Hello, I'm struggling trying to interact with a RealityKit entity nested (or at least visually nested) in a second one.
I think I've the same issue as mentioned on this StackOverflow post, but I can't manage to reproduce the solution. https://stackoverflow.com/questions/79244424/how-to-prioritize-a-specific-entity-when-collision-boxes-overlap-in-realitykit
What I'd like to achieve is to translate the red box using a DragGesture, while still be able to interact using a TapGesture on the sphere. Currently, I can only do one at a time.
Does anyone know the solution?
extension CollisionGroup {
static let parent: CollisionGroup = CollisionGroup(rawValue: 1 << 0)
static let child: CollisionGroup = CollisionGroup(rawValue: 1 << 1)
}
struct ImmersiveView: View {
var body: some View {
RealityView { content in
let boxMesh = MeshResource.generateBox(size: 0.35)
let boxMaterial = SimpleMaterial(color: .red.withAlphaComponent(0.25), isMetallic: false)
let boxEntity = ModelEntity(mesh: boxMesh, materials: [boxMaterial])
let sphereMesh = MeshResource.generateSphere(radius: 0.05)
let sphereMaterial = SimpleMaterial(color: .blue, isMetallic: false)
let sphereEntity = ModelEntity(mesh: sphereMesh, materials: [sphereMaterial])
content.add(sphereEntity)
content.add(boxEntity)
boxEntity.components.set(InputTargetComponent())
boxEntity.components.set(
CollisionComponent(
shapes: [ShapeResource.generateBox(size: SIMD3<Float>(repeating: 0.35))],
isStatic: true,
filter: CollisionFilter(
group: .parent,
mask: .parent.subtracting(.child)
)
)
)
sphereEntity.components.set(InputTargetComponent())
sphereEntity.components.set(HoverEffectComponent())
sphereEntity.components.set(
CollisionComponent(
shapes: [ShapeResource.generateSphere(radius: 0.05)],
isStatic: true,
filter: CollisionFilter(
group: .child,
mask: .child.subtracting(.parent)
)
)
)
}
}
}
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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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.
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?
Hello,
A lot of the RealityKit APIs (Ex. LowLevelMesh, LowLevelTexture, etc.) are marked with MainActor so they needed to be accessed on the main thread.
This creates issues when we need to perform expensive GPU related operations since now we need to perform those on the main thread. This results in bottlenecks and hangs in our application. We would like to use a multi-threaded approach to solve these problems which is difficult to do here. We are constantly streaming data whether the app is just appearing or the user is interacting with our application so we need to be able to perform these operations on a separate thread.
Any advice on how to achieve this using RealityKit?
Thank you.
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?).
randomly, the app does not work after small changes in Reality Composer. Small changes like scaling a object a tiny bit.
to fix the error, i have to change another element in reality composer and hope for the best. if this does not help, i change (transform) something else, or deactive/activate something to get the project working again. I can't see a pattern why the Reality Composer Project sometimes gets in a state where it does not compile anymore.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
My development team admin requested the Enterprise API for camera access on the vision pro. We got that granted, got a license for usage, and got instructions for integrating it with next steps.
We did the following:
Even when I try to download and run the sample project for "Accessing the Main Camera", and follow all the exact instructions mentioned here: https://developer.apple.com/documentation/visionos/accessing-the-main-camera
I am just unable to receive camera frames.
I added the capabilities, created a new provisioning profile with this access, added the entitlements to info.plist and entitlements, replaced the dummy license file with the one we were sent, and also have a matching bundle identifier and development certificate, but it is still not showing camera access for some reason.
"Main Camera Access" shows up in our Signing & Capabilities tab, and we also added the NSMainCameraDescription in the Info.plist and allow access while opening the app. None of this works. Not on my app, and not on the sample app that I just downloaded and tried to run on the Vision Pro after replacing the dummy license file.
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:
We are working on a world scale AR app that leverages the device location and heading to place objects in the streets, so that they are correctly and stably anchored to certain locations.
Since the geo-tracking imagery is only available in certain cities and areas, we are trying to figure out how to fallback when geo-tracking is not available as the device move away, to still retain good AR camera accuracy. We might need to come up with some algorithm using the device GPS, to line up the ARCamera with our objects.
Question: Does geo-tracking always provide greater than or equal to the accuracy of world tracking, for a GPS outdoor AR experience?
If so, we can simply use the ARGeoTrackingConfiguration for the entire time, and rely on the ARView keeping itself aligned. Otherwise, we need to switch between it and ARWorldTrackingConfiguration when geo-tracking is not available and/or its accuracy is low, then roll our own algorithm to keep the camera aligned.
Thanks.
Hi there,
I'm trying to merge the mesh anchor into a single mesh, but couldn't find any resources on this. Here is the code where I make the mesh from each mesh anchor, and assigned it to a model component with a shader graph material.
func run(_ sceneRec: SceneReconstructionProvider) async {
for await update in sceneRec.anchorUpdates {
switch update.event {
case .added, .updated:
// Get or create entity for this anchor
let anchorEntity = anchors[update.anchor.id] ?? {
let entity = ModelEntity()
root?.addChild(entity)
anchors[update.anchor.id] = entity
return entity
}()
// Remove any existing children
for child in anchorEntity.children {
child.removeFromParent()
}
// Generate the mesh from the anchor
guard let mesh = try? await MeshResource(from: update.anchor) else { return }
guard let shape = try? await ShapeResource.generateStaticMesh(from: update.anchor) else { continue }
print("Mesh added, vertices: \(update.anchor.geometry.vertices.count), bounds: \(mesh.bounds)")
// Get the material to use
var material: RealityKit.Material
if isMaterialLoaded, let loadedMaterial = self.shaderMaterial {
material = loadedMaterial
} else {
// Use a temporary material until the shader loads
var tempMaterial = UnlitMaterial()
tempMaterial.color = .init(tint: .purple.withAlphaComponent(0.5))
material = tempMaterial
}
await MainActor.run {
anchorEntity.components.set(ModelComponent(mesh: mesh, materials: [material]))
anchorEntity.setTransformMatrix(update.anchor.originFromAnchorTransform, relativeTo: nil)
// Add collision component with static flag - required for spatial interactions
anchorEntity.components.set(CollisionComponent(
shapes: [shape],
isStatic: true,
filter: .default
))
// Make entity interactive - enables spatial taps, drags, etc.
anchorEntity.components.set(InputTargetComponent())
let shadowComponent = GroundingShadowComponent(
castsShadow: true,
receivesShadow: true
)
anchorEntity.components.set(shadowComponent)
}
I then use a spatial tap gesture to set the position parameter in the shader graph material that creates a nice gradient from the tap position on the mesh to the rest of the mesh.
SpatialTapGesture()
.targetedToAnyEntity()
.onEnded { value in
let tappedEntity = value.entity
// Check if the tapped entity is a child of tracking.meshAnchors
if isChildOfMeshAnchors(entity: tappedEntity) {
// Get local position (in the entity's coordinate space)
let localPosition = value.location3D
// Convert to world position (scene coordinate space)
let worldPosition = value.convert(localPosition, from: .local, to: .scene)
print("Tapped mesh anchor at local position: \(localPosition)")
print("Tapped mesh anchor at world position: \(worldPosition)")
// Update the material parameter with the tap position
updateMaterialTapPosition(entity: tappedEntity, position: worldPosition)
} else {
print("Tapped entity is not a mesh anchor")
}
}
}
My issue is that because there are several mesh anchors, the gradient often gets cut off by the edge of the mesh generated from the mesh anchor as suppose to a nice continuous gradient across the entire scene reconstructed mesh I couldn't find any documentations on how to merge mesh from mesh anchors, any tips would be helpful! Thank you!
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?
Hi, I'm developing a virtual camera system using ReplayKit to capture scene video by directly accessing raw video buffers. The capture mechanism works flawlessly when repeatedly starting and stopping video capture within a continuous immersive environment. However, a critical issue arises when interrupting the immersive space:
Step 1: Enter immersive environment and start and stop capture videos(Multiple times with no issues)
Step 2: Press the crown button to exit the immersive environment
Step 3: Return to the immersive space subsequently
Step 4: Attempt to start the video capture
At this point, the startCapture method throws an unexpected error, disrupting the video capture workflow.
This is the Xcode error that I see " [ERROR] -[RPScreenRecorder startCaptureWithHandler:completionHandler:]_block_invoke_2:500 failed to start due to error: Error Domain=com.apple.ReplayKit.RPRecordingErrorDomain Code=-5803 "Recording failed to start" UserInfo={NSLocalizedDescription=Recording failed to start}"
I have tried all possible ways to stopCapture including OnDisappear and other methods and nothing seems to solve this.
Hi I am trying to implement something simple as people can share their Spatial Photos with others (just like this post). I encountered the same issue with him, but his answer doesn't help me out here.
Briefly speaking, I am using CGImgaeSoruce to extract paired leftImage and rightImage from one fetched spatial photo
let photos = PHAsset.fetchAssets(with: .image, options: nil)
// enumerating photos ....
if asset.mediaSubtypes.contains(PHAssetMediaSubtype.spatialMedia) {
spatialAsset = asset
}
// other code show below
I can fetch left and right images from native Spatial Photo (taken by Apple Vision Pro or iPhone 15+), but it didn't work on generated spatial photo (2D -> 3D feat in Photos).
// imageCount is 1 when it comes to generated spatial photo
let imageCount = CGImageSourceGetCount(source)
I searched over the net and someone says the generated version is having a depth image instead of left/right pair. But still I cannot extract any depth image from imageSource.
The full code below, the imagePair extraction will stop at "no groups found":
func extractPairedImage(phAsset: PHAsset, completion: @escaping (StereoImagePair?) -> Void) {
let options = PHImageRequestOptions()
options.isNetworkAccessAllowed = true
options.deliveryMode = .highQualityFormat
options.resizeMode = .none
options.version = .original
return PHImageManager.default().requestImageDataAndOrientation(for: phAsset, options: options) {
imageData, _, _, _ in
guard let imageData,
let imageSource = CGImageSourceCreateWithData(imageData as CFData, nil)
else {
completion(nil)
return
}
let stereoImagePair = stereoImagePair(from: imageSource)
completion(stereoImagePair)
}
}
}
func stereoImagePair(from source: CGImageSource) -> StereoImagePair? {
guard let properties = CGImageSourceCopyProperties(source, nil) as? [CFString: Any] else {
return nil
}
let imageCount = CGImageSourceGetCount(source)
print(String(format: "%d images found", imageCount))
guard let groups = properties[kCGImagePropertyGroups] as? [[CFString: Any]] else {
/// function returns here
print("no groups found")
return nil
}
guard
let stereoGroup = groups.first(where: {
let groupType = $0[kCGImagePropertyGroupType] as! CFString
return groupType == kCGImagePropertyGroupTypeStereoPair
})
else {
return nil
}
guard let leftIndex = stereoGroup[kCGImagePropertyGroupImageIndexLeft] as? Int,
let rightIndex = stereoGroup[kCGImagePropertyGroupImageIndexRight] as? Int,
let leftImage = CGImageSourceCreateImageAtIndex(source, leftIndex, nil),
let rightImage = CGImageSourceCreateImageAtIndex(source, rightIndex, nil),
let leftProperties = CGImageSourceCopyPropertiesAtIndex(source, leftIndex, nil),
let rightProperties = CGImageSourceCopyPropertiesAtIndex(source, rightIndex, nil)
else {
return nil
}
return (leftImage, rightImage, self.identifier)
}
Any suggestion? Thanks
visionOS 2.4
I'm using ARKitSession and PlaneDetectionProvider to detect planes. I have a basics process to create an entity for each detected plane. Each one will get a random color for the material.
Each plane is sized based on the bounds of the anchor provided by ARKit.
let mesh = MeshResource.generatePlane(
width: anchor.geometry.extent.width,
depth: anchor.geometry.extent.height
)
Then I'm using this to position each entity.
entity.transform = Transform(matrix: anchor.originFromAnchorTransform)
This seems to be the right method, but many (not all) planes are not where they should be. The sizes look OK, but the X and Y positions off.
Take this large green plane on the wall. It should span the entire wall, but it is offset along the X position so that it is pushed to the left from where the center of the anchor is.
When I visualize surfaces using the Xcode debugging tools, that tool reports the planes where I'd expect them to be.
Can you see what I'm getting wrong here? Full code below
struct Example068: View {
@State var session = ARKitSession()
@State private var planeAnchors: [UUID: Entity] = [:]
@State private var planeColors: [UUID: Color] = [:]
var body: some View {
RealityView { content in
} update: { content in
for (_, entity) in planeAnchors {
if !content.entities.contains(entity) {
content.add(entity)
}
}
}
.task {
try! await setupAndRunPlaneDetection()
}
}
func setupAndRunPlaneDetection() async throws {
let planeData = PlaneDetectionProvider(alignments: [.horizontal, .vertical, .slanted])
if PlaneDetectionProvider.isSupported {
do {
try await session.run([planeData])
for await update in planeData.anchorUpdates {
switch update.event {
case .added, .updated:
let anchor = update.anchor
if planeColors[anchor.id] == nil {
planeColors[anchor.id] = generatePastelColor()
}
let planeEntity = createPlaneEntity(for: anchor, color: planeColors[anchor.id]!)
planeAnchors[anchor.id] = planeEntity
case .removed:
let anchor = update.anchor
planeAnchors.removeValue(forKey: anchor.id)
planeColors.removeValue(forKey: anchor.id)
}
}
} catch {
print("ARKit session error \(error)")
}
}
}
private func generatePastelColor() -> Color {
let hue = Double.random(in: 0...1)
let saturation = Double.random(in: 0.2...0.4)
let brightness = Double.random(in: 0.8...1.0)
return Color(hue: hue, saturation: saturation, brightness: brightness)
}
private func createPlaneEntity(for anchor: PlaneAnchor, color: Color) -> Entity {
let mesh = MeshResource.generatePlane(
width: anchor.geometry.extent.width,
depth: anchor.geometry.extent.height
)
var material = PhysicallyBasedMaterial()
material.baseColor.tint = UIColor(color)
let entity = ModelEntity(mesh: mesh, materials: [material])
entity.transform = Transform(matrix: anchor.originFromAnchorTransform)
return entity
}
}
Topic:
Spatial Computing
SubTopic:
ARKit
Hello,
For GuessTogether source code, it seems like the code assumes that you're already in a FaceTime call before pressing the custom SharePlay button (labeled "Play Guess Together"). If not already on a FaceTime call, my Apple Vision Pro and the visionOS simulator both do nothing after throwing warnings. Is this intended behavior?
If so, how do I make it so that pressing the button can also initiate FaceTime calls? Is this allowed?
Thank you!
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
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.
We seen to have found an issue when using the pushWindow action on visionOS. The issue occurs if the app is backgrounded then reopened by selecting the apps icon on the home screen. Any window that is opened via the pushWindow action is then dismissed. We've been able to replicate the issue in a small sample project.
Replication steps
Open app
Open window via the push action
Press the digital crown
On the home screen select the apps icon again
The pushed window will now be dismissed.
There is a sample project linked here that shows off the issue, including a video of the bug in progress
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!
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