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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Convert entity to image
VisionPro 开发,XCode,我想在窗口中找到一个显示模型的图片。这个模型可以改变它的材料,它不是唯一的形象,它正在改变。如何将此模型转换为图像
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Mar ’25
Having an issue with using a custom component with Reality Composer Pro
We have a project which is currently being built as a XCFramework. The framework contains a custom component to be used with entities in Reality Composer Pro. I have tried to se set the RCP Package.swift file to reference the framework package for the in the dependancies. Nothing that I do with the folder path to reference the code is working. Do I need to change the project to be using Swift source code instead of a XCFramework? The component needs to be in the framework as there is a class in the framework that works directly with the custom compoent. I am able to reference the XCFramework as a Swift Package with other projects.
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Mar ’25
openImmersiveSpace works as expected but never returns Result
As in the title: openImmersiveSpace works as expected. The ImmersiveSpace in the ID opens normally but the function never resolves a Result. Here is a workaround I used to make user it was on the UI thread and scenePhase was active: ` @MainActor func openSpaceWithStateCheck() async { if scenePhase == .active { Task { switch await openImmersiveSpace(id: "RoomCaptureInteraction") { case .opened: isCapturingImagery = true break case .error: print("!! An error occurred when trying to open the immersive space captureRoomImagery") case .userCancelled: print("!! The user declined opening immersive space captureRoomImagery") @unknown default: print("!! unknown default result of opening space") break } } } else { print("Scene not active, deferring immersive space opening") } } I'm on visionOS 2.4 and SDK 2.2. I have tried uninstalling the app and rebuilding. Tried simply opening an empty ImmersiveSpace. The consistency of the ImmersiveSpace opening at least means I can work around it. Even dismissImmersiveSpace works normally and closes the immersive space. But a workaround seems hamfisted.
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Mar ’25
[VisionPro] Placing virtual entities around my arm
Hi everyone, I'm developing a MR Vision Pro app where I’d like to anchor virtual objects (such as UI elements) around the user's arm. However, I’ve noticed that Vision Pro seems to mask out the area where the user’s real arm is, hiding virtual content in that region so that you see your real arm. Is there a way to render virtual elements on the user's arm—so that it looks like the object is placed directly on the arm despite the real-world passthrough? I was hoping there might be a way to adjust the depth or behavior of this masked-out region. Any insights or workarounds would be greatly appreciated! Thanks :)
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Mar ’25
Shader Graph Material: Feather Edges Image Effect
Hi, I am trying to create a simple effect to create feather edges on the image using Reality Composer Pro. Something like this: As you can see it has softer edges on all sides that dissolves into transparency with the background. this is what I have been able to achieve on my own. I want to use the "feather" input node value (float) from 0.0 to 1.0 to increase or decrease the strength of the feather edges.
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Mar ’25
MagnifyGesture in RealityView does not work on macOS
I have tested the MagnifyGesture code below on multiple devices: Vision Pro - working iPhone - working iPad - working macOS - not working In Reality Composer Pro, I have also added the below components to the test model entity: Input Target Collision For macOS, I tried the touchpad pinch gesture and mouse scroll wheel, but neither approach works. How to resolve this issue? Thank you. import SwiftUI import RealityKit import RealityKitContent struct ContentView: View { var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) } } .gesture(MagnifyGesture() .targetedToAnyEntity() .onChanged(onMagnifyChanged) .onEnded(onMagnifyEnded)) } func onMagnifyChanged(_ value: EntityTargetValue<MagnifyGesture.Value>) { print("onMagnifyChanged") } func onMagnifyEnded(_ value: EntityTargetValue<MagnifyGesture.Value>) { print("onMagnifyEnded") } }
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Mar ’25
[Rnedering] Always display a Window in front of any Entity in a mixedImmersiveView?
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?)
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Mar ’25
How to request several models simultaneously
I am using HelloPhotogrammetry in Xcode I can make one model with something like HelloPhotogrammetry.main([path_to_folder_of images, path_to_output/model.usdz, "-d", "medium", "-o", "unordered", "-f", "high" ]) But how would I request several models simultaneously? I only want to vary the detail. [ ("/Users/you/Desktop/model_medium.usdz", detail: .medium), ("/Users/you/Desktop/model_full.usdz", detail: .full), ("/Users/you/Desktop/model_raw.usdz", detail: .raw ]
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Apr ’25
Converting a Stop Motion Animation to usdz
Hello everyone, I've been trying for a few weeks now to convert a sequential series of meshes into a stop-motion animation in USDZ format. In Unreal Engine, I’ve already figured out how to transform the sequential series of individual meshes into a smooth animation using the node system and arrays. Unfortunately, the node system cannot be exported as a usdz animation logic in either Unreal or Blender. Because of this, I have tried several other methods to incorporate the animation logic. Here’s what I’ve tried so far: I attempted to create the animation in Blender with Render-/Viewports and mapping it to keyframes. However, in my experience, Viewports are not supported in the conversion. I tried aligning the vertices of individual objects and merging the frames using the Shrinkwrap modifier in Blender, then setting up a morph animation with keyframes. However, because the individual meshes are too different, this results in artifacts, and manually editing each mesh is too difficult for me to handle. I placed all individual meshes at the same position and animated them sequentially by scaling them from 0 to 100 in keyframes (Frame 1 is visible for 10 frames, then scales down at frame 11, while Frame 2 becomes visible at frame 11, and so on). I also adjusted the keyframes so that the scaling happens in a "constant" manner rather than the default Bezier or linear interpolation. I then converted this animation to .abc, and the result initially looked good. However, some information is lost when converting it with OpenUSD. The animation does not maintain its intended jump-like behavior in USDZ format, and instead, the scaling of individual files is visible in the animation. I tried using a Blender add-on (StepMotion), which allows the animation to be exported as .abc, but it can only be read in Blender or Unreal. Even in the preview, the animation is not displayed correctly, so converting the animation logic does not work either. 
Unfortunately, I have no alternative way to create the animation, as the individual frames have been provided to me as meshes. So far, I haven’t found a way to implement this successfully. I would be very grateful for any tips or ideas, as I am running out of options on how to make this work. Thanks in advance!
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Apr ’25
Using vision pro to detect distance to real life objects
Is it possible to detect distance from the vision pro to real live objects and people? I tried using scene.raycast to perform a raycast forward from the center of the viewport, but it doesn't seem to react to real life objects, only entities. I see mentioned here: https://developer.apple.com/forums/thread/776807?answerId=829576022#829576022, that a raycast with scene reconstruction should allow me to measure that distance, as long as the object is non-moving. How could I accomplish that?
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Apr ’25
Unity on VisionOS development - best practice on structuring a project
Hello, I am experimenting with Unity to develop a mixed reality (MR) application for visionOS. I would like to understand the best approach for structuring my project: Should I build the entire experience in Unity (both Windows and Volumes)? Or is it better to create only certain elements (e.g., Volumes) in Unity while managing Windows separately in Xcode? Also, how well do interactions (e.g pinch, grab…) created in Unity integrate with Xcode? If I use the PolySpatial plugin, does that allow me to manage all interactions entirely within Unity, or would I still need to handle/integrate part of it in Xcode? What's worked best for you? Please let me know if you have any recommendations, Thanks!
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Apr ’25
Unable to Create a Fully Immersive Experience That Hides Other Windows in visionOS App
Description: I'm developing a travel/panorama viewing app for visionOS that allows users to view 360° panoramic images in an immersive space. When users enter panorama viewing mode, I want to provide a fully immersive experience where the main interface window and Earth 3D globe window are hidden. I've implemented the app following Apple's documentation on Creating Fully Immersive Experiences, but when users enter the immersive space, both the main window and the Earth 3D window remain visible, diminishing the immersive experience. Implementation Details: My app has three main components: A main content window showing panorama thumbnails A 3D globe window (volumetric) showing locations An immersive space for viewing 360° panoramas I'm using .immersionStyle(selection: $panoImageView, in: .full) to create a fully immersive experience, but other windows remain visible. Relevant Code: @main struct Travel_ImmersiveApp: App { @StateObject private var appModel = AppModel() @State private var panoImageView: ImmersionStyle = .full var body: some Scene { WindowGroup { ContentView() .environmentObject(appModel) } .windowStyle(.automatic) .defaultSize(width: 1280, height: 825) WindowGroup(id: "Earth") { Globe3DView() .environmentObject(appModel) .onAppear { appModel.isGlobeWindowOpen = true appModel.globeWindowOpen = true } .onDisappear { if !appModel.shouldCloseApp { appModel.handleGlobeWindowClose() } } } .windowStyle(.volumetric) .defaultSize(width: 0.8, height: 0.8, depth: 0.8, in: .meters) .windowResizability(.contentSize) ImmersiveSpace(id: "ImmersiveView") { ImmersiveView() .environmentObject(appModel) } .immersionStyle(selection: $panoImageView, in: .full) } } Opening the Immersive Space: func getPanoImageAndOpenImmersiveSpace() async { appModel.clearMemoryCache() do { let canView = appModel.canViewImage(image) if canView { let downloadedImage = try await appModel.getPanoramaImage(for: image) { progress in Task { @MainActor in cardState = .loading(progress: progress) } } await MainActor.run { appModel.updateCurrentImage(image, panoramaImage: downloadedImage) } if !appModel.immersiveSpaceOpened { try await openImmersiveSpace(id: "ImmersiveView") await MainActor.run { appModel.immersiveSpaceOpened = true cardState = .normal } } else { await MainActor.run { appModel.updateImmersiveView = true cardState = .normal } } } else { await MainActor.run { appModel.errorMessage = "You do not have permission to view this image." cardState = .normal } } } catch { // Error handling } } Immersive View Implementation: struct ImmersiveView: View { @EnvironmentObject var appModel: AppModel var body: some View { RealityView { content in let rootEntity = Entity() content.add(rootEntity) Task { if let selectedImage = appModel.selectedImage, appModel.canViewImage(selectedImage) { await loadPanorama(for: rootEntity) } } } update: { content in if appModel.updateImmersiveView, let selectedImage = appModel.selectedImage, appModel.canViewImage(selectedImage), let rootEntity = content.entities.first { Task { await loadPanorama(for: rootEntity) appModel.updateImmersiveView = false } } } .onAppear { print("ImmersiveView appeared") } .onDisappear { appModel.resetImmersiveState() } } // loadPanorama implementation... } What I've Tried Set immersionStyle to .full as recommended in the documentation Confirmed that the immersive space is properly opened and displaying panoramas Verified that the state management for the immersive space is working correctly Questions How can I ensure that when the user enters the immersive panorama viewing experience, all other windows (main interface and Earth 3D globe) are automatically hidden? Is there a specific API or approach I'm missing to properly implement a fully immersive experience that hides all other windows? Do I need to manually dismiss the windows when opening the immersive space, and if so, what's the best approach for doing this? Any guidance or sample code would be greatly appreciated. Thank you!
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Apr ’25
Pass Video/ Frames to a Shader Graph?
Wondering if this is even possible without using CVImageBuffer and passing each frame as an image which I imagine will be very expensive. Have a PoC of a shader graph that applies a radial zoom effect to an image. In RealityKit I'm passing the image as a resource: if let textureResource = try? await TextureResource(named: "fuji") { let value = MaterialParameters.Value.textureResource(textureResource) try? material.setParameter(name: "MyImage", value: value) model.model?.materials = [material] } Thanks in advance
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Apr ’25
How to create a MultiplayerDelegate and use TabletopNetworkSession features?
When building a multiplayer Tabletop game, the documentation includes how to attach a custom TabletopNetworkSessionCoordinator, which could be used in addition to TabletopGame.MultiplayerDelegate. But so far, we have been unable to create these types of custom coordinators or have a delegate that works. Our current setup with our generic GroupActivity works by sending the session to TabletopGame's coordinateWithSession method (like in the current sample project), but we didn't find a way to access and control, for example, the arbiter, seats, player events, among other features mentioned on https://developer.apple.com/documentation/tabletopkit/tabletopnetworksession. Is correct to expect having access to the participants, messenger, or journal without having to maintain a parallel coordinator?   possibly we are missing something here; any suggestions?
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Apr ’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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Apr ’25