i'd like to have a little bit control over the transparency of the videomaterial. is there any way to prepare a shadergraph unlit shader and use it with the videomaterial.
ARKit
RSS for tagIntegrate iOS device camera and motion features to produce augmented reality experiences in your app or game using ARKit.
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Problem Description:
I am developing an application that runs in the Shared Space on Apple Vision Pro using Unity. When using the UI ScrollView (Scroll View) component, I found that the Mask / RectMask2D does not function in the Shared Space.
Scrolling content is not masked or cropped; it extends beyond the view boundary and is displayed directly.
The same UI works correctly across platforms such as Unity Editor, iOS, and macOS, but the issue only occurs in the shared space of Vision Pro.
Reproduction steps:
Create a ScrollView in Unity.
Add a Mask or RectMask2D to the viewport.
Deploy the application to Apple Vision Pro and run it in Shared Space mode.
Sliding content will not be clipped by the mask, and the masked area is entirely ineffective.
Expected behavior:
The content of ScrollView should be properly clipped by Mask / RectMask2D and should not render outside the mask boundary.
Actual results:
In the shared space of Vision Pro, the mask is ineffective, causing scrolling content to extend beyond the designated area and resulting in severe UI distortion.
Environmental Information:
Device: Apple Vision Pro
Mode: Shared Space
Unity Version: 6000.0.40f1
visionOS version: visionOS 26.0
Unity PolySpatial Version: 2.0.4
Impact
This issue causes Unity UI to fail to display correctly on Vision Pro, preventing ScrollView from properly clipping content, which impacts the UI experience and interaction effects in practical applications.
Expected Result: When running a Unity app in the shared space of visionOS, the Mask / RectMask2D of ScrollView functions correctly
I am using AccessoryTrackingProvider from ARKit to get the transform of the PSVR2 controller via originFromAnchorTransform of the AccessoryAnchor. I also am trying to use AnchorEntity on the controller using RealityKit
However, none of the three options for Accessory.LocationName, which should be used to define the AnchorEntity target, seem to match the position on the controller which is being sent from ARKit.
The picture attached is showing two transforms:
RealityKit - using .gripSurface to define the AnchoringComponent.Target.accesssory location.
ARKit - using originFromAnchorTransform for AccessoryTrackingProvider.
They are not aligned at the same point.
As for the other options of Accessory.LocationName, using .aim is located at the tip of the controller and .grip is the same position as .gripSurface but with a different orientation.
I am wondering why there is not an option for Accessory.LocationName that actually matches the transform captured by ARKit?