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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vision shareplay nearby codes expired
it looks like one week after accepting as a nearby other AVP device... it expires since we are providing our clients for a timeless app to walk inside archtiecture, it's a shame that not technical staff should connect every week 5 devices to work together is there any roundabout for this issue or straight to the wishlist ? thanks for the support !!
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66
Sep ’25
USDZ Security
I am working on an app that will allow a user to load and share their model files (usdz, usda, usdc). I'm looking at security options to prevent bad actors. Are there security or validation methods built into ARKit/RealityKit/CloudKit when loading models or saving them on the cloud? I want to ensure no one can inject any sort of exploit through these file types.
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475
Jul ’25
VisionOS Unity - VR Mode - Control Render Resolution?
I'm using Unity 2022.3.56f, with Apple VisionOS App Mode set to 'Virtual Reality - Fully Immersive Space'. It seems that the render resolution of my game in the Apple Vision Pro when I build is well below the native resolution of the AVP displays. I can't see a setting in XR Plug-in Management Apple visionOS options, or in Quality settings, to increase the render resolutions. Is this possible? I tried setting: UnityEngine.XR.XRSettings.eyeTextureResolutionScale= 2.0f For example, but this doesn't seem to do anything to the render resolution in the build.
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351
Feb ’25
Unity PolySpatial – Live handheld camera feed of graspable objects not rendering on Vision Pro
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.
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108
Apr ’25
Persisting Anchors in RealityView with ARMode on iOS
Platform: iOS18 Tech: RealityView Hi! I was wondering if RealityView now provides ways for their session to persist Anchor data in a world such that the anchor locations in one session can be saved and loaded in a another session that persists the exact same anchor positions. I know that ARWorldMap in ARKit does that, but I was not able to find a way to use it with RealityView. I think it's because RealityView has ARKit under its hood but does not expose the ARKit session info publicly to the client code. So I was wondering if there's a SwiftUI + RealityView approach that can help me to achieve a similar goal: Come back to the same location and see the object in exactly the same place. Thanks!
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543
Jan ’25
How to make .blur(radius:) visually affect RealityView content?
According to the official documentation, the .blur(radius:) modifier could apply gaussian blur to a realityview. However, when applied directly to a RealityView, nothing inside it (neither 2D attachments nor 3D entities) appears to be blurred. Here’s the test code: struct ContentView: View { var body: some View { VStack(spacing: 20) { Text("Above the RealityView") .font(.title) RealityView { content, attachments in if let text = attachments.entity(for: "2dView") { text.position.y = 0.1 content.add(text) } let box = ModelEntity( mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .red, isMetallic: true)] ) content.add(box) } attachments: { Attachment(id: "2dView") { Text("Above the Box") .font(.title) } } .frame(width: 300, height: 300) .border(.blue) .blur(radius: 99) // Has no visual effect Text("Below the RealityView") .font(.subheadline) } .padding() } } My question: How can I make .blur(radius:) visually affect the content rendered in a RealityView? Can you provide a working example that .blur() to visually affect any part of a RealityView? Thanks!
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105
May ’25
Animation handling on Scene change
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?
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86
Apr ’25
360 Image quality too low even with 72MP How to improve or decrease sphere size
Using a 360 image that I have taken with 72MP with a Insta360 X3 I would like to add those images into my VisionPro and see them surrounding me completely as we expect of a 360 image. I was able to do by performing the described on some tutorial. The problem is the quality. On my 2D window the image looks with great quality. I will still write down the code: struct ImmersiveView: View { @Environment(AppModel.self) var appModel var body: some View { RealityView { content in content.add(createImmersivePicture(imageName: appModel.activeSpace)) } } func createImmersivePicture(imageName: String) -> Entity { let sphereRadius: Float = 1000 let modelEntity = Entity() let texture = try? TextureResource.load(named: imageName, options: .init(semantic: .raw, compression: .none)) var material = UnlitMaterial() material.color = .init(texture: .init(texture!)) modelEntity.components.set( ModelComponent( mesh: .generateSphere( radius: sphereRadius ), materials: [material] ) ) modelEntity.scale = .init(x: -1, y: 1, z: 1) modelEntity.transform.translation += SIMD3<Float>(0.0, 10.0, 0.0) return modelEntity } } Since the quality is a problem. I thought about reducing the radius of the sphere or decreasing the scale. On both cases, nothing changes. I have tried: modelEntity.scale = .init(x: -0.5, y: 0.5, z: 0.5) And also let sphereRadius: Float = 2000, let sphereRadius: Float = 500, but nothing is changed. I also get the warning: IOSurface creation failed: e00002c2 parentID: 00000000 properties: { IOSurfaceAddress = 4651830624; IOSurfaceAllocSize = 35478941; IOSurfaceCacheMode = 0; IOSurfaceMapCacheAttribute = 1; IOSurfaceName = CMPhoto; IOSurfacePixelFormat = 1246774599; } IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceCacheMode IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfacePixelFormat IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceMapCacheAttribute IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceAddress IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceAllocSize IOSurface creation failed: e00002c2 parentID: 00000000 property: IOSurfaceName Is there anything I can do to reduce the radius or just to improve the quality itself?
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388
Jan ’25
Displaying spatial photos and videos on web pages in Safari
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.
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5h
.usdz files not loading in iOS app
Hello everyone, I'm a new developer and I'm still learning the foundations of Swift and SwiftUI while building my first app. Today I wanted to ask you how to implement AR Quixck Views inside my app. I wanna be able to dynamically preview AR objects in a dedicated view, however, I don't seem to have understood where and how to locate AR objects inside my project. I tried including them in the Assets folder of the project, or in the Recources folder, or within the main folder of my project alongside the MyAppApp.swift file. None of the methods I used seemed have worked in that none of the objects was ever located. I made sure to specify the path to the files every time, but somehow the location isn't recognized. I also tried giving no path so that the app would search for the files in their default location (which I apparently haven't grasped yet), but still my attempt failed. I don't have the code sample on me at the moment, but I will write a followup comment on this post to show you what I wrote in case anyone was interested in debugging my code. Meanwhile, if anyone would be so kind to point me at the support article or to comment below the sample code they used in their app, I would very much appreciate it, so that I can start debugging. Thank you for reading this, I appreciate you.
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122
Jun ’25
AVQueuePlayer and AVPlayerLooper implementation.
I am trying to loop my videoMaterial. I have researched the AXQueuePlayer and AVPlayerLooper and tried to implement them into my code. Please see attached. There are no errors showing up but the videoMaterial is no longer working. Please see the attached for the working code that plays the videoMaterial. I am stumped can anyone help me solve this? Thank you.
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94
Jun ’25
How to Move and Rotate WindowGroup with Code in Xcode
当我进入混合空间时,出现一个模型,但模型后面有一个 windowGroup,无法完全查看。如果我想点击进入 mix 空间,我需要使用代码将 windowGroup 移动到另一个位置,而不是手动移动 ![](“https://developer.apple.com/forums/content/attachment/0471ead0-4c74-43a7-9ecc-12e67e81cec6” “title=WechatIMG31.jpg;宽度=915;高度=777”)
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59
Mar ’25
RoomPlan crash on iOS 16 devices even when using available checks
I've encountered an unexpected crash with RoomPlan on iOS 16 devices. The odd part is the code is protected by an available check, since I'm using newer RoomPlan features. Xcode error dyld[40588]: Symbol not found: _$s8RoomPlan08CapturedA0V16USDExportOptionsV5modelAEvgZ I can repro using the Apple sample code. https://developer.apple.com/documentation/roomplan/create-a-3d-model-of-an-interior-room-by-guiding-the-user-through-an-ar-experience Modify RoomCaptureViewController.swift as follows. Remove try finalResults?.export(to: destinationURL, exportOptions: .parametric) Add if #available(iOS 17.0, *) { try finalResults?.export(to: destinationURL, exportOptions: .model) } else { try finalResults?.export(to: destinationURL, exportOptions: .parametric) } I would have expected this code to at least compile and run on older devices. When the app was targeting iOS 15, the available checks worked as expected and the app is able to launch properly.
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152
Apr ’25
The Question Of Two ARView Together
First, I scan first room using the roomplan api. Because I need scan second room, I stop it by “captureSession.stop(pauseARSession: false)”, I think the Arsession is continue work at that time. Second, before the another room will scan, I want to run another ARView. (in order to detect some objects which are not detected by Roomplan in first room) But, at this time, the second ARView(there is an ARView in roomplan, I think) will always black screen, can’t normally work. This is the question I want to resolve. Please help me let the second ARView go well.
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113
Mar ’25