I want to open the control center in Vision Pro’s Xcode simulator. Can I open it? If I can, please tell me how to do it. Thank you.
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Seeing this magical sand table, the unfolding and folding effects are similar to spreading out cards, which is very interesting. But I don't know how to achieve it. I want to see if there are any ways to achieve this effect and give some ideas. May I ask if this effect can be achieved under the existing API
The landing page for visionOS 26 mentions
The Unified Coordinate Conversion API makes moving views and entities between scenes straightforward — even between views and ARKit accessory anchors.
This WWDC session very briefly shows a single example of using this, but with no context. For example, they discuss a way to tell the distance between a Model3D and an entity in a RealityView. But they don't provide any details for how they are referencing the entity (bolts in the slide).
The session used the BOT-anist example project that we saw in visionOS 2, but the version on in the Sample Code library has not been updated with these examples.
I was able to put together a simple example where we can get the position of a window relative to the world origin. It even updates when the user recenters.
struct Lab080: View {
@State private var posX: Float = 0
@State private var posY: Float = 0
@State private var posZ: Float = 0
var body: some View {
GeometryReader3D { geometry in
VStack {
Text("Unified Coordinate Conversion")
.font(.largeTitle)
.padding(24)
VStack {
Text("X: \(posX)")
Text("Y: \(posY)")
Text("Z: \(posZ)")
}
.font(.title)
.padding(24)
}
.onGeometryChange3D(for: Point3D.self) { proxy in try! proxy
.coordinateSpace3D()
.convert(value: Point3D.zero, to: .worldReference)
} action: { old, new in
posX = Float(new.x)
posY = Float(new.y)
posZ = Float(new.z)
}
}
}
}
This is all that I've been able to figure out so far. What other features are included in this new Unified Coordinate Conversion?
Can we use this to get the position of one window relative to another? Can we use this to get the position of a view in a window relative to an entity in a RealityView, for example in a Volume or Immersive Space? What else can Unified Coordinate Conversion do?
Are there documentation pages that I'm missing? I'm not sure what to search for. Are there any Sample projects that use these features? Any additional information would be very helpful.
Topic:
Spatial Computing
SubTopic:
General
Using Xcode v26 Beta 6 on macOS v26 Beta 25a5349a
When pressing on the home button of the visionOS simulator, I am not positioned in the middle of the room like would normally be. This occurred when moving a lot in the space to find an element added to an ImmersiveSpace.
How to resolve: restart simulator device.
See attached the pictures of the visionOSSimulatorCorrectHomePosition and the visionOSSimulatorMisallignedHomePosition.
Hello,
I am building a kiosk-style app for VisionOS which will be used in Guided Access mode, to be given to various visitors. So each of them will do hands + eyes setup, standard Guided Access thing.
I want my experience to auto-start playing content when setup is done. I looked everywhere, but found no way do detect whether setup is complete? Also adding any kind of interface to start the app manually is risky, since buttons etc remain visible an interactable WHILE setup takes place. Delay-based approach also wont work, since setup can be skipped, or failed, or be done quickly, slowly... So it takes between 10 seconds and a few minutes.
So the question is - is there any way to get notification, or check some bool or something that will tell me that Hands + Eyes setup in Guided mode is complete (or skipped)?
Thanks in advance!
I have been concentrating on developing the visionOS application. While I am currently quite familiar with RealityKit, CompositorServices has also captured my attention. I have not yet acquired knowledge of CompositorServices. Could you please clarify whether it is essential for me to learn CompositorServices? Additionally, I would appreciate it if you could provide insights into the advantages of RealityKit and CompositorServices.
Similar to the visionOS Spatial Gallery app, I'm developing a visionOS app that will show spatial photos and videos. Is it possible to re-create the horizontal (or a vertical) scrolling functionality that shows spatial photos and spatial video previews? Does the Spatial Gallery app use private APIs to create this functionality? I've been looking at the Quick Look documentation and have been able to use the PreviewApplication to show a single preview, but do not see anything for a collection of files as the Spatial Gallery app presents in the scrolling view. Any insights or direction on how this may be done is greatly appreciated.
I'm trying to run a PhotogrammetrySession based on photos taken in an AVCaptureSession and stored as .heic files.
When I load the files I'm always seeing the error "Sample 0 missing LiDAR point cloud!" showing up for each individual sample.
Debugging shows that sample.depthDataMap is populated, also the .heic contains depth data which can be extracted using e.g. heif-convert on my Mac.
Comparing the .heic I created to one of the ObjectCaptureSession which doesn't show the LiDAR warning, I noticed the only difference being the HEIC information here:
So my questions are:
Are these the missing information in my manual capture causing this warning?
Can I somehow add these information in an AVCaptureSession?
Do these information allow better photogrammetry results?
Happy new year to all!
I have created an iOS app that also runs on Apple Vision Pro.
On iOS, when you activate the fileImporter modal, you can swipe down the modal in iOS to dismiss.
However, in visionOS, this same modal CANNOT be swiped down to cancel/dismiss. If you are drilled deep into a file hierarchy, you have to navigate back to the top level to tap X to dismiss.
Is there a way to add swipe down to the visionOS implementation of fileImporter, or any other workaround so the user doesn't have to navigate back to the top to dismiss?
Again, this is not a visionOS app but an iOS app compatible for use in Vision Pro.
Thanks!
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
I am beginner to spacial computing and would like to build an enterprise solution for my enterprise on VisionOS. How can I accomplish that?
Topic:
Spatial Computing
SubTopic:
General
Tags:
Enterprise
SwiftUI
Business and Enterprise
visionOS
https://developer.apple.com/documentation/realitykit/videomaterial
The documentation: "Video materials support transparency if the source video’s file format also supports transparency."
I have a transparency video(Hand.mov, HEVC with alpha), I can show the video with transparency background correctly on Vision Pro Simulates, but on physic Device the video has a black background. I'm sure the video format is ok because I can see get the texture from video and display it on an UnlitMaterial.
How can I show the transparency video correctly with the RealityKit/VideoMaterial?
Hello,
I've been tinkering a bit with TextComponent.
Based on the docs it seems like this component should always render sharp and nice text, no matter how close the user gets:
RealityKit dynamically adjusts the backing size to a value that results in high-fidelity text at its current location.
And it does on visionOS, but on iOS and macOS the text gets pixelated when I get close to it, as if its just rendering it once as a plain image texture.
Can anyone tell me if this is expected behavior or a bug?
Here two screenshots for comparison (iPhone and Vision Pro):
Thanks!
Hi !
I'm new on this forum, so if I need to update this post to have more info, or anything else, please let me know.
I'm using the Apple Vision Pro to develop some app (with unity). To demonstrate what the user see on the headset, I would like to mirror the view on a device (an iPad in this case). I managed to do this without any issue.
My problem is that, in the Vision Pro, I have an interface that the user can interact with. But I would like to be able to manage myself the interface on the iPad. What I mean is that the user can (or can't, doesn't matter) see the interface in the headset, and the interface is controlled by myself on the iPad.
Is there any way to do this ? Is this a question I should ask on unity's forum ? (I don't think so, because it should be related to the mirroring function non ?)
Topic:
Spatial Computing
SubTopic:
General
BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API
Type: Error | Timestamp: 2026-01-13 09:21:57.242191+02:00 | Process: Neuron XR | Library: CompositorNonUI | TID: 0x75e2c
Topic:
Spatial Computing
SubTopic:
General
I posted https://developer.apple.com/forums/thread/809481 yesterday about an issue I discovered with pushWindow in visionOS 26.2 RC, but today I discovered a second problem with pushWindow.
If window A calls pushWindow to present window B, and the user pins window B to a wall, the following unexpected behaviors are observed:
Window B spontaneously disappears.
If the user re-launches the (still running) app from the visionOS home view, both window A and window B appear simultaneously. I assume only window B should be visible at this point, since window A pushed window B.
If the user closes window B, it's now impossible to present window B again. Calls to pushWindow appear to be ignored.
If the user force-quits the app and relaunches it, and pushWindow is called again, window B appears, but window A remains visible.
I also noticed this surprising behavior:
This broken state of pushWindow behavior now affects all other apps on the system that may call pushWindow in the future, not just the app whose pushed window was pinned above.
A workaround is to reboot the device, and then the system will behave as expected until the next time the user pins a pushed window.
I’m facing an issue while using CustomHoverEffect. In my view, there is a long title, which causes the title to be truncated. When the user hovers over it, the title should scroll. Although I have already implemented the scrolling effect, I am unsure how to trigger the scroll on hover. How should I approach this?
For the M2 Apple Vision Pro, there's "a general guideline, we recommend no more than 500 thousand triangles for an immersive scene, with 250 thousand for applications in the shared space." --https://developer.apple.com/videos/play/wwdc2024/10186/?time=147
Is there a revised recommendation for the M5 Apple Vision Pro?
I am trying to launch a fully immersive game from Unity on a SwiftUI view. The game is using Metal Rendering with Compositor Services.
I added the unity Xcode project into the workspace, added the necessary bridge code. When I click on the button to call ufw?.showUnityWindow(), it does not start and I get the following in the console:
AR session failed to start after 5 seconds. Is the app configured to use an immersive space?
My app is getting video from UVC device, and I wish to display it in an Immersive Space. But when I open Immersive Space, the UVC capture will just stop.AI said it's due to confliction in Camera pipeline. But I don't really understand, I don't need to use any on device camera, why it conflict with my UVC...