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

visionOS Widget Bug
When I was developing the visionOS 26beta Widget, I found that it could not work normally when the real vision OS was running, and an error would appear. Please adopt container background api It is worth mentioning that this problem does not occur on the visionOS virtual machine. Does anyone know what the reason and solution are, or whether this is a visionOS error that needs Feedback? Thank you!
1
0
464
Sep ’25
Do you retain a reference to your content events in RealityView?
Do you retain a reference to your content (RealityViewContent) events? For example, the Manipulation Events docs from Apple use _ to discard the result. In theory the event should keep working while the content is alive. _ = content.subscribe(to: ManipulationEvents.WillBegin.self) { event in event.entity.components[ModelComponent.self]?.materials[0] = SimpleMaterial(color: .blue, isMetallic: false) } _ = content.subscribe(to: ManipulationEvents.WillEnd.self) { event in event.entity.components[ModelComponent.self]?.materials[0] = SimpleMaterial(color: .red, isMetallic: false) } We could store these events in state. I've seen this in a few samples and apps. @State var beginSubscription: EventSubscription? ... beginSubscription = content.subscribe(to: ManipulationEvents.WillBegin.self) { event in event.entity.components[ModelComponent.self]?.materials[0] = SimpleMaterial(color: .blue, isMetallic: false) } The main advantage I see is that we can be more explicit about when we remove the event. Are there other reasons to keep a reference to these events?
1
0
592
Sep ’25
Need to rotate child of a 3D mesh
I am creating a vision pro app with a 3D model, it has a mesh hierarchy of head, hands, feet etc. I want the character to look towards the camera, but am not able to access head of character through sceneKit nor reality kit. when I try to print names of the child meshes, it only prints till the character, it does iterate through all the body parts. Can anyone help?
1
0
225
Sep ’25
visualBounds ignores TextComponents set for Entity. Workarounds?
After adding TextComponents to my Entities on visionOS, I have observed that visualBounds will ignore the TextComponents. Documentation states that it should render a rounded rectangle mesh. These mashes are visible on the device, but not visible in the debugger ("Capture Entity Hierarchy") and ignored by visualBounds. Am I missing something? static func makeDirection(_ direction: Direction) -> Entity { let text = Entity() text.name = direction.rawValue text.setScale(SIMD3(repeating: 5), relativeTo: nil) text.transform.rotation = direction.rotation text.components.set(direction.textComponent) return text } My workaround is to add a disabled ModelEntity and take its bounds 😬
1
0
290
Dec ’25
Unable to Retain Main App Window State When Transitioning to Immersive Space
In Vision OS app, I have two types of windows: Main App Window – This is the default window that launches when the app starts. It displays the video listings and other primary content. Immersive Space Window – This opens only when a user starts streaming or playing a video. Issue: When entering the immersive space, the main app window remains visible in front of it unless manually closed. To avoid this, I currently close the main window when transitioning to immersive space and reopen it when exiting from immersive space. However, this causes the app to restart instead of resuming from its previous state. Desired Behavior: I want the main app window to retain its state and seamlessly resume from where it was before entering immersive mode, rather than restarting. Attempts & Challenges: Tried managing opacity, visibility but none worked as expected. Couldn’t find a way to push the main window to the background while bringing the immersive space to the foreground. Looking for a solution to keep the main window’s state intact while transitioning between immersive and normal modes.
1
0
94
Mar ’25
Immersive environment learning material
I really love the immersive environments, but I don’t have experience with creating them. Do you have resources or tutorials you can recommend for creating these from scratch? I’ve seen the sample projects and videos, but they usually start in the middle, assuming you already have the assets created.
1
0
86
Jul ’25
Can´t find a DLL in a VisionOS app with Unity
Dear all, I´m using Unity 6.2 beta and Xcode 16.2. I´m creating a simple framework to use the text to speech functionality in VisionOS from unity. The framework is created in Swift. I create an objective-c wrapper with the following declarations: ... void _initTTS(int); ... I create the framework, import it in Unity and call the functions in a c# wrapper class. The code is as follows: public static class TTSPluginManager { [DllImport("TTS_Vision"] private static extern void _initTTS(int val); ... public static void Initialize() { #if UNITY_VISIONOS _initTTS(0); #else Debug.LogWarning("NativeTTS.Initialize called on a non-iOS platform. Ignoring."); #endif } } I have managed to compile and run the program in the Apple Vision Pro, but I keep on getting the following error: DllNotFoundException: TTS_Vision assembly: type: member:(null) TTSPluginManager.Initialize () (at Assets/Plugins/TTSPluginManager.cs:33) LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) (at Assets/AVRLecture/LecturePortalManager.cs:17) InkLoader.StartStory () (at Assets/AVRLecture/InkLoader.cs:24) InkLoader.Start () (at Assets/AVRLecture/InkLoader.cs:18) If I run the generated code from Xcode, I can see the app in the AVP, but I keep getting a loading error: DllNotFoundException: Unable to load DLL 'TTS_Vision'. Tried the load the following dynamic libraries: Unable to load dynamic library '/TTS_Vision' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/TTS_Vision, 0x0005): tried: '/TTS_Vision' (no such file) at TTSPluginManager.Initialize () [0x00000] in <00000000000000000000000000000000>:0 at LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) [0x00000] in <00000000000000000000000000000000>:0 I can see in the generated code that the framework (TTS_Vision) is there, but the path seems wrong. I've tried to add more options to the searched paths, with no success... Any hints or suggestions are much more appreciated.
1
0
302
Sep ’25
Summon gesture
Can you help to write a code able to pick an element a bit far from me, then bring it near to me, flick it a bit and then send it back to its original position when I release it? Thanks a lot, Christophe
1
0
75
Apr ’25
RealityRenderer's Perspective Camera's FOV
Hi, I have been using RealityRenderer to render scenes in MacOS as spatial videos and view it in Vision Pro and it is awesome. I understand that it uses PerspectiveCamera to render. I wanted to know what is the default FOV for this camera and how much can we push it? I want to ideally render a scene with 180 degrees of fov. Thanks
1
0
127
May ’25
Can not remove final World Anchor
I’ve been having some issues removing anchors. I can add anchors with no issue. They will be there the next time I run the scene. I can also get updates when ARKit sends them. I can remove anchors, but not all the time. The method I’m using is to call removeAnchor() on the data provider. worldTracking.removeAnchor(forID: uuid) // Yes, I have also tried `removeAnchor(_ worldAnchor: WorldAnchor)` This works if there are more than one anchor in a scene. When I’m down to one remaining anchor, I can remove it. It seems to succeed (does not raise an error) but the next time I run the scene the removed anchor is back. This only happens when there is only one remaining anchor. do { // This always run, but it doesn't seem to "save" the removal when there is only one anchor left. try await worldTracking.removeAnchor(forID: uuid) } catch { // I have never seen this block fire! print("Failed to remove world anchor \(uuid) with error: \(error).") } I posted a video on my website if you want to see it happening. https://stepinto.vision/labs/lab-051-issues-with-world-tracking/ Here is the full code. Can you see if I’m doing something wrong? Is this a bug? struct Lab051: View { @State var session = ARKitSession() @State var worldTracking = WorldTrackingProvider() @State var worldAnchorEntities: [UUID: Entity] = [:] @State var placement = Entity() @State var subject : ModelEntity = { let subject = ModelEntity( mesh: .generateSphere(radius: 0.06), materials: [SimpleMaterial(color: .stepRed, isMetallic: false)]) subject.setPosition([0, 0, 0], relativeTo: nil) let collision = CollisionComponent(shapes: [.generateSphere(radius: 0.06)]) let input = InputTargetComponent() subject.components.set([collision, input]) return subject }() var body: some View { RealityView { content in guard let scene = try? await Entity(named: "WorldTracking", in: realityKitContentBundle) else { return } content.add(scene) if let placementEntity = scene.findEntity(named: "PlacementPreview") { placement = placementEntity } } update: { content in for (_, entity) in worldAnchorEntities { if !content.entities.contains(entity) { content.add(entity) } } } .modifier(DragGestureImproved()) .gesture(tapGesture) .task { try! await setupAndRunWorldTracking() } } var tapGesture: some Gesture { TapGesture() .targetedToAnyEntity() .onEnded { value in if value.entity.name == "PlacementPreview" { // If we tapped the placement preview cube, create an anchor Task { let anchor = WorldAnchor(originFromAnchorTransform: value.entity.transformMatrix(relativeTo: nil)) try await worldTracking.addAnchor(anchor) } } else { Task { // Get the UUID we stored on the entity let uuid = UUID(uuidString: value.entity.name) ?? UUID() do { try await worldTracking.removeAnchor(forID: uuid) } catch { print("Failed to remove world anchor \(uuid) with error: \(error).") } } } } } func setupAndRunWorldTracking() async throws { if WorldTrackingProvider.isSupported { do { try await session.run([worldTracking]) for await update in worldTracking.anchorUpdates { switch update.event { case .added: let subjectClone = subject.clone(recursive: true) subjectClone.isEnabled = true subjectClone.name = update.anchor.id.uuidString subjectClone.transform = Transform(matrix: update.anchor.originFromAnchorTransform) worldAnchorEntities[update.anchor.id] = subjectClone print("🟢 Anchor added \(update.anchor.id)") case .updated: guard let entity = worldAnchorEntities[update.anchor.id] else { print("No entity found to update for anchor \(update.anchor.id)") return } entity.transform = Transform(matrix: update.anchor.originFromAnchorTransform) print("🔵 Anchor updated \(update.anchor.id)") case .removed: worldAnchorEntities[update.anchor.id]?.removeFromParent() worldAnchorEntities.removeValue(forKey: update.anchor.id) print("🔴 Anchor removed \(update.anchor.id)") if let remainingAnchors = await worldTracking.allAnchors { print("Remaining Anchors: \(remainingAnchors.count)") } } } } catch { print("ARKit session error \(error)") } } } }
1
2
226
May ’25
CapturedRoom.Section is missing a lot of information
The Section struct only publicly makes the center property available, but this is a SIMD3 that doesn't seem to line up with the rest of the model. All other objects have a 4x4 transform matrix that accurately gives each position and rotation. When inspecting a Section in the debugger, many more properties are visible such as polygon and transform. Why are these not visible? The transform in particular seems necessary to make any sort of use of the Sections.
1
0
389
Sep ’25
Cursor display issue on attachment view in immersive space
While using Screen Mirroring in developer mode within my immersive space, I noticed an alignment issue with the computer cursor (transparent circle). When I move it toward an attachment view, the cursor remains horizontal instead of aligning with the surface of the attachment view. It shows correctly on a 2D window only wrong on attachment view. Is this behavior a bug, or could it be caused by a missing or incorrect configuration on the attachment view? Want help, thanks.
1
0
102
Apr ’25
ManipulationComponent in both parent and child entities
Hello, In my project, I have attached a ManipulationComponent to Entity A and as expected, I'm able interact with it using the built-in gestures. I have another Entity B which is a child of A that I would like to interact with as well, so I attempted to add a ManipulationComponent to B. However, no gestures seem to be registered on B; I can still interact with A but B cannot be interacted with despite having ManipulationComponents on both entities. So I'm wondering if I'm just doing something wrong, if this is an issue with the ManipulationComponent, or if this is a limitation of the API. Attached is the code used to add the ManipulationComponent to an Entity and it was done on both A and B: let mc = ManipulationComponent() model.components.set(mc) var boxShape = ShapeResource.generateBox(width: 0.25, height: 0.05, depth: 0.25) boxShape = boxShape.offsetBy(translation: simd_float3(0, -0.05, -0.25)) ManipulationComponent.configureEntity(model, collisionShapes: [boxShape]) if var mc = model.components[ManipulationComponent.self] { mc.releaseBehavior = .stay mc.dynamics.inertia = .low model.components.set(mc) } I am using visionOS 26.0; let me know if there's any additional information needed.
1
0
376
Oct ’25
some meet with apple videos not appearing on developer app, but in YouTube
Hi, Few days ago, Apple had another "Meet with Apple" event regarding immersive video : Create immersive media experiences for visionOS | Meet with Apple days one and 2 and it is not appearing on my Developer app in Mac. The same happened to IETF HLS Interest Day | Meet with Apple. Any tip? Kind regards , Bruno
Replies
1
Boosts
0
Views
299
Activity
Nov ’25
visionOS Widget Bug
When I was developing the visionOS 26beta Widget, I found that it could not work normally when the real vision OS was running, and an error would appear. Please adopt container background api It is worth mentioning that this problem does not occur on the visionOS virtual machine. Does anyone know what the reason and solution are, or whether this is a visionOS error that needs Feedback? Thank you!
Replies
1
Boosts
0
Views
464
Activity
Sep ’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
Do you retain a reference to your content events in RealityView?
Do you retain a reference to your content (RealityViewContent) events? For example, the Manipulation Events docs from Apple use _ to discard the result. In theory the event should keep working while the content is alive. _ = content.subscribe(to: ManipulationEvents.WillBegin.self) { event in event.entity.components[ModelComponent.self]?.materials[0] = SimpleMaterial(color: .blue, isMetallic: false) } _ = content.subscribe(to: ManipulationEvents.WillEnd.self) { event in event.entity.components[ModelComponent.self]?.materials[0] = SimpleMaterial(color: .red, isMetallic: false) } We could store these events in state. I've seen this in a few samples and apps. @State var beginSubscription: EventSubscription? ... beginSubscription = content.subscribe(to: ManipulationEvents.WillBegin.self) { event in event.entity.components[ModelComponent.self]?.materials[0] = SimpleMaterial(color: .blue, isMetallic: false) } The main advantage I see is that we can be more explicit about when we remove the event. Are there other reasons to keep a reference to these events?
Replies
1
Boosts
0
Views
592
Activity
Sep ’25
Slowness in Developer Strap 2
Hi I’m using Vision Pro m5 and developer strap 2. When I connect it to my Mac, it still shows 480M… all systems are using latest firmware… Anyone knows why?
Replies
1
Boosts
0
Views
525
Activity
Jan ’26
Need to rotate child of a 3D mesh
I am creating a vision pro app with a 3D model, it has a mesh hierarchy of head, hands, feet etc. I want the character to look towards the camera, but am not able to access head of character through sceneKit nor reality kit. when I try to print names of the child meshes, it only prints till the character, it does iterate through all the body parts. Can anyone help?
Replies
1
Boosts
0
Views
225
Activity
Sep ’25
visualBounds ignores TextComponents set for Entity. Workarounds?
After adding TextComponents to my Entities on visionOS, I have observed that visualBounds will ignore the TextComponents. Documentation states that it should render a rounded rectangle mesh. These mashes are visible on the device, but not visible in the debugger ("Capture Entity Hierarchy") and ignored by visualBounds. Am I missing something? static func makeDirection(_ direction: Direction) -> Entity { let text = Entity() text.name = direction.rawValue text.setScale(SIMD3(repeating: 5), relativeTo: nil) text.transform.rotation = direction.rotation text.components.set(direction.textComponent) return text } My workaround is to add a disabled ModelEntity and take its bounds 😬
Replies
1
Boosts
0
Views
290
Activity
Dec ’25
Can I use `FromToByAction` to animate the ShaderGraphMaterial parameters?
Can I combine FromToByAction and BindTarget.MaterialPath to animate my ShaderGraphMaterial. I don't know how to use the BindTarget.MaterialPath.
Replies
1
Boosts
0
Views
312
Activity
Sep ’25
Is it possible to create immersive video totally from virtual scene
hi guys, I'm working in VFX industry and I've got the question that, is it possible to create immersive video directly from virtual scene created in DCC software like maya, rendered into footage, then coded into immersive video, and finally play in in vision pro? thanks.
Replies
1
Boosts
1
Views
730
Activity
Sep ’25
View Immsersive/Stereoscopic Images in Immersive Space
Since using Quick Look exits you from both your app and Immersive Space. Is there a way to view immersive images within Immersive Space?
Replies
1
Boosts
0
Views
44
Activity
Jun ’25
There some limitations if I open a spatial photo with Quick Look when an immersive space is on?
When viewing an immersive space and I open a spatial photo in Quick Look, which hides the entire app interface to show the photo. Is there a memory limit? If the inmersive space is not active, the application keep the interface.
Replies
1
Boosts
0
Views
187
Activity
Jun ’25
Unable to Retain Main App Window State When Transitioning to Immersive Space
In Vision OS app, I have two types of windows: Main App Window – This is the default window that launches when the app starts. It displays the video listings and other primary content. Immersive Space Window – This opens only when a user starts streaming or playing a video. Issue: When entering the immersive space, the main app window remains visible in front of it unless manually closed. To avoid this, I currently close the main window when transitioning to immersive space and reopen it when exiting from immersive space. However, this causes the app to restart instead of resuming from its previous state. Desired Behavior: I want the main app window to retain its state and seamlessly resume from where it was before entering immersive mode, rather than restarting. Attempts & Challenges: Tried managing opacity, visibility but none worked as expected. Couldn’t find a way to push the main window to the background while bringing the immersive space to the foreground. Looking for a solution to keep the main window’s state intact while transitioning between immersive and normal modes.
Replies
1
Boosts
0
Views
94
Activity
Mar ’25
Immersive environment learning material
I really love the immersive environments, but I don’t have experience with creating them. Do you have resources or tutorials you can recommend for creating these from scratch? I’ve seen the sample projects and videos, but they usually start in the middle, assuming you already have the assets created.
Replies
1
Boosts
0
Views
86
Activity
Jul ’25
Can´t find a DLL in a VisionOS app with Unity
Dear all, I´m using Unity 6.2 beta and Xcode 16.2. I´m creating a simple framework to use the text to speech functionality in VisionOS from unity. The framework is created in Swift. I create an objective-c wrapper with the following declarations: ... void _initTTS(int); ... I create the framework, import it in Unity and call the functions in a c# wrapper class. The code is as follows: public static class TTSPluginManager { [DllImport("TTS_Vision"] private static extern void _initTTS(int val); ... public static void Initialize() { #if UNITY_VISIONOS _initTTS(0); #else Debug.LogWarning("NativeTTS.Initialize called on a non-iOS platform. Ignoring."); #endif } } I have managed to compile and run the program in the Apple Vision Pro, but I keep on getting the following error: DllNotFoundException: TTS_Vision assembly: type: member:(null) TTSPluginManager.Initialize () (at Assets/Plugins/TTSPluginManager.cs:33) LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) (at Assets/AVRLecture/LecturePortalManager.cs:17) InkLoader.StartStory () (at Assets/AVRLecture/InkLoader.cs:24) InkLoader.Start () (at Assets/AVRLecture/InkLoader.cs:18) If I run the generated code from Xcode, I can see the app in the AVP, but I keep getting a loading error: DllNotFoundException: Unable to load DLL 'TTS_Vision'. Tried the load the following dynamic libraries: Unable to load dynamic library '/TTS_Vision' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/TTS_Vision, 0x0005): tried: '/TTS_Vision' (no such file) at TTSPluginManager.Initialize () [0x00000] in <00000000000000000000000000000000>:0 at LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) [0x00000] in <00000000000000000000000000000000>:0 I can see in the generated code that the framework (TTS_Vision) is there, but the path seems wrong. I've tried to add more options to the searched paths, with no success... Any hints or suggestions are much more appreciated.
Replies
1
Boosts
0
Views
302
Activity
Sep ’25
Summon gesture
Can you help to write a code able to pick an element a bit far from me, then bring it near to me, flick it a bit and then send it back to its original position when I release it? Thanks a lot, Christophe
Replies
1
Boosts
0
Views
75
Activity
Apr ’25
RealityRenderer's Perspective Camera's FOV
Hi, I have been using RealityRenderer to render scenes in MacOS as spatial videos and view it in Vision Pro and it is awesome. I understand that it uses PerspectiveCamera to render. I wanted to know what is the default FOV for this camera and how much can we push it? I want to ideally render a scene with 180 degrees of fov. Thanks
Replies
1
Boosts
0
Views
127
Activity
May ’25
Can not remove final World Anchor
I’ve been having some issues removing anchors. I can add anchors with no issue. They will be there the next time I run the scene. I can also get updates when ARKit sends them. I can remove anchors, but not all the time. The method I’m using is to call removeAnchor() on the data provider. worldTracking.removeAnchor(forID: uuid) // Yes, I have also tried `removeAnchor(_ worldAnchor: WorldAnchor)` This works if there are more than one anchor in a scene. When I’m down to one remaining anchor, I can remove it. It seems to succeed (does not raise an error) but the next time I run the scene the removed anchor is back. This only happens when there is only one remaining anchor. do { // This always run, but it doesn't seem to "save" the removal when there is only one anchor left. try await worldTracking.removeAnchor(forID: uuid) } catch { // I have never seen this block fire! print("Failed to remove world anchor \(uuid) with error: \(error).") } I posted a video on my website if you want to see it happening. https://stepinto.vision/labs/lab-051-issues-with-world-tracking/ Here is the full code. Can you see if I’m doing something wrong? Is this a bug? struct Lab051: View { @State var session = ARKitSession() @State var worldTracking = WorldTrackingProvider() @State var worldAnchorEntities: [UUID: Entity] = [:] @State var placement = Entity() @State var subject : ModelEntity = { let subject = ModelEntity( mesh: .generateSphere(radius: 0.06), materials: [SimpleMaterial(color: .stepRed, isMetallic: false)]) subject.setPosition([0, 0, 0], relativeTo: nil) let collision = CollisionComponent(shapes: [.generateSphere(radius: 0.06)]) let input = InputTargetComponent() subject.components.set([collision, input]) return subject }() var body: some View { RealityView { content in guard let scene = try? await Entity(named: "WorldTracking", in: realityKitContentBundle) else { return } content.add(scene) if let placementEntity = scene.findEntity(named: "PlacementPreview") { placement = placementEntity } } update: { content in for (_, entity) in worldAnchorEntities { if !content.entities.contains(entity) { content.add(entity) } } } .modifier(DragGestureImproved()) .gesture(tapGesture) .task { try! await setupAndRunWorldTracking() } } var tapGesture: some Gesture { TapGesture() .targetedToAnyEntity() .onEnded { value in if value.entity.name == "PlacementPreview" { // If we tapped the placement preview cube, create an anchor Task { let anchor = WorldAnchor(originFromAnchorTransform: value.entity.transformMatrix(relativeTo: nil)) try await worldTracking.addAnchor(anchor) } } else { Task { // Get the UUID we stored on the entity let uuid = UUID(uuidString: value.entity.name) ?? UUID() do { try await worldTracking.removeAnchor(forID: uuid) } catch { print("Failed to remove world anchor \(uuid) with error: \(error).") } } } } } func setupAndRunWorldTracking() async throws { if WorldTrackingProvider.isSupported { do { try await session.run([worldTracking]) for await update in worldTracking.anchorUpdates { switch update.event { case .added: let subjectClone = subject.clone(recursive: true) subjectClone.isEnabled = true subjectClone.name = update.anchor.id.uuidString subjectClone.transform = Transform(matrix: update.anchor.originFromAnchorTransform) worldAnchorEntities[update.anchor.id] = subjectClone print("🟢 Anchor added \(update.anchor.id)") case .updated: guard let entity = worldAnchorEntities[update.anchor.id] else { print("No entity found to update for anchor \(update.anchor.id)") return } entity.transform = Transform(matrix: update.anchor.originFromAnchorTransform) print("🔵 Anchor updated \(update.anchor.id)") case .removed: worldAnchorEntities[update.anchor.id]?.removeFromParent() worldAnchorEntities.removeValue(forKey: update.anchor.id) print("🔴 Anchor removed \(update.anchor.id)") if let remainingAnchors = await worldTracking.allAnchors { print("Remaining Anchors: \(remainingAnchors.count)") } } } } catch { print("ARKit session error \(error)") } } } }
Replies
1
Boosts
2
Views
226
Activity
May ’25
CapturedRoom.Section is missing a lot of information
The Section struct only publicly makes the center property available, but this is a SIMD3 that doesn't seem to line up with the rest of the model. All other objects have a 4x4 transform matrix that accurately gives each position and rotation. When inspecting a Section in the debugger, many more properties are visible such as polygon and transform. Why are these not visible? The transform in particular seems necessary to make any sort of use of the Sections.
Replies
1
Boosts
0
Views
389
Activity
Sep ’25
Cursor display issue on attachment view in immersive space
While using Screen Mirroring in developer mode within my immersive space, I noticed an alignment issue with the computer cursor (transparent circle). When I move it toward an attachment view, the cursor remains horizontal instead of aligning with the surface of the attachment view. It shows correctly on a 2D window only wrong on attachment view. Is this behavior a bug, or could it be caused by a missing or incorrect configuration on the attachment view? Want help, thanks.
Replies
1
Boosts
0
Views
102
Activity
Apr ’25
ManipulationComponent in both parent and child entities
Hello, In my project, I have attached a ManipulationComponent to Entity A and as expected, I'm able interact with it using the built-in gestures. I have another Entity B which is a child of A that I would like to interact with as well, so I attempted to add a ManipulationComponent to B. However, no gestures seem to be registered on B; I can still interact with A but B cannot be interacted with despite having ManipulationComponents on both entities. So I'm wondering if I'm just doing something wrong, if this is an issue with the ManipulationComponent, or if this is a limitation of the API. Attached is the code used to add the ManipulationComponent to an Entity and it was done on both A and B: let mc = ManipulationComponent() model.components.set(mc) var boxShape = ShapeResource.generateBox(width: 0.25, height: 0.05, depth: 0.25) boxShape = boxShape.offsetBy(translation: simd_float3(0, -0.05, -0.25)) ManipulationComponent.configureEntity(model, collisionShapes: [boxShape]) if var mc = model.components[ManipulationComponent.self] { mc.releaseBehavior = .stay mc.dynamics.inertia = .low model.components.set(mc) } I am using visionOS 26.0; let me know if there's any additional information needed.
Replies
1
Boosts
0
Views
376
Activity
Oct ’25