I’m working with RealityView in visionOS and noticed that the content closure seems to run twice, causing content.add to be called twice automatically. This results in duplicate entities being added to the scene unless I manually check for duplicates. How can I fix that? Thanks.
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 folks, I’m new to Vision Pro stack, still trying to learn all the nuances. Here is a problem I can’t seem to find an answer.
I placed entity A( a small .02 radius sphere) inside entity B( size:.1 box). Both entities have HoverEffectComponent, and both inputcomponent is set to .direct. Entity A is NOT a child of Entity B. When I direct touch Entity B, I noticed that Entity A’s hover effect is fired as well. This only happens if Entity A‘s position is inside Entity B. The gesture that is only targeted at Entity A doesn’t work either. I double checked Entity A collider which sits inside entity B collider, my direct touch shouldn’t have trigger its hove effect. Having one collider inside another seems to produce unpredictable behavior? Thanks in advance 🙏🙏🙏
Context: I’m trying to create an invisible bound around Entity A, so when my hand approaches the bound to grab Entity A, a nice spotlight hover effect would fire first on the bound before hand reaching entity A.
I am developing an visionos app. I load a .usdz file as a Reality Entity(such as a cabbage). And I want such an effect:
When I turn on a desk lamp in real world near the Entity, the surface of the Entity will correctly respond to the light in the real world.
I want an effect like this:
https://www.reddit.com/r/virtualreality/comments/1as01mm/shiny_disco_ball_reflecting_my_room/
I look up the api such as ImageBasedLightComponent andVirtualEnvironmentProbeComponent in RealityKit、EnvironmentLightEstimationProvider in ARKit,but I do not know how to code.
Besides, it will be better if the shadow will also respond to the light correctly.
I have a scene that has been assembled in RCP but I'm losing the correct hierarchy and transforms when running the scene in the headset or the simulator.
This is in RCP:
This is at runtime with the debugger:
As you can see the "MAIN_WAGON" entity is gone and part of the hierarchy are now children of "TRAIN_ROOT" instead.
Another issue is that not only part of the hieararchy disappears, it also reverts back to default values of the transform instead of what is set in RCP:
This is in RCP:
This is in the simulator/headset:
I'm filing a feedback ticket too and will post the number here.
Anyone had a similar issue and found a fix or workaround ?
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Reality Composer
RealityKit
Reality Composer Pro
How do you call the effect where the edges around the central image gradually become transparent? This effect is also seen when viewing immersive mode of spatial photos in Vision Pro. How can I achieve this effect using SwiftUI or ShaderGraph? I want to use this effect when displaying images in my app.
Hello, esteemed tech developer.
I am using the Apple Vision Pro to create an AR assist system about the da Vinci Surgical Robot in a medical surgical suite, and would like to capture eye movement data with tester uniformity. Although the Apple Vision Pro has a superb infrared sensor to monitor eye movement status, Apple does not seem to have open access officially. (I'm aware of many existing discussions about this, but I was still wondering if there might be an option, particularly for research labs.)Here's my FB number.FB16603687
I am trying to create an object in immersive space that is partially transparent (~50% opacity). I have implemented this in a few different ways including creating a model entity and setting its opacity component to 0.5, and creating a custom material with blending set to a transparent opacity of 0.5. These both work partially, as they behaved as intended for many cases, but seemingly randomly would act like occlusion material and block any other immersive content behind them, showing the real world instead.
Some notes: I am using RealityKit to render the semi-transparent object and an opaque object that is behind the semi-transparent object. I am using VisionOS 2.1, and am updating the location of the semi-transparent object often. Both objects are ModelEntities.
I would appreciate any guidance on how to implement this. Please let me know if there are any other questions.
I'm starting my journey in developing an immersive app for VisionOS. I've been making steady progress, but I've encountered a specific challenge that I haven't been able to resolve.
I created two ModelEntity objects — a sphere and a cube — and added a DragGesture to the cube. When I drag the cube over the sphere, the two collide correctly, and the collision is logged in the console. So far, everything works as expected.
However, when I try to anchor the cube to my hand, the collision stops working. It's as if the cube loses its ability to detect collisions once it's anchored.
Any guidance or clarification on this behavior would be greatly appreciated.
// ImmersiveView.swift
// estudos_vision
//
// Created by Lailan Rogerio Rodrigues Matos on 15/05/25.
//
import SwiftUI
import RealityKit
import RealityKitContent
struct ImmersiveView: View {
@Environment(AppModel.self) var appModel
@State private var session: SpatialTrackingSession?
@State private var box = ModelEntity()
@State private var subs: [EventSubscription] = []
@State private var ballEntity: Entity?
var body: some View {
RealityView { content in
// Load initial content from the RealityKit scene.
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
}
// Create and run a spatial tracking session.
let session = SpatialTrackingSession()
let configuration = SpatialTrackingSession.Configuration(tracking: [.hand])
_ = await session.run(configuration)
self.session = session
// Create a red box.
let boxMesh = MeshResource.generateBox(size: 0.2)
let material = SimpleMaterial(color: .red, isMetallic: false)
box = ModelEntity(mesh: boxMesh, materials: [material])
box.position.y += 0.15 // Position the box slightly above the origin.
// Configure the box for user interaction and physics.
box.components.set(InputTargetComponent(allowedInputTypes: .indirect)) // Make it interactive.
box.generateCollisionShapes(recursive: false) // Generate collision shapes for physics.
box.components.set(PhysicsBodyComponent( // Add physics behavior.
massProperties: .default,
material: .default,
mode: .kinematic // Use kinematic mode so it can be moved by user interaction.
))
box.components.set(GroundingShadowComponent(castsShadow: true)) // Add a shadow.
//content.add(box) //commented out to add to hand anchor
// Create a left hand anchor and add the box as a child.
let handAnchor = AnchorEntity(.hand(.left, location: .palm), trackingMode: .continuous)
handAnchor.addChild(box)
content.add(handAnchor) // Add the hand anchor to the scene.
// Create a sphere.
let ball = ModelEntity(mesh: .generateSphere(radius: 0.15))
ball.position = [0.0, 1.5, -1.0] // Initial position of the ball.
ball.generateCollisionShapes(recursive: false) // Add collision.
ball.name = "Sphere"
content.add(ball)
ballEntity = ball
// Subscribe to collision events between the box and other entities.
let event = content.subscribe(to: CollisionEvents.Began.self, on: box) { ce in
print("Collision between \(ce.entityA.name) and \(ce.entityB.name) occurred")
//ce.entityA.removeFromParent() // removes the colliding object
//ce.entityB.removeFromParent()
}
Task {
subs.append(event)
}
}
// Add a drag gesture to the box, allowing the user to move it.
.gesture(
DragGesture()
.targetedToEntity(box) // Target the drag gesture to the box.
.onChanged({ value in
// Update the position of the box based on the drag gesture.
box.position = value.convert(value.location3D, from: .local, to: box.parent!)
})
)
}
}
#Preview(immersionStyle: .full) {
ImmersiveView()
.environment(AppModel())
}
Topic:
Spatial Computing
SubTopic:
General
Hello, I'm adding a CollisionComponent to an entity in RealityView. CollisionComponent requires that a Mesh must be provided as a reference for collision detection. However, in order to achieve more accurate detection, I hope that this Mesh resource is a geometric shape of a USDZ model. Is there any way to make it happen? Thank you!
Hi,
I am creating an ECS. With this ECS I will need to register several DragGesture.
Question: Is it possible to define DragGestures in ECS? If yes, how do we do that? If not, what is the best way to do that?
Question: Is there a "gesture" method that takes an array of gestures as a parameter?
I am interested in any information that can help me, if possible with an example of code.
Regards
Tof
Hello! I’m excited to see that Look to Scroll has been included in visionOS 26 Beta. I’m aiming to achieve a feature where the user’s gaze at a specific edge automatically scrolls to that position. However, I’ve experimented with ScrollView and haven’t been able to trigger this functionality. Could you advise if additional API modifiers are necessary? Thank you!
Hello again!
So, I am trying my best to figure out how to get a simple, fully Immersive scene that is navigable via the PS5 controller to work on Vision Pro. I am even using ChatGPT (both externally AND in Xcode when it makes fix recommendations) however, I seem to be moving around in circles, having to constantly send error messages back to ChatGPT, then try the new "confirmed to work" fixed code, only to have more errors. I also have explicitly let the AI know that I'm using all the current betas, only to learn there has been lots of stuff deprecated (of course!).
This is my initial query to ChatGPT:
"How can I create a fully immersive VR experience for Apple Vision Pro, using a PS5 game controller to navigate the user via first person view through a 3d scene?"
And then down the rabbit hole the past few days. Seriously, I thought AI was supposed to be helpful! LOL
Per Xcode logs, I'm seeing thumbstick movement, but simply cannot get the camera to move. Is this even possible?! Is it a camera defined in Reality Composer Pro? Or, does it need to be defined outside. I'm trying to follow along with the AI, but it seems to go back and forth with different solutions. Here is the latest it's spitting out:
__
Thanks for this super clear log — and you’re absolutely right: the gamepad input is working, CameraRoot is moving as expected… but your actual camera view is not changing.
This strongly suggests the issue is that RealityKit is not using your custom camera (PerspectiveCameraComponent) for rendering the view.
⸻
🔍 What’s happening
Even though CameraRoot is moving (with correct logs), RealityKit will default to its own internal camera unless:
1. You explicitly assign your camera entity to be the one used, or
2. Your camera is the only one and RealityKit picks it up automatically.
But in visionOS 2.0 / Xcode 26, there seems to be a bug or behavior change where RealityKit no longer auto-uses your custom PerspectiveCameraComponent in RealityView unless it’s:
• properly set with content.camera, or
• part of a .usda/Reality Composer camera hierarchy that’s already active.
Unfortunately:
🟥 RealityView.camera = .entity(cameraRoot)
❌ Is no longer allowed (we confirmed this breaks with a type error)
⸻
✅ The Reliable Workaround: Attach your camera to the Immersive scene itself
Since we’re loading a .usda scene (Reality Composer Pro), here’s the most reliable path forward:
✔️ Option A: Embed your camera into the Reality Composer Pro scene
1. Open your Reality Composer Pro scene
2. Add a Camera entity directly in your Immersive.usda scene
3. Name it something like "PlayerCamera"
4. Position it at [0, 1.6, 0]
5. Leave it selected as the default camera
Then in your Swift code:
• Find the camera entity with .findEntity(named:)
• Move that entity instead of creating a new one.
⸻
✔️ Option B: Force RealityKit to use your custom camera (via transform parenting)
Since direct camera assignment is unavailable, we can use a trick:
Move the whole RealityView scene via a parent entity with a camera.
But let’s go with Option A, since you’ve already got a Reality Composer Pro scene.
__
Can any developer over there can make a suggestion on how to move forward? I JUST want to create a sandbox template so I can start exploring 3d scenes created in Maya and sent over to headset. I'll deal with animation next, but come on, why is this so difficult to get working? I'm not a programmer, but have been trying to wrap my head around Xcode and SwiftUI. This needs to be much simpler. Or, you need to provide us creatives with better sample templates and non programmer speak on how to set this up properly. Ideally, you HIRE us 3d professionals to work side by side with the programmers to help make these tools useable - especially Reality Composer Pro. Seriously, I am making a concerted effort to use the native tools, even though I would love to be porting Unreal Engine scenes over.
If anyone can help point me in the right direction, coming from a 3D Creator/Animator/Modeler perspective, I, and my fellow peers in the XR/AR/VR community would greatly appreciate it. Thank you.
I am trying to get the new PresentationComponent working in VisionOS26 as seen in this WWDC video:
https://developer.apple.com/videos/play/wwdc2025/274/?time=962 (18:29 minutes into video)
Here is some other example code but it doesn't work either: https://stepinto.vision/devlogs/project-graveyard-devlog-002/
My simple Text view (that I am adding as a PresentationComponent) does not appear in my RealityView even though the entity is found. Here is a simple example built from an Xcode immersive view default project:
struct ImmersiveView: View {
@Environment(AppModel.self) var appModel
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)
if let materializedImmersiveContentEntity = try? await Entity(named: "Test", in: realityKitContentBundle) {
content.add(materializedImmersiveContentEntity)
var presentation = PresentationComponent(
configuration: .popover(arrowEdge: .bottom),
content: Text("Hello, World!")
.foregroundColor(.red)
)
presentation.isPresented = true
materializedImmersiveContentEntity.components.set(presentation)
}
}
}
}
}
Here is the Apple reference: https://developer.apple.com/documentation/realitykit/presentationcomponent
Hello,
I'm working with the new PortalComponent introduced in visionOS 2.0, and I've encountered some issues when transitioning entities between virtual and real-world spaces using crossingMode.
Specifically:
Lighting inconsistency: When CG content (ModelEntities with PhysicallyBasedMaterial) crosses the portal from virtual space into the real environment, the way light reflects on the objects changes noticeably. This causes a jarring visual effect, as the same material appears differently depending on the space it's in.
Unnatural transition visuals: During the transition, the CG models often appear to "emerge from the wall," especially when crossing from virtual to real. This ruins the immersive illusion and feels visually unnatural.
IBL adjustment attempts: I’ve tried adding an ImageBasedLightComponent to the world entity, and while it slightly improves the lighting consistency, the issue still remains to a noticeable degree.
My goal is to create a seamless visual experience when CG entities cross between spaces, without sudden lighting shifts or immersion-breaking geometry reveals.
Has anyone else experienced similar issues?
Is there a recommended setup or workaround to better control lighting and visual fidelity when using crossingMode with portals in visionOS 2.0?
Any guidance would be greatly appreciated.
Thank you!
One of the most common ways to provide a window size in visionOS is to use the defaultSize scene modifier.
WindowGroup(id: "someID") {
SomeView()
}
.defaultSize(CGSize(width: 600, height: 600))
Starting in visionOS 26, using this has a side effect. visionOS 26 will restore windows that have been locked in place or snapped to surfaces. If a user has manually adjusted the size of a locked/snapped window, the users size is only restore in some cases.
Manual resize respected
Leaving a room and returning later
Taking the headset off and putting it back on later
Manual resize NOT respected
Device restart. In this case, the window is reopened where it was locked, but the size is set back to the values passed to defaultSize. The manual resizing adjustments the user has made are lost. This is counter to how all other windows and widgets work.
I reported this last month (FB18429638), but haven't heard back if this is a bug or intended behavior.
Questions
What is the best way to provide a default window size that will only be used when opening new windows–and not used during scene restoration?
Should we try to keep track of window size after users adjust them and save that somewhere?
If this is intended behavior, can someone please update the docs accordingly?
Previously I had developed software using SMI eye trackers, both screen mounted and their mobile glasses, for unique therapeutic and physiology applications. Sadly, after SMI was bought by Apple, their hardware and software have been taken off the market and now it is very difficult to get secondhand-market systems. The Apple Vision Pro integrates the SMI hardware. While I can use ARKit to get gaze position, I do not see a way to access information that was previously made accessible on the SMI hardware, particularly: dwell time and pupil diameter information. I am hopeful (or asking) to see that if a user has a properly set up Optic ID and would opt-in if, either on the present or a future version of visionOS, it might be possible to get access to the data streams for dwell times and pupil diameter. Pupil diameter is particularly important as it is a very good physiological measure of how much stress a person is encountering, which is critical to some of the therapeutic applications that formerly we used SMI hardware. Any ideas, or, if this is not possible, proposing this to the visionOS team would be appreciated!
Topic:
Spatial Computing
SubTopic:
General
I have discovered that RemoteImmersiveSpace is limited to utilizing the structure of the CompositorContent protocol, precluding direct invocation of RealityView. Consequently, I am interested in understanding the appropriate method for integrating CompositorContent within RemoteImmersiveSpace. Thanks.
I am currently creating an app where two people share an instance of an immersive space so that they are able to point to certain things in the immersive space. Right now, other people are hidden behind the immersive space, and even with people awareness enabled for everything, people are still too difficult to see. I've found this documentation (https://developer.apple.com/documentation/arkit/occluding-virtual-content-with-people) which describes what I want to do, but it is only listed as working on iOS an iPadOS. Is there anything similar to this that will work on VisionOS?
I want adding grounding shadow on my Entity in RealityView on visionPro. However it seems that the shadow can only appear on another Entity. So I using plane detection in ARKit and add a transparent plane on it to render shadow.
let planeEntity = ModelEntity(mesh: .generatePlane(width: anchor.geometry.extent.width, height: anchor.geometry.extent.height), materials: [material])
planeEntity.components.set(OpacityComponent(opacity: 0.0))
But sometimes there will be a border around my Entityon the plane.
I do not know why it will happen, and I want remove the border.
Hi,
I'm trying to correct the lens distortion in frames provided by Enterprise API camera frame provider. The frames provided seem to have only in/extrinsics info, but not the distortion lookup table.
Is there some magic setting, or function to do that (I can't seem to find anything like this)? Or is there a way to use AVCameraCalibrationData together with provider?