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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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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541
Jan ’26
How to get multiple animations into USDZ
Most models are only available as glb or fbx, so I usually reexport them into usdz using Blender. When I import them into Reality Composer Pro, Mesh, Textures etc look great, but in the Animation Library subsection all I can see is one default subtree animation. In Blender I can see all available animations and play them individually. The default subtree animation just plays the default idle animation. In fact when I open the nonlinear animation view in Blender and select a different animation as the default animation, the exported usdz shows the newly selected animation as default subtree animation. I can see in the Apple sample apps models can have multiple animations in their Animation Library. I'm using the latest Blender 4.5 and the usdz exporter should be working properly?
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2
836
Oct ’25
Nearby Sharing a Volume won't work
Hi, we've developed an app for Vision Pro that utilises the GroupActivitites SDK to provide shared experiences for our users. Remote Participation works great, but we can't get nearby sharing to work. The behaviour we're observing: User 1 engages share sheet from Volume, 2nd Vision Pro is visible. User 1 starts nearby sharing Session initialisation runs for approx. 30 seconds, then fails Sometimes, the nearby participant doesn't show up at all after the initialisation has failed once. As stated in the Configure your visionOS app for sharing with people nearby article, we didn't make any changes to our implementation to support nearby sharing. Any help would be greatly appreciated. Kind regards, David
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949
Jan ’26
When placing a TextField within a RealityViewAttachment, the virtual keyboard does not appear in front of the user as expected.
Hello, Thank you for your time. I have a question regarding visionOS app development. When placing a SwiftUI TextField inside RealityView.attachments, we found that focusing on the field does not bring up the virtual keyboard in front of the user. Instead, the keyboard appears around the user’s lower abdomen area. However, when placing the same TextField in a regular SwiftUI layer outside of RealityView, the keyboard appears in the correct position as expected. This suggests that the issue is specific to RealityView.attachments. We are currently exploring ways to have the virtual keyboard appear directly in front of the user when using TextField inside RealityViewAttachments. If there is any method to explicitly control the keyboard position or any known workarounds—including alternative UI approaches—we would greatly appreciate your guidance. Best regards, Sadao Tokuyama
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653
Jul ’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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2.1k
Jul ’25
The AccessoryAnchor transform does not match any of the Accessory.LocationName options.
I am using AccessoryTrackingProvider from ARKit to get the transform of the PSVR2 controller via originFromAnchorTransform of the AccessoryAnchor. I also am trying to use AnchorEntity on the controller using RealityKit However, none of the three options for Accessory.LocationName, which should be used to define the AnchorEntity target, seem to match the position on the controller which is being sent from ARKit. The picture attached is showing two transforms: RealityKit - using .gripSurface to define the AnchoringComponent.Target.accesssory location. ARKit - using originFromAnchorTransform for AccessoryTrackingProvider. They are not aligned at the same point. As for the other options of Accessory.LocationName, using .aim is located at the tip of the controller and .grip is the same position as .gripSurface but with a different orientation. I am wondering why there is not an option for Accessory.LocationName that actually matches the transform captured by ARKit?
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1.5k
Jan ’26
RealityView content disappears when selecting Lock In Place on visionOS
Hi, I'm experiencing an issue where all RealityView content disappears when the user selects "Lock In Place" from the window management menu (long press on close button). "Follow Me" works correctly and this happens in Testflight builds only not reproducible when I run locally I have reproduced this with a minimal project containing nothing but a simple red cube — no custom anchors, no app state, no dependencies. Steps to Reproduce: Open an ImmersiveSpace. A red cube is placed 1m in front of the user via RealityView. Long press the X button on any floating window Select "Lock In Place". The cube disappears immediately. Expected: Cube remains visible after window is locked Actual: Cube disappears. Minimal reproducible code: var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3<Float>(0, 1.5, -1), relativeTo: nil) content.add(cube) } } } Device: Apple Vision Pro visionOS version: Vision OS 26.2 (23N301) Xcode version: Version 26.3 (17C529) Is this a known issue? Is there a recommended workaround to preserve RealityView content during Lock In Place transitions? Thank you!
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1w
ManipulationComponent create parent/child crash
Hello, If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message: Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported. CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro The problem occurs precisely with this code: ManipulationComponent.configureEntity(object) I adapted Apple's ObjectPlacementExample and made the changes available via GitHub. The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly. GitHub Repo Thanks Andre
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517
Oct ’25
VisionOS 26 - threadsPerThreadgroup limit causing crash on device (but not in simulator)
Hi all, I'm running into an issue with an app that previously worked fine on device using visionOS 2.0. After updating to visionOS 26, the same code runs fine in the simulator but crashes on the device with the following error: -[MTLDebugComputeCommandEncoder _validateThreadsPerThreadgroup:]:1330: failed assertion `(threadsPerThreadgroup.width(32) * threadsPerThreadgroup.height(32) * threadsPerThreadgroup.depth(1))(1024) must be <= 832. (kernel threadgroup size limit)` Is there any documented way to check or increase the allowed threadsPerThreadgroup size on Apple Vision Pro? Or any recommended workaround for this regression? Thanks in advance!
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219
Jun ’25
Degraded RoomPlan performance
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.
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2
2.3k
Jan ’26
Vision OS: HUD mode windows
If I correctly understand, a new Enterprise API has been introduced In visionOS 26 allowing to fix windows to the user frame of reference, implementing a something like an "head up display", with the window tracking the user movements. Is this API only available to enterprise applications, and if so is there a plan to make it available for every kind of app?
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134
Jun ’25
Loading USDZ asset into Model3D causes visionOS 2.0 beta 5 to crash
We've recently discovered that our app crashes on startup on the latest visionOS 2.0 beta 5 (22N5297g) build. In fact, the entire field of view would dim down and visionOS would then restart, showing the Apple logo. Interestingly, no app crash is reported by Xcode during debug. After investigation, we have isolated the issue to a specific USDZ asset in our app. Loading it in a sample, blank project also causes visionOS to reliably crash, or become extremely unresponsive with rendering artifacts everywhere. This looks like a potentially serious issue. Even if the asset is problematic, loading it should not crash the entire OS. We have filed feedback FB14756285, along with a demo project. Hopefully someone can take a look. Thanks!
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611
Jul ’25
What is the first reliable position of the apple vision pro device?
In several visionOS apps, we readjust our scenes to the user's eye level (their heads). But, we have encountered issues whereby the WorldTrackingProvider returns bad/incorrect positions for the first x number of frames. See below code which you can copy paste in any Immersive Space. Relaunch the space and observe the numberOfBadWorldInfos value is inconsistent. a. what is the most reliable way to get the devices's position? b. is this indeed a bug? c. are we using worldInfo improperly? d. as a workaround, in our apps we set to 10 the number of frames to let pass before using worldInfo, should we set our threshold differently? import ARKit import Combine import OSLog import SwiftUI import RealityKit import RealityKitContent let SUBSYSTEM = Bundle.main.bundleIdentifier! struct ImmersiveView: View { let logger = Logger(subsystem: SUBSYSTEM, category: "ImmersiveView") let session = ARKitSession() let worldInfo = WorldTrackingProvider() @State var sceneUpdateSubscription: EventSubscription? = nil @State var deviceTransform: simd_float4x4? = nil @State var numberOfBadWorldInfos = 0 @State var isBadWorldInfoLoged = false var body: some View { RealityView { content in try? await session.run([worldInfo]) sceneUpdateSubscription = content.subscribe(to: SceneEvents.Update.self) { event in guard let pose = worldInfo.queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) else { return } // `worldInfo` does not return correct values for the first few frames (exact number of frames is unknown) // - known SO: https://stackoverflow.com/questions/78396187/how-to-determine-the-first-reliable-position-of-the-apple-vision-pro-device deviceTransform = pose.originFromAnchorTransform if deviceTransform!.columns.3.y < 1.6 { numberOfBadWorldInfos += 1 logger.warning("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)") } else { if !isBadWorldInfoLoged { logger.info("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)") } isBadWorldInfoLoged = true // stop logging. } } } } }
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163
May ’25
Transparent Material Turning into Occlusion Material
I am trying to create an object in immersive space that is partially transparent (~50% opacity). I have implemented this in a few different ways including creating a model entity and setting its opacity component to 0.5, and creating a custom material with blending set to a transparent opacity of 0.5. These both work partially, as they behaved as intended for many cases, but seemingly randomly would act like occlusion material and block any other immersive content behind them, showing the real world instead. Some notes: I am using RealityKit to render the semi-transparent object and an opaque object that is behind the semi-transparent object. I am using VisionOS 2.1, and am updating the location of the semi-transparent object often. Both objects are ModelEntities. I would appreciate any guidance on how to implement this. Please let me know if there are any other questions.
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177
May ’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
For a third year, no screenshot capability for immersive visionOS apps... here's a workaround?
Since only the user can take a screenshot using the Apple Vision Pro's top buttons, the only workaround available to an immersive app that needs a screenshot to document the user's creative interior design choices is ask the user to take a screenshot wait until the user taps a button indicating the screenshot has been taken then the app asks the user to select the screenshot when the app opens the PhotoPicker when the user presses Done, the screenshot is handed off to the app. One wonders why there is no Apple Api for doing this in a simple privacy protective way such as: When called, the Apple api captures the screenshot in Apple secured memory The api displays the screenshot to the user with appropriate privacy warnings and asks if the user wants to a. share this screenshot with the app, or b. cancel, c. retake the screenshot If the user approves, the app receives the screenshot
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130
Jun ’25
Perspective problem
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model. When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same. Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5. I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
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268
Aug ’25
RemoteImmersiveSpace sample isn't working
Hello RemoteDeviceIdentifier returns nil and therefore it crashes the HoverEffect sample project. I have vision26 beta 2 on both devices what the correct method of running this code sample ?
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174
Activity
Jun ’25
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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3
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0
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541
Activity
Jan ’26
How to get multiple animations into USDZ
Most models are only available as glb or fbx, so I usually reexport them into usdz using Blender. When I import them into Reality Composer Pro, Mesh, Textures etc look great, but in the Animation Library subsection all I can see is one default subtree animation. In Blender I can see all available animations and play them individually. The default subtree animation just plays the default idle animation. In fact when I open the nonlinear animation view in Blender and select a different animation as the default animation, the exported usdz shows the newly selected animation as default subtree animation. I can see in the Apple sample apps models can have multiple animations in their Animation Library. I'm using the latest Blender 4.5 and the usdz exporter should be working properly?
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3
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2
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836
Activity
Oct ’25
Nearby Sharing a Volume won't work
Hi, we've developed an app for Vision Pro that utilises the GroupActivitites SDK to provide shared experiences for our users. Remote Participation works great, but we can't get nearby sharing to work. The behaviour we're observing: User 1 engages share sheet from Volume, 2nd Vision Pro is visible. User 1 starts nearby sharing Session initialisation runs for approx. 30 seconds, then fails Sometimes, the nearby participant doesn't show up at all after the initialisation has failed once. As stated in the Configure your visionOS app for sharing with people nearby article, we didn't make any changes to our implementation to support nearby sharing. Any help would be greatly appreciated. Kind regards, David
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3
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0
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949
Activity
Jan ’26
When placing a TextField within a RealityViewAttachment, the virtual keyboard does not appear in front of the user as expected.
Hello, Thank you for your time. I have a question regarding visionOS app development. When placing a SwiftUI TextField inside RealityView.attachments, we found that focusing on the field does not bring up the virtual keyboard in front of the user. Instead, the keyboard appears around the user’s lower abdomen area. However, when placing the same TextField in a regular SwiftUI layer outside of RealityView, the keyboard appears in the correct position as expected. This suggests that the issue is specific to RealityView.attachments. We are currently exploring ways to have the virtual keyboard appear directly in front of the user when using TextField inside RealityViewAttachments. If there is any method to explicitly control the keyboard position or any known workarounds—including alternative UI approaches—we would greatly appreciate your guidance. Best regards, Sadao Tokuyama
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3
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1
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653
Activity
Jul ’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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2.1k
Activity
Jul ’25
The AccessoryAnchor transform does not match any of the Accessory.LocationName options.
I am using AccessoryTrackingProvider from ARKit to get the transform of the PSVR2 controller via originFromAnchorTransform of the AccessoryAnchor. I also am trying to use AnchorEntity on the controller using RealityKit However, none of the three options for Accessory.LocationName, which should be used to define the AnchorEntity target, seem to match the position on the controller which is being sent from ARKit. The picture attached is showing two transforms: RealityKit - using .gripSurface to define the AnchoringComponent.Target.accesssory location. ARKit - using originFromAnchorTransform for AccessoryTrackingProvider. They are not aligned at the same point. As for the other options of Accessory.LocationName, using .aim is located at the tip of the controller and .grip is the same position as .gripSurface but with a different orientation. I am wondering why there is not an option for Accessory.LocationName that actually matches the transform captured by ARKit?
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1.5k
Activity
Jan ’26
RealityView content disappears when selecting Lock In Place on visionOS
Hi, I'm experiencing an issue where all RealityView content disappears when the user selects "Lock In Place" from the window management menu (long press on close button). "Follow Me" works correctly and this happens in Testflight builds only not reproducible when I run locally I have reproduced this with a minimal project containing nothing but a simple red cube — no custom anchors, no app state, no dependencies. Steps to Reproduce: Open an ImmersiveSpace. A red cube is placed 1m in front of the user via RealityView. Long press the X button on any floating window Select "Lock In Place". The cube disappears immediately. Expected: Cube remains visible after window is locked Actual: Cube disappears. Minimal reproducible code: var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3<Float>(0, 1.5, -1), relativeTo: nil) content.add(cube) } } } Device: Apple Vision Pro visionOS version: Vision OS 26.2 (23N301) Xcode version: Version 26.3 (17C529) Is this a known issue? Is there a recommended workaround to preserve RealityView content during Lock In Place transitions? Thank you!
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508
Activity
1w
ManipulationComponent create parent/child crash
Hello, If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message: Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported. CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro The problem occurs precisely with this code: ManipulationComponent.configureEntity(object) I adapted Apple's ObjectPlacementExample and made the changes available via GitHub. The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly. GitHub Repo Thanks Andre
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3
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517
Activity
Oct ’25
Having Issues In ARViewContainer Code
My ARViewContainer code is not working. I don't know how to debug the issue and I don't know or see where my results is going to. I need help to resolve this issue. please help debug. See code below:
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101
Activity
Jun ’25
VisionOS 26 - threadsPerThreadgroup limit causing crash on device (but not in simulator)
Hi all, I'm running into an issue with an app that previously worked fine on device using visionOS 2.0. After updating to visionOS 26, the same code runs fine in the simulator but crashes on the device with the following error: -[MTLDebugComputeCommandEncoder _validateThreadsPerThreadgroup:]:1330: failed assertion `(threadsPerThreadgroup.width(32) * threadsPerThreadgroup.height(32) * threadsPerThreadgroup.depth(1))(1024) must be <= 832. (kernel threadgroup size limit)` Is there any documented way to check or increase the allowed threadsPerThreadgroup size on Apple Vision Pro? Or any recommended workaround for this regression? Thanks in advance!
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3
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219
Activity
Jun ’25
Degraded RoomPlan performance
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.
Replies
3
Boosts
2
Views
2.3k
Activity
Jan ’26
Vision OS: HUD mode windows
If I correctly understand, a new Enterprise API has been introduced In visionOS 26 allowing to fix windows to the user frame of reference, implementing a something like an "head up display", with the window tracking the user movements. Is this API only available to enterprise applications, and if so is there a plan to make it available for every kind of app?
Replies
3
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0
Views
134
Activity
Jun ’25
Loading USDZ asset into Model3D causes visionOS 2.0 beta 5 to crash
We've recently discovered that our app crashes on startup on the latest visionOS 2.0 beta 5 (22N5297g) build. In fact, the entire field of view would dim down and visionOS would then restart, showing the Apple logo. Interestingly, no app crash is reported by Xcode during debug. After investigation, we have isolated the issue to a specific USDZ asset in our app. Loading it in a sample, blank project also causes visionOS to reliably crash, or become extremely unresponsive with rendering artifacts everywhere. This looks like a potentially serious issue. Even if the asset is problematic, loading it should not crash the entire OS. We have filed feedback FB14756285, along with a demo project. Hopefully someone can take a look. Thanks!
Replies
3
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1
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611
Activity
Jul ’25
What is the first reliable position of the apple vision pro device?
In several visionOS apps, we readjust our scenes to the user's eye level (their heads). But, we have encountered issues whereby the WorldTrackingProvider returns bad/incorrect positions for the first x number of frames. See below code which you can copy paste in any Immersive Space. Relaunch the space and observe the numberOfBadWorldInfos value is inconsistent. a. what is the most reliable way to get the devices's position? b. is this indeed a bug? c. are we using worldInfo improperly? d. as a workaround, in our apps we set to 10 the number of frames to let pass before using worldInfo, should we set our threshold differently? import ARKit import Combine import OSLog import SwiftUI import RealityKit import RealityKitContent let SUBSYSTEM = Bundle.main.bundleIdentifier! struct ImmersiveView: View { let logger = Logger(subsystem: SUBSYSTEM, category: "ImmersiveView") let session = ARKitSession() let worldInfo = WorldTrackingProvider() @State var sceneUpdateSubscription: EventSubscription? = nil @State var deviceTransform: simd_float4x4? = nil @State var numberOfBadWorldInfos = 0 @State var isBadWorldInfoLoged = false var body: some View { RealityView { content in try? await session.run([worldInfo]) sceneUpdateSubscription = content.subscribe(to: SceneEvents.Update.self) { event in guard let pose = worldInfo.queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) else { return } // `worldInfo` does not return correct values for the first few frames (exact number of frames is unknown) // - known SO: https://stackoverflow.com/questions/78396187/how-to-determine-the-first-reliable-position-of-the-apple-vision-pro-device deviceTransform = pose.originFromAnchorTransform if deviceTransform!.columns.3.y < 1.6 { numberOfBadWorldInfos += 1 logger.warning("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)") } else { if !isBadWorldInfoLoged { logger.info("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)") } isBadWorldInfoLoged = true // stop logging. } } } } }
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163
Activity
May ’25
Transparent Material Turning into Occlusion Material
I am trying to create an object in immersive space that is partially transparent (~50% opacity). I have implemented this in a few different ways including creating a model entity and setting its opacity component to 0.5, and creating a custom material with blending set to a transparent opacity of 0.5. These both work partially, as they behaved as intended for many cases, but seemingly randomly would act like occlusion material and block any other immersive content behind them, showing the real world instead. Some notes: I am using RealityKit to render the semi-transparent object and an opaque object that is behind the semi-transparent object. I am using VisionOS 2.1, and am updating the location of the semi-transparent object often. Both objects are ModelEntities. I would appreciate any guidance on how to implement this. Please let me know if there are any other questions.
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177
Activity
May ’25
How to visualize a point cloud in RealityKit on visionOS?
I would like to visualize a point cloud taken from a lidar. Assuming I can get the XYZ values of every point (of which there may be hundreds or thousands), what is the most efficient way for me to create a point cloud using this information?
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354
Activity
Sep ’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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252
Activity
Apr ’25
For a third year, no screenshot capability for immersive visionOS apps... here's a workaround?
Since only the user can take a screenshot using the Apple Vision Pro's top buttons, the only workaround available to an immersive app that needs a screenshot to document the user's creative interior design choices is ask the user to take a screenshot wait until the user taps a button indicating the screenshot has been taken then the app asks the user to select the screenshot when the app opens the PhotoPicker when the user presses Done, the screenshot is handed off to the app. One wonders why there is no Apple Api for doing this in a simple privacy protective way such as: When called, the Apple api captures the screenshot in Apple secured memory The api displays the screenshot to the user with appropriate privacy warnings and asks if the user wants to a. share this screenshot with the app, or b. cancel, c. retake the screenshot If the user approves, the app receives the screenshot
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130
Activity
Jun ’25
Perspective problem
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model. When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same. Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5. I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
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268
Activity
Aug ’25