There a way to use contentCaptureProtected with Quick Look on VisionOS 26? Or exist a way to see a spatial photo with Quick Look without sharing options ?
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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I'm trying to develop an app that broadcasts what the user sees (priorly we were using main camera access) but now we'd like to investigate and try with this option.
I have set up the BroadcastExtension, I've added the picker, I click on my button, I can see my broadcast extension in the options list in the control center, once I click start, it stops after 1 second more or less.
I'm not able to get anything in the console from my Sample Handler (prints or logs or anything).
I can see however in the console.app some misleading information (one after the other):
[INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1333 Extension has passthrough license
[INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1336 Extension does not have passthrough license
We have the entreprise license, the capability and I did add the capability on the extension target as well.
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!
In my Reality Composer Pro workflow for Vision Pro development, I’m using xcrun realitytool image to pre-compress textures into .ktx format, typically using ASTC block compression. These textures are used for cubemaps and environment assets.
I’ve noticed that regardless of the image content—whether it’s a highly detailed photo or a completely black image—once compressed with the same ASTC block size (e.g., ASTC_8x8), the resulting .ktx file size is nearly identical. There appears to be no content-aware logic that adapts the compression ratio to the actual texture complexity.
In contrast, Unreal Engine behaves differently: even when all cubemap faces are imported at the same resolution as DDS textures, the engine performs content-aware compression during packaging:
Low-complexity images are compressed more aggressively
The final packaged file size varies based on content complexity
Since Reality Composer Pro requires textures to be pre-compressed as .ktx, there’s no opportunity for runtime optimization or per-image compression adjustment.
Just wondering: is there any recommended way to implement content-aware compression for .ktx textures in Reality Composer Pro?
Or any best practices to optimize .ktx sizes based on image complexity?
Thanks!
Hello,
We've been working for months now on an App for the Vision Pro.
(it's been great btw!)
We already have an App in the App Store for iOS, and have been migrating our platform from the Microsoft Hololens 2 to the AVP:
https://apps.microsoft.com/detail/9NPPP031VHD1
We require the Main Camera access and already have gotten the Enterprise.license for development purposes.
Unfortunately, we cannot publish our Business App (which uses an Enterprise API) under the same Name/Bundle ID as our iOS App because it would conflict with our current Distribution Method.
We arrived at the conclusion that we need a new Enterprise.license under a different Bundle ID to create a new App for the Business Store.
Has anyone been in the same boat as us, and tried to publish to the Business Store while already having an App in the Public App Store under the same name?
We applied to get another license for distribution under another name (with "Pro" at the end), but it's been stuck in limbo for over a month now (probably because the new bundle ID doesn't have any track record).
Anyhow, thanks for any help, we're open to suggestions as to how to proceed!
I want to select a sub model under a large model in a mixed space, and when I select this sub model, I will add a stroke to it, similar to the effect of selecting a model in Reality Composer Pro ,How to create entity strokes similar to this effect
I am allowing users to go through and capture different rooms, and add a custom label to that room. Is there a way to store data about this in the captured room so that it persists into the final merge? As it is now, My users mark all their merges with custom labels, but after merging there is no way to remember which room is which in the merging process so they have to go through and manually add the labels back. For larger floor plans this is not ideal.
I'm developing an AR application for the iPad pro where the primary purpose is to overlay 3D design data on top of production parts. For alignment, we are using Vuforia (model targets) which work really well locally. The further the device is moved from the point of original alignment, we are seeing quite a bit of overlay error (drift?).
My primary questions are:
Are there any best practices to stabilize frame-to-frame tracking when using model targets? We are noticing drift as soon as the device starts moving (the drift appears to occur specifically in the direction the device is moving). After about 15 feet of movement, we are observing about 3-6" of overlay error
These use cases can be over 100 feet long. In order to reset drift, we understand we'll need multiple alignment points (model targets) along the way. Is there a standard/best practice for this? Ex: have a new alignment point every x-feet?
We are using plane anchors to set our alignment. Typically we attach it to the nearest plane; however, the anchor point can be very far away (the origin of the model, which often is not near where the virtual content is). Could this be the issue? The anchor is far from the plane that we attach it too. Would moving the anchor closer to the plane we attach it too improve stability? After a few steps, the plane we originally attach too will be out of FoV anyway.
Thanks in advance!
Topic:
Spatial Computing
SubTopic:
ARKit
I created a new Spatial Rendering App from the template in Xcode 26.0.1. When I run the app, click 'Show Immersive Space' and select my Vision Pro from the pop-up dialog, the content in the dialog flickers (which seems to indicate something crashed) and nothing appears on my Vision Pro.
I'm running the released macOS 26.0 (25A354) and visionOS 26.0 (23M336). Filed as FB20397093.
I'm capturing a room via RoomPlan API and would like to access the DepthMap(sceneDepth) or SmoothDepthMap(smoothedSceneDepth) from my own provided ARSession for RoomCaptureSession.
But both depth maps are empty when handling the delegates. I have not found a solution yet. So is it even possible? Because i have not found any documentation of what RoomCaptureSession overwrites in the ARSession if I provide my own ARSession instance.
Here is a example code snippet of what i'm trying to do:
private let arSession = ARSession()
private lazy var roomPlanCaptureSession = RoomCaptureSession(arSession: arSession)
let arConfig = ARWorldTrackingConfiguration()
//Create semantics for ARconfig which is used for ARSession
var semantics: ARWorldTrackingConfiguration.FrameSemantics = []
if ARWorldTrackingConfiguration.supportsFrameSemantics(.sceneDepth) {
semantics.insert(.sceneDepth)
}
if ARWorldTrackingConfiguration.supportsFrameSemantics(.smoothedSceneDepth) {
semantics.insert(.smoothedSceneDepth)
}
arConfig.frameSemantics = semantics
//set delegates
roomPlanCaptureSession.delegate = self
arSession.delegate = self
//Check if device support for depthMap
if ARWorldTrackingConfiguration.supportsFrameSemantics(.sceneDepth){
arSession.run(arConfig)
}
else{
print(".sceneDepth is unsupported.")
}
//run roomcapture scan config
let captureConfig = RoomCaptureSession.Configuration()
roomPlanCaptureSession.run(configuration: captureConfig)
//trying to get sceneDepth
public func session(_ session: ARSession, didUpdate frame: ARFrame) {
print("session delegate capture: sceneDepth: \(String(describing: frame.sceneDepth))")
//prints: session delegate capture: sceneDepth: nil
also in this video from 2023 it is say that i can pass custom ARSession to my RoomPlan.
Explore enhancements to RoomPlan - Video
Quote 3:00: Here is the init and stop function in previous RoomPlan. And here is how you pass over a custom ARSession to init function. Any custom ARSession with ARWorldTrackingConfiguration will be honored inside RoomCaptureSession.
anyway I welcome any input. maybe im doing something wrong. :)
Environment Versions
・macOS15.6.1
・visionOS26.0.1
・Xcode16.1 or 26.0.1
・unity6000.2.9f1
・Apple.core3.2.0
・Apple.PHASE1.2.7
・polyspatial2.4.2
With the above environment, after installing Apple.PHASE into unity and building to a visionOS device, Audio is available and distance attention works, but Early Reflection and Late Reverb produce no audible change even when checked and their parameters are adjusted.
What is required to make Early Reflection and Late Reverb take effect on a visionOS device build?
action taken
・created a SoundEvent.
・in composer, created a Sampler and a SpatialMixer; attached an AudioClip to the Sampler; enabled Direct Path, Early Reflection, and Late Reverb on the SpatialMixer.
・attached a PHASE Source to the object to be played, attached the created SoundEvent to it, and set non-zero values for Early Reflection and Late Reverb.
・attached a PHASE Listener to the mainCamera and set the ReverbPreset to a value other than None.
・in project settings > Audio, set Spatializer plugin to PHASE Spatializer.
・from there, build for visionOS.
Currently I am using mixed style immersive view to place both my WindowView(plain style) and ImmersiveView content together. The issue is that the rendering depth testing may always let the virtual content block my normal WindowView. Is it possible to manually set windowedVIew always displays in the front of my virtual view in mixed style immersion? (I know modelSortGroup but it doesn't quite fits here)
Or if I can dynamically change the .progressive value when the immersive space is open (set the value to zero means .mixed itself right?)
I have an iOS app that can display a USDZ model downloaded from the Internet (and cached locally) via an ARView.
I would like to light that model with an image based light (IBL) also downloaded from the Internet.
However, as far as I can tell, ARView can only create an IBL from a resource that has been compiled into the Xcode project and loaded with EnvironmentResource(named:in:) or EnvironmentResource.load(named:in:).
Is there a way to create an EnvironmentResource from an HDRI via a file URL to use in ARView in iOS?
How can I create 180-degree apple immersive videos using game engine
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
I'm developing a custom gesture-based visionOS project that uses hand tracking with collision detection spheres on fingers to register user interactions through collision components. I'm experiencing a critical occlusion issue where collision detection spheres are intermittently occluded by the background/depth buffer, causing fingers to pass through the 3D model entities without registering interactions.
Detailed Description:
I have added 3D entities in an immersive scene with collision spheres attached to fingers for detecting user interactions.
Each sphere has:
CollisionComponent with sphere shape
Proper collision masks and groups configured
Real-time position updates from hand joint transforms
Each entity has:
InputTarget components to register collisions
The Issue:
When users move their fingers to the entity to interact, some collision spheres (particularly on the pinkie and ring fingers) become occluded and pass directly through the 3D model without triggering collision events.
Meanwhile, other fingers (like the index finger) continue to work correctly.
This appears to be a depth perception/z-buffer issue between the model entity and the hand tracking collision spheres
Questions:
Is there a recommended approach for maintaining consistent depth ordering between hand-tracking entities and 3D models in immersive spaces to prevent occlusion issues?
Should I be using AnchorEntities to anchor the entity to a plane or world position to establish a more stable depth reference?
Are there specific RenderingComponent or material settings that could help ensure collision entities maintain their depth priority and don't get occluded?
Could this be related to z-fighting when collision spheres and entity geometry occupy similar depth ranges? If so, what's the recommended depth bias approach?
Is there a better architectural approach for implementing interactions with custom hand gesture tracking that avoids these depth perception issues?
What Would Help:
Implementation guidance for ensuring reliable collision detection between hand-tracked entities through custom gestures and 3D models.
Best practices for depth management in immersive spaces with custom hand gesture tracking.
Sample code demonstrating stable hand-to-object interaction patterns.
Information about whether this is a known limitation or if there are specific APIs I should be leveraging
This issue is significantly impacting the reliability of our app experience, as users cannot consistently interact with all model components. Any guidance from Apple engineers or developers who have solved similar depth/occlusion challenges would be greatly appreciated.
Additional Context:
This is for a productivity-focused application where accuracy and reliability are critical.
Thank you for any assistance!
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
ARKit
Reality Composer
AR / VR
visionOS
When using RoomPlan to collect data and processing it with StructureBuilder, the app crashes.
Crash thread:
RoomScanCore.offlineFloorPlanGeneration
How should I deal with this issue? I’ve already implemented crash capture, but no crash was logged—the app just crashes directly.
RoomScanCore.offlineFloorPlanGeneration
I have an arguably massive project and am not sure if the issue is with the assets or my approach in the code.
the error says : Tool terminated due to error "SIGNAL 6:Abort trap:6"
Basically I have around 15-20 assets (usda files built out of usdz files). In the code i am loading a scene with all the usda files and then have the functions to enable and disable a particular asset when needed.
This was working as intended when i am using dummy assets(with less polygons, lesser textures)
But when i placed the actual assets the error appears and persists. Do I have a bad approach of loading all the scenes at once?
Previously i have used an approach which loads the scenes when needed and that involved some lag before rendering the assets. But my current approach(when using dummies) works like a dime rendering and hiding the assets in realtime with no lag.
Kindly suggest any workarounds.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
Reality Composer
AR / VR
RealityKit
Reality Composer Pro
When assigning a ManipulationComponent to an Entity SceneEvents.WillRemoveEntity will be called for that Entity.
Expected Behavior: the Entity is not (even if temporarily) removed from the Scene and no SceneEvents will be triggered as a result of assigning a ManipulationComponent.
FB20872220
Hi. I am mixing content destined for Vision Pro. Locked to video. I have the AAX installer and the ASAF video player demonstrated in the quicktimes is nit included in the install package for pro tools. Would it be possible to post a link ?
Is this behaviour expected? For example, if I'm using
let materials = [SimpleMaterial(color: .red, isMetallic: false)]
occlusion works normally, but with
let materials = [SimpleMaterial(color: .red.withAlphaComponent(0.5), isMetallic: false)]
i can see my cube through real-world objects, like tables, columns, etc.
I'm getting the same behaviour if using CustomMaterial from shader and applying
customMaterial.blending = .opaque and customMaterial.blending = .transparent(opacity: ) respectively