Environment
Xcode: 16.2
VisionOS SDK 2.4
Swift 6.1
Targets: Apple Vision Pro (immersive space)
Frameworks: ARKit, RealityKit, SwiftUI
What I’m Trying to Do
I have a view-model class PlacementManager that holds two AR providers:
private var worldTracking: WorldTrackingProvider
private var planeDetection: PlaneDetectionProvider
I want to dynamically replace these providers in a setEnvironment(_:) method (so I can save/clear a JSON scene and restart ARKit).
What’s Happening
If I declare them as :
private let worldTracking = WorldTrackingProvider()
private let planeDetection = PlaneDetectionProvider()
I get compile-errors when I later do:
self.worldTracking = newWorldTracking // Cannot assign to property: 'worldTracking' is a 'let' constant
If I change them to un-initialized vars:
private var worldTracking: WorldTrackingProvider
private var planeDetection: PlaneDetectionProvider
then in my init() I get:
self used in property access 'worldTracking' before all stored properties are initialized
Code snipet
@Observable
final class PlacementManager : ObservableObject {
private var worldTracking: WorldTrackingProvider
private var planeDetection: PlaneDetectionProvider
// … other props …
@MainActor
init() {
// error: self.worldTracking used before init…
planeAnchorHandler = PlaneAnchorHandler(rootEntity: root)
persistenceManager = PersistenceManager(
worldTracking: worldTracking,
rootEntity: root
)
// …
}
@MainActor
func setEnvironment(env: Environnement) async {
let newWorldTracking = WorldTrackingProvider()
let newPlaneDetection = PlaneDetectionProvider()
try await appState!.arkitSession.run(
[ newWorldTracking, newPlaneDetection ]
)
self.worldTracking = newWorldTracking
self.planeDetection = newPlaneDetection
// …
}
}
What I’ve Tried
Giving them default values at declaration (= WorldTrackingProvider())
Initializing them at the top of init() before any use
Passing the new providers into arkitSession.run(...)
My Question
What is the recommended Swift-style pattern to declare and reassign these ARKit provider properties so that:
They’re fully initialized before use in init(), and
I can swap them out later in setEnvironment(...) without compiler errors?
Any pointers (or links to forum threads / docs) would be greatly appreciated!
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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Dear Apple Engineers,
I am working on a project in visionOS and need to implement a curved surface effect for video playback, where the width of the surface can be dynamically adjusted. Specifically, I want the video to be displayed on a curved surface (similar to a scroll unfolding), and the user should be able to adjust the width of this surface.
I have the following specific questions:
How can I implement a curved surface for video playback and ensure the video content is not stretched or distorted on the surface?
How can I create a dynamic curved surface (such as a bending plane) in RealityKit or visionOS, where the width can be adjusted by the user?
Is it possible to achieve more complex curved surface effects (such as scroll unfolding or bending) using Shaders or other techniques?
Thank you very much for your help!
Hi,
after upgrading to 2.4.1 (from 1.0) my vision stucks on "Retrieving configuration" screen. Apple Store didn't support my case since it has been sold in USA and the product isn't still present in italian market. I don't have dev strap, how can I manage the issue?
Thank you
Topic:
Spatial Computing
SubTopic:
General
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
I have an entity that was created using Mixamo, and it has an animation.
after the animation completes the mesh of the robot is not where the entity is positioned.
I want to do something like when the animation finishes, I set the root entity's transform to the mesh's transform. There are no transformations applied to any of the children of this root of the model, which means that the transformations are applied to the skeleton due the the playing of animations.
Is there a way where I can apply the final position of the root of the skeleton to the root entity to make sure to position the entity where the animation has ended just before the next animation plays?
I need help to wrap my head around this...
If I import the Reality Composer Pro package and load it into an ARView, I will see 1.3gb of memory usage and about 180-220% cpu usage. The frames will start at around 60fps, and then eventually drop to around 30fps.
If I export the usdz from Reality Composer Pro and load that into the same ARView, I will see about 1gb of memory usage and around 150% cpu usage; fps holds longer at 60 but eventually drops.
If I load that same usdz into a QuickLook view, I will see about 55mb of memory usage, 9-11% cpu, and the frames stay locked at 116fps. The only thing I notice is the button I have is slightly less responsive, but it all still works fine.
I don't understand. How can I make the ARView work as efficiently as QuickLook?
After implementing the method of obtaining video streams discussed at WWDC in the program, I found that the obtained video stream does not include digital models in the digital space or related videos such as the program UI. I would like to ask how to obtain a video stream or frame that contains only the physical world?
let formats = CameraVideoFormat.supportedVideoFormats(for: .main, cameraPositions:[.left])
let cameraFrameProvider = CameraFrameProvider()
var arKitSession = ARKitSession()
var pixelBuffer: CVPixelBuffer?
var cameraAccessStatus = ARKitSession.AuthorizationStatus.notDetermined
let worldTracking = WorldTrackingProvider()
func requestWorldSensingCameraAccess() async {
let authorizationResult = await arKitSession.requestAuthorization(for: [.cameraAccess])
cameraAccessStatus = authorizationResult[.cameraAccess]!
}
func queryAuthorizationCameraAccess() async{
let authorizationResult = await arKitSession.queryAuthorization(for: [.cameraAccess])
cameraAccessStatus = authorizationResult[.cameraAccess]!
}
func monitorSessionEvents() async {
for await event in arKitSession.events {
switch event {
case .dataProviderStateChanged(_, let newState, let error):
switch newState {
case .initialized:
break
case .running:
break
case .paused:
break
case .stopped:
if let error {
print("An error occurred: \(error)")
}
@unknown default:
break
}
case .authorizationChanged(let type, let status):
print("Authorization type \(type) changed to \(status)")
default:
print("An unknown event occured \(event)")
}
}
}
@MainActor
func processWorldAnchorUpdates() async {
for await anchorUpdate in worldTracking.anchorUpdates {
switch anchorUpdate.event {
case .added:
//检查是否有持久化对象附加到此添加的锚点-
//它可能是该应用程序之前运行的一个世界锚。
//ARKit显示与此应用程序相关的所有世界锚点
//当世界跟踪提供程序启动时。
fallthrough
case .updated:
//使放置的对象的位置与其对应的对象保持同步
//世界锚点,如果未跟踪锚点,则隐藏对象。
break
case .removed:
//如果删除了相应的世界定位点,则删除已放置的对象。
break
}
}
}
func arkitRun() async{
do {
try await arKitSession.run([cameraFrameProvider,worldTracking])
} catch {
return
}
}
@MainActor
func processDeviceAnchorUpdates() async {
await run(function: self.cameraFrameUpdatesBuffer, withFrequency: 90)
}
@MainActor
func cameraFrameUpdatesBuffer() async{
guard let cameraFrameUpdates =
cameraFrameProvider.cameraFrameUpdates(for: formats[0]),let cameraFrameUpdates1 =
cameraFrameProvider.cameraFrameUpdates(for: formats[1]) else {
return
}
for await cameraFrame in cameraFrameUpdates {
guard let mainCameraSample = cameraFrame.sample(for: .left) else {
continue
}
self.pixelBuffer = mainCameraSample.pixelBuffer
}
for await cameraFrame in cameraFrameUpdates1 {
guard let mainCameraSample = cameraFrame.sample(for: .left) else {
continue
}
if self.pixelBuffer != nil {
self.pixelBuffer = mergeTwoFrames(frame1: self.pixelBuffer!, frame2: mainCameraSample.pixelBuffer, outputSize: CGSize(width: 1920, height: 1080))
}
}
}
We have been using RoomPlan in our app for 2+ years. Through a combination of in-app and manual coaching on scanning best practices, most users are able to achieve high-quality scans on a consistent basis.
In recent weeks, however, we have observed an increase in reports of degraded scanning performance, even from veteran users who had not previously encountered issues. The RoomCaptureView overlay is jittery and crooked, and the resulting scan file has significant issues, even for simple, well-lit rectangular rooms.
It is difficult to troubleshoot these issues given the number of variables at play, and the overall volume of reports is still relatively low, but we'd appreciate any guidance on known issues or workarounds that could help unblock our users who are being affected by this. I noticed that this post includes an acknowledgement of FB14454922 and FB15035788. Our issues seem slightly different as the scans are simply inaccurate and jittery without failing outright. I haven't found any other threads on similar issues.
Hope to achieve stable transmission
And the colors are different. The colors in the glasses are not consistent with the colors projected on the screen.
When scanning multiple rooms (10+) in a single structure using ARWorldMap for coordinate space consistency, RoomCaptureSession throws CaptureError.exceedSceneSizeLimit. The instructions here (https://developer.apple.com/documentation/roomplan/scanning-the-rooms-of-a-single-structure) provide exactly what I am doing to keep the underlying ARSession alive (by calling captureSession.stop(pause: false)) and save the results before a user moves to the next room. Scanning 11 or so rooms will cause the user to hit the exceedSceneSizeLimit error. The ARWorldMap is about 58 MB and always is around this size when hitting this issue. No anchors are present and all the data seems to be from tracking data.
On iPad devices (where I do not see this issue) the ARWorldMap grows as a significantly slower rate in size.
I save the ARWorldMap after each room is scanned and confirmed by the user. If I use the ARMap to initialize the ARSession (as described in the docs) the session will immediately error with "exceedSceneSizeLimit" once the captureSession.run() is executed. Occasionally it will allow me/the user to scan again, but either breaks mid scan or the following.
This has been working fine for the past 2 years and users have been able to scan dozens of rooms without issue. It seems only lately that it has been a problem.
I would expect the ARWorldMap to be allowed for much bigger sizes. At this point I can just about scan more area of my house with a single scan than I can when I use different captureSessions.
Few observations:
This happens on my iPhone 15 Pro Max, my iPhone 17 Pro, but not my iPad M4 (maybe memory related?). It is possible if scanning many more rooms it would happen on the iPad too.
I have tried things such as resetting the ARConfig on the underlying ARSession to reset some, but this doesn't work.
I have tried to create a new ARWorldMap and move the origin to the older map to clear out tracking data. This almost works but causes a mess of issues when a user moves at all due to the unshared coordinate space.
I believe there are three active issues regarding this: FB14454922, FB15035788, FB20642944
Could we get an update for this issue? It is a production issue and severely limits my user experience in my production application.
I believe I have created a videoMaterial and assigned it to a mesh with code I found in the Developer's Documentation but Im getting this error.
"Trailing closure passed to parameter of type 'String' that does not accept a closure"
I have attached a photo of the code and where the error happens.
Any help will greatly be appreciated.
Spatial photo in RealityView has a default corner radius. I made a parallel effect with spatial photos in ScrollView(like Spatial Gallery), but the corner radius disappeared on left and right spatial photos. I've tried .clipShape and .mask modifiers, but they did't work. How to clip or mask spatial photo with corner radius effect?
Hello,
Want to understand what's the current state for developing for Apple Vision Pro? I want to stream a video from a remote server in realtime. It is a video stream and can't download it.
I want to stream a low quality stream and high res stream. The server will only send the "box" where user is looking at. Are there any API to track where the user is looking at in the experience?
Thanks,
Hi there
I'm using Reality Composer Pro to anchor virtual content to a .referenceobject. However moving the referenceobject quickly causes tracking to stop. (I know this is a limitation and I am trying to embrace it as a feature)
Is there a way to play a USDZ animation at the last known location, after detecting that the reference object is no longer tracked? is it possible to set this up in Reality Composer pro?
I'm trying to get the USDZ to play before the Virtual Content disappears (due to reference object not being located). So that it smooths out the vanishing of the content.
Nearly everything is set up in Reality Composer pro with my immersive.scene just adding virtual content to the reference object which anchors it in the RCP Scene, so my immersive view just does this -
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
& this
.onAppear {
appModel.immersiveSpaceState = .open
}
.onDisappear {
appModel.immersiveSpaceState = .closed
}
I have tried Using SpatialTracking & WorldTrackingProvider, but I'm still quite new to Swift and coding in general so im unsure how to implement in conjunction with my RCP scene and/or if this is the right way to go about it.
Also I have implemented this at the beginning of object tracking.
All I had to do was add a onAppear behavior to the object to play a USDZ and that works.
Doing it for disappearing (due to loss of reference object) seems to be a lot harder.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Tags:
ARKit
AR / VR
RealityKit
Reality Composer Pro
I am using ARKit to detect image in visionPro. However I met some question about adding the reference image.
Some of my images can not be added correctly sometimes. (As you can see in the picture above, the 'orange' can not be added correctly, but the 'cup' can). However, sometimes they will be added without any problem. I do not know why it will happen. And I want they all be added steadily.
I am developing a Unity application for the Apple Vision Pro using PolySpatial and RealityKit integration.
The goal is to create a graspable object (for example, a handheld cube) that includes a secondary camera. When the user grabs and moves the object, the secondary camera should render its view to a RenderTexture, which is displayed on a quad attached to the object, simulating a live camera screen.
In the Unity Editor, this setup works correctly. The RenderTexture updates in real time, and the quad displays the camera’s view as expected.
However, when building and running the application on the Vision Pro, the quad only displays the clear background color of the secondary camera. No scene content appears. The graspable interaction itself works fine: the object can be grabbed and moved as intended.
Steps I have taken:
Created a new layer (CameraFeed) and assigned the relevant objects to it.
Set the secondary camera’s culling mask to render only the CameraFeed layer.
Assigned the RenderTexture as the camera’s target texture.
Applied the RenderTexture to an Unlit/Texture material on a quad.
Confirmed the camera is active and correctly positioned relative to the object.
From my research, it appears that once objects are managed by RealityKit through PolySpatial (for example, made graspable), they are no longer rendered through Unity's normal camera pipeline. Only the main XR camera (managed by RealityKit) seems able to see these objects. Secondary Unity cameras cannot render RealityKit-synced content to a RenderTexture. If this is correct, it seems there is currently no way to implement a true live secondary camera feed showing graspable objects on Vision Pro using Unity PolySpatial.
My questions are:
Is there any official way to enable multiple camera rendering of RealityKit-managed objects through PolySpatial?
Are there known workarounds to simulate a live camera feed that still allows objects to be grabbed?
Has anyone found alternative design patterns or methods for this kind of interaction?
Environment: Unity 6.0 , PolySpatial 2.2.4, Apple Vision OS XR 2.2.4
Any insight or suggestions would be greatly appreciated.
Thank you.
Hi everyone,
I am wondering under which settings the camera(s) were set by the time they were calibrated.
For instance, one aspect that is easy to find is the reference resolution of the images taken when calibrating the intrinsics, this is by retrieving
intrinsicMatrixReferenceDimensions.
Making sure that the principal point is referenced to the by the time resolution used when the calibration was ongoing.
However, recently I saw that there are focusing modes that potentially displace the lens' physical position.
Settings like:
AutoFocusRangeRestriction: none, near, far
setFocusModeLocked: Locks the lens position at the specified value, and sets the focus mode to a locked state.
My concern lies the impact this focusing lens displacements can have on the intrinsic matrix parameters, like these parameters no longer describe the camera since the lens position has changed.
In simple words, what is the focus 'mode'/'range' the cameras were set when calibrating them for intrnisics?
具体表现为:在Unity编辑器中材质显示正常,但部署到Vision Pro真机后部分材质丢失或Shader效果异常(如透明通道失效、光照计算错误等)。此问题影响了开发进度,希望得到技术支持的帮助
Specific results: The materials are displayed normally in the Unity editor, but after being deployed to the Vision Pro real machine, some materials are lost or the Shader effect is abnormal (such as transparent channel failure, antenna calculation error, etc.). This problem has affected the development progress, and I hope to get help from technical support
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
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 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")
}
}
Topic:
Spatial Computing
SubTopic:
General