Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.

All subtopics
Posts under Spatial Computing topic

Post

Replies

Boosts

Views

Activity

Header Blur Effect on visionOS SwiftUI
Hi, I'm looking to build something similar to the header blur in the App Store and Apple TV app settings. Does anyone know the best way to achieve this so that when there is nothing behind the header it looks the same as the rest of the view background but when content goes underneath it has a blur effect. I've seen .scrollEdgeEffect on IOS26 is there something similar for visionOS? Thanks!
0
0
140
Sep ’25
attenuation map covers over object
hi, I'm trying to create a virtual movie theater, but after running computeDiffuseReflectionUVs.py and applying attenuation map, I noticed the light falloff effect just covers over the objects. I used apple provided attenuation map (did not specify the attenuation map name on python script) with sample size of 6000. I thought the python script would calculate vertices and create shadow for, say, back of the chairs. Am I understanding this wrong?
1
0
113
Apr ’25
Metal Compositor Service & Persona (VisionOS)
Hello, I'm currently trying to make a collaborative app. But it just works only on Reality View, when I tried to use Compositor Layer like below, the personas disappeared. ImmersiveSpace(id: "ImmersiveSpace-Metal") { CompositorLayer(configuration: MetalLayerConfiguration()) { layerRenderer in SpatialRenderer_InitAndRun(layerRenderer) } } Is there any potential solution too see Personas in Metal view? Thanks in advance!
2
0
765
Sep ’25
The Question Of Two ARView Together
First, I scan first room using the roomplan api. Because I need scan second room, I stop it by “captureSession.stop(pauseARSession: false)”, I think the Arsession is continue work at that time. Second, before the another room will scan, I want to run another ARView. (in order to detect some objects which are not detected by Roomplan in first room) But, at this time, the second ARView(there is an ARView in roomplan, I think) will always black screen, can’t normally work. This is the question I want to resolve. Please help me let the second ARView go well.
0
0
150
Mar ’25
Setting immerstionStyle while in immersive space breaks all entities.
I have my immersive space set up like: ImmersiveSpace(id: "Theater") { ImmersiveTeleopView() .environment(appModel) .onAppear() { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } } .immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full) Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities. My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this: public enum IStyle: String, CaseIterable, Identifiable { case mixedStyle, fullStyle public var id: Self { self } var style: ImmersionStyle { switch self { case .mixedStyle: return .mixed case .fullStyle: return .full } } } /// Maintains app-wide state @MainActor @Observable class AppModel { // Immersion Style public var immersionStyle: IStyle = .mixedStyle
1
0
239
Oct ’25
How to Move and Rotate WindowGroup with Code in Xcode
当我进入混合空间时,出现一个模型,但模型后面有一个 windowGroup,无法完全查看。如果我想点击进入 mix 空间,我需要使用代码将 windowGroup 移动到另一个位置,而不是手动移动 ![](“https://developer.apple.com/forums/content/attachment/0471ead0-4c74-43a7-9ecc-12e67e81cec6” “title=WechatIMG31.jpg;宽度=915;高度=777”)
0
0
66
Mar ’25
Current Apple Forum about ARKit and visionOS
Recently, questions about ARKit/visionOS seem to be being asked in the Apple forum by internal Apple engineers. Inexperienced and untested makeshift features are being offered, putting average but experienced developers in a difficult position. They are unable to react and get something useful from the posts. Apple needs to review the situation.
1
0
369
Sep ’25
For a third year, no screenshot capability for immersive visionOS apps... here's a workaround?
Since only the user can take a screenshot using the Apple Vision Pro's top buttons, the only workaround available to an immersive app that needs a screenshot to document the user's creative interior design choices is ask the user to take a screenshot wait until the user taps a button indicating the screenshot has been taken then the app asks the user to select the screenshot when the app opens the PhotoPicker when the user presses Done, the screenshot is handed off to the app. One wonders why there is no Apple Api for doing this in a simple privacy protective way such as: When called, the Apple api captures the screenshot in Apple secured memory The api displays the screenshot to the user with appropriate privacy warnings and asks if the user wants to a. share this screenshot with the app, or b. cancel, c. retake the screenshot If the user approves, the app receives the screenshot
3
0
125
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
0
0
70
Jun ’25
How to read a video stream that includes both the physical world and digital space when obtaining a video stream from VisionPro by applying for the Enterprise API but only reading a video stream that contains both the physical world and digital space
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!
0
0
123
Apr ’25
Unity PolySpatial – Live handheld camera feed of graspable objects not rendering on Vision Pro
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.
0
0
128
Apr ’25
.usdz files not loading in iOS app
Hello everyone, I'm a new developer and I'm still learning the foundations of Swift and SwiftUI while building my first app. Today I wanted to ask you how to implement AR Quixck Views inside my app. I wanna be able to dynamically preview AR objects in a dedicated view, however, I don't seem to have understood where and how to locate AR objects inside my project. I tried including them in the Assets folder of the project, or in the Recources folder, or within the main folder of my project alongside the MyAppApp.swift file. None of the methods I used seemed have worked in that none of the objects was ever located. I made sure to specify the path to the files every time, but somehow the location isn't recognized. I also tried giving no path so that the app would search for the files in their default location (which I apparently haven't grasped yet), but still my attempt failed. I don't have the code sample on me at the moment, but I will write a followup comment on this post to show you what I wrote in case anyone was interested in debugging my code. Meanwhile, if anyone would be so kind to point me at the support article or to comment below the sample code they used in their app, I would very much appreciate it, so that I can start debugging. Thank you for reading this, I appreciate you.
0
0
145
Jun ’25
How to obtain video streams from the digital space included in VisionPro after applying for the "Enterprise API"?
After implementing the method of obtaining video streams discussed at WWDC in the program, I found that the obtained video stream does not include digital models in the digital space or related videos such as the program UI. I would like to ask how to obtain a video stream or frame that contains only the physical world? let formats = CameraVideoFormat.supportedVideoFormats(for: .main, cameraPositions:[.left]) let cameraFrameProvider = CameraFrameProvider() var arKitSession = ARKitSession() var pixelBuffer: CVPixelBuffer? var cameraAccessStatus = ARKitSession.AuthorizationStatus.notDetermined let worldTracking = WorldTrackingProvider() func requestWorldSensingCameraAccess() async { let authorizationResult = await arKitSession.requestAuthorization(for: [.cameraAccess]) cameraAccessStatus = authorizationResult[.cameraAccess]! } func queryAuthorizationCameraAccess() async{ let authorizationResult = await arKitSession.queryAuthorization(for: [.cameraAccess]) cameraAccessStatus = authorizationResult[.cameraAccess]! } func monitorSessionEvents() async { for await event in arKitSession.events { switch event { case .dataProviderStateChanged(_, let newState, let error): switch newState { case .initialized: break case .running: break case .paused: break case .stopped: if let error { print("An error occurred: \(error)") } @unknown default: break } case .authorizationChanged(let type, let status): print("Authorization type \(type) changed to \(status)") default: print("An unknown event occured \(event)") } } } @MainActor func processWorldAnchorUpdates() async { for await anchorUpdate in worldTracking.anchorUpdates { switch anchorUpdate.event { case .added: //检查是否有持久化对象附加到此添加的锚点- //它可能是该应用程序之前运行的一个世界锚。 //ARKit显示与此应用程序相关的所有世界锚点 //当世界跟踪提供程序启动时。 fallthrough case .updated: //使放置的对象的位置与其对应的对象保持同步 //世界锚点,如果未跟踪锚点,则隐藏对象。 break case .removed: //如果删除了相应的世界定位点,则删除已放置的对象。 break } } } func arkitRun() async{ do { try await arKitSession.run([cameraFrameProvider,worldTracking]) } catch { return } } @MainActor func processDeviceAnchorUpdates() async { await run(function: self.cameraFrameUpdatesBuffer, withFrequency: 90) } @MainActor func cameraFrameUpdatesBuffer() async{ guard let cameraFrameUpdates = cameraFrameProvider.cameraFrameUpdates(for: formats[0]),let cameraFrameUpdates1 = cameraFrameProvider.cameraFrameUpdates(for: formats[1]) else { return } for await cameraFrame in cameraFrameUpdates { guard let mainCameraSample = cameraFrame.sample(for: .left) else { continue } self.pixelBuffer = mainCameraSample.pixelBuffer } for await cameraFrame in cameraFrameUpdates1 { guard let mainCameraSample = cameraFrame.sample(for: .left) else { continue } if self.pixelBuffer != nil { self.pixelBuffer = mergeTwoFrames(frame1: self.pixelBuffer!, frame2: mainCameraSample.pixelBuffer, outputSize: CGSize(width: 1920, height: 1080)) } } }
0
0
167
Apr ’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 by moving the referenceobject quickly, it causes tracking to stop. (I know this is a limitation so im trying to make it a feature) IS there a way to play a USDZ animation at the last known location, after detecting that reference object is no longer being tracked? is it possible to set this up in Reality Composer pro? Nearly everything is set up in Reality Composer pro with my immersive.scene just anchoring virtual content to the Reference object 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 & WorldTrackProvider, 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 if this is actually the right way to do it. Apologies for my lack of knowledge.
0
0
94
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?
0
0
184
Aug ’25
AVQueuePlayer and AVPlayerLooper implementation.
I am trying to loop my videoMaterial. I have researched the AXQueuePlayer and AVPlayerLooper and tried to implement them into my code. Please see attached. There are no errors showing up but the videoMaterial is no longer working. Please see the attached for the working code that plays the videoMaterial. I am stumped can anyone help me solve this? Thank you.
0
0
112
Jun ’25
Header Blur Effect on visionOS SwiftUI
Hi, I'm looking to build something similar to the header blur in the App Store and Apple TV app settings. Does anyone know the best way to achieve this so that when there is nothing behind the header it looks the same as the rest of the view background but when content goes underneath it has a blur effect. I've seen .scrollEdgeEffect on IOS26 is there something similar for visionOS? Thanks!
Replies
0
Boosts
0
Views
140
Activity
Sep ’25
attenuation map covers over object
hi, I'm trying to create a virtual movie theater, but after running computeDiffuseReflectionUVs.py and applying attenuation map, I noticed the light falloff effect just covers over the objects. I used apple provided attenuation map (did not specify the attenuation map name on python script) with sample size of 6000. I thought the python script would calculate vertices and create shadow for, say, back of the chairs. Am I understanding this wrong?
Replies
1
Boosts
0
Views
113
Activity
Apr ’25
Metal Compositor Service & Persona (VisionOS)
Hello, I'm currently trying to make a collaborative app. But it just works only on Reality View, when I tried to use Compositor Layer like below, the personas disappeared. ImmersiveSpace(id: "ImmersiveSpace-Metal") { CompositorLayer(configuration: MetalLayerConfiguration()) { layerRenderer in SpatialRenderer_InitAndRun(layerRenderer) } } Is there any potential solution too see Personas in Metal view? Thanks in advance!
Replies
2
Boosts
0
Views
765
Activity
Sep ’25
The Question Of Two ARView Together
First, I scan first room using the roomplan api. Because I need scan second room, I stop it by “captureSession.stop(pauseARSession: false)”, I think the Arsession is continue work at that time. Second, before the another room will scan, I want to run another ARView. (in order to detect some objects which are not detected by Roomplan in first room) But, at this time, the second ARView(there is an ARView in roomplan, I think) will always black screen, can’t normally work. This is the question I want to resolve. Please help me let the second ARView go well.
Replies
0
Boosts
0
Views
150
Activity
Mar ’25
Setting immerstionStyle while in immersive space breaks all entities.
I have my immersive space set up like: ImmersiveSpace(id: "Theater") { ImmersiveTeleopView() .environment(appModel) .onAppear() { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } } .immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full) Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities. My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this: public enum IStyle: String, CaseIterable, Identifiable { case mixedStyle, fullStyle public var id: Self { self } var style: ImmersionStyle { switch self { case .mixedStyle: return .mixed case .fullStyle: return .full } } } /// Maintains app-wide state @MainActor @Observable class AppModel { // Immersion Style public var immersionStyle: IStyle = .mixedStyle
Replies
1
Boosts
0
Views
239
Activity
Oct ’25
How to Move and Rotate WindowGroup with Code in Xcode
当我进入混合空间时,出现一个模型,但模型后面有一个 windowGroup,无法完全查看。如果我想点击进入 mix 空间,我需要使用代码将 windowGroup 移动到另一个位置,而不是手动移动 ![](“https://developer.apple.com/forums/content/attachment/0471ead0-4c74-43a7-9ecc-12e67e81cec6” “title=WechatIMG31.jpg;宽度=915;高度=777”)
Replies
0
Boosts
0
Views
66
Activity
Mar ’25
Current Apple Forum about ARKit and visionOS
Recently, questions about ARKit/visionOS seem to be being asked in the Apple forum by internal Apple engineers. Inexperienced and untested makeshift features are being offered, putting average but experienced developers in a difficult position. They are unable to react and get something useful from the posts. Apple needs to review the situation.
Replies
1
Boosts
0
Views
369
Activity
Sep ’25
For a third year, no screenshot capability for immersive visionOS apps... here's a workaround?
Since only the user can take a screenshot using the Apple Vision Pro's top buttons, the only workaround available to an immersive app that needs a screenshot to document the user's creative interior design choices is ask the user to take a screenshot wait until the user taps a button indicating the screenshot has been taken then the app asks the user to select the screenshot when the app opens the PhotoPicker when the user presses Done, the screenshot is handed off to the app. One wonders why there is no Apple Api for doing this in a simple privacy protective way such as: When called, the Apple api captures the screenshot in Apple secured memory The api displays the screenshot to the user with appropriate privacy warnings and asks if the user wants to a. share this screenshot with the app, or b. cancel, c. retake the screenshot If the user approves, the app receives the screenshot
Replies
3
Boosts
0
Views
125
Activity
Jun ’25
Retrieve image from TextureResource and convert it to base64string
Is there any way to convert TextureResource to Image
Replies
1
Boosts
0
Views
283
Activity
Sep ’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
Replies
0
Boosts
0
Views
70
Activity
Jun ’25
How to read a video stream that includes both the physical world and digital space when obtaining a video stream from VisionPro by applying for the Enterprise API but only reading a video stream that contains both the physical world and digital space
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!
Replies
0
Boosts
0
Views
123
Activity
Apr ’25
Unity PolySpatial – Live handheld camera feed of graspable objects not rendering on Vision Pro
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.
Replies
0
Boosts
0
Views
128
Activity
Apr ’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
Replies
0
Boosts
0
Views
254
Activity
Sep ’25
.usdz files not loading in iOS app
Hello everyone, I'm a new developer and I'm still learning the foundations of Swift and SwiftUI while building my first app. Today I wanted to ask you how to implement AR Quixck Views inside my app. I wanna be able to dynamically preview AR objects in a dedicated view, however, I don't seem to have understood where and how to locate AR objects inside my project. I tried including them in the Assets folder of the project, or in the Recources folder, or within the main folder of my project alongside the MyAppApp.swift file. None of the methods I used seemed have worked in that none of the objects was ever located. I made sure to specify the path to the files every time, but somehow the location isn't recognized. I also tried giving no path so that the app would search for the files in their default location (which I apparently haven't grasped yet), but still my attempt failed. I don't have the code sample on me at the moment, but I will write a followup comment on this post to show you what I wrote in case anyone was interested in debugging my code. Meanwhile, if anyone would be so kind to point me at the support article or to comment below the sample code they used in their app, I would very much appreciate it, so that I can start debugging. Thank you for reading this, I appreciate you.
Replies
0
Boosts
0
Views
145
Activity
Jun ’25
How to obtain video streams from the digital space included in VisionPro after applying for the "Enterprise API"?
After implementing the method of obtaining video streams discussed at WWDC in the program, I found that the obtained video stream does not include digital models in the digital space or related videos such as the program UI. I would like to ask how to obtain a video stream or frame that contains only the physical world? let formats = CameraVideoFormat.supportedVideoFormats(for: .main, cameraPositions:[.left]) let cameraFrameProvider = CameraFrameProvider() var arKitSession = ARKitSession() var pixelBuffer: CVPixelBuffer? var cameraAccessStatus = ARKitSession.AuthorizationStatus.notDetermined let worldTracking = WorldTrackingProvider() func requestWorldSensingCameraAccess() async { let authorizationResult = await arKitSession.requestAuthorization(for: [.cameraAccess]) cameraAccessStatus = authorizationResult[.cameraAccess]! } func queryAuthorizationCameraAccess() async{ let authorizationResult = await arKitSession.queryAuthorization(for: [.cameraAccess]) cameraAccessStatus = authorizationResult[.cameraAccess]! } func monitorSessionEvents() async { for await event in arKitSession.events { switch event { case .dataProviderStateChanged(_, let newState, let error): switch newState { case .initialized: break case .running: break case .paused: break case .stopped: if let error { print("An error occurred: \(error)") } @unknown default: break } case .authorizationChanged(let type, let status): print("Authorization type \(type) changed to \(status)") default: print("An unknown event occured \(event)") } } } @MainActor func processWorldAnchorUpdates() async { for await anchorUpdate in worldTracking.anchorUpdates { switch anchorUpdate.event { case .added: //检查是否有持久化对象附加到此添加的锚点- //它可能是该应用程序之前运行的一个世界锚。 //ARKit显示与此应用程序相关的所有世界锚点 //当世界跟踪提供程序启动时。 fallthrough case .updated: //使放置的对象的位置与其对应的对象保持同步 //世界锚点,如果未跟踪锚点,则隐藏对象。 break case .removed: //如果删除了相应的世界定位点,则删除已放置的对象。 break } } } func arkitRun() async{ do { try await arKitSession.run([cameraFrameProvider,worldTracking]) } catch { return } } @MainActor func processDeviceAnchorUpdates() async { await run(function: self.cameraFrameUpdatesBuffer, withFrequency: 90) } @MainActor func cameraFrameUpdatesBuffer() async{ guard let cameraFrameUpdates = cameraFrameProvider.cameraFrameUpdates(for: formats[0]),let cameraFrameUpdates1 = cameraFrameProvider.cameraFrameUpdates(for: formats[1]) else { return } for await cameraFrame in cameraFrameUpdates { guard let mainCameraSample = cameraFrame.sample(for: .left) else { continue } self.pixelBuffer = mainCameraSample.pixelBuffer } for await cameraFrame in cameraFrameUpdates1 { guard let mainCameraSample = cameraFrame.sample(for: .left) else { continue } if self.pixelBuffer != nil { self.pixelBuffer = mergeTwoFrames(frame1: self.pixelBuffer!, frame2: mainCameraSample.pixelBuffer, outputSize: CGSize(width: 1920, height: 1080)) } } }
Replies
0
Boosts
0
Views
167
Activity
Apr ’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 by moving the referenceobject quickly, it causes tracking to stop. (I know this is a limitation so im trying to make it a feature) IS there a way to play a USDZ animation at the last known location, after detecting that reference object is no longer being tracked? is it possible to set this up in Reality Composer pro? Nearly everything is set up in Reality Composer pro with my immersive.scene just anchoring virtual content to the Reference object 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 & WorldTrackProvider, 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 if this is actually the right way to do it. Apologies for my lack of knowledge.
Replies
0
Boosts
0
Views
94
Activity
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?
Replies
0
Boosts
0
Views
184
Activity
Aug ’25
RotationSystem and RotationComponent API Updates for visionOS 26 Beta
Are there any changes to RotationSystem: System and RotationComponent: Component that I should be aware of to see if I need to update my use in my visionOS app?
Replies
1
Boosts
0
Views
61
Activity
Jun ’25
How to make device cross into portal world.
I want to step into portal world. I've know PortalCrossingComponent can make an entity to cross portal, but how to make device cross into portal world?
Replies
1
Boosts
0
Views
135
Activity
Apr ’25
AVQueuePlayer and AVPlayerLooper implementation.
I am trying to loop my videoMaterial. I have researched the AXQueuePlayer and AVPlayerLooper and tried to implement them into my code. Please see attached. There are no errors showing up but the videoMaterial is no longer working. Please see the attached for the working code that plays the videoMaterial. I am stumped can anyone help me solve this? Thank you.
Replies
0
Boosts
0
Views
112
Activity
Jun ’25