Discuss Spatial Computing on Apple Platforms.

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New Spatial Rendering App on macOS doesn't display on visionOS device
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.
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363
Sep ’25
mipmapsMode trade-off?
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options). I noticed two situations here in terms of mipmaps options. When setting "mipmapsMode: .none": The graphic quality within the "gaze area" looks sharp and clear The two poles (top and bottom) are perfectly rendered Massive shimmer around the "gaze area" When setting "mipmapsMode: .allocateAndGenerateAll": The graphic looks slightly blurrier than in ".none" within the "gaze area" The two poles are very blurry and hard to recognize the texture Much less shimmer around the "gaze area" My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer? Thank you! Screenshots: mipmapsMode: .none mipmapsMode: .allocateAndGenerateAll
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237
Oct ’25
Launching a Unity fully immersive game from SwiftUI
I am trying to launch a fully immersive game from Unity on a SwiftUI view. The game is using Metal Rendering with Compositor Services. I added the unity Xcode project into the workspace, added the necessary bridge code. When I click on the button to call ufw?.showUnityWindow(), it does not start and I get the following in the console: AR session failed to start after 5 seconds. Is the app configured to use an immersive space?
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118
Jun ’25
Material showing only half?
Hi, I'm currently implementing 180° / 360° property for immersive video in my app. I was able to implement 360° easily by just giving VideoMaterial to flipped sphere. However, I'm bit stuck at 180°. I want to implement by setting VideoMaterial to hemisphere mesh. But since RealityKit doesn't provide default function such like MeshResource.generateHemisphere yet, I just want to apply VideoMaterial half front visible, and half back transparent. I thought this would make my sphere looks like hemisphere. But I can't find my way to implement this method.. I would appreciate any advice / idea / information that might help.
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105
Oct ’25
Official visionOS sample "Creating an interactive 3D model in visionOS" fails to restore/show the car model when relaunched from Home
Environment: Device: Apple Vision Pro visionOS: 26.3.1 Xcode: 26.2 (17C52) Sample: Creating an interactive 3D model in visionOS Repro steps: Build and run the official sample from Xcode Confirm the car model displays correctly Quit the app Relaunch the app from Home Observe that the official car model no longer appears / fails to restore correctly Expected: The official car model should display normally after relaunching from Home Actual: The sample works when launched from Xcode, but fails when relaunched from Home
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1w
visionOS 2.0 – Persist room‑fixed RealityKit entities on walls across app launches (WorldAnchor?)
I want to let users place 2D/3D “artworks” on detected walls and have them reappear in exactly the same real‑world spot after quitting and relaunching the app (like widgets do, but for my own entities).Environment: Xcode 26, visionOS 2.0, RealityKit + ARKitSession/WorldTrackingProvider Entities are parented to a holder that’s aligned to a wall via plane/mesh raycasts What I’ve tried: Create a WorldAnchor at placement, save UUID + full 4×4 transform On next launch, re-create the WorldAnchor (or set the saved transform) and attach the entity Gate restore on relocalization/mesh updates and disable all raycast/search after restore Issue: After relaunch, placement still resolves relative to current device pose, not the same wall position. Questions: Is there a public API in visionOS 2.0 to persist app‑managed world anchors across sessions (room‑fixed), e.g., AnchorStore or equivalent? If not, what’s the recommended pattern to reliably restore wall‑anchored content? Are persistence features mentioned for widgets/windows available to third‑party RealityKit entities?
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197
Oct ’25
Possible Bug - Hover Effects/Spatial Event Compatibilty with PSVR2 Controllers?
Hi, I would like clarification on whether the new hover effects feature introduced in vision os 26 supported pinch gestures through the psvr 2 controllers. In your sample application, I found that this was not working. Pulling the trigger on the controller whilst looking at the 3d object did not activate the hover effect spatial event in the sample application. (The object is showing the highlight though), only pinch clicking with my fingers seem to be registering/triggering the spatial event. I am using Vision OS 26.3 This is inconsistent with how the psvr2 controller behaves on swift ui views and ui view elements, where the trigger press does count as a button click. The sample I used was this one: https://aninterestingwebsite.com/documentation/compositorservices/rendering_hover_effects_in_metal_immersive_apps
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819
Mar ’26
Safari-like toolbar in visionOS
I like the toolbar visionOS's Safari uses for back & forward page, share, etc. It floats above the window. My attempt to do this with ornaments isn't as satisfying as they partially cover the window. My attempts with toolbar haven't produced visible results. Is this Safari-style toolbar for visionOS exposed by Apple in the API's? If so, could someone point me to documentation or sample code? Thanks!
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267
Oct ’25
How to renew visionOS Enterprise API entitlement / license?
Hi everyone, I’m currently using the visionOS Enterprise APIs, and I noticed in the official documentation that: However, I couldn’t find any clear instructions on how to actually renew the license. What is the correct process to renew a visionOS Enterprise API license? Do I need to submit a new entitlement request again to renew? Is there any official step-by-step guide or documentation for renewal? Any advice or shared experience would be greatly appreciated 🙏 Thank you!
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6d
Real world anchors
I’m trying to build a persistent world map of my college campus using ARKit, but it’s not very reliable. Anchors don’t consistently appear in the same place across sessions. I’ve tried using image anchors, but they didn’t improve accuracy much. How can I create a stable world map for a larger area and reliably relocalize anchors? Are there better approaches or recommended resources for this?
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25
1w
how to transition between spatial3d to spatial3DImmersive?
Hi, When viewing a spatial photo scene on the Apple Vision Pro Photos app, you can tap on the immersive icon on the top right corner to transaction from the window presenting the image as spatial3d to an immersive photo scene with spatial3DImmersive where the window borders disappear. Could someone explain how to achieve that? I tried to do it but once I transition from spatial3d to spatial3DImmersive I can see still see a rectangle around the spatial image. Thanks.
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881
Nov ’25
Sample code not working as expected: Implementing SharePlay for immersive spaces in visionOS
The following sample code project does not seem to work as expected: https://aninterestingwebsite.com/documentation/visionos/implementing-shareplay-for-immersive-spaces-in-visionos Have tried to get this project working with a client, but while we were able to see nearby users and make facetime calls, the color changing cube experience always remained a single color. Are there step-by-step instructions that Apple has used to verify this sample code so I can try to recreate this sample code's expected behavior for both nearby participants and those in a Facetime call?
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265
Feb ’26
RealityKit_DirectionalLight_Question
My application calculates three distinct Meesus Double [x, y, z] Radian values to light a sphere in RealityKit with DirectionalLight. It is my understanding that I must use (simd_quatf) for each radian value to properly light the sphere in the view. The code correctly [orientates] the sphere with the combined (simd_quatf) DirectionalLight in the view, but the illumination (Z-axis) fails to properly illuminate the sphere with the expected result, compared to associated Meesus web page images. For the moment, I do not know how to correct the (Z-axis). Curious for a suggestion ... :] // Location values. let theLatitude: Double = 51.13107260 let theLongitude: Double = -114.01127910 let currentDate: Date = Date() struct TheCalculatedMoonPhaseTest_ContentView: View { var body: some View { VStack { if #available(macOS 15.0, *) { RealityView { content in let moonSphere_Entity = Entity.createSphere(radius: 0.90, color: .black) moonSphere.Entity.name = "MoonSphere" moonSphere.Entity.position = SIMD3<Float>(x: 0, y: 0, z: 0) content.add(moonSphere.Entity) let sunLight_Entity = createDirectionalLight(latitude: theLatitude, longitude: theLongitude, date: currentDate) content.add(sunLight_Entity) } // End of [RealityView] } else { // Earlier version required. } // End of [if #available(macOS 15.0, *)] } // End of [VStack] .background(Color.black) } // End of [var body: some View] // MARK: - 🟠🟠🟠🟠 [SET THE BACKGROUND COLOUR] 🟠🟠🟠🟠 var backgroundColor: Color = Color.init(.black) // MARK: - 🟠🟠🟠🟠 [CREATE THE DIRECTIONAL LIGHT FOR THE SPHERE] 🟠🟠🟠🟠 func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity { let directionalLight = DirectionalLight() directionalLight.light.color = .white directionalLight.light.intensity = 1000000 directionalLight.shadow = DirectionalLightComponent.Shadow() directionalLight.shadow?.maximumDistance = 5 directionalLight.shadow?.depthBias = 1 // MARK: 🟠🟠🟠🟠 Retrieve the [MEESUS MOON AGE VALUES] from the [CONSTANT FOLDER] 🟠🟠🟠🟠 let theMeesusMoonAge_LunarAgeDaysValue = 25.90567592898601 if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00) { let someCalculatedX_WestEastRadian: Float = Float(1.00) // Identify the sphere’s DirectionalLight Tilt Angle (Y) radian value :: // Note :: The following Tilt Angle is corrected to [Zenith] with the [MeesusCalculatedTilt_Angle] minus the [MeesusCalculatedPar_Angle]. let someCalculatedY_TiltAngleRadian: Float = Float(1.3396086) // Identify the sphere’s DirectionalLight Illumination (Z) radian Value :: // Note :: The Meesus calculated illumination fraction is converted to degrees, then converted to a radian value. let someCalculatedZ_IlluminationAngleRadian: Float = Float(0.45176168630244457) // <=== 14.3800% Illumination. // Define rotation angles in radians for X, Y, and Z axes. let x_Radians = someCalculatedX_WestEastRadian let y_Radians = someCalculatedY_TiltAngleRadian let z_Radians = someCalculatedZ_IlluminationAngleRadian // Identify and separate the quaternion [simd_quatf] for each Radian. let q_X = simd_quatf(angle: x_Radians, axis: SIMD3<Float>(1, 0, 0)) let q_Y = simd_quatf(angle: y_Radians, axis: SIMD3<Float>(0, 1, 0)) let q_Z = simd_quatf(angle: z_Radians, axis: SIMD3<Float>(0, 0, 1)) // Apply and combine the rotations, where order matters. let combinedRotation = q_Z * q_Y * q_X // Identify the [Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [combinedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Normalize the [combinedRotation]. let theNormalizesRotation = simd_normalize(combinedRotation) // Identify the [Normalized Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [normalizedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Assume the [theNormalizesRotation] appears reversed. let theCorrectedRotation = theNormalizesRotation.inverse // Identify the [Reversed Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [correctedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(-0.24427173, -0.61516714, 0.13599981)) ° Radians // Apply the [Corrected Rotation] to the entity. directionalLight.transform.rotation *= theCorrectedRotation // Add the [directionalLight] to the scene :: let anchor = AnchorEntity() anchor.addChild(directionalLight) } // End of [if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00)] return directionalLight } // End of [func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity] } // End of [struct TheCalculatedMoonPhaseTest_ContentView: View] // MARK: 🟠🟠🟠🟠 [ENTITY HELPER EXTENSION] 🟠🟠🟠🟠 extension Entity { static func createSphere(radius: Float, color: NSColor) -> Entity { let mesh = MeshResource.generateSphere(radius: radius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: color) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) entity.components.set(Transform()) return entity } // End of [static func createSphere(radius: Float, color: NSColor) -> Entity] } // End of [extension Entity] // Application Image :: Calgary // Website Image :: timeanddate // mooncalc.org
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Feb ’26
RoomCaptureView runs on the latest system with a serious bug causing errors
I am using RoomCaptureView for house scanning and modeling On the latest iOS 26, the following issues were encountered The program runs well on iOS 26 and below, but on iOS 26 and above, the probability of scene localization failure becomes abnormally high, and accurate indoor localization cannot be obtained. Additionally, the probability of using RoomBuilder to merge models is also high After compiling the program using xcode 26 or above, a necessary bug appeared when running it on iOS 26, RoomCaptureView is completely unable to run The error message is {RoomCaptureSession. Capture Error's' Internal error '} And the camera interface of RoomCaptureView has turned into a splash screen Another Debug error occurred:{ -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation Fragment Function(realitykit::fsSurfaceShadow): incorrect type of texture (MTLTextureType2D) bound at Texture binding at index 14 (expect MTLTextureType1D) for tonemapLUT[0]. } When using programs compiled under xcode 26 and running on iOS 26, this issue will not occur
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2w
Low-latency live streaming using APMP Wide FoV
Is it possible to achieve sub-second end-to-end latency when displaying live streaming video using APMP (Apple Projected Media Profile) with Wide FoV? APMP supports HLS playback, but my understanding is that standard HLS introduces several seconds of latency. I would like to know whether APMP (especially Wide FoV) supports Low-Latency HLS, or if there are inherent limitations that make sub-second latency impractical. If APMP is not suitable for this use case, are there any recommended alternatives within AVFoundation or related frameworks for rendering wide-FoV live video with very low latency? Thank you for any insights.
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498
Jan ’26
Share Extensions embedded in visionOS apps
I'm trying to add a feature to my app to allow a user to import items from other apps, like Safari, via the share sheet. I've done this many times on iOS/iPadOS easily with a Share Extension. From what I can tell, Xcode tells me share extensions are not available on visionOS - though my experience on device tells me differently (It seems Reminders, Notes & more implement them somehow.) I was finally able to get it working on device only...but I can now no longer test in the simulator, and have not found a way to distribute this app. When attempting to run on the simulator, I get this issue: Please try again later. Appex bundle at /Users/jason/Library/Developer/CoreSimulator/Devices/09A70160-4F4F-4F5E-B679-F6F7D876D7EF/data/Library/Caches/com.apple.mobile.installd.staging/temp.6OAEZp/extracted/LaunchBar.app/PlugIns/LaunchBarShareExtension.appex with id co.swiftfox.LaunchBar.ShareExtension specifies a value (com.apple.share-services) for the NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point. When trying to archive an upload to test flight, I get this similar error: Invalid Info.plist value. The value for the key 'DTPlatformName' in bundle LaunchBar.app/PlugIns/LaunchBarShareExtension.appex is invalid. (ID: 207610c7-b7e1-48be-959b-22a43cd32d16) The app is for visionOS only - which I'm thinking might be the problem? The share extension is "Designed For iPhone" and requires me to include iPhone as a run destination. In the worst case I can build an iPhone UI for the app but I'd rather not, as it is very specific to visionOS. Has anyone successfully launched a share extension on a visionOS only app? I have an iPad app with a share extension that shows up fine on visionOS, but the issue seems to be specifically with visionOS only apps.
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124
Oct ’25
New Spatial Rendering App on macOS doesn't display on visionOS device
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.
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0
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0
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363
Activity
Sep ’25
mipmapsMode trade-off?
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options). I noticed two situations here in terms of mipmaps options. When setting "mipmapsMode: .none": The graphic quality within the "gaze area" looks sharp and clear The two poles (top and bottom) are perfectly rendered Massive shimmer around the "gaze area" When setting "mipmapsMode: .allocateAndGenerateAll": The graphic looks slightly blurrier than in ".none" within the "gaze area" The two poles are very blurry and hard to recognize the texture Much less shimmer around the "gaze area" My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer? Thank you! Screenshots: mipmapsMode: .none mipmapsMode: .allocateAndGenerateAll
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0
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237
Activity
Oct ’25
Launching a Unity fully immersive game from SwiftUI
I am trying to launch a fully immersive game from Unity on a SwiftUI view. The game is using Metal Rendering with Compositor Services. I added the unity Xcode project into the workspace, added the necessary bridge code. When I click on the button to call ufw?.showUnityWindow(), it does not start and I get the following in the console: AR session failed to start after 5 seconds. Is the app configured to use an immersive space?
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2
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118
Activity
Jun ’25
Material showing only half?
Hi, I'm currently implementing 180° / 360° property for immersive video in my app. I was able to implement 360° easily by just giving VideoMaterial to flipped sphere. However, I'm bit stuck at 180°. I want to implement by setting VideoMaterial to hemisphere mesh. But since RealityKit doesn't provide default function such like MeshResource.generateHemisphere yet, I just want to apply VideoMaterial half front visible, and half back transparent. I thought this would make my sphere looks like hemisphere. But I can't find my way to implement this method.. I would appreciate any advice / idea / information that might help.
Replies
0
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0
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105
Activity
Oct ’25
Official visionOS sample "Creating an interactive 3D model in visionOS" fails to restore/show the car model when relaunched from Home
Environment: Device: Apple Vision Pro visionOS: 26.3.1 Xcode: 26.2 (17C52) Sample: Creating an interactive 3D model in visionOS Repro steps: Build and run the official sample from Xcode Confirm the car model displays correctly Quit the app Relaunch the app from Home Observe that the official car model no longer appears / fails to restore correctly Expected: The official car model should display normally after relaunching from Home Actual: The sample works when launched from Xcode, but fails when relaunched from Home
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1
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0
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37
Activity
1w
visionOS 2.0 – Persist room‑fixed RealityKit entities on walls across app launches (WorldAnchor?)
I want to let users place 2D/3D “artworks” on detected walls and have them reappear in exactly the same real‑world spot after quitting and relaunching the app (like widgets do, but for my own entities).Environment: Xcode 26, visionOS 2.0, RealityKit + ARKitSession/WorldTrackingProvider Entities are parented to a holder that’s aligned to a wall via plane/mesh raycasts What I’ve tried: Create a WorldAnchor at placement, save UUID + full 4×4 transform On next launch, re-create the WorldAnchor (or set the saved transform) and attach the entity Gate restore on relocalization/mesh updates and disable all raycast/search after restore Issue: After relaunch, placement still resolves relative to current device pose, not the same wall position. Questions: Is there a public API in visionOS 2.0 to persist app‑managed world anchors across sessions (room‑fixed), e.g., AnchorStore or equivalent? If not, what’s the recommended pattern to reliably restore wall‑anchored content? Are persistence features mentioned for widgets/windows available to third‑party RealityKit entities?
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0
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197
Activity
Oct ’25
Possible Bug - Hover Effects/Spatial Event Compatibilty with PSVR2 Controllers?
Hi, I would like clarification on whether the new hover effects feature introduced in vision os 26 supported pinch gestures through the psvr 2 controllers. In your sample application, I found that this was not working. Pulling the trigger on the controller whilst looking at the 3d object did not activate the hover effect spatial event in the sample application. (The object is showing the highlight though), only pinch clicking with my fingers seem to be registering/triggering the spatial event. I am using Vision OS 26.3 This is inconsistent with how the psvr2 controller behaves on swift ui views and ui view elements, where the trigger press does count as a button click. The sample I used was this one: https://aninterestingwebsite.com/documentation/compositorservices/rendering_hover_effects_in_metal_immersive_apps
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2
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819
Activity
Mar ’26
Asaf production suite AAX 2.91.9
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 ?
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0
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642
Activity
Oct ’25
Safari-like toolbar in visionOS
I like the toolbar visionOS's Safari uses for back & forward page, share, etc. It floats above the window. My attempt to do this with ornaments isn't as satisfying as they partially cover the window. My attempts with toolbar haven't produced visible results. Is this Safari-style toolbar for visionOS exposed by Apple in the API's? If so, could someone point me to documentation or sample code? Thanks!
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1
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0
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267
Activity
Oct ’25
How to renew visionOS Enterprise API entitlement / license?
Hi everyone, I’m currently using the visionOS Enterprise APIs, and I noticed in the official documentation that: However, I couldn’t find any clear instructions on how to actually renew the license. What is the correct process to renew a visionOS Enterprise API license? Do I need to submit a new entitlement request again to renew? Is there any official step-by-step guide or documentation for renewal? Any advice or shared experience would be greatly appreciated 🙏 Thank you!
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1
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781
Activity
6d
Real world anchors
I’m trying to build a persistent world map of my college campus using ARKit, but it’s not very reliable. Anchors don’t consistently appear in the same place across sessions. I’ve tried using image anchors, but they didn’t improve accuracy much. How can I create a stable world map for a larger area and reliably relocalize anchors? Are there better approaches or recommended resources for this?
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0
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0
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25
Activity
1w
how to transition between spatial3d to spatial3DImmersive?
Hi, When viewing a spatial photo scene on the Apple Vision Pro Photos app, you can tap on the immersive icon on the top right corner to transaction from the window presenting the image as spatial3d to an immersive photo scene with spatial3DImmersive where the window borders disappear. Could someone explain how to achieve that? I tried to do it but once I transition from spatial3d to spatial3DImmersive I can see still see a rectangle around the spatial image. Thanks.
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1
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0
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881
Activity
Nov ’25
How do you collect eye gaze data from vision pro
Hello, I know that Apple bans user from accessing to raw gaze data like gaze vector (x,y,z) or eye position. But when you do research on gaze data, how did you collect them from vision pro? Is there any App to solve this problem?
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104
Activity
1w
Slowness in Developer Strap 2
Hi I’m using Vision Pro m5 and developer strap 2. When I connect it to my Mac, it still shows 480M… all systems are using latest firmware… Anyone knows why?
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1
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528
Activity
Jan ’26
Sample code not working as expected: Implementing SharePlay for immersive spaces in visionOS
The following sample code project does not seem to work as expected: https://aninterestingwebsite.com/documentation/visionos/implementing-shareplay-for-immersive-spaces-in-visionos Have tried to get this project working with a client, but while we were able to see nearby users and make facetime calls, the color changing cube experience always remained a single color. Are there step-by-step instructions that Apple has used to verify this sample code so I can try to recreate this sample code's expected behavior for both nearby participants and those in a Facetime call?
Replies
1
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0
Views
265
Activity
Feb ’26
RealityKit_DirectionalLight_Question
My application calculates three distinct Meesus Double [x, y, z] Radian values to light a sphere in RealityKit with DirectionalLight. It is my understanding that I must use (simd_quatf) for each radian value to properly light the sphere in the view. The code correctly [orientates] the sphere with the combined (simd_quatf) DirectionalLight in the view, but the illumination (Z-axis) fails to properly illuminate the sphere with the expected result, compared to associated Meesus web page images. For the moment, I do not know how to correct the (Z-axis). Curious for a suggestion ... :] // Location values. let theLatitude: Double = 51.13107260 let theLongitude: Double = -114.01127910 let currentDate: Date = Date() struct TheCalculatedMoonPhaseTest_ContentView: View { var body: some View { VStack { if #available(macOS 15.0, *) { RealityView { content in let moonSphere_Entity = Entity.createSphere(radius: 0.90, color: .black) moonSphere.Entity.name = "MoonSphere" moonSphere.Entity.position = SIMD3<Float>(x: 0, y: 0, z: 0) content.add(moonSphere.Entity) let sunLight_Entity = createDirectionalLight(latitude: theLatitude, longitude: theLongitude, date: currentDate) content.add(sunLight_Entity) } // End of [RealityView] } else { // Earlier version required. } // End of [if #available(macOS 15.0, *)] } // End of [VStack] .background(Color.black) } // End of [var body: some View] // MARK: - 🟠🟠🟠🟠 [SET THE BACKGROUND COLOUR] 🟠🟠🟠🟠 var backgroundColor: Color = Color.init(.black) // MARK: - 🟠🟠🟠🟠 [CREATE THE DIRECTIONAL LIGHT FOR THE SPHERE] 🟠🟠🟠🟠 func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity { let directionalLight = DirectionalLight() directionalLight.light.color = .white directionalLight.light.intensity = 1000000 directionalLight.shadow = DirectionalLightComponent.Shadow() directionalLight.shadow?.maximumDistance = 5 directionalLight.shadow?.depthBias = 1 // MARK: 🟠🟠🟠🟠 Retrieve the [MEESUS MOON AGE VALUES] from the [CONSTANT FOLDER] 🟠🟠🟠🟠 let theMeesusMoonAge_LunarAgeDaysValue = 25.90567592898601 if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00) { let someCalculatedX_WestEastRadian: Float = Float(1.00) // Identify the sphere’s DirectionalLight Tilt Angle (Y) radian value :: // Note :: The following Tilt Angle is corrected to [Zenith] with the [MeesusCalculatedTilt_Angle] minus the [MeesusCalculatedPar_Angle]. let someCalculatedY_TiltAngleRadian: Float = Float(1.3396086) // Identify the sphere’s DirectionalLight Illumination (Z) radian Value :: // Note :: The Meesus calculated illumination fraction is converted to degrees, then converted to a radian value. let someCalculatedZ_IlluminationAngleRadian: Float = Float(0.45176168630244457) // <=== 14.3800% Illumination. // Define rotation angles in radians for X, Y, and Z axes. let x_Radians = someCalculatedX_WestEastRadian let y_Radians = someCalculatedY_TiltAngleRadian let z_Radians = someCalculatedZ_IlluminationAngleRadian // Identify and separate the quaternion [simd_quatf] for each Radian. let q_X = simd_quatf(angle: x_Radians, axis: SIMD3<Float>(1, 0, 0)) let q_Y = simd_quatf(angle: y_Radians, axis: SIMD3<Float>(0, 1, 0)) let q_Z = simd_quatf(angle: z_Radians, axis: SIMD3<Float>(0, 0, 1)) // Apply and combine the rotations, where order matters. let combinedRotation = q_Z * q_Y * q_X // Identify the [Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [combinedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Normalize the [combinedRotation]. let theNormalizesRotation = simd_normalize(combinedRotation) // Identify the [Normalized Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [normalizedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Assume the [theNormalizesRotation] appears reversed. let theCorrectedRotation = theNormalizesRotation.inverse // Identify the [Reversed Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [correctedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(-0.24427173, -0.61516714, 0.13599981)) ° Radians // Apply the [Corrected Rotation] to the entity. directionalLight.transform.rotation *= theCorrectedRotation // Add the [directionalLight] to the scene :: let anchor = AnchorEntity() anchor.addChild(directionalLight) } // End of [if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00)] return directionalLight } // End of [func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity] } // End of [struct TheCalculatedMoonPhaseTest_ContentView: View] // MARK: 🟠🟠🟠🟠 [ENTITY HELPER EXTENSION] 🟠🟠🟠🟠 extension Entity { static func createSphere(radius: Float, color: NSColor) -> Entity { let mesh = MeshResource.generateSphere(radius: radius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: color) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) entity.components.set(Transform()) return entity } // End of [static func createSphere(radius: Float, color: NSColor) -> Entity] } // End of [extension Entity] // Application Image :: Calgary // Website Image :: timeanddate // mooncalc.org
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