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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ARKit Eye Tracking Calibration Issues - Word-Level Reading Tracking Feasibility
Hi Apple Developer Community, I'm developing an eye-tracking application using ARKit's ARFaceTrackingConfiguration and ARFaceAnchor.blendShapes for gaze detection using Xcode. I'm experiencing several calibration and accuracy issues and would appreciate insights from the community. Current Implementation Using ARFaceAnchor.blendShapes (.eyeLookUpLeft, .eyeLookDownLeft, .eyeLookInLeft, .eyeLookOutLeft, etc.) Implementing custom sensitivity curves and smoothing algorithms Applying baseline correction and coordinate mapping Using quadratic regression for calibration point mapping Issues I'm Facing 1. Calibration Mismatch Red dot position doesn't align with where I'm actually looking Significant offset between intended gaze point and actual cursor position Calibration seems to drift or become inaccurate over time 2. Extreme Eye Movement Requirements Need to make exaggerated eye movements to reach screen edges/corners Natural eye movements don't translate to proportional cursor movement Difficulty reaching certain screen regions even with calibration 3. Sensitivity and Stability Issues Cursor jitters or jumps around when looking at center Too much sensitivity to micro-movements Inconsistent behavior between calibration and normal operation 4. I also noticed that tracking on calibration screen as well as tracking on reading screen works better as expected when head movement is there, but I do not want much head movement. I want tracking with normal eye movement while reading an Ebook. Primary Question: Word-Level Eye Tracking Feasibility Is word-level eye tracking (tracking gaze as users read through individual words in an ebook) technically feasible with current iPhone/iPad hardware? I understand that Apple's built-in eye tracking is primarily an accessibility feature for UI navigation. However, I'm wondering if the TrueDepth camera and ARKit's eye tracking capabilities are sufficient for: Tracking natural reading patterns (left-to-right, line-by-line progression) Detecting which specific words a user is looking at Maintaining accuracy for sustained reading sessions (15-30 minutes) Working reliably across different users and lighting conditions Questions for the Community Hardware Limitations: Are iPhone/iPad TrueDepth cameras capable of the precision needed for word-level tracking, or is this beyond current hardware capabilities? Calibration Best Practices: What calibration strategies have worked best for accurate gaze mapping? How many calibration points are typically needed? Reading-Specific Challenges: Are there particular challenges when tracking reading behavior vs. general gaze tracking? Alternative Approaches: Are there better approaches than ARKit blend shapes for this use case? Current Setup Devices: iPhone 14 Pro iOS Version: iOS 18.3 ARKit Version: Latest available Any insights, experiences, or technical guidance would be greatly appreciated. I'm particularly interested in hearing from developers who have worked on similar eye tracking applications or have experience with the limitations and capabilities of ARKit's eye tracking features. Thank you for your time and expertise!
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739
Oct ’25
How to implement the semi-transparent overlay effect in Immersive View?
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?
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145
May ’25
.glassEffect() view modifier in visionOS 26 beta 1 generates an error
.glassEffect(.regular, in: .rect(cornerRadius: 24)) error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
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178
Jun ’25
I am developing a Immersive Video App for VisionOs but I got a issue regarding app and video player window
In Vision OS app, We 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. 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, and state preservation, 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.
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195
Mar ’25
AVPlayer stutters when using AVPlayerItemVideoOutput
We’re trying to build a custom player for Unity. For this, we’re using AVPlayer with AVPlayerItemVideoOutput to get textures. However, we noticed that playback is not smooth and the stream often freezes. For testing, we used this 8K video: https://deovr.com/nwfnq1 The video was played using the following code: @objc public func playVideo(urlString: String) { guard let url = URL(string: urlString) else { return } let pItem = AVPlayerItem(url: url) playerItem = pItem pItem.preferredForwardBufferDuration = 10.0 let pixelBufferAttributes: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, kCVPixelBufferMetalCompatibilityKey as String: true, ] let output = AVPlayerItemVideoOutput( pixelBufferAttributes: pixelBufferAttributes ) pItem.add(output) playerItemObserver = pItem.observe(\.status) { [weak self] pItem, _ in guard pItem.status == .readyToPlay else { return } self?.playerItemObserver = nil self?.player.play() } player = AVPlayer(playerItem: pItem) player.currentItem?.preferredPeakBitRate = 35_000_000 } When AVPlayerItemVideoOutput is attached, the video stutters and the log looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: -0.07s | buffer: 0.00s 🟡 Buffer ahead: 2.94s | buffer: 3.49s 🟡 Buffer ahead: 2.50s | buffer: 4.06s 🟡 Buffer ahead: 1.74s | buffer: 4.30s 🟡 Buffer ahead: 0.74s | buffer: 4.30s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.09s | buffer: 4.30s 🟠 Playback may stall 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.07s | buffer: 1.43s 🟣 Buffer full 🟡 Buffer ahead: 0.47s | buffer: 1.65s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.10s | buffer: 1.65s 🟠 Playback may stall 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟣 Buffer full 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 2.00s 🟡 Buffer ahead: 0.68s | buffer: 2.27s 🟡 Buffer ahead: 0.09s | buffer: 2.27s 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall When we remove AVPlayerItemVideoOutput from the player, the video plays smoothly, and the output looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.22s | buffer: 2.22s 🟡 Buffer ahead: 1.05s | buffer: 3.05s 🟡 Buffer ahead: 1.12s | buffer: 4.12s 🟡 Buffer ahead: 1.18s | buffer: 5.18s 🟡 Buffer ahead: 0.72s | buffer: 5.72s 🟡 Buffer ahead: 1.27s | buffer: 7.28s 🟡 Buffer ahead: 2.09s | buffer: 3.03s 🟡 Buffer ahead: 4.16s | buffer: 6.10s 🟡 Buffer ahead: 6.66s | buffer: 7.09s 🟡 Buffer ahead: 5.66s | buffer: 7.09s 🟡 Buffer ahead: 4.66s | buffer: 7.09s 🟡 Buffer ahead: 4.02s | buffer: 7.45s 🟡 Buffer ahead: 3.62s | buffer: 8.05s 🟡 Buffer ahead: 2.62s | buffer: 8.05s 🟡 Buffer ahead: 2.49s | buffer: 3.53s 🟡 Buffer ahead: 2.43s | buffer: 3.38s 🟡 Buffer ahead: 1.90s | buffer: 3.85s We’ve tried different attribute settings for AVPlayerItemVideoOutput. We also removed all logic related to reading frame data, but the choppy playback still remained. Can you advise whether this is a player issue or if we’re doing something wrong?
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409
Oct ’25
[visionOS] How to render side-by-side stereo video?
I want to render a 3d/stereoscopic video in an Apple Vision Pro window using RealityKit/RealityView. The video is a left-right stereo. The straight forward approach would be to spawn a quad, and give it a custom Shader Graph material, which has a CameraIndexSwitch. The CameraIndexSwitch chooses between the right texture vs the left texture. https://i.sstatic.net/XawqjNcg.png The issue I have here is that I have to extract the video frames from my AVSampleBufferVideoRenderer. This should work ok, but not if I'm playing FairPlay content. So, my question is, how to render stereo FairPlay videos in a SwiftUI RealityView?
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733
Aug ’25
MagnifyGesture in RealityView does not work on macOS
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") } }
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78
Mar ’25
[VisionPro] Placing virtual entities around my arm
Hi everyone, I'm developing a MR Vision Pro app where I’d like to anchor virtual objects (such as UI elements) around the user's arm. However, I’ve noticed that Vision Pro seems to mask out the area where the user’s real arm is, hiding virtual content in that region so that you see your real arm. Is there a way to render virtual elements on the user's arm—so that it looks like the object is placed directly on the arm despite the real-world passthrough? I was hoping there might be a way to adjust the depth or behavior of this masked-out region. Any insights or workarounds would be greatly appreciated! Thanks :)
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121
Mar ’25
visionOS: Unable to programmatically close child WindowGroup when parent window closes
Hi , I'm struggling with visionOS window management and need help with closing child windows programmatically. App Structure My app has a Main-Sub window hierarchy: AWindow (Home/Main) BWindow (Main feature window) CWindow (Tool window - child of BWindow) Navigation flow: AWindow → BWindow (switch, 1 window on screen) BWindow → CWindow (opens child, 2 windows on screen) I want BWindow and CWindow to be separate movable windows (not sheet/popover) so users can position them independently in space. The Problem CWindow doesn't close when BWindow closes by tapping the X button below the app (next to the window bar) User clicks X on BWindow → BWindow closes but CWindow remains CWindow becomes orphaned on screen Can close CWindow programmatically when switching BWindow back to AWindow App launch issue After closing both windows, CWindow is remembered as last window Reopening app shows only CWindow instead of BWindow User gets stuck in CWindow with no way back to BWindow I've Tried Environment dismissWindow in cleanup but its not working. // In BWindow.swift .onDisappear { if windowManager.isWindowOpen("cWindow") { dismissWindow(id: "cWindow") } } My App Structure Code Now // in MyNameApp.swift @main struct MyNameApp: App { var body: some Scene { WindowGroup(id: "aWindow") { AWindow() } WindowGroup(id: "bWindow") { BWindow() } WindowGroup(id: "cWindow") { CWindow() } } } // WindowStateManager.swift class WindowStateManager: ObservableObject { static let shared = WindowStateManager() @Published private var openWindows: Set<String> = [] @Published private var windowDependencies: [String: String] = [:] private init() {} func markWindowAsOpen(_ id: String) { markWindowAsOpen(id, parent: nil) } func markWindowAsClosed(_ id: String) { openWindows.remove(id) windowDependencies[id] = nil } func isWindowOpen(_ id: String) -> Bool { let isOpen = openWindows.contains(id) return isOpen } func markWindowAsOpen(_ id: String, parent: String? = nil) { openWindows.insert(id) if let parentId = parent { windowDependencies[id] = parentId } } func getParentWindow(of childId: String) -> String? { let parent = windowDependencies[childId] return parent } func getChildWindows(of parentId: String) -> [String] { let children = windowDependencies.compactMap { key, value in value == parentId ? key : nil } return children } func setNextWindowParent(_ parentId: String) { UserDefaults.standard.set(parentId, forKey: "nextWindowParent") } func getAndClearNextWindowParent() -> String? { let parent = UserDefaults.standard.string(forKey: "nextWindowParent") UserDefaults.standard.removeObject(forKey: "nextWindowParent") return parent } func forceCloseChildWindows(of parentId: String) { let children = getChildWindows(of: parentId) for child in children { markWindowAsClosed(child) NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) forceCloseChildWindows(of: child) } } func hasMainWindowOpen() -> Bool { let mainWindows = ["main", "bWindow"] return mainWindows.contains { isWindowOpen($0) } } func cleanupOrphanWindows() { for (child, parent) in windowDependencies { if isWindowOpen(child) && !isWindowOpen(parent) { NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) markWindowAsClosed(child) } } } } // BWindow.swift struct BWindow: View { @Environment(\.dismissWindow) private var dismissWindow @ObservedObject private var windowManager = WindowStateManager.shared var body: some View { VStack { Button("Open C Window") { windowManager.setNextWindowParent("bWindow") openWindow(id: "cWindow") } } .onAppear { windowManager.markWindowAsOpen("bWindow") } .onDisappear { windowManager.markWindowAsClosed("bWindow") windowManager.forceCloseChildWindows(of: "bWindow") } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background || newValue == .inactive { windowManager.forceCloseChildWindows(of: "bWindow") } } } } // CWindow.swift import SwiftUI struct cWindow: View { @ObservedObject private var windowManager = WindowStateManager.shared @State private var shouldClose = false var body: some View { // Content } .onDisappear { windowManager.markWindowAsClosed("cWindow") NotificationCenter.default.removeObserver( self, name: Notification.Name("ForceCloseWindow"), object: nil ) } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background { } } .onAppear { let parent = windowManager.getAndClearNextWindowParent() windowManager.markWindowAsOpen("cWindow", parent: parent) NotificationCenter.default.addObserver( forName: Notification.Name("ForceCloseWindow"), object: nil, queue: .main) { notification in if let windowId = notification.userInfo?["windowId"] as? String, windowId == "cWindow" { shouldClose = true } } } .onChange(of: shouldClose) { _, newValue in if newValue { dismissWindow() } } } The logs show everything executes correctly, but CWindow remains visible on screen. Questions Why doesn't dismissWindow(id:) work in cleanup scenarios? Is there a proper way to create a window relationships like parent-child relationships in visionOS? How can I ensure main windows open on app launch instead of tool windows? What's the recommended pattern for dependent windows in visionOS? Environment: Xcode 16.2, visionOS 2.0, SwiftUI
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Aug ’25
ARFrame.sceneDepth not correctly registered with ARFrame.capturedImage for iPad Pro (6th Gen) for high resolution capture.
Hi team, I believe I’ve found a registration issue between ARFrame.sceneDepth and ARFrame.capturedImage when using high-resolution frame capture on a 2022 iPad Pro (6th gen). When enabling high-resolution capture: if let highResFormat = ARWorldTrackingConfiguration.recommendedVideoFormatForHighResolutionFrameCapturing { config.videoFormat = highResFormat } … arView.session.captureHighResolutionFrame { ... } the depth map provided by ARFrame.sceneDepth no longer aligns correctly with the corresponding high-resolution capturedImage. This misalignment results in consistently over-estimated distance measurements in my app (which relies on mapping depth to 2D pixel coordinates). iPad Pro (6th gen): misalignment occurs only when capturing high-resolution frames. iPhone 16 Pro: depth is correctly registered for both standard and high-resolution captures. It appears the camera intrinsics, specifically the FOV, change between the “regular” resolution stream and the high-resolution capture on the iPad. My suspicion is that the depth data continues using the intrinsics of the lower resolution stream, resulting in an unregistered depth-to-RGB mapping. Once I have the iPad in hand again, I will confirm whether camera.intrinsics or FOV differ between the low-res and high-res frames. Is this a known issue with high-resolution frame capture on the 2022 iPad Pro? If not, I’m happy to provide some more thorough sample code. Thanks for your time!
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242
Nov ’25
How to add visual thickness to a glass background view
Hi guys, In visionOS, when using a ZStack decorated with .glassBackgroundEffect(), you can see the 3D glass background from the front, but when viewed from the side, the view appears to have no thickness. However, I noticed that in an app built by Apple, when viewing a glass background view from the side, it appears to have thickness. I tried adding .frame(depth:) to a glass background view, but it appears as two separate layers spaced by the depth value. My question is: Is there a view modifier that adds visual thickness to a glass background view, as shown in the picture? Or, if not, how should I write a custom view modifier to achieve this effect? Thanks!
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118
May ’25
ARKit: Keep USDZ node fixed after image tracking is lost (prevent drifting)
0 I’m using ARKit + SceneKit (Swift) with ARWorldTrackingConfiguration and detectionImages to place a 3D object (USDZ via SCNScene(named:)) when a reference image is detected. While the image is tracked, the object stays correctly aligned. Goal: When the tracked image is no longer visible, I want the placed node to remain visible and fixed at its last known pose (no drifting) as I move the camera. What works so far: Detect image → add node → track updates When the image disappears → keep showing the node at its last pose Problem: After the image is no longer tracked, the node drifts as I move the device/camera. It looks like it’s still influenced by the (now unreliable) image anchor or accumulating small world-tracking errors. Question: What’s the correct way in ARKit to “freeze” the node at its last known world transform once ARImageAnchor stops tracking, so it doesn’t drift?
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Oct ’25
version update in Vision Pro
Hi, I'm developing an app for Vision Pro using Xcode, while updating the latest update, things that worked in my app suddenly didn't. in my app flow I'm tapping spheres to get their positions, from some reason I get an offset from where I tap to where a marker on that position is showing up. here's the part of code that does that, and a part that is responsible for an alignment that happens afterwards: func loadMainScene(at position: SIMD3) async { guard let content = self.content else { return } do { let rootEntity = try await Entity(named: "surgery 16.09", in: realityKitContentBundle) rootEntity.scale = SIMD3<Float>(repeating: 0.5) rootEntity.generateCollisionShapes(recursive: true) self.modelRootEntity = rootEntity let bounds = rootEntity.visualBounds(relativeTo: nil) print("📏 Model bounds: center=\(bounds.center), extents=\(bounds.extents)") let pivotEntity = Entity() pivotEntity.addChild(rootEntity) self.pivotEntity = pivotEntity let modelAnchor = AnchorEntity(world: [1, 1.3, -0.8]) modelAnchor.addChild(pivotEntity) content.add(modelAnchor) updateModelOpacity(0.5) self.modelAnchor = modelAnchor rootEntity.visit { entity in print("👀 Entity in model: \(entity.name)") if entity.name.lowercased().hasPrefix("focus") { entity.generateCollisionShapes(recursive: true) entity.components.set(InputTargetComponent()) print("🎯 Made tappable: \(entity.name)") } } print("✅ Model loaded with collisions") guard let sphere = placementSphere else { return } let sphereWorldXform = sphere.transformMatrix(relativeTo: nil) var newXform = sphereWorldXform newXform.columns.3.y += 0.1 // move up by 20 cm let gridAnchor = AnchorEntity(world: newXform) self.gridAnchor = gridAnchor content.add(gridAnchor) let baseScene = try await Entity(named: "Scene", in: realityKitContentBundle) let gridSizeX = 18 let gridSizeY = 10 let gridSizeZ = 10 let spacing: Float = 0.05 let startX: Float = -Float(gridSizeX - 1) * spacing * 0.5 + 0.3 let startY: Float = -Float(gridSizeY - 1) * spacing * 0.5 - 0.1 let startZ: Float = -Float(gridSizeZ - 1) * spacing * 0.5 for i in 0..<gridSizeX { for j in 0..<gridSizeY { for k in 0..<gridSizeZ { if j < 2 || j > gridSizeY - 5 { continue } // remove 2 bottom, 4 top let cell = baseScene.clone(recursive: true) cell.name = "Sphere" cell.scale = .one * 0.02 cell.position = [ startX + Float(i) * spacing, startY + Float(j) * spacing, startZ + Float(k) * spacing ] cell.generateCollisionShapes(recursive: true) gridCells.append(cell) gridAnchor.addChild(cell) } } } content.add(gridAnchor) print("✅ Grid added") } catch { print("❌ Failed to load: \(error)") } } private func handleModelOrGridTap(_ tappedEntity: Entity) { guard let modelRootEntity = modelRootEntity else { return } let localPosition = tappedEntity.position(relativeTo: modelRootEntity) let worldPosition = tappedEntity.position(relativeTo: nil) switch tapStep { case 0: modelPointA = localPosition modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0, 0])) print("📍 Model point A: \(localPosition)") tapStep += 1 case 1: modelPointB = localPosition modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0.5, 0])) print("📍 Model point B: \(localPosition)") tapStep += 1 case 2: targetPointA = worldPosition targetMarkerA = createMarker(at: worldPosition,color: [0, 1, 0]) modelAnchor?.addChild(targetMarkerA!) print("✅ Target point A: \(worldPosition)") tapStep += 1 case 3: targetPointB = worldPosition targetMarkerB = createMarker(at: worldPosition,color: [0, 0, 1]) modelAnchor?.addChild(targetMarkerB!) print("✅ Target point B: \(worldPosition)") alignmentReady = true tapStep += 1 default: print("⚠️ Unexpected tap on model helper at step \(tapStep)") } } func alignModel2Points() { guard let modelPointA = modelPointA, let modelPointB = modelPointB, let targetPointA = targetPointA, let targetPointB = targetPointB, let modelRootEntity = modelRootEntity, let pivotEntity = pivotEntity, let modelAnchor = modelAnchor else { print("❌ Missing data for alignment") return } let modelVec = modelPointB - modelPointA let targetVec = targetPointB - targetPointA let modelLength = length(modelVec) let targetLength = length(targetVec) let scale = targetLength / modelLength let modelDir = normalize(modelVec) let targetDir = normalize(targetVec) var axis = cross(modelDir, targetDir) let axisLength = length(axis) var rotation = simd_quatf() if axisLength < 1e-6 { if dot(modelDir, targetDir) > 0 { rotation = simd_quatf(angle: 0, axis: [0,1,0]) } else { let up: SIMD3<Float> = [0,1,0] axis = cross(modelDir, up) if length(axis) < 1e-6 { axis = cross(modelDir, [1,0,0]) } rotation = simd_quatf(angle: .pi, axis: normalize(axis)) } } else { let dotProduct = dot(modelDir, targetDir) let clampedDot = max(-1.0, min(dotProduct, 1.0)) let angle = acos(clampedDot) rotation = simd_quatf(angle: angle, axis: normalize(axis)) } modelRootEntity.scale = .one * scale modelRootEntity.orientation = rotation let transformedPointA = rotation.act(modelPointA * scale) pivotEntity.position = -transformedPointA modelAnchor.position = targetPointA alignedModelPosition = modelAnchor.position print("✅ Aligned with scale \(scale), rotation \(rotation)")
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330
Oct ’25
Is it possible to live render CMTaggedBuffer / MV-HEVC frames in visionOS?
Hey all, I'm working on a visionOS app that captures live frames from the left and right cameras of Apple Vision Pro using cameraFrame.sample(for: .left/.right). Apple provides documentation on encoding side-by-side frames into MV-HEVC spatial video using CMTaggedBuffer: Converting Side-by-Side 3D Video to MV-HEVC My question: Is there any way to render tagged frames (e.g. CMTaggedBuffer with .stereoView(.leftEye/.rightEye)) live, directly to a surface in RealityKit or Metal, without saving them to a file? I’d like to create a true stereoscopic (spatial) live video preview, not just render two images side-by-side. Any advice or insights would be greatly appreciated!
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251
Aug ’25
Object Tracking Improvement of moving object
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.
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144
Activity
May ’25
What is the environment in the Vision Pro simulator sidebar?
If I long press on an element, the sidebar disappears and then a Done appears on the screen, but nothing else changes, so what are the Environments in Vision Pro's Simulator?
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2
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105
Activity
Aug ’25
ARKit Eye Tracking Calibration Issues - Word-Level Reading Tracking Feasibility
Hi Apple Developer Community, I'm developing an eye-tracking application using ARKit's ARFaceTrackingConfiguration and ARFaceAnchor.blendShapes for gaze detection using Xcode. I'm experiencing several calibration and accuracy issues and would appreciate insights from the community. Current Implementation Using ARFaceAnchor.blendShapes (.eyeLookUpLeft, .eyeLookDownLeft, .eyeLookInLeft, .eyeLookOutLeft, etc.) Implementing custom sensitivity curves and smoothing algorithms Applying baseline correction and coordinate mapping Using quadratic regression for calibration point mapping Issues I'm Facing 1. Calibration Mismatch Red dot position doesn't align with where I'm actually looking Significant offset between intended gaze point and actual cursor position Calibration seems to drift or become inaccurate over time 2. Extreme Eye Movement Requirements Need to make exaggerated eye movements to reach screen edges/corners Natural eye movements don't translate to proportional cursor movement Difficulty reaching certain screen regions even with calibration 3. Sensitivity and Stability Issues Cursor jitters or jumps around when looking at center Too much sensitivity to micro-movements Inconsistent behavior between calibration and normal operation 4. I also noticed that tracking on calibration screen as well as tracking on reading screen works better as expected when head movement is there, but I do not want much head movement. I want tracking with normal eye movement while reading an Ebook. Primary Question: Word-Level Eye Tracking Feasibility Is word-level eye tracking (tracking gaze as users read through individual words in an ebook) technically feasible with current iPhone/iPad hardware? I understand that Apple's built-in eye tracking is primarily an accessibility feature for UI navigation. However, I'm wondering if the TrueDepth camera and ARKit's eye tracking capabilities are sufficient for: Tracking natural reading patterns (left-to-right, line-by-line progression) Detecting which specific words a user is looking at Maintaining accuracy for sustained reading sessions (15-30 minutes) Working reliably across different users and lighting conditions Questions for the Community Hardware Limitations: Are iPhone/iPad TrueDepth cameras capable of the precision needed for word-level tracking, or is this beyond current hardware capabilities? Calibration Best Practices: What calibration strategies have worked best for accurate gaze mapping? How many calibration points are typically needed? Reading-Specific Challenges: Are there particular challenges when tracking reading behavior vs. general gaze tracking? Alternative Approaches: Are there better approaches than ARKit blend shapes for this use case? Current Setup Devices: iPhone 14 Pro iOS Version: iOS 18.3 ARKit Version: Latest available Any insights, experiences, or technical guidance would be greatly appreciated. I'm particularly interested in hearing from developers who have worked on similar eye tracking applications or have experience with the limitations and capabilities of ARKit's eye tracking features. Thank you for your time and expertise!
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739
Activity
Oct ’25
How to implement the semi-transparent overlay effect in Immersive View?
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?
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0
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0
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145
Activity
May ’25
.glassEffect() view modifier in visionOS 26 beta 1 generates an error
.glassEffect(.regular, in: .rect(cornerRadius: 24)) error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
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2
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178
Activity
Jun ’25
Why VisionOS doesn't support CustomMaterial ?
It's much easier to use custom material to bridge metal shader onto Reality model than using LowLevelTexture does the same thing. Why VisionOS doesn't support this material:
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1
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163
Activity
Apr ’25
I am developing a Immersive Video App for VisionOs but I got a issue regarding app and video player window
In Vision OS app, We 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. 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, and state preservation, 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.
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195
Activity
Mar ’25
AVPlayer stutters when using AVPlayerItemVideoOutput
We’re trying to build a custom player for Unity. For this, we’re using AVPlayer with AVPlayerItemVideoOutput to get textures. However, we noticed that playback is not smooth and the stream often freezes. For testing, we used this 8K video: https://deovr.com/nwfnq1 The video was played using the following code: @objc public func playVideo(urlString: String) { guard let url = URL(string: urlString) else { return } let pItem = AVPlayerItem(url: url) playerItem = pItem pItem.preferredForwardBufferDuration = 10.0 let pixelBufferAttributes: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, kCVPixelBufferMetalCompatibilityKey as String: true, ] let output = AVPlayerItemVideoOutput( pixelBufferAttributes: pixelBufferAttributes ) pItem.add(output) playerItemObserver = pItem.observe(\.status) { [weak self] pItem, _ in guard pItem.status == .readyToPlay else { return } self?.playerItemObserver = nil self?.player.play() } player = AVPlayer(playerItem: pItem) player.currentItem?.preferredPeakBitRate = 35_000_000 } When AVPlayerItemVideoOutput is attached, the video stutters and the log looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: -0.07s | buffer: 0.00s 🟡 Buffer ahead: 2.94s | buffer: 3.49s 🟡 Buffer ahead: 2.50s | buffer: 4.06s 🟡 Buffer ahead: 1.74s | buffer: 4.30s 🟡 Buffer ahead: 0.74s | buffer: 4.30s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.09s | buffer: 4.30s 🟠 Playback may stall 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.07s | buffer: 1.43s 🟣 Buffer full 🟡 Buffer ahead: 0.47s | buffer: 1.65s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.10s | buffer: 1.65s 🟠 Playback may stall 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟣 Buffer full 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 2.00s 🟡 Buffer ahead: 0.68s | buffer: 2.27s 🟡 Buffer ahead: 0.09s | buffer: 2.27s 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall When we remove AVPlayerItemVideoOutput from the player, the video plays smoothly, and the output looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.22s | buffer: 2.22s 🟡 Buffer ahead: 1.05s | buffer: 3.05s 🟡 Buffer ahead: 1.12s | buffer: 4.12s 🟡 Buffer ahead: 1.18s | buffer: 5.18s 🟡 Buffer ahead: 0.72s | buffer: 5.72s 🟡 Buffer ahead: 1.27s | buffer: 7.28s 🟡 Buffer ahead: 2.09s | buffer: 3.03s 🟡 Buffer ahead: 4.16s | buffer: 6.10s 🟡 Buffer ahead: 6.66s | buffer: 7.09s 🟡 Buffer ahead: 5.66s | buffer: 7.09s 🟡 Buffer ahead: 4.66s | buffer: 7.09s 🟡 Buffer ahead: 4.02s | buffer: 7.45s 🟡 Buffer ahead: 3.62s | buffer: 8.05s 🟡 Buffer ahead: 2.62s | buffer: 8.05s 🟡 Buffer ahead: 2.49s | buffer: 3.53s 🟡 Buffer ahead: 2.43s | buffer: 3.38s 🟡 Buffer ahead: 1.90s | buffer: 3.85s We’ve tried different attribute settings for AVPlayerItemVideoOutput. We also removed all logic related to reading frame data, but the choppy playback still remained. Can you advise whether this is a player issue or if we’re doing something wrong?
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409
Activity
Oct ’25
Apple Vision Pro AirDrop signal to MAC is unstable
Hope to achieve stable transmission And the colors are different. The colors in the glasses are not consistent with the colors projected on the screen.
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102
Activity
Apr ’25
[visionOS] How to render side-by-side stereo video?
I want to render a 3d/stereoscopic video in an Apple Vision Pro window using RealityKit/RealityView. The video is a left-right stereo. The straight forward approach would be to spawn a quad, and give it a custom Shader Graph material, which has a CameraIndexSwitch. The CameraIndexSwitch chooses between the right texture vs the left texture. https://i.sstatic.net/XawqjNcg.png The issue I have here is that I have to extract the video frames from my AVSampleBufferVideoRenderer. This should work ok, but not if I'm playing FairPlay content. So, my question is, how to render stereo FairPlay videos in a SwiftUI RealityView?
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733
Activity
Aug ’25
MagnifyGesture in RealityView does not work on macOS
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") } }
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78
Activity
Mar ’25
[VisionPro] Placing virtual entities around my arm
Hi everyone, I'm developing a MR Vision Pro app where I’d like to anchor virtual objects (such as UI elements) around the user's arm. However, I’ve noticed that Vision Pro seems to mask out the area where the user’s real arm is, hiding virtual content in that region so that you see your real arm. Is there a way to render virtual elements on the user's arm—so that it looks like the object is placed directly on the arm despite the real-world passthrough? I was hoping there might be a way to adjust the depth or behavior of this masked-out region. Any insights or workarounds would be greatly appreciated! Thanks :)
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121
Activity
Mar ’25
visionOS: Unable to programmatically close child WindowGroup when parent window closes
Hi , I'm struggling with visionOS window management and need help with closing child windows programmatically. App Structure My app has a Main-Sub window hierarchy: AWindow (Home/Main) BWindow (Main feature window) CWindow (Tool window - child of BWindow) Navigation flow: AWindow → BWindow (switch, 1 window on screen) BWindow → CWindow (opens child, 2 windows on screen) I want BWindow and CWindow to be separate movable windows (not sheet/popover) so users can position them independently in space. The Problem CWindow doesn't close when BWindow closes by tapping the X button below the app (next to the window bar) User clicks X on BWindow → BWindow closes but CWindow remains CWindow becomes orphaned on screen Can close CWindow programmatically when switching BWindow back to AWindow App launch issue After closing both windows, CWindow is remembered as last window Reopening app shows only CWindow instead of BWindow User gets stuck in CWindow with no way back to BWindow I've Tried Environment dismissWindow in cleanup but its not working. // In BWindow.swift .onDisappear { if windowManager.isWindowOpen("cWindow") { dismissWindow(id: "cWindow") } } My App Structure Code Now // in MyNameApp.swift @main struct MyNameApp: App { var body: some Scene { WindowGroup(id: "aWindow") { AWindow() } WindowGroup(id: "bWindow") { BWindow() } WindowGroup(id: "cWindow") { CWindow() } } } // WindowStateManager.swift class WindowStateManager: ObservableObject { static let shared = WindowStateManager() @Published private var openWindows: Set<String> = [] @Published private var windowDependencies: [String: String] = [:] private init() {} func markWindowAsOpen(_ id: String) { markWindowAsOpen(id, parent: nil) } func markWindowAsClosed(_ id: String) { openWindows.remove(id) windowDependencies[id] = nil } func isWindowOpen(_ id: String) -> Bool { let isOpen = openWindows.contains(id) return isOpen } func markWindowAsOpen(_ id: String, parent: String? = nil) { openWindows.insert(id) if let parentId = parent { windowDependencies[id] = parentId } } func getParentWindow(of childId: String) -> String? { let parent = windowDependencies[childId] return parent } func getChildWindows(of parentId: String) -> [String] { let children = windowDependencies.compactMap { key, value in value == parentId ? key : nil } return children } func setNextWindowParent(_ parentId: String) { UserDefaults.standard.set(parentId, forKey: "nextWindowParent") } func getAndClearNextWindowParent() -> String? { let parent = UserDefaults.standard.string(forKey: "nextWindowParent") UserDefaults.standard.removeObject(forKey: "nextWindowParent") return parent } func forceCloseChildWindows(of parentId: String) { let children = getChildWindows(of: parentId) for child in children { markWindowAsClosed(child) NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) forceCloseChildWindows(of: child) } } func hasMainWindowOpen() -> Bool { let mainWindows = ["main", "bWindow"] return mainWindows.contains { isWindowOpen($0) } } func cleanupOrphanWindows() { for (child, parent) in windowDependencies { if isWindowOpen(child) && !isWindowOpen(parent) { NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) markWindowAsClosed(child) } } } } // BWindow.swift struct BWindow: View { @Environment(\.dismissWindow) private var dismissWindow @ObservedObject private var windowManager = WindowStateManager.shared var body: some View { VStack { Button("Open C Window") { windowManager.setNextWindowParent("bWindow") openWindow(id: "cWindow") } } .onAppear { windowManager.markWindowAsOpen("bWindow") } .onDisappear { windowManager.markWindowAsClosed("bWindow") windowManager.forceCloseChildWindows(of: "bWindow") } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background || newValue == .inactive { windowManager.forceCloseChildWindows(of: "bWindow") } } } } // CWindow.swift import SwiftUI struct cWindow: View { @ObservedObject private var windowManager = WindowStateManager.shared @State private var shouldClose = false var body: some View { // Content } .onDisappear { windowManager.markWindowAsClosed("cWindow") NotificationCenter.default.removeObserver( self, name: Notification.Name("ForceCloseWindow"), object: nil ) } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background { } } .onAppear { let parent = windowManager.getAndClearNextWindowParent() windowManager.markWindowAsOpen("cWindow", parent: parent) NotificationCenter.default.addObserver( forName: Notification.Name("ForceCloseWindow"), object: nil, queue: .main) { notification in if let windowId = notification.userInfo?["windowId"] as? String, windowId == "cWindow" { shouldClose = true } } } .onChange(of: shouldClose) { _, newValue in if newValue { dismissWindow() } } } The logs show everything executes correctly, but CWindow remains visible on screen. Questions Why doesn't dismissWindow(id:) work in cleanup scenarios? Is there a proper way to create a window relationships like parent-child relationships in visionOS? How can I ensure main windows open on app launch instead of tool windows? What's the recommended pattern for dependent windows in visionOS? Environment: Xcode 16.2, visionOS 2.0, SwiftUI
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364
Activity
Aug ’25
MeshInstancesComponent VisionOS 26 Beta 2
Has anyone had success with MeshInstancesComponent? I tried to follow the sample code from What's New in RealityKit but it wouldn't compile. I was able to use one of the init overloads to get it to compile, but using it crashes both my device and the simulator. Even with one instance.
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159
Activity
Jun ’25
ARFrame.sceneDepth not correctly registered with ARFrame.capturedImage for iPad Pro (6th Gen) for high resolution capture.
Hi team, I believe I’ve found a registration issue between ARFrame.sceneDepth and ARFrame.capturedImage when using high-resolution frame capture on a 2022 iPad Pro (6th gen). When enabling high-resolution capture: if let highResFormat = ARWorldTrackingConfiguration.recommendedVideoFormatForHighResolutionFrameCapturing { config.videoFormat = highResFormat } … arView.session.captureHighResolutionFrame { ... } the depth map provided by ARFrame.sceneDepth no longer aligns correctly with the corresponding high-resolution capturedImage. This misalignment results in consistently over-estimated distance measurements in my app (which relies on mapping depth to 2D pixel coordinates). iPad Pro (6th gen): misalignment occurs only when capturing high-resolution frames. iPhone 16 Pro: depth is correctly registered for both standard and high-resolution captures. It appears the camera intrinsics, specifically the FOV, change between the “regular” resolution stream and the high-resolution capture on the iPad. My suspicion is that the depth data continues using the intrinsics of the lower resolution stream, resulting in an unregistered depth-to-RGB mapping. Once I have the iPad in hand again, I will confirm whether camera.intrinsics or FOV differ between the low-res and high-res frames. Is this a known issue with high-resolution frame capture on the 2022 iPad Pro? If not, I’m happy to provide some more thorough sample code. Thanks for your time!
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242
Activity
Nov ’25
How to add visual thickness to a glass background view
Hi guys, In visionOS, when using a ZStack decorated with .glassBackgroundEffect(), you can see the 3D glass background from the front, but when viewed from the side, the view appears to have no thickness. However, I noticed that in an app built by Apple, when viewing a glass background view from the side, it appears to have thickness. I tried adding .frame(depth:) to a glass background view, but it appears as two separate layers spaced by the depth value. My question is: Is there a view modifier that adds visual thickness to a glass background view, as shown in the picture? Or, if not, how should I write a custom view modifier to achieve this effect? Thanks!
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118
Activity
May ’25
ARKit: Keep USDZ node fixed after image tracking is lost (prevent drifting)
0 I’m using ARKit + SceneKit (Swift) with ARWorldTrackingConfiguration and detectionImages to place a 3D object (USDZ via SCNScene(named:)) when a reference image is detected. While the image is tracked, the object stays correctly aligned. Goal: When the tracked image is no longer visible, I want the placed node to remain visible and fixed at its last known pose (no drifting) as I move the camera. What works so far: Detect image → add node → track updates When the image disappears → keep showing the node at its last pose Problem: After the image is no longer tracked, the node drifts as I move the device/camera. It looks like it’s still influenced by the (now unreliable) image anchor or accumulating small world-tracking errors. Question: What’s the correct way in ARKit to “freeze” the node at its last known world transform once ARImageAnchor stops tracking, so it doesn’t drift?
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523
Activity
Oct ’25
how make an APN message
I like to compose an APN message. (using FCM) what shall I do for it?
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222
Activity
Jul ’25
version update in Vision Pro
Hi, I'm developing an app for Vision Pro using Xcode, while updating the latest update, things that worked in my app suddenly didn't. in my app flow I'm tapping spheres to get their positions, from some reason I get an offset from where I tap to where a marker on that position is showing up. here's the part of code that does that, and a part that is responsible for an alignment that happens afterwards: func loadMainScene(at position: SIMD3) async { guard let content = self.content else { return } do { let rootEntity = try await Entity(named: "surgery 16.09", in: realityKitContentBundle) rootEntity.scale = SIMD3<Float>(repeating: 0.5) rootEntity.generateCollisionShapes(recursive: true) self.modelRootEntity = rootEntity let bounds = rootEntity.visualBounds(relativeTo: nil) print("📏 Model bounds: center=\(bounds.center), extents=\(bounds.extents)") let pivotEntity = Entity() pivotEntity.addChild(rootEntity) self.pivotEntity = pivotEntity let modelAnchor = AnchorEntity(world: [1, 1.3, -0.8]) modelAnchor.addChild(pivotEntity) content.add(modelAnchor) updateModelOpacity(0.5) self.modelAnchor = modelAnchor rootEntity.visit { entity in print("👀 Entity in model: \(entity.name)") if entity.name.lowercased().hasPrefix("focus") { entity.generateCollisionShapes(recursive: true) entity.components.set(InputTargetComponent()) print("🎯 Made tappable: \(entity.name)") } } print("✅ Model loaded with collisions") guard let sphere = placementSphere else { return } let sphereWorldXform = sphere.transformMatrix(relativeTo: nil) var newXform = sphereWorldXform newXform.columns.3.y += 0.1 // move up by 20 cm let gridAnchor = AnchorEntity(world: newXform) self.gridAnchor = gridAnchor content.add(gridAnchor) let baseScene = try await Entity(named: "Scene", in: realityKitContentBundle) let gridSizeX = 18 let gridSizeY = 10 let gridSizeZ = 10 let spacing: Float = 0.05 let startX: Float = -Float(gridSizeX - 1) * spacing * 0.5 + 0.3 let startY: Float = -Float(gridSizeY - 1) * spacing * 0.5 - 0.1 let startZ: Float = -Float(gridSizeZ - 1) * spacing * 0.5 for i in 0..<gridSizeX { for j in 0..<gridSizeY { for k in 0..<gridSizeZ { if j < 2 || j > gridSizeY - 5 { continue } // remove 2 bottom, 4 top let cell = baseScene.clone(recursive: true) cell.name = "Sphere" cell.scale = .one * 0.02 cell.position = [ startX + Float(i) * spacing, startY + Float(j) * spacing, startZ + Float(k) * spacing ] cell.generateCollisionShapes(recursive: true) gridCells.append(cell) gridAnchor.addChild(cell) } } } content.add(gridAnchor) print("✅ Grid added") } catch { print("❌ Failed to load: \(error)") } } private func handleModelOrGridTap(_ tappedEntity: Entity) { guard let modelRootEntity = modelRootEntity else { return } let localPosition = tappedEntity.position(relativeTo: modelRootEntity) let worldPosition = tappedEntity.position(relativeTo: nil) switch tapStep { case 0: modelPointA = localPosition modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0, 0])) print("📍 Model point A: \(localPosition)") tapStep += 1 case 1: modelPointB = localPosition modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0.5, 0])) print("📍 Model point B: \(localPosition)") tapStep += 1 case 2: targetPointA = worldPosition targetMarkerA = createMarker(at: worldPosition,color: [0, 1, 0]) modelAnchor?.addChild(targetMarkerA!) print("✅ Target point A: \(worldPosition)") tapStep += 1 case 3: targetPointB = worldPosition targetMarkerB = createMarker(at: worldPosition,color: [0, 0, 1]) modelAnchor?.addChild(targetMarkerB!) print("✅ Target point B: \(worldPosition)") alignmentReady = true tapStep += 1 default: print("⚠️ Unexpected tap on model helper at step \(tapStep)") } } func alignModel2Points() { guard let modelPointA = modelPointA, let modelPointB = modelPointB, let targetPointA = targetPointA, let targetPointB = targetPointB, let modelRootEntity = modelRootEntity, let pivotEntity = pivotEntity, let modelAnchor = modelAnchor else { print("❌ Missing data for alignment") return } let modelVec = modelPointB - modelPointA let targetVec = targetPointB - targetPointA let modelLength = length(modelVec) let targetLength = length(targetVec) let scale = targetLength / modelLength let modelDir = normalize(modelVec) let targetDir = normalize(targetVec) var axis = cross(modelDir, targetDir) let axisLength = length(axis) var rotation = simd_quatf() if axisLength < 1e-6 { if dot(modelDir, targetDir) > 0 { rotation = simd_quatf(angle: 0, axis: [0,1,0]) } else { let up: SIMD3<Float> = [0,1,0] axis = cross(modelDir, up) if length(axis) < 1e-6 { axis = cross(modelDir, [1,0,0]) } rotation = simd_quatf(angle: .pi, axis: normalize(axis)) } } else { let dotProduct = dot(modelDir, targetDir) let clampedDot = max(-1.0, min(dotProduct, 1.0)) let angle = acos(clampedDot) rotation = simd_quatf(angle: angle, axis: normalize(axis)) } modelRootEntity.scale = .one * scale modelRootEntity.orientation = rotation let transformedPointA = rotation.act(modelPointA * scale) pivotEntity.position = -transformedPointA modelAnchor.position = targetPointA alignedModelPosition = modelAnchor.position print("✅ Aligned with scale \(scale), rotation \(rotation)")
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330
Activity
Oct ’25
Is it possible to live render CMTaggedBuffer / MV-HEVC frames in visionOS?
Hey all, I'm working on a visionOS app that captures live frames from the left and right cameras of Apple Vision Pro using cameraFrame.sample(for: .left/.right). Apple provides documentation on encoding side-by-side frames into MV-HEVC spatial video using CMTaggedBuffer: Converting Side-by-Side 3D Video to MV-HEVC My question: Is there any way to render tagged frames (e.g. CMTaggedBuffer with .stereoView(.leftEye/.rightEye)) live, directly to a surface in RealityKit or Metal, without saving them to a file? I’d like to create a true stereoscopic (spatial) live video preview, not just render two images side-by-side. Any advice or insights would be greatly appreciated!
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251
Activity
Aug ’25