Discuss Spatial Computing on Apple Platforms.

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VisionOS: Detect plane to place objects issue for animated objects
Hi, I have used the template code for Plane Detection and placing models on them from here https://developer.apple.com/documentation/visionos/placing-content-on-detected-planes This source code did not copy the animations in the preview model to the PlacedModel and hence I modified it to do a manual copy of animations and textures. There is a function called materialize() that does this and I was able to modify it to get it working where the placed models are now animating. The issue is when I apply gestures on them like drag or rotate. For those models that go through this logic I'm unable to add gestures even though I'm making sure that Collision and Input Target is set on the Placed Models. Has anyone been able to get this working or is it even a possibility? My materialize function func materialize() -> PlacedObject { let shapes = previewEntity.components[CollisionComponent.self]!.shapes // Clone render content first as we need its materials let clonedRenderContent = renderContent.clone(recursive: true) print("To be finding main model: \(descriptor.displayName)") // Find the main model in preview hierarchy func findMainModel(_ entity: Entity) -> Entity? { if entity.name == descriptor.displayName.replacingOccurrences(of: " ", with: "_") { print("Found main model: \(entity.name)") return entity } for child in entity.children { if child.name == descriptor.displayName.replacingOccurrences(of: " ", with: "_") { print("Found main model in children: \(child.name)") return child } } return nil } // Clone hierarchy preserving structure, names, and materials func cloneHierarchy(_ entity: Entity) -> Entity { print("Cloning: \(entity.name)") let cloned: Entity if let model = entity as? ModelEntity { // Clone with recursive false to handle children manually cloned = model.clone(recursive: false) if let clonedModel = cloned as? ModelEntity, let originalMaterials = model.model?.materials { // Preserve the original model's materials clonedModel.model?.materials = originalMaterials } } else { cloned = Entity() } // Preserve name and transform cloned.name = entity.name cloned.transform = entity.transform // Clone children for child in entity.children { let clonedChild = cloneHierarchy(child) cloned.addChild(clonedChild) } return cloned } print("=== Cloning Preview Structure ===") // Clone the preview hierarchy with proper structure let clonedStructure = cloneHierarchy(previewEntity) // Find and use the main model if let mainModel = findMainModel(clonedStructure) { print("Using main model for PlacedObject") let modelEntity: ModelEntity if let asModel = mainModel as? ModelEntity { print("Using asModel ") modelEntity = asModel } else { modelEntity = ModelEntity() modelEntity.name = mainModel.name // Copy children and transforms for child in mainModel.children { modelEntity.addChild(child) } modelEntity.transform = mainModel.transform } // Add collision component here let collisionComponent = CollisionComponent(shapes: shapes, isStatic: false, filter: CollisionFilter(group: PlacedObject.collisionGroup, mask: .all)) modelEntity.components.set(collisionComponent) // Create the placed object let placedObject = PlacedObject(descriptor: descriptor, renderContentToClone: modelEntity, shapes: shapes) // Set input target on the placed object itself placedObject.components.set(InputTargetComponent(allowedInputTypes: [.direct, .indirect])) return placedObject } else { print("Fallback to original render content") let placedObject = PlacedObject(descriptor: descriptor, renderContentToClone: clonedRenderContent, shapes: shapes) placedObject.components.set(InputTargetComponent(allowedInputTypes: [.direct, .indirect])) return placedObject } } My PlacedObject class where the init has the recursive cloning removed because it is handled in materialize class PlacedObject: Entity { let fileName: String // The 3D model displayed for this object. private let renderContent: ModelEntity static let collisionGroup = CollisionGroup(rawValue: 1 << 29) // The origin of the UI attached to this object. // The UI is gravity aligned and oriented towards the user. let uiOrigin = Entity() var affectedByPhysics = false { didSet { guard affectedByPhysics != oldValue else { return } if affectedByPhysics { components[PhysicsBodyComponent.self]!.mode = .static } else { components[PhysicsBodyComponent.self]!.mode = .static } } } var isBeingDragged = false { didSet { affectedByPhysics = !isBeingDragged } } var positionAtLastReanchoringCheck: SIMD3<Float>? var atRest = false init(descriptor: ModelDescriptor, renderContentToClone: ModelEntity, shapes: [ShapeResource]) { fileName = descriptor.fileName // renderContent = renderContentToClone.clone(recursive: true) renderContent = renderContentToClone super.init() name = renderContent.name // Apply the rendered content’s scale to this parent entity to ensure // that the scale of the collision shape and physics body are correct. scale = renderContent.scale renderContent.scale = .one // Make the object respond to gravity. let physicsMaterial = PhysicsMaterialResource.generate(restitution: 0.0) let physicsBodyComponent = PhysicsBodyComponent(shapes: shapes, mass: 1.0, material: physicsMaterial, mode: .static) components.set(physicsBodyComponent) components.set(CollisionComponent(shapes: shapes, isStatic: false, filter: CollisionFilter(group: PlacedObject.collisionGroup, mask: .all))) addChild(renderContent) addChild(uiOrigin) uiOrigin.position.y = extents.y / 2 // Position the UI origin in the object’s center. // Allow direct and indirect manipulation of placed objects. components.set(InputTargetComponent(allowedInputTypes: [.direct, .indirect])) // Add a grounding shadow to placed objects. renderContent.components.set(GroundingShadowComponent(castsShadow: true)) } required init() { fatalError("`init` is unimplemented.") } } Thanks
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467
Feb ’25
Gaze, Eye Tracking responsive Stuff
I am wondering, is it possible to somehow configure a 3D object to respond to the gaze of a person, like change colors of some parts of the 3D-Model where a person is looking, i.e. where a person's gaze lands on the surface of the 3D-model ? For example, if there is a 3D model of a Cool Dragon 🐉 in the physical space of a person, when seen through with the mixed reality view, of a VisionPro. Now, it would be really cool to change only the color, or make some specific parts of the dragon skin shimmer, but only in the areas where a person is looking. Is this possible ? Is it do-able with eye-tracking of VisionPro ? Any advice would be appreciated. 🤝 🤓 I am new to iOS and VisionOS development.
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237
Mar ’25
Realitykit asset loading
With Xcode 26, loading ressources with RealityKit is extremely slow. Here my project takes almost 50 seconds to load. I also get multiple Hang detected messages in the console: When I uncheck "Debug executable" in the schema, the same project loads in 2 seconds. I'm using RealityKit asynchronous loading: private static func loadFromRealityComposerPro( named entityName: String, fromSceneNamed sceneName: String ) async -> Entity? { var entity: Entity? do { let scene = try await Entity( named: sceneName, in: visionPetsContentBundle ) entity = scene.findEntity(named: entityName) } catch { print( "Error loading \(entityName) from scene \(sceneName): \(error.localizedDescription)" ) } return entity } Anyone having the same problem?
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90
Jun ’25
visionOS Simulator Rotate and Scale gestures difficult to register (capture)
We were having an issue wrb the system rotate and scale gestures (two-handed gestures / RotateGesture3D and MagnifyGesture) were extremely difficult to register (make work) in the visionOS simulator. The solution we found was to: Launch your app in the simulator Move the pointer on top of the 3D object for which you are testing rotation and scaling gestures. Press and hold the Option key to display touch points (ie: the two-handed gesture points). While maintaining the option key pressed, release the pointer and re-enable it again. I am using a track pad with tap-to-click enabled and three-finger to drag enabled in accessibility, so "release the pointer and re-enable it again" translates simply to removing the three finger and placing them again on the trackpad. If you have maintained the option key pressed, then you should now be able to rotate and scale the 3D object. Context if you are interested: Our issue was also occurring in Apple's own sample project relating to gestures "Transforming RealityKit entities using gestures", at below link. On Apple's article "Interacting with your app in the visionOS simulator" at the below link, for two-handed gestures it states "Press and hold the Option key to display touch points. Move the pointer while pressing the Option key to change the distance between the touch points. Move the pointer and hold the Shift and Option keys to reposition the touch points." This simply did not work anymore for rotation and scaling gestures. These gestures used to be a lot more responsive in Sonoma. Either the article should be updated to what I described above, or there is an issue. Our colleague who is using macOS Sonoma 14.6.1 with the latest release of Xcode is not having these issues. Here is the list of configurations (troubleshooting we tried!) where it is difficult to achieve rotation and scaling gestures in the visionOS simulator: macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.0 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.0 macOS Sequoia 16.1 Beta, remove all Xcodes and installed the build from AppStore (Xcode 16.1) macOS Sequoia 16.1 Beta, Xcode 16.0 w visionOS 2.0 completely wiped out, and reset entire development machine, re-installed latest releases of sequoia (15.1) and xcode (15.1)) Throughout these troubleshooting I often: restarted both xcode and sim erased all derived data erased all contents and settings from sims performed fresh git clones None of the above worked, only the workaround described above works atm. As you can maybe deduce, it was very time consuming to find the workaround, we also wasted some development effort thinking our gesture development was no-good. Hopefully this will help other devs. Article Link: https://developer.apple.com/documentation/xcode/interacting-with-your-app-in-the-visionos-simulator Gesture sample project link: https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
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1.1k
Oct ’25
RealityKit Entity ComponentSet does not conform to Sequence?
Hello, I'm trying to view the components of an Entity I'm creating in RealityKit by reading from a USDZ file. I have the following code snippet in my app. if let appleEntity = try? Entity.loadModel(named: "apple_tile") { let c = appleEntity.components for comp in c { // <- compiler error here print(comp) } } The compiler error I'm receiving says "For-in loop requires 'Entity.ComponentSet' to conform to 'Sequence'". However, I thought this was the case, according to the documentation for Entity.ComponentSet? Curious if anyone else has had this problem. Running XCode 15.4, and my Swift version is xcrun swift -version swift-driver version: 1.90.11.1 Apple Swift version 5.10 (swiftlang-5.10.0.13 clang-1500.3.9.4) Target: x86_64-apple-macosx14.0
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419
Mar ’25
VisionOS Beta 3 spatial sculpting apple sample crash
Hello since updating to beta 3 the sculpting sample app doesn't work it crashes on running. seems to be something in AnchorEntity or AccessoryAnchoringSource Referenced from: <00B81486-1A74-30A0-B75B-4B39E3AF57DF> /private/var/containers/Bundle/Application/3D2EBF59-19F0-4BF4-8567-6962AA36A2C6/delete.app/delete.debug.dylib Expected in: <BAA9B221-78A1-3B99-AA2F-B8DFCD179FC7> /System/Library/Frameworks/RealityFoundation.framework/RealityFoundation
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338
Jul ’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?
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584
Sep ’25
Missing Properties in BillboardComponent
In an earlier beta, BillboardComponent had rotationAxis and upDirection properties which allowed more fine-grained control of how an entity rotates towards the camera. Currently, it is only possible to orient the z axis of the entity. Looking at the robot in the documentation, the rotation of its z axis causes its feet to lift off the ground. Before, it was possible to restrain the rotation to one axis (y, for example) so that the robot's feet stayed on the ground with billboard.upDirection = [0, 1, 0] billboard.rotationAxis = [0, 1, 0] Is there an alternative way to achieve this? Are these properties (or similar) coming back?
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304
Mar ’25
How to display stereo images in Apple Vision Pro?
Hi community, I have a pair of stereo images, one for each eye. How should I render it on visionOS? I know that for 3D videos, the AVPlayerViewController could display them in fullscreen mode. But I couldn't find any docs relating to 3D stereo images. I guess my question can be brought up in a more general way: Is there any method that we can render different content for each eye? This could also be helpful to someone who only has sight on one eye.
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4.9k
Mar ’25
CompositorServices Or RealityKit
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.
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782
Mar ’25
How to use defaultSize with visionOS window restoration?
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?
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453
Jul ’25
How To Move Camera with PS5 Game Controller
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.
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773
Jul ’25
AR QuickLook Frame Rate Questions
When I've made an animated UDSZ, at what framerate will the animation be rendered in QuickLook? Is it the same across all devices? (iPhone, Apple Vision Pro, etc.) and viewing environments? (QuickLook, inside an ARView, etc.) Suppose I export my file at 30fps and the device draws at 60fps, does the device interpolate between frames automatically, animate at a lower frame rate, or play it at twice the speed? What if it were 24fps? My primary concern with understanding frame rates is a bit of trouble I've had making perfectly looping animations. There always seems to be the slightest stutter between iterations. Thanks in advance for any insights you're able to provide!
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268
Mar ’25
Vision OS: HUD mode windows
If I correctly understand, a new Enterprise API has been introduced In visionOS 26 allowing to fix windows to the user frame of reference, implementing a something like an "head up display", with the window tracking the user movements. Is this API only available to enterprise applications, and if so is there a plan to make it available for every kind of app?
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122
Jun ’25