Discuss Spatial Computing on Apple Platforms.

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Realitykit asset loading
With Xcode 26, loading ressources with RealityKit is extremely slow. Here my project takes almost 50 seconds to load. I also get multiple Hang detected messages in the console: When I uncheck "Debug executable" in the schema, the same project loads in 2 seconds. I'm using RealityKit asynchronous loading: private static func loadFromRealityComposerPro( named entityName: String, fromSceneNamed sceneName: String ) async -> Entity? { var entity: Entity? do { let scene = try await Entity( named: sceneName, in: visionPetsContentBundle ) entity = scene.findEntity(named: entityName) } catch { print( "Error loading \(entityName) from scene \(sceneName): \(error.localizedDescription)" ) } return entity } Anyone having the same problem?
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Jun ’25
How to show only Spatial video using UIDocumentPickerViewController
Is there a suitable UTType type to satisfy the need to pick up only SpatialVideo in UIDocumentPickerViewController? I already know that PHPickerFilter in PHPickerViewController can do this, but not in UIDocumentPickerViewController. Our app needs to adapt both of these ways to pick spatial videos So is there anything that I can try in UIDocumentPickerViewController to fulfill such picker functionality?
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481
Feb ’25
Volumetric Windwos anchores
Hi, we would like to create something where you can open multiple volumetric windows and place them in a room, our biggest issue is that we want these windows to be persistent, so when I close and reopen the app, the windows to be in the same position. We can't use immersive spaces because we also want to have the possibility to access the shared space. Is it possible with the current features and capabilities to do that? If yes do you have some advices how can we achieve this? The alternative is if is it possible to open the virtual display in immersive spaces or if we have the possibility to implement our own virtual display.
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409
Feb ’25
Automatically Enabling Spatial Personas in App
Is it possible to create a button in my app that will turn on the spatial personas for the user? Currently the only way I know of turning on spatial personas is by selecting the cube icon in the FaceTime window which is quite clunky for people unfamiliar with the Vision Pro's UI. Any help would be appreciated.
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418
Feb ’25
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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Jun ’25
How To Move Camera with PS5 Game Controller
Hello again! So, I am trying my best to figure out how to get a simple, fully Immersive scene that is navigable via the PS5 controller to work on Vision Pro. I am even using ChatGPT (both externally AND in Xcode when it makes fix recommendations) however, I seem to be moving around in circles, having to constantly send error messages back to ChatGPT, then try the new "confirmed to work" fixed code, only to have more errors. I also have explicitly let the AI know that I'm using all the current betas, only to learn there has been lots of stuff deprecated (of course!). This is my initial query to ChatGPT: "How can I create a fully immersive VR experience for Apple Vision Pro, using a PS5 game controller to navigate the user via first person view through a 3d scene?" And then down the rabbit hole the past few days. Seriously, I thought AI was supposed to be helpful! LOL Per Xcode logs, I'm seeing thumbstick movement, but simply cannot get the camera to move. Is this even possible?! Is it a camera defined in Reality Composer Pro? Or, does it need to be defined outside. I'm trying to follow along with the AI, but it seems to go back and forth with different solutions. Here is the latest it's spitting out: __ Thanks for this super clear log — and you’re absolutely right: the gamepad input is working, CameraRoot is moving as expected… but your actual camera view is not changing. This strongly suggests the issue is that RealityKit is not using your custom camera (PerspectiveCameraComponent) for rendering the view. ⸻ 🔍 What’s happening Even though CameraRoot is moving (with correct logs), RealityKit will default to its own internal camera unless: 1. You explicitly assign your camera entity to be the one used, or 2. Your camera is the only one and RealityKit picks it up automatically. But in visionOS 2.0 / Xcode 26, there seems to be a bug or behavior change where RealityKit no longer auto-uses your custom PerspectiveCameraComponent in RealityView unless it’s: • properly set with content.camera, or • part of a .usda/Reality Composer camera hierarchy that’s already active. Unfortunately: 🟥 RealityView.camera = .entity(cameraRoot) ❌ Is no longer allowed (we confirmed this breaks with a type error) ⸻ ✅ The Reliable Workaround: Attach your camera to the Immersive scene itself Since we’re loading a .usda scene (Reality Composer Pro), here’s the most reliable path forward: ✔️ Option A: Embed your camera into the Reality Composer Pro scene 1. Open your Reality Composer Pro scene 2. Add a Camera entity directly in your Immersive.usda scene 3. Name it something like "PlayerCamera" 4. Position it at [0, 1.6, 0] 5. Leave it selected as the default camera Then in your Swift code: • Find the camera entity with .findEntity(named:) • Move that entity instead of creating a new one. ⸻ ✔️ Option B: Force RealityKit to use your custom camera (via transform parenting) Since direct camera assignment is unavailable, we can use a trick: Move the whole RealityView scene via a parent entity with a camera. But let’s go with Option A, since you’ve already got a Reality Composer Pro scene. __ Can any developer over there can make a suggestion on how to move forward? I JUST want to create a sandbox template so I can start exploring 3d scenes created in Maya and sent over to headset. I'll deal with animation next, but come on, why is this so difficult to get working? I'm not a programmer, but have been trying to wrap my head around Xcode and SwiftUI. This needs to be much simpler. Or, you need to provide us creatives with better sample templates and non programmer speak on how to set this up properly. Ideally, you HIRE us 3d professionals to work side by side with the programmers to help make these tools useable - especially Reality Composer Pro. Seriously, I am making a concerted effort to use the native tools, even though I would love to be porting Unreal Engine scenes over. If anyone can help point me in the right direction, coming from a 3D Creator/Animator/Modeler perspective, I, and my fellow peers in the XR/AR/VR community would greatly appreciate it. Thank you.
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Jul ’25
Request for gaze data in fully immersive Metal apps
Hi, We are trying to port our Unity app from other XR devices to Vision Pro. Thus it's way easier for us to use the Metal rendering layer, fully immersive. And to stay true to the platform, we want to keep the gaze/pinch interaction system. But we just noticed that, unlike Polyspatial XR apps, VisionOS XR in Metal does not provide gaze info unless the user is actively pinching... Which forbids any attempt to give visual feedback on what they are looking at (buttons, etc). Is this planned in Apple's roadmap ? Thanks
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581
Feb ’25
RealityKit Trace Metric Max/Range for VisionOS app
Hi Nathaniel, I spoke with you yesterday in the WWDC lab. Thanks for chatting with me! Is it possible to get a link to a doc that has some key metrics I'd find in a RealityKit trace so I know if that metric is exceeding limits and probably causing a problem? Right now, I just see numbers and have no idea if a metric is high or low :). This is specifically for a VisionOS app. Thanks, Bob
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Jun ’25
Eye tracking data access for researchers in the medical field
Hello, esteemed tech developer. I am using the Apple Vision Pro to create an AR assist system about the da Vinci Surgical Robot in a medical surgical suite, and would like to capture eye movement data with tester uniformity. Although the Apple Vision Pro has a superb infrared sensor to monitor eye movement status, Apple does not seem to have open access officially. (I'm aware of many existing discussions about this, but I was still wondering if there might be an option, particularly for research labs.)Here's my FB number.FB16603687
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Feb ’25
ECS and array of gestures
Hi, I am creating an ECS. With this ECS I will need to register several DragGesture. Question: Is it possible to define DragGestures in ECS? If yes, how do we do that? If not, what is the best way to do that? Question: Is there a "gesture" method that takes an array of gestures as a parameter? I am interested in any information that can help me, if possible with an example of code. Regards Tof
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467
Feb ’25
I want to know the update principle of the `RealityView`.
Here is the code snippets. struct RealityViewTestView: View { @State private var texts: [String] = [] var body: some View { RealityView { content, attachments in } update: { content, attachments in for text in texts { if let textEntity = attachments.entity(for: text) { textEntity.position.x = Float.random(in: -0.1...0.1) content.add(textEntity) } } } attachments: { ForEach(texts, id: \.self) { text in Attachment(id: text) { Text(text) .padding() .glassBackgroundEffect() } } } .toolbar { ToolbarItem { Button("Add") { texts.append(String(UUID().uuidString.prefix(6))) } } ToolbarItem { Button("Remove") { texts.remove(at: Int.random(in: 0..<texts.count)) } } } } } struct RealityViewTestView: View { @State private var texts: [String] = [] @State private var entities: [Entity] = [] var body: some View { RealityView { content, attachments in } update: { content, attachments in // for text in texts { // if let textEntity = attachments.entity(for: text) { // textEntity.position.x = Float.random(in: -0.1...0.1) // content.add(textEntity) // } // } for entity in entities { content.add(entity) } } attachments: { ForEach(texts, id: \.self) { text in Attachment(id: text) { Text(text) .padding() .glassBackgroundEffect() } } } .toolbar { ToolbarItem { Button("Add") { //texts.append(String(UUID().uuidString.prefix(6))) let m = ModelEntity(mesh: .generateSphere(radius: 0.1), materials: [SimpleMaterial(color: .white, isMetallic: false)]) m.position.x = Float.random(in: -0.2...0.2) entities.append(m) } } ToolbarItem { Button("Remove") { //texts.remove(at: Int.random(in: 0..<texts.count)) entities.removeLast() } } } } } About the first code snippet, when I remove an element from the texts, why content can automatically remove the corresponding entity? And about the second code snippet, content do not automatically remove the corresponding entity. I am very curious.
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Jan ’25