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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Stop Reality Composer
Is there a way to stop a Reality Composer Timeline ? And restart it later on. For me it looks like you can only start a timeline via notification. and related to it. i have the issue that if the notification to start a certain timeline happens twice or more, it looks as if the timeline actually plays multiple times and animations start to glitch and jump. what is best practise here to avoid this.
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Auto Rig Pro Mixamo Animation to RC Pro
Hi! I have been struggling with this for a little while and most of what I've found has not helped much. I hope to find more success here. Essentially, I have a model I've made in Blender. I rigged it using Auto Rig Pro, and I've also used ARP to add a Mixamo animation to it. That all works fine in Blender. However, when I try to import this model into RCP, I don't get the animation. The "default subtree animation" is completely empty. I attribute this to my lack of experience in this field but here's what I've attempted thus far: Pushing the Mixamo keyframes into an NLA strip. I'm pretty sure this is the correct line of action, but I'm definitely not doing something right. Baking the animation (?) I've made sure that I have animation checked when I export the model! Any ideas or reference projects would be lovely. I haven't really found much that has pushed me in the right direction. This project is, unfortunately, kind of time sensitive, so I would appreciate help ASAP. Thank you and let me know if I can add anymore context!
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Can not remove final World Anchor
I’ve been having some issues removing anchors. I can add anchors with no issue. They will be there the next time I run the scene. I can also get updates when ARKit sends them. I can remove anchors, but not all the time. The method I’m using is to call removeAnchor() on the data provider. worldTracking.removeAnchor(forID: uuid) // Yes, I have also tried `removeAnchor(_ worldAnchor: WorldAnchor)` This works if there are more than one anchor in a scene. When I’m down to one remaining anchor, I can remove it. It seems to succeed (does not raise an error) but the next time I run the scene the removed anchor is back. This only happens when there is only one remaining anchor. do { // This always run, but it doesn't seem to "save" the removal when there is only one anchor left. try await worldTracking.removeAnchor(forID: uuid) } catch { // I have never seen this block fire! print("Failed to remove world anchor \(uuid) with error: \(error).") } I posted a video on my website if you want to see it happening. https://stepinto.vision/labs/lab-051-issues-with-world-tracking/ Here is the full code. Can you see if I’m doing something wrong? Is this a bug? struct Lab051: View { @State var session = ARKitSession() @State var worldTracking = WorldTrackingProvider() @State var worldAnchorEntities: [UUID: Entity] = [:] @State var placement = Entity() @State var subject : ModelEntity = { let subject = ModelEntity( mesh: .generateSphere(radius: 0.06), materials: [SimpleMaterial(color: .stepRed, isMetallic: false)]) subject.setPosition([0, 0, 0], relativeTo: nil) let collision = CollisionComponent(shapes: [.generateSphere(radius: 0.06)]) let input = InputTargetComponent() subject.components.set([collision, input]) return subject }() var body: some View { RealityView { content in guard let scene = try? await Entity(named: "WorldTracking", in: realityKitContentBundle) else { return } content.add(scene) if let placementEntity = scene.findEntity(named: "PlacementPreview") { placement = placementEntity } } update: { content in for (_, entity) in worldAnchorEntities { if !content.entities.contains(entity) { content.add(entity) } } } .modifier(DragGestureImproved()) .gesture(tapGesture) .task { try! await setupAndRunWorldTracking() } } var tapGesture: some Gesture { TapGesture() .targetedToAnyEntity() .onEnded { value in if value.entity.name == "PlacementPreview" { // If we tapped the placement preview cube, create an anchor Task { let anchor = WorldAnchor(originFromAnchorTransform: value.entity.transformMatrix(relativeTo: nil)) try await worldTracking.addAnchor(anchor) } } else { Task { // Get the UUID we stored on the entity let uuid = UUID(uuidString: value.entity.name) ?? UUID() do { try await worldTracking.removeAnchor(forID: uuid) } catch { print("Failed to remove world anchor \(uuid) with error: \(error).") } } } } } func setupAndRunWorldTracking() async throws { if WorldTrackingProvider.isSupported { do { try await session.run([worldTracking]) for await update in worldTracking.anchorUpdates { switch update.event { case .added: let subjectClone = subject.clone(recursive: true) subjectClone.isEnabled = true subjectClone.name = update.anchor.id.uuidString subjectClone.transform = Transform(matrix: update.anchor.originFromAnchorTransform) worldAnchorEntities[update.anchor.id] = subjectClone print("🟢 Anchor added \(update.anchor.id)") case .updated: guard let entity = worldAnchorEntities[update.anchor.id] else { print("No entity found to update for anchor \(update.anchor.id)") return } entity.transform = Transform(matrix: update.anchor.originFromAnchorTransform) print("🔵 Anchor updated \(update.anchor.id)") case .removed: worldAnchorEntities[update.anchor.id]?.removeFromParent() worldAnchorEntities.removeValue(forKey: update.anchor.id) print("🔴 Anchor removed \(update.anchor.id)") if let remainingAnchors = await worldTracking.allAnchors { print("Remaining Anchors: \(remainingAnchors.count)") } } } } catch { print("ARKit session error \(error)") } } } }
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May ’25
Exporting .reality files from Reality Composer Pro
I've been using the MacOS XCode Reality Composer to export interactive .reality files that can be hosted on the web and linked to, triggering QuickLook to open the interactive AR experience. That works really well. I've just downloaded XCode 15 Beta which ships with the new Reality Composer Pro and I can't see a way to export to .reality files anymore. It seems that this is only for building apps that ship as native iOS etc apps, rather than that can be viewed in QuickLook. Am I missing something, or is it no longer possible to export .reality files? Thanks.
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2k
Jul ’25
Xcode 26 - extremely long time to open immersive space
The issue reproducible with empty project. When you run it and tap "Open immersive space" it takes a couple of minutes to respond. The issue only reproducible on real device with debugger attached. Reproducible other developers too (not specific to my environment). Issue doesn't exists in Xcode 16. Afer initial long delay subsequent opens works fine. Console logs: nw_socket_copy_info [C1:2] getsockopt TCP_INFO failed [102: Operation not supported on socket] nw_socket_copy_info getsockopt TCP_INFO failed [102: Operation not supported on socket] Failed to set dependencies on asset 9303749952624825765 because NetworkAssetManager does not have an asset entity for that id. void * _Nullable NSMapGet(NSMapTable * _Nonnull, const void * _Nullable): map table argument is NULL PSO compilation completed for driver shader copyFromBufferToTexture so=0 sbpr=256 sbpi=16384 ss=(64, 64, 1) p=70 sc=1 ds=0 dl=0 do=(0, 0, 0) in 1997 XPC connection interrupted <<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606 Failed to load item AXCodeItem<0x14706f250> [Rank:6000] SpringBoardUIServices [AXBundle name:/System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle/SpringBoardUIServices] [Platforms and Targets:{ iOS = SpringBoardUIServices; } Framework] [Excluded: (null)]. error: Error Domain=AXLoading Code=0 "URL does not exist: file:///System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle" UserInfo={NSLocalizedDescription=URL does not exist: file:///System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle} Failed to load item AXCodeItem<0x14706f250> [Rank:6000] SpringBoardUIServices [AXBundle name:/System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle/SpringBoardUIServices] [Platforms and Targets:{ iOS = SpringBoardUIServices; } Framework] [Excluded: (null)]. error: Error Domain=AXLoading Code=0 "URL does not exist: file:///System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle" UserInfo={NSLocalizedDescription=URL does not exist: file:///System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle} [b30780-MRUIFeedbackTypeButtonWithBackgroundTouchDown] Playback timed out before completion (after 3111 ms) Failed to set dependencies on asset 7089614247973236977 because NetworkAssetManager does not have an asset entity for that id.
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Oct ’25
Accessing LiDAR Depth Data and Scene Reconstruction on Apple Vision Pro
Hello, I'm developing a visionOS application for Apple Vision Pro that aims to scan unknown physical objects, capture their 3D data (such as meshes or point clouds), and export them as 3D models. Ideally, I'd also like to visualize these reconstructions in real-time within the headset. This functionality is similar to what's available in Reality Composer on iPad and iPhone, but I'm seeking to implement it natively on Vision Pro. I've reviewed the visionOS documentation but haven't found clear guidance on accessing LiDAR depth data or performing scene reconstruction. Specifically, I'm interested in: 1.Accessing LiDAR or depth data from Vision Pro's sensors. 2.Utilizing ARKit's scene reconstruction capabilities on visionOS. 3.Exporting captured 3D data as models (e.g., USDZ or OBJ formats). Are there APIs or frameworks in visionOS that support these features?
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May ’25
How to trigger actions by OnCollision in Behaviors Component
It's all about notifications to trigger actions from RCP's new Timeline system. From Compose interactive 3D content in Reality Composer Pro I am actually starting to confuse why there was need to use Entity.applyTapForBehaviors in code to trigger content in Behaviors Component. Simply because in Behaviors Component, we have chosen OnTap to allow a "Tap Notification" to trigger our action (on a selected target object). Then I guess by selecting OnCollision this trigger, I should write something like CollisionEvent.entityA.applyCollisionForBehaviors, which we don't have. And ofc the collision on my object won't trigger this action (because I only did things in RCP not in code). Ignoring this post has pointed out we could use Behaviors Component's OnNotification to trigger something for now. I found that I could still use OnTap trigger but actually put my code Entity.applyTapForBehaviors under my subscribed collision's begin event. That actually works better than OnCollision So what is the design principles here? And how could I trigger a collision notification to let my Behaviors Component's OnCollision actually works?
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Mar ’25
How to prevent system windows occlusion when using OcclusionMaterial
We use SceneReconstructionProvider to detect meshes in the surrounding environment and apply an OcclusionMaterial to them. // Assuming `entity` represents one of the detected mesh in the environment entity.components.set(ModelComponent( mesh: mesh, materials: [OcclusionMaterial()] )) While this correctly occludes entities placed in the immersive space, it also occludes system windows. This becomes problematic when a window is dragged into an occluded area (before or after entering the immersive space), preventing interaction with its elements. In some cases, it also makes it impossible to focus on the window’s drag handle, since this might become occluded as well after moving the window nearby. More generally, system windows can be occluded when they come into proximity with a model that has OcclusionMaterial applied. I'm aware of a change introduced in visionOS 2 regarding how occlusions interact with UI elements (as noted in the release notes). I believe this change was intended to ensure windows do not remain visible when opened in another room. However, this also introduces some challenges, as described in the scenario above. Is there a way to prevent system window occlusion while still allowing entities to be occluded by environmental features? Perhaps not using OcclusionMaterial at all? Development environment: Xcode 16.2, macOS 15.2 Run-time configuration: visionOS 2.2 and 2.3
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Feb ’25
Blender to Reality Composer Pro 2.0 to SwiftUI + RealityKit visionOS Best Practices
Hi, I'm very new to 3D and am currently porting a SwiftUI iOS app to visionOS 2.0. I saw WWDC24 feature Blender in multiple spatial videos, and have begun integrating Blender models and animations into my VisionOS app (I would also like to integrate skeletons and programmatic rigging, more on that later). I'm wondering if there are “Best Practices” for this workflow - from Blender to USD to RCP 2.0 to visionOS 2 in Xcode. I’ve cobbled together the following that has some obvious holes: I’ve been able to find some pre-rigged and pre-animated models online that can serve as a great starting point. As a reference, here is a free model from SketchFab - a simple rigged skeleton with 6 built in animations: https://sketchfab.com/3d-models/skeleton-character-low-poly-8856e0138f424d68a8e0b40e185951f6 When exporting to USD from Blender, I haven’t been able to export more than one animation per USD file. Is there a workflow to export multiple animations in a single USDC file, or is this just not possible? As a temporary workaround, here is a python script I’ve been using to loop through all Blender animations, and export a model for each animation: import bpy import os # Set the directory where you want to save the USD files output_directory = “/path/to/export” # Ensure the directory exists if not os.path.exists(output_directory): os.makedirs(output_directory) # Function to export current scene as USD def export_scene_as_usd(output_path, start_frame, end_frame): bpy.context.scene.frame_start = start_frame bpy.context.scene.frame_end = end_frame # Export the scene as a USD file bpy.ops.wm.usd_export( filepath=output_path, export_animation=True ) # Save the current scene name original_scene = bpy.context.scene.name # Iterate through each action and export it as a USD file for action in bpy.data.actions: # Create a new scene for each action bpy.context.window.scene = bpy.data.scenes[original_scene].copy() new_scene = bpy.context.scene # Link the action to all relevant objects for obj in new_scene.objects: if obj.animation_data is not None: obj.animation_data.action = action # Determine the frame range for the action start_frame, end_frame = action.frame_range # Export the scene as a USD file output_path = os.path.join(output_directory, f"{action.name}.usdc") export_scene_as_usd(output_path, int(start_frame), int(end_frame)) # Delete the temporary scene to free memory bpy.data.scenes.remove(new_scene) print("Export completed.") I have also been able to successfully export rigging armatures as a single Skeleton - each “bone” showing getting imported into Reality Composer Pro 2.0 when exporting/importing manually. I would like to have all of these animations available in a single scene to be used in a RealityView in visionOS - so I have placed all animation models in a RCP scene and created named Timeline Action animations for each, showing the correct model and hiding the rest when triggering specific animations. I apply materials/textures to each so they appear the same, using Shader Graph. Then in SwiftUI I use notifications (as shown here - https://forums.developer.apple.com/forums/thread/756978) to trigger each RCP Timeline Action animation from code. Two questions: Is there a better way than to have multiple models of the same skeleton - each with a different animation - in a scene to be able to trigger multiple animations? Or would this require recreating Blender animations using skeleton rigging and keyframes from within RCP Timelines? If I want to programmatically create custom animations and move parts of the skeleton/armatures - do I need to do this by defining custom components in RCP, using IKRig and define movement of each of the “bones” in Xcode? I’m looking for any tips/tricks/workflow from experienced engineers or 3D artists that can create a more efficient/optimized workflow using Blender, USD, RCP 2 and visionOS 2 with SwiftUI. Thanks so much, I appreciate any help! I am very excited about all the new tools that keep evolving to make spatial apps really fun to build!
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Apr ’25
Is SceneKit depricated ?
Hi everyone! I am working on AR app and wanted to implement object occlusion because it removes drift pretty much from the object. This working great with RealityKit sample But I am unable to replicate such behaviour it with scenekit. Because scenekit does not offer object occlusion. Can we say scenekit is getting depricated, and we should re-write app in RealityKit (which is obviously a big task)?
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1.9k
Nov ’25
RealityKit / visionOS – Memory not released after dismissing ImmersiveSpace with USDZ models
Hi everyone, I’m encountering a memory overflow issue in my visionOS app and I’d like to confirm if this is expected behavior or if I’m missing something in cleanup. App Context The app showcases apartments in real scale using AR. Apartments are heavy USDZ models (hundreds of thousands of triangles, high-resolution textures). Users can walk inside the apartments, and performance is good even close to hardware limits. Flow The app starts in a full immersive space (RealityView) for selecting the apartment. When an apartment is selected, a new ImmersiveSpace opens and the apartment scene loads. The scene includes multiple USDZ models, EnvironmentResources, and dynamic textures for skyboxes. When the user dismisses the experience, we attempt cleanup: Nulling out all entity references. Removing ModelComponents. Clearing cached textures and skyboxes. Forcing dictionaries/collections to empty. Despite this cleanup, memory usage remains very high. Problem After dismissing the ImmersiveSpace, memory does not return to baseline. Check the attached screenshot of the profiling made using Instruments: Initial state: ~30MB (main menu). After loading models sequentially: ~3.3GB. Skybox textures bring it near ~4GB. After dismissing the experience (at ~01:00 mark): memory only drops slightly (to ~2.66GB). When loading the second apartment, memory continues to increase until ~5GB, at which point the app crashes due to memory pressure. The issue is consistently visible under VM: IOSurface in Instruments. No leaks are detected. So it looks like RealityKit (or lower-level frameworks) keeps caching meshes and textures, and does not free them when RealityView is ended. But for my use case, these resources should be fully released once the ImmersiveSpace is dismissed, since new apartments will load entirely different models and textures. Cleanup Code Example Here’s a simplified version of the cleanup I’m doing: func clearAllRoomEntities() { for (entityName, entity) in entityFromMarker { entity.removeFromParent() if let modelEntity = entity as? ModelEntity { modelEntity.components.removeAll() modelEntity.children.forEach { $0.removeFromParent() } modelEntity.clearTexturesAndMaterials() } entityFromMarker[entityName] = nil removeSkyboxPortals(from: entityName) } entityFromMarker.removeAll() } extension ModelEntity { func clearTexturesAndMaterials() { guard var modelComponent = self.model else { return } for index in modelComponent.materials.indices { removeTextures(from: &modelComponent.materials[index]) } modelComponent.materials.removeAll() self.model = modelComponent self.model = nil } private func removeTextures(from material: inout any Material) { if var pbr = material as? PhysicallyBasedMaterial { pbr.baseColor.texture = nil pbr.emissiveColor.texture = nil pbr.metallic.texture = nil pbr.roughness.texture = nil pbr.normal.texture = nil pbr.ambientOcclusion.texture = nil pbr.clearcoat.texture = nil material = pbr } else if var simple = material as? SimpleMaterial { simple.color.texture = nil material = simple } } } Questions Is this expected RealityKit behavior (textures/meshes cached internally)? Is there a way to force RealityKit to release GPU resources tied to USDZ models when they’re no longer used? Should dismissing the ImmersiveSpace automatically free those IOSurfaces, or do I need to handle this differently? Any guidance, best practices, or confirmation would be hugely appreciated. Thanks in advance!
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3w
visionOS – Starting GroupActivity FaceTime Call dismisses Immersive Space
Hello, I am in the process of implementing SharePlay support in my visionOS app. Everything runs fine when I test locally, but when my app is distributed via TestFlight, calling try await activity.activate() shows the SharePlay dialog as usual, but then when I start a new FaceTime call, my ImmersiveSpace gets dismissed. This is only happening when the app is distributed via TestFlight, when I run it locally the ImmersiveSpace stays active as expected. Looking at the console on my Mac I found this log: Invalid initial client settings class: UIApplicationSceneClientSettings; expected class: MRUISharedApplicationSceneClientSettings; bundle ID: com.apple.facetime; scene ID: com.apple.facetime:SFBSystemService-DDA8C751-C0C4-487E-AD85-59EF4E6C6050 Does anyone have an idea how I can fix this? It's driving me nuts and I wasted over a day looking for a workaround but so far been unsuccessful. Thanks!
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Dec ’25
Logitech Muse API?
Hello, I've pre-ordered the Logitech Muse with hopes of developing with it, but have yet to find any documentation relating to the capabilities it will have/any APIs that will be available to take advantage of the Muse. Is anyone aware of what might become available? Thank you in advance.
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Oct ’25
Triangle Recommendation Limit for M5 Vision Pro
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?
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Nov ’25
Displaying multiple immersive movies in spheres in an immersive environment
In visionOS, I'm trying to create an immersive environment which would feature several spheres in which immersive movies are visible. I'm starting from a sample code which creates a sphere, sets an immersive movie as its material, and opens it as an immersive environment. This works fine. But if I create a sphere in an open immersive environment using Reality Composer Pro and sets its material to an immersive movie, I can see the movie on the sphere while I move outside of it but if I try to get inside the sphere, it disappears. What would be the right way of doing this ?
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706
Oct ’25
Spaceship sample code does not compile
I'm getting the following error message when compiling the Apple provided sample, Spaceship game for the Apple Visio Pro. I've already tried deleting the derived data resetting the package cache and restarting Xcode but still getting the following error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path /Users/myoungkang/Downloads/CreatingASpaceshipGame/Packages/Studio/Sources/Studio/Studio.rkassets because 'The file “Studio.rkassets” couldn’t be opened because you don’t have permission to view it.' error: Tool exited with code 1
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73
Apr ’25