https://developer.apple.com/cn/augmented-reality/tools/. Why is this address missing? Reality Converter, what should we use now to convert the model
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I work on a game where I use timeline animations in Reality Composer Pro.
The game runs in an immersive space, but can be paused where I then move the whole level root entity from the immersive space to another RealityView in a Window Group. When the player continues I do it exactly the other way around to move the level root from the window group back to my immersive space RealityView.
And it seems like all animations get automatically stopped and restarted when the scene gets changed. The problem is, it does not resume where it stopped before, it completely starts again from where it stopped and therefore, has for example a wrong y offset as visible in the picture.
For example in the picture, the yellow sphere loops the following animation:
0 to 100
100 to -100
-100 to 0
If I now pause the game (and basically switch scenes), the previous animation gets stopped and restarted at position y = 100. So now it loops:
100 to 200
200 to 0
0 to 100
I already tried all kind of setups - like:
Setting the animations relative to root, parent, local
Using behaviors (on Added to Scene, on Notification)
And finally even by accessing the availableAnimations directly and saving the playback controller of the animation
There I saw, if I manually trigger the following code before switching the scene, everything works as expected:
Button("Reset") {
animationPlaybackController.time = 0
animationPlaybackController.pause()
animationPlaybackController.stop(blendOutDuration: 0.00001)
}
But if I use time = 0 with .stop() directly, the time = 0 seems to be ignored and I get the same behavior as before that it stops in a wrong y offset, hence my assumption that animations get stopped and invalidated once they change the scene.
I tried to call the code manually on ImmersiveSpace.onDisappear, WindowGroup.onAppear and different kind of SceneEvents subscriptions, but unfortunately nothing worked.
So am I doing something wrong in general or is there a way to fix this?
Environment
visionOS 26.1, Xcode 26.1.1
Problem
When a WindowGroup opens an ImmersiveSpace and the user closes the window via X button, the async Task in .onDisappear gets cancelled before dismissImmersiveSpace() completes, leaving the ImmersiveSpace active with no way to exit.
Steps
WindowGroup opens ImmersiveSpace in .onAppear
User clicks X to close window
.onDisappear fires but async cleanup cancelled
ImmersiveSpace remains active, user trapped
Expected
ImmersiveSpace dismissed when window closes
Actual
ImmersiveSpace remains active
Code
.onAppear {
Task {
await openImmersiveSpace(id: "VideoCallMainCamera")
}
}
.onDisappear {
Task {
await dismissImmersiveSpace() // Gets cancelled
}
}
What I've Tried
Task in .onDisappear ❌
scenePhase monitoring ❌
High priority Task ❌
.restorationBehavior(.disabled) + .defaultLaunchBehavior(.suppressed) ✅ (prevents restoration but doesn't fix immediate cleanup)
Question
What's the recommended pattern for ensuring ImmersiveSpace cleanup when WindowGroup closes? Is there a way to block window closure until async cleanup completes, or should ImmersiveSpaces automatically dismiss with their parent window?
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.
My app is getting video from UVC device, and I wish to display it in an Immersive Space. But when I open Immersive Space, the UVC capture will just stop.AI said it's due to confliction in Camera pipeline. But I don't really understand, I don't need to use any on device camera, why it conflict with my UVC...
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!
The purpose is to create a simple web-based gallery of spatial photos and videos using static html files. I have successfully displayed spatial photos using the img tag and IMG.heic files. I can tap and hold the image to bring up the contextual menu and from there select View Spatial Photo. Is there any way to add a control to the image, like a link or overlay on the image itself, that a user can simply tap to show the image in 3D? And how to host a video file on a web page without going through a CDN/streaming service? Sample html would be much appreciated.
Topic:
Spatial Computing
SubTopic:
General
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
Hi,
since iOS 18 UnlitMaterial and ShaderGraphMaterial have the option to disable tone mapping, e.g via https://developer.apple.com/documentation/realitykit/unlitmaterial/init(applypostprocesstonemap:)
Is it possible to do the same for CustomMaterial? I tried initializing a CustomMaterial based on an UnlitMaterial where tone mapping is disabled, like so:
let unlitMat = UnlitMaterial(applyPostProcessToneMap: false)
let customMaterial = try CustomMaterial(
from: unlitMat,
surfaceShader: surfaceShader,
geometryModifier: geometryModifier
)
but that does not seem to work. The colors of my texture still look altered in comparison to a plain UnlitMaterial or a ShaderGraphMaterial where its disabled.
Any hints? Thank you!
Hi there,
I was looking to add a particle emitter to my augmented reality app I'm developing using RealityKit. I'm targeting iOS. I noticed in the documentation for the ParticleEmitterComponent that it looks like iOS 18.0+ is supported, but when I try to use the ParticleEmitterComponent in my code in XCode, I get an error that it isn't found. Furthermore, this StackOverflow post seems to indicate that particle systems are not available for iOS. Would it be possible to get clarification on this?
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?
I noticed in the latest macOS beta 3 that there was this update:
A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451)
I am not noticing any difference to before with the reconstructions I tested so I am assuming it's reverting to the old model but in the logs there is no way to see if it succeeds or fails to download that new model.
do you have any more information on what was improved here with some examples and what we should be looking for? also how can confirm the download of that new model has not failed?
I have been trying to implement this look where a component looks "pushed in" but I could not find any resources regarding this effect. The closest I got was a combination of a RoundedRectangle and .glassBackgroundEffect(), but this makes the view look pushed out, instead of pushed in.
I was wondering if this is achievable in SwiftUI level, or even in UIKit level.
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?
I'm seeing this error while attempting to compile my VisionOS app under Xcode 26. My existing code looks like:
let (naturalSize, formatDescriptions, mediaCharacteristics) = try? await videoTrack.load(.naturalSize, .formatDescriptions, .mediaCharacteristics)
This is now giving a compiler error: Type of expression is ambiguous without a type annotation
I don't see that anything that was changed or deprecated in the latest version. Also loading the properties individually seems to work fine i.e.:
let naturalSize = try? await videoTrack.load(.naturalSize)
let formatDescriptions = try? await videoTrack.load(.formatDescriptions)
let mediaCharacteristics = try? await videoTrack.load(.mediaCharacteristics)
I noticed that when I drag the menu window in an Immersive View, the entities behind it becomes semi-transparent, and the boundary between virtual and real-world objects is very pronounced.
May I ask how does VisionOS implement this effect? Is there any API or technique I can use in my own code to enable the same semi-transparent overlay - even when I am not dragging the menu window?
Can I apply .scrollInputBehavior(.enabled, for: .look) to a WebView (wrapped UIViewRepresentable) in a visionOS 26 app?
I tried it myself, but I couldn't do it, so I would like to know if there is any way to do this.
Best regards.
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?
Topic:
Spatial Computing
SubTopic:
General
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.
Topic:
Spatial Computing
SubTopic:
General
After updating to visionOS 26.2 Beta 2 (and Beta 3), I'm unable to establish a spatial connection to Vision Pro. This was working fine before the update.
To test, I've created a fresh spatialApp project from the Xcode template with zero modifications, but I'm hitting the same issue - the Vision Pro is discovered but won't connect.
Am I forgetting to update the config somewhere? Any ideas what might be causing this and how to fix it?
Thanks!
Warning: -[NSWindow makeKeyWindow] called on <NSWindow: 0xa1f811900> windowNumber=1b9 which returned NO from -[NSWindow canBecomeKeyWindow].
((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - /AppleInternal/Library/BuildRoots/4~CBS0ugAIF7BrQZjLe6r0lhPXO4GJmNDTovxYoV0/Library/Caches/com.apple.xbs/Sources/ExtensionKit/ExtensionKit/Source/HostViewController/Internal/EXHostSessionDriver.m:80: `processConfiguration` and `configuration` must be both non-nil or both nil
Unable to obtain a task name port right for pid 415: (os/kern) failure (0x5)
CCContextDeviceGroup.mm(291):+[CCContextDeviceGroup checkBinaryArchivesForDevice:withBundle:]:
Failed to find any binary shader archive
Topic:
Spatial Computing
SubTopic:
General