.
Applied the RenderTexture to an Unlit/Texture material on a quad.
Confirmed the camera is active and correctly positioned relative to the object.
From my research, it appears that once objects are managed by RealityKit through PolySpatial (for example, made graspable), they are no longer rendered through Unity's normal camera pipeline. Only the main XR camera (managed by RealityKit) seems able to see these objects. Secondary Unity cameras cannot render RealityKit-synced content to a RenderTexture. If this is correct, it seems there is currently no way to implement a true live secondary camera feed showing graspable objects on Vision Pro using Unity PolySpatial.
My questions are:
Is there any official way to enable multiple camera rendering of RealityKit-managed objects through PolySpatial?
Are there known workarounds to simulate a live camera feed that still allows objects to be grabbed?
Has anyone found alternative design patterns or methods for this kind of interaction?
Environment: Unity 6.0 , PolySpatial 2.2.4, Apple Vision OS XR 2.2.4
Any insight or suggestions would be greatly appreciated.
Thank you.
I need help to wrap my head around this...
If I import the Reality Composer Pro package and load it into an ARView, I will see 1.3gb of memory usage and about 180-220% cpu usage. The frames will start at around 60fps, and then eventually drop to around 30fps.
If I export the usdz from Reality Composer Pro and load that into the same ARView, I will see about 1gb of memory usage and around 150% cpu usage; fps holds longer at 60 but eventually drops.
If I load that same usdz into a QuickLook view, I will see about 55mb of memory usage, 9-11% cpu, and the frames stay locked at 116fps. The only thing I notice is the button I have is slightly less responsive, but it all still works fine.
I don't understand. How can I make the ARView work as efficiently as QuickLook?
I have tested the MagnifyGesture code below on multiple devices:
Vision Pro - working
iPhone - working
iPad - working
macOS - not working
In Reality Composer Pro, I have also added the below components to the test model entity:
Input Target
Collision
For macOS, I tried the touchpad pinch gesture and mouse scroll wheel, but neither approach works. How to resolve this issue? Thank you.
import SwiftUI
import RealityKit
import RealityKitContent
struct ContentView: View {
var body: some View {
RealityView { content in
// Add the initial RealityKit content
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
}
}
.gesture(MagnifyGesture()
.targetedToAnyEntity()
.onChanged(onMagnifyChanged)
.onEnded(onMagnifyEnded))
}
func onMagnifyChanged(_ value: EntityTargetValue<MagnifyGesture.Value>) {
print("onMagnifyChanged")
}
func onMagnifyEnded(_ value: EntityTargetValue<MagnifyGesture.Value>) {
print("onMagnifyEnded")
}
}
Topic:
Spatial Computing
SubTopic:
General
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
According to the official documentation, the .blur(radius:) modifier could apply gaussian blur to a realityview. However, when applied directly to a RealityView, nothing inside it (neither 2D attachments nor 3D entities) appears to be blurred.
Here’s the test code:
struct ContentView: View {
var body: some View {
VStack(spacing: 20) {
Text("Above the RealityView")
.font(.title)
RealityView { content, attachments in
if let text = attachments.entity(for: "2dView") {
text.position.y = 0.1
content.add(text)
}
let box = ModelEntity(
mesh: .generateBox(size: 0.1),
materials: [SimpleMaterial(color: .red, isMetallic: true)]
)
content.add(box)
} attachments: {
Attachment(id: "2dView") {
Text("Above the Box")
.font(.title)
}
}
.frame(width: 300, height: 300)
.border(.blue)
.blur(radius: 99) // Has no visual effect
Text("Below the RealityView")
.font(.subheadline)
}
.padding()
}
}
My question:
How can I make .blur(radius:) visually affect the content rendered in a RealityView?
Can you provide a working example that .blur() to visually affect any part of a RealityView?
Thanks!
I noticed that when I drag the menu window in an Immersive View, the entities behind it becomes semi-transparent, and the boundary between virtual and real-world objects is very pronounced.
May I ask how does VisionOS implement this effect? Is there any API or technique I can use in my own code to enable the same semi-transparent overlay - even when I am not dragging the menu window?
I believe I have created a videoMaterial and assigned it to a mesh with code I found in the Developer's Documentation but Im getting this error.
"Trailing closure passed to parameter of type 'String' that does not accept a closure"
I have attached a photo of the code and where the error happens.
Any help will greatly be appreciated.
I am experience problem with three iPhone 13 Pro.
They are reporting the lowest quality for all points in the depthmap from the Lidar sensor.
The readings I get are unusable.
If it was just one phone I would consider it a faulty sensor, but in this case it is three phones that gives the same result.
I have other iPhone 13 Pro that works as expected.
Have any else experienced a similar behavior?
I am using iOS 18.4.1
https://developer.apple.com/documentation/avfoundation/avdepthdata/depthdataquality
Topic:
Spatial Computing
SubTopic:
ARKit
I have two RealityView: ParentView and When click the button in ParentView, ChildView will be shown as full screen cover, but the camera feed in ChildView will not be shown, only black screen.
If I show ChildView directly, it works with camera feed.
Please help me on this issue? Thanks.
import RealityKit
import SwiftUI
struct ParentView: View{
@State private var showIt = false
var body: some View{
ZStack{
RealityView{content in
content.camera = .virtual
let box = ModelEntity(mesh: MeshResource.generateSphere(radius: 0.2),materials: [createSimpleMaterial(color: .red)])
content.add(box)
}
Button("Click here"){
showIt = true
}
}
.fullScreenCover(isPresented: $showIt){
ChildView()
.overlay(
Button("Close"){
showIt = false
}.padding(20),
alignment: .bottomLeading
)
}
.ignoresSafeArea(.all)
}
}
import ARKit
import RealityKit
import SwiftUI
struct ChildView: View{
var body: some View{
RealityView{content in
content.camera = .spatialTracking
}
}
}
Here is the sample project from apple of Object Tracking.
https://developer.apple.com/documentation/visionOS/exploring_object_tracking_with_arkit
can we improve it tracking accuracy and tracking when object is moving little faster, so the 3d object that draw still follow it and make it more accurate.