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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Rendering scene in RealityView to an Image
Is there any way to render a RealityView to an Image/UIImage like we used to be able to do using SCNView.snapshot() ? ImageRenderer doesn't work because it renders a SwiftUI view hierarchy, and I need the currently presented RealityView with camera background and 3D scene content the way the user sees it I tried UIHostingController and UIGraphicsImageRenderer like extension View { func snapshot() -> UIImage { let controller = UIHostingController(rootView: self) let view = controller.view let targetSize = controller.view.intrinsicContentSize view?.bounds = CGRect(origin: .zero, size: targetSize) view?.backgroundColor = .clear let renderer = UIGraphicsImageRenderer(size: targetSize) return renderer.image { _ in view?.drawHierarchy(in: view!.bounds, afterScreenUpdates: true) } } } but that leads to the app freezing and sending an infinite loop of [CAMetalLayer nextDrawable] returning nil because allocation failed. Same thing happens when I try return renderer.image { ctx in view.layer.render(in: ctx.cgContext) } Now that SceneKit is deprecated, I didn't want to start a new app using deprecated APIs.
3
0
1.2k
Sep ’25
Bones/joints data issue - USD file export from Blender to RCP
Hi, I'm developing a prototype VisionOS game. How to access the bones or joints information when exporting a USD file from Blender to RCP? The animation in RCP works fine and the joints' information is correctly embedded in the USDA file (with usdchecker). However, RCP does not read it in USDA, USDC or USDZ. It should be possible based on Apple WWDC24 (Compose Interactive 3D content in RCP). I want to attach and detach an entity to a particular bone in certain moments. So I need the bones' data. They are standard mixamo animations. My mesh is a single unified mesh. Using Blender 4.4
4
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764
Sep ’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
3
0
163
Jun ’25
visionOS Widget Bug
When I was developing the visionOS 26beta Widget, I found that it could not work normally when the real vision OS was running, and an error would appear. Please adopt container background api It is worth mentioning that this problem does not occur on the visionOS virtual machine. Does anyone know what the reason and solution are, or whether this is a visionOS error that needs Feedback? Thank you!
1
0
470
Sep ’25
App Window Closure Sequence Impacts Main Interface Reload Behavior
My VisionOS App (Travel Immersive) has two interface windows: a main 2D interface window and a 3D Earth window. If the user first closes the main interface window and then the Earth window, clicking the app icon again will only launch the Earth window while failing to display the main interface window. However, if the user closes the Earth window first and then the main interface window, the app restarts normally‌. Below is the code of import SwiftUI @main struct Travel_ImmersiveApp: App { @StateObject private var appModel = AppModel() var body: some Scene { WindowGroup(id: "MainWindow") { ContentView() .environmentObject(appModel) .onDisappear { appModel.closeEarthWindow = true } } .windowStyle(.automatic) .defaultSize(width: 1280, height: 825) WindowGroup(id: "Earth") { if !appModel.closeEarthWindow { Globe3DView() .environmentObject(appModel) .onDisappear { appModel.isGlobeWindowOpen = false } } else { EmptyView() // 关闭时渲染空视图 } } .windowStyle(.volumetric) .defaultSize(width: 0.8, height: 0.8, depth: 0.8, in: .meters) ImmersiveSpace(id: "ImmersiveView") { ImmersiveView() .environmentObject(appModel) } } }
6
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317
Apr ’25
ARKit sessionInterruptionEnded never called in Window Mode.
Hi 26 beta guys, I have apps using ARKit. In iPadOS 26 beta, ARKit stops working after switching to other apps. how to: Enable WindowMode in iPadOS 26 Launch my app and start ARSession Switch to another app (preference app, etc.) Switch back to my app AR stops updating camerafeed. I debug printed ARSessionDelegate, and found that after sessionWasInterrupted was called, sessionInterruptionEnded was never called. sessionInterruptionEnded is called if WindowMode disabled. Is this just a bug for 26 beta? I suspect there is similar problem with non-AR camera. Any idea?
2
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127
Jun ’25
Misaligned visionOS Simulator Home Position
Using Xcode v26 Beta 6 on macOS v26 Beta 25a5349a When pressing on the home button of the visionOS simulator, I am not positioned in the middle of the room like would normally be. This occurred when moving a lot in the space to find an element added to an ImmersiveSpace. How to resolve: restart simulator device. See attached the pictures of the visionOSSimulatorCorrectHomePosition and the visionOSSimulatorMisallignedHomePosition.
2
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894
Sep ’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?
3
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133
Jun ’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.
3
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177
May ’25
How to play blend shape animations or morph animations exported from blender in Vision Pro apps using Reality Kit
So I am exporting a .usdc file from blender that already has some morph animations. The animations play well in blender but when I export I cannot seem to play them in RealityKit or RCP. Entity.availableAnimations is an empty array. Not of the child objects in the entity hierarchy has an animation library component with it. Maybe I am exporting it wrong but I tried multiple combinations but doesn't seem to work. Here are my export settings in blender The original file I purchased is an FBX file that has the animation but when I try to directly get it in RealityConverter it doesn't seem to play animations.
2
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228
Jun ’25
Apple Vision Pro Developer Strap: Video Out and Recording Time Limit
Any way to extend the video recording time in Reality Composer Pro from 3:00 to any longer value, such as editing preferences in Terminal or other workaround? Is there any way to use the strap and a USB-C cable as a live video stream input source that would mirror to Quicktime or some other video capture tool? I am assuming there is no online documentation or user manual for the strap, but please correct me if I'm wrong. Thank you.
1
0
189
Jun ’25
Converting a Stop Motion Animation to usdz
Hello everyone, I've been trying for a few weeks now to convert a sequential series of meshes into a stop-motion animation in USDZ format. In Unreal Engine, I’ve already figured out how to transform the sequential series of individual meshes into a smooth animation using the node system and arrays. Unfortunately, the node system cannot be exported as a usdz animation logic in either Unreal or Blender. Because of this, I have tried several other methods to incorporate the animation logic. Here’s what I’ve tried so far: I attempted to create the animation in Blender with Render-/Viewports and mapping it to keyframes. However, in my experience, Viewports are not supported in the conversion. I tried aligning the vertices of individual objects and merging the frames using the Shrinkwrap modifier in Blender, then setting up a morph animation with keyframes. However, because the individual meshes are too different, this results in artifacts, and manually editing each mesh is too difficult for me to handle. I placed all individual meshes at the same position and animated them sequentially by scaling them from 0 to 100 in keyframes (Frame 1 is visible for 10 frames, then scales down at frame 11, while Frame 2 becomes visible at frame 11, and so on). I also adjusted the keyframes so that the scaling happens in a "constant" manner rather than the default Bezier or linear interpolation. I then converted this animation to .abc, and the result initially looked good. However, some information is lost when converting it with OpenUSD. The animation does not maintain its intended jump-like behavior in USDZ format, and instead, the scaling of individual files is visible in the animation. I tried using a Blender add-on (StepMotion), which allows the animation to be exported as .abc, but it can only be read in Blender or Unreal. Even in the preview, the animation is not displayed correctly, so converting the animation logic does not work either. 
Unfortunately, I have no alternative way to create the animation, as the individual frames have been provided to me as meshes. So far, I haven’t found a way to implement this successfully. I would be very grateful for any tips or ideas, as I am running out of options on how to make this work. Thanks in advance!
2
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275
Apr ’25
Collision Detection Fails After Anchoring ModelEntity to Hand in VisionOS
I'm starting my journey in developing an immersive app for VisionOS. I've been making steady progress, but I've encountered a specific challenge that I haven't been able to resolve. I created two ModelEntity objects — a sphere and a cube — and added a DragGesture to the cube. When I drag the cube over the sphere, the two collide correctly, and the collision is logged in the console. So far, everything works as expected. However, when I try to anchor the cube to my hand, the collision stops working. It's as if the cube loses its ability to detect collisions once it's anchored. Any guidance or clarification on this behavior would be greatly appreciated. //  ImmersiveView.swift //  estudos_vision // //  Created by Lailan Rogerio Rodrigues Matos on 15/05/25. // import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { @Environment(AppModel.self) var appModel @State private var session: SpatialTrackingSession? @State private var box = ModelEntity() @State private var subs: [EventSubscription] = [] @State private var ballEntity: Entity? var body: some View { RealityView { content in // Load initial content from the RealityKit scene. if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) } // Create and run a spatial tracking session. let session = SpatialTrackingSession() let configuration = SpatialTrackingSession.Configuration(tracking: [.hand]) _ = await session.run(configuration) self.session = session // Create a red box. let boxMesh = MeshResource.generateBox(size: 0.2) let material = SimpleMaterial(color: .red, isMetallic: false) box = ModelEntity(mesh: boxMesh, materials: [material]) box.position.y += 0.15 // Position the box slightly above the origin. // Configure the box for user interaction and physics. box.components.set(InputTargetComponent(allowedInputTypes: .indirect)) // Make it interactive. box.generateCollisionShapes(recursive: false) // Generate collision shapes for physics. box.components.set(PhysicsBodyComponent( // Add physics behavior. massProperties: .default, material: .default, mode: .kinematic // Use kinematic mode so it can be moved by user interaction. )) box.components.set(GroundingShadowComponent(castsShadow: true)) // Add a shadow. //content.add(box) //commented out to add to hand anchor // Create a left hand anchor and add the box as a child. let handAnchor = AnchorEntity(.hand(.left, location: .palm), trackingMode: .continuous) handAnchor.addChild(box) content.add(handAnchor) // Add the hand anchor to the scene. // Create a sphere. let ball = ModelEntity(mesh: .generateSphere(radius: 0.15)) ball.position = [0.0, 1.5, -1.0] // Initial position of the ball. ball.generateCollisionShapes(recursive: false) // Add collision. ball.name = "Sphere" content.add(ball) ballEntity = ball // Subscribe to collision events between the box and other entities. let event = content.subscribe(to: CollisionEvents.Began.self, on: box) { ce in print("Collision between \(ce.entityA.name) and \(ce.entityB.name) occurred") //ce.entityA.removeFromParent() // removes the colliding object //ce.entityB.removeFromParent() } Task { subs.append(event) } } // Add a drag gesture to the box, allowing the user to move it. .gesture( DragGesture() .targetedToEntity(box) // Target the drag gesture to the box. .onChanged({ value in // Update the position of the box based on the drag gesture. box.position = value.convert(value.location3D, from: .local, to: box.parent!) }) ) } } #Preview(immersionStyle: .full) { ImmersiveView() .environment(AppModel()) }
1
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104
May ’25
Animations exported from Blender does not shoe in Reality Composer Pro
I made an animation in Blender using geometry nodes that I exported to USDC file (then I used Reality Converter to convert to USDZ) and I can see the animation when viewing from the finder but does not play after importing to RCP. Any idea how I can play the animation? Or can the animation be accessed through Xcode? Thanks!
4
0
1.1k
Apr ’25
Rendering scene in RealityView to an Image
Is there any way to render a RealityView to an Image/UIImage like we used to be able to do using SCNView.snapshot() ? ImageRenderer doesn't work because it renders a SwiftUI view hierarchy, and I need the currently presented RealityView with camera background and 3D scene content the way the user sees it I tried UIHostingController and UIGraphicsImageRenderer like extension View { func snapshot() -> UIImage { let controller = UIHostingController(rootView: self) let view = controller.view let targetSize = controller.view.intrinsicContentSize view?.bounds = CGRect(origin: .zero, size: targetSize) view?.backgroundColor = .clear let renderer = UIGraphicsImageRenderer(size: targetSize) return renderer.image { _ in view?.drawHierarchy(in: view!.bounds, afterScreenUpdates: true) } } } but that leads to the app freezing and sending an infinite loop of [CAMetalLayer nextDrawable] returning nil because allocation failed. Same thing happens when I try return renderer.image { ctx in view.layer.render(in: ctx.cgContext) } Now that SceneKit is deprecated, I didn't want to start a new app using deprecated APIs.
Replies
3
Boosts
0
Views
1.2k
Activity
Sep ’25
Bones/joints data issue - USD file export from Blender to RCP
Hi, I'm developing a prototype VisionOS game. How to access the bones or joints information when exporting a USD file from Blender to RCP? The animation in RCP works fine and the joints' information is correctly embedded in the USDA file (with usdchecker). However, RCP does not read it in USDA, USDC or USDZ. It should be possible based on Apple WWDC24 (Compose Interactive 3D content in RCP). I want to attach and detach an entity to a particular bone in certain moments. So I need the bones' data. They are standard mixamo animations. My mesh is a single unified mesh. Using Blender 4.4
Replies
4
Boosts
0
Views
764
Activity
Sep ’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
Replies
3
Boosts
0
Views
163
Activity
Jun ’25
visionOS Widget Bug
When I was developing the visionOS 26beta Widget, I found that it could not work normally when the real vision OS was running, and an error would appear. Please adopt container background api It is worth mentioning that this problem does not occur on the visionOS virtual machine. Does anyone know what the reason and solution are, or whether this is a visionOS error that needs Feedback? Thank you!
Replies
1
Boosts
0
Views
470
Activity
Sep ’25
How can I achieve this effect using SwiftUI or ShaderGraph?
How do you call the effect where the edges around the central image gradually become transparent? This effect is also seen when viewing immersive mode of spatial photos in Vision Pro. How can I achieve this effect using SwiftUI or ShaderGraph? I want to use this effect when displaying images in my app.
Replies
4
Boosts
0
Views
678
Activity
May ’25
ARCoachingOverlayView replacement for RealityView
I thought the ARCoachingOverlayView was a nice touch, so each apps ARKit coaching was recognizable and I used it in my ARView/ARSCNView based apps. Now with RealityView, is there any replacement planned? Or should we just use UIViewRepresentable and wrap ARCoachingOverlayView?
Replies
1
Boosts
0
Views
537
Activity
Sep ’25
App Window Closure Sequence Impacts Main Interface Reload Behavior
My VisionOS App (Travel Immersive) has two interface windows: a main 2D interface window and a 3D Earth window. If the user first closes the main interface window and then the Earth window, clicking the app icon again will only launch the Earth window while failing to display the main interface window. However, if the user closes the Earth window first and then the main interface window, the app restarts normally‌. Below is the code of import SwiftUI @main struct Travel_ImmersiveApp: App { @StateObject private var appModel = AppModel() var body: some Scene { WindowGroup(id: "MainWindow") { ContentView() .environmentObject(appModel) .onDisappear { appModel.closeEarthWindow = true } } .windowStyle(.automatic) .defaultSize(width: 1280, height: 825) WindowGroup(id: "Earth") { if !appModel.closeEarthWindow { Globe3DView() .environmentObject(appModel) .onDisappear { appModel.isGlobeWindowOpen = false } } else { EmptyView() // 关闭时渲染空视图 } } .windowStyle(.volumetric) .defaultSize(width: 0.8, height: 0.8, depth: 0.8, in: .meters) ImmersiveSpace(id: "ImmersiveView") { ImmersiveView() .environmentObject(appModel) } } }
Replies
6
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0
Views
317
Activity
Apr ’25
ARKit sessionInterruptionEnded never called in Window Mode.
Hi 26 beta guys, I have apps using ARKit. In iPadOS 26 beta, ARKit stops working after switching to other apps. how to: Enable WindowMode in iPadOS 26 Launch my app and start ARSession Switch to another app (preference app, etc.) Switch back to my app AR stops updating camerafeed. I debug printed ARSessionDelegate, and found that after sessionWasInterrupted was called, sessionInterruptionEnded was never called. sessionInterruptionEnded is called if WindowMode disabled. Is this just a bug for 26 beta? I suspect there is similar problem with non-AR camera. Any idea?
Replies
2
Boosts
0
Views
127
Activity
Jun ’25
Misaligned visionOS Simulator Home Position
Using Xcode v26 Beta 6 on macOS v26 Beta 25a5349a When pressing on the home button of the visionOS simulator, I am not positioned in the middle of the room like would normally be. This occurred when moving a lot in the space to find an element added to an ImmersiveSpace. How to resolve: restart simulator device. See attached the pictures of the visionOSSimulatorCorrectHomePosition and the visionOSSimulatorMisallignedHomePosition.
Replies
2
Boosts
0
Views
894
Activity
Sep ’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?
Replies
3
Boosts
0
Views
133
Activity
Jun ’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 ?
Replies
3
Boosts
0
Views
172
Activity
Jun ’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.
Replies
3
Boosts
0
Views
177
Activity
May ’25
How to play blend shape animations or morph animations exported from blender in Vision Pro apps using Reality Kit
So I am exporting a .usdc file from blender that already has some morph animations. The animations play well in blender but when I export I cannot seem to play them in RealityKit or RCP. Entity.availableAnimations is an empty array. Not of the child objects in the entity hierarchy has an animation library component with it. Maybe I am exporting it wrong but I tried multiple combinations but doesn't seem to work. Here are my export settings in blender The original file I purchased is an FBX file that has the animation but when I try to directly get it in RealityConverter it doesn't seem to play animations.
Replies
2
Boosts
0
Views
228
Activity
Jun ’25
Apple Vision Pro Developer Strap: Video Out and Recording Time Limit
Any way to extend the video recording time in Reality Composer Pro from 3:00 to any longer value, such as editing preferences in Terminal or other workaround? Is there any way to use the strap and a USB-C cable as a live video stream input source that would mirror to Quicktime or some other video capture tool? I am assuming there is no online documentation or user manual for the strap, but please correct me if I'm wrong. Thank you.
Replies
1
Boosts
0
Views
189
Activity
Jun ’25
Converting a Stop Motion Animation to usdz
Hello everyone, I've been trying for a few weeks now to convert a sequential series of meshes into a stop-motion animation in USDZ format. In Unreal Engine, I’ve already figured out how to transform the sequential series of individual meshes into a smooth animation using the node system and arrays. Unfortunately, the node system cannot be exported as a usdz animation logic in either Unreal or Blender. Because of this, I have tried several other methods to incorporate the animation logic. Here’s what I’ve tried so far: I attempted to create the animation in Blender with Render-/Viewports and mapping it to keyframes. However, in my experience, Viewports are not supported in the conversion. I tried aligning the vertices of individual objects and merging the frames using the Shrinkwrap modifier in Blender, then setting up a morph animation with keyframes. However, because the individual meshes are too different, this results in artifacts, and manually editing each mesh is too difficult for me to handle. I placed all individual meshes at the same position and animated them sequentially by scaling them from 0 to 100 in keyframes (Frame 1 is visible for 10 frames, then scales down at frame 11, while Frame 2 becomes visible at frame 11, and so on). I also adjusted the keyframes so that the scaling happens in a "constant" manner rather than the default Bezier or linear interpolation. I then converted this animation to .abc, and the result initially looked good. However, some information is lost when converting it with OpenUSD. The animation does not maintain its intended jump-like behavior in USDZ format, and instead, the scaling of individual files is visible in the animation. I tried using a Blender add-on (StepMotion), which allows the animation to be exported as .abc, but it can only be read in Blender or Unreal. Even in the preview, the animation is not displayed correctly, so converting the animation logic does not work either. 
Unfortunately, I have no alternative way to create the animation, as the individual frames have been provided to me as meshes. So far, I haven’t found a way to implement this successfully. I would be very grateful for any tips or ideas, as I am running out of options on how to make this work. Thanks in advance!
Replies
2
Boosts
0
Views
275
Activity
Apr ’25
Collision Detection Fails After Anchoring ModelEntity to Hand in VisionOS
I'm starting my journey in developing an immersive app for VisionOS. I've been making steady progress, but I've encountered a specific challenge that I haven't been able to resolve. I created two ModelEntity objects — a sphere and a cube — and added a DragGesture to the cube. When I drag the cube over the sphere, the two collide correctly, and the collision is logged in the console. So far, everything works as expected. However, when I try to anchor the cube to my hand, the collision stops working. It's as if the cube loses its ability to detect collisions once it's anchored. Any guidance or clarification on this behavior would be greatly appreciated. //  ImmersiveView.swift //  estudos_vision // //  Created by Lailan Rogerio Rodrigues Matos on 15/05/25. // import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { @Environment(AppModel.self) var appModel @State private var session: SpatialTrackingSession? @State private var box = ModelEntity() @State private var subs: [EventSubscription] = [] @State private var ballEntity: Entity? var body: some View { RealityView { content in // Load initial content from the RealityKit scene. if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) } // Create and run a spatial tracking session. let session = SpatialTrackingSession() let configuration = SpatialTrackingSession.Configuration(tracking: [.hand]) _ = await session.run(configuration) self.session = session // Create a red box. let boxMesh = MeshResource.generateBox(size: 0.2) let material = SimpleMaterial(color: .red, isMetallic: false) box = ModelEntity(mesh: boxMesh, materials: [material]) box.position.y += 0.15 // Position the box slightly above the origin. // Configure the box for user interaction and physics. box.components.set(InputTargetComponent(allowedInputTypes: .indirect)) // Make it interactive. box.generateCollisionShapes(recursive: false) // Generate collision shapes for physics. box.components.set(PhysicsBodyComponent( // Add physics behavior. massProperties: .default, material: .default, mode: .kinematic // Use kinematic mode so it can be moved by user interaction. )) box.components.set(GroundingShadowComponent(castsShadow: true)) // Add a shadow. //content.add(box) //commented out to add to hand anchor // Create a left hand anchor and add the box as a child. let handAnchor = AnchorEntity(.hand(.left, location: .palm), trackingMode: .continuous) handAnchor.addChild(box) content.add(handAnchor) // Add the hand anchor to the scene. // Create a sphere. let ball = ModelEntity(mesh: .generateSphere(radius: 0.15)) ball.position = [0.0, 1.5, -1.0] // Initial position of the ball. ball.generateCollisionShapes(recursive: false) // Add collision. ball.name = "Sphere" content.add(ball) ballEntity = ball // Subscribe to collision events between the box and other entities. let event = content.subscribe(to: CollisionEvents.Began.self, on: box) { ce in print("Collision between \(ce.entityA.name) and \(ce.entityB.name) occurred") //ce.entityA.removeFromParent() // removes the colliding object //ce.entityB.removeFromParent() } Task { subs.append(event) } } // Add a drag gesture to the box, allowing the user to move it. .gesture( DragGesture() .targetedToEntity(box) // Target the drag gesture to the box. .onChanged({ value in // Update the position of the box based on the drag gesture. box.position = value.convert(value.location3D, from: .local, to: box.parent!) }) ) } } #Preview(immersionStyle: .full) { ImmersiveView() .environment(AppModel()) }
Replies
1
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104
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?
Replies
3
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0
Views
352
Activity
Sep ’25
How to exit an app developed on VisionPro using code?
I developed an app on VisionPro and created a button that allows users to exit the app instead of being forced to exit. I use the ”exit (0)“ scheme to exit the application, but when I re-enter, the loaded window is not the initial window, so is there any relevant code that can be used? Thank you
Replies
1
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0
Views
362
Activity
Sep ’25
How to break the progress of Entity.animate()
Entity.animate() makes entity animation much easier, but in many cases, I want to break the progress because of some gestures, I couldn't find any way to do this, including tried entity.stopAllAnimations(), I have to wait till Entity.animate() completes. iOS 26 / visionOS 26
Replies
1
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0
Views
367
Activity
Sep ’25
Animations exported from Blender does not shoe in Reality Composer Pro
I made an animation in Blender using geometry nodes that I exported to USDC file (then I used Reality Converter to convert to USDZ) and I can see the animation when viewing from the finder but does not play after importing to RCP. Any idea how I can play the animation? Or can the animation be accessed through Xcode? Thanks!
Replies
4
Boosts
0
Views
1.1k
Activity
Apr ’25