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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ARKit: Keep USDZ node fixed after image tracking is lost (prevent drifting)
0 I’m using ARKit + SceneKit (Swift) with ARWorldTrackingConfiguration and detectionImages to place a 3D object (USDZ via SCNScene(named:)) when a reference image is detected. While the image is tracked, the object stays correctly aligned. Goal: When the tracked image is no longer visible, I want the placed node to remain visible and fixed at its last known pose (no drifting) as I move the camera. What works so far: Detect image → add node → track updates When the image disappears → keep showing the node at its last pose Problem: After the image is no longer tracked, the node drifts as I move the device/camera. It looks like it’s still influenced by the (now unreliable) image anchor or accumulating small world-tracking errors. Question: What’s the correct way in ARKit to “freeze” the node at its last known world transform once ARImageAnchor stops tracking, so it doesn’t drift?
2
0
528
Oct ’25
Logitech Muse: OS-level support?
I've been experimenting with the Muse pen and understand that it can be accessed by my app through a SpatialTrackingSession, but is there any current or planned support for devices like this as for general UI input like game controllers are? For example, using the button as a tap analogue for SwiftUI views.
0
0
111
Oct ’25
VisionPro camera frame rate
Hi, I'm working with CameraFrameProvider from Enterprise API. Is it always capped at 30fps, or is there something I can switch to get more? I assume it is capped at 30, so let me cram in additional question here :). If I'd get a developer strap and attach an external camera capable of doing >30fps, will I get the full stream, or some other limitation will kick in?
2
0
139
Apr ’25
VisionPro Enterprise.license file
I have read in the apple documentation and on forums that in order to access the camera and capture images on VisionPro, both an Entitlement and an Enterprise.license are required. I already have the Entitlement, but I don’t yet have the Enterprise.license. I would like to ask: is the Enterprise.license strictly required to gain camera access for capturing images? How can I obtain this file, and does it require an Enterprise account? Currently, my developer account is a regular Developer 99$, not an Enterprise account.
2
0
429
Oct ’25
RoomPlan CaptureError.exceedSceneSizeLimit on iOS devices
When scanning multiple rooms (10+) in a single structure using ARWorldMap for coordinate space consistency, RoomCaptureSession throws CaptureError.exceedSceneSizeLimit. The instructions here (https://developer.apple.com/documentation/roomplan/scanning-the-rooms-of-a-single-structure) provide exactly what I am doing to keep the underlying ARSession alive (by calling captureSession.stop(pause: false)) and save the results before a user moves to the next room. Scanning 11 or so rooms will cause the user to hit the exceedSceneSizeLimit error. The ARWorldMap is about 58 MB and always is around this size when hitting this issue. No anchors are present and all the data seems to be from tracking data. On iPad devices (where I do not see this issue) the ARWorldMap grows as a significantly slower rate in size. I save the ARWorldMap after each room is scanned and confirmed by the user. If I use the ARMap to initialize the ARSession (as described in the docs) the session will immediately error with "exceedSceneSizeLimit" once the captureSession.run() is executed. Occasionally it will allow me/the user to scan again, but either breaks mid scan or the following. This has been working fine for the past 2 years and users have been able to scan dozens of rooms without issue. It seems only lately that it has been a problem. I would expect the ARWorldMap to be allowed for much bigger sizes. At this point I can just about scan more area of my house with a single scan than I can when I use different captureSessions. Few observations: This happens on my iPhone 15 Pro Max, my iPhone 17 Pro, but not my iPad M4 (maybe memory related?). It is possible if scanning many more rooms it would happen on the iPad too. I have tried things such as resetting the ARConfig on the underlying ARSession to reset some, but this doesn't work. I have tried to create a new ARWorldMap and move the origin to the older map to clear out tracking data. This almost works but causes a mess of issues when a user moves at all due to the unshared coordinate space. I believe there are three active issues regarding this: FB14454922, FB15035788, FB20642944 Could we get an update for this issue? It is a production issue and severely limits my user experience in my production application.
0
0
159
Oct ’25
Request: Option to Disable PSVR2 Sense Controller Low-Power Mode on visionOS (ARKit + Vision Pro Development)
Hi everyone, We’re developing a Unity project for Apple Vision Pro that connects PSVR2 Sense controllers for advanced interaction and input. We’ve encountered a major limitation: when the controller is not held close to the designated hand (e.g., resting on a table or held by the non designated hand), the Sense controller enters a low-power or reduced-update mode. This results in noticeably reduced tracking update frequency and responsiveness until the controller is held again. For certain use cases, this behavior is undesirable. In our case, it prevents continuous real-time tracking of the controller even when it’s stationary or being tracked externally. Request: Please consider exposing an API flag or developer option in ARKit to disable and optionally delay the low-power mode when the app requires full-rate updates regardless of proximity or hand pose detection.
2
0
274
Oct ’25
ManipulationComponent create parent/child crash
Hello, If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message: Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported. CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro The problem occurs precisely with this code: ManipulationComponent.configureEntity(object) I adapted Apple's ObjectPlacementExample and made the changes available via GitHub. The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly. GitHub Repo Thanks Andre
3
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516
Oct ’25
目前在使用Unity进行开发时,遇到了材质(Material)和Shader在visionOS设备上无法正常渲染的问题
具体表现为:在Unity编辑器中材质显示正常,但部署到Vision Pro真机后部分材质丢失或Shader效果异常(如透明通道失效、光照计算错误等)。此问题影响了开发进度,希望得到技术支持的帮助 Specific results: The materials are displayed normally in the Unity editor, but after being deployed to the Vision Pro real machine, some materials are lost or the Shader effect is abnormal (such as transparent channel failure, antenna calculation error, etc.). This problem has affected the development progress, and I hope to get help from technical support
0
0
79
Apr ’25
Setting immerstionStyle while in immersive space breaks all entities.
I have my immersive space set up like: ImmersiveSpace(id: "Theater") { ImmersiveTeleopView() .environment(appModel) .onAppear() { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } } .immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full) Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities. My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this: public enum IStyle: String, CaseIterable, Identifiable { case mixedStyle, fullStyle public var id: Self { self } var style: ImmersionStyle { switch self { case .mixedStyle: return .mixed case .fullStyle: return .full } } } /// Maintains app-wide state @MainActor @Observable class AppModel { // Immersion Style public var immersionStyle: IStyle = .mixedStyle
1
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241
Oct ’25
ARKit Eye Tracking Calibration Issues - Word-Level Reading Tracking Feasibility
Hi Apple Developer Community, I'm developing an eye-tracking application using ARKit's ARFaceTrackingConfiguration and ARFaceAnchor.blendShapes for gaze detection using Xcode. I'm experiencing several calibration and accuracy issues and would appreciate insights from the community. Current Implementation Using ARFaceAnchor.blendShapes (.eyeLookUpLeft, .eyeLookDownLeft, .eyeLookInLeft, .eyeLookOutLeft, etc.) Implementing custom sensitivity curves and smoothing algorithms Applying baseline correction and coordinate mapping Using quadratic regression for calibration point mapping Issues I'm Facing 1. Calibration Mismatch Red dot position doesn't align with where I'm actually looking Significant offset between intended gaze point and actual cursor position Calibration seems to drift or become inaccurate over time 2. Extreme Eye Movement Requirements Need to make exaggerated eye movements to reach screen edges/corners Natural eye movements don't translate to proportional cursor movement Difficulty reaching certain screen regions even with calibration 3. Sensitivity and Stability Issues Cursor jitters or jumps around when looking at center Too much sensitivity to micro-movements Inconsistent behavior between calibration and normal operation 4. I also noticed that tracking on calibration screen as well as tracking on reading screen works better as expected when head movement is there, but I do not want much head movement. I want tracking with normal eye movement while reading an Ebook. Primary Question: Word-Level Eye Tracking Feasibility Is word-level eye tracking (tracking gaze as users read through individual words in an ebook) technically feasible with current iPhone/iPad hardware? I understand that Apple's built-in eye tracking is primarily an accessibility feature for UI navigation. However, I'm wondering if the TrueDepth camera and ARKit's eye tracking capabilities are sufficient for: Tracking natural reading patterns (left-to-right, line-by-line progression) Detecting which specific words a user is looking at Maintaining accuracy for sustained reading sessions (15-30 minutes) Working reliably across different users and lighting conditions Questions for the Community Hardware Limitations: Are iPhone/iPad TrueDepth cameras capable of the precision needed for word-level tracking, or is this beyond current hardware capabilities? Calibration Best Practices: What calibration strategies have worked best for accurate gaze mapping? How many calibration points are typically needed? Reading-Specific Challenges: Are there particular challenges when tracking reading behavior vs. general gaze tracking? Alternative Approaches: Are there better approaches than ARKit blend shapes for this use case? Current Setup Devices: iPhone 14 Pro iOS Version: iOS 18.3 ARKit Version: Latest available Any insights, experiences, or technical guidance would be greatly appreciated. I'm particularly interested in hearing from developers who have worked on similar eye tracking applications or have experience with the limitations and capabilities of ARKit's eye tracking features. Thank you for your time and expertise!
0
0
741
Oct ’25
HoverEffectStyle in visionOS 26.0
This is no longer highlighting my entity when looking at it: RealityView { content let hoverComponent = HoverEffectComponent(.spotlight( HoverEffectComponent.SpotlightHoverEffectStyle( color: .white, strength: 2.0 ) )) entity.components.set(hoverComponent) The entity is in a window. The same code works in an immersive view. Collision Component and Input type are set in RCP. It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device. If I use a 2.x simulator, it works. Is this a bug or is there something I'm missing? Thanks.
2
0
865
Oct ’25
Pass Video/ Frames to a Shader Graph?
Wondering if this is even possible without using CVImageBuffer and passing each frame as an image which I imagine will be very expensive. Have a PoC of a shader graph that applies a radial zoom effect to an image. In RealityKit I'm passing the image as a resource: if let textureResource = try? await TextureResource(named: "fuji") { let value = MaterialParameters.Value.textureResource(textureResource) try? material.setParameter(name: "MyImage", value: value) model.model?.materials = [material] } Thanks in advance
0
0
139
Apr ’25
ARKit: Keep USDZ node fixed after image tracking is lost (prevent drifting)
0 I’m using ARKit + SceneKit (Swift) with ARWorldTrackingConfiguration and detectionImages to place a 3D object (USDZ via SCNScene(named:)) when a reference image is detected. While the image is tracked, the object stays correctly aligned. Goal: When the tracked image is no longer visible, I want the placed node to remain visible and fixed at its last known pose (no drifting) as I move the camera. What works so far: Detect image → add node → track updates When the image disappears → keep showing the node at its last pose Problem: After the image is no longer tracked, the node drifts as I move the device/camera. It looks like it’s still influenced by the (now unreliable) image anchor or accumulating small world-tracking errors. Question: What’s the correct way in ARKit to “freeze” the node at its last known world transform once ARImageAnchor stops tracking, so it doesn’t drift?
Replies
2
Boosts
0
Views
528
Activity
Oct ’25
Can .scrollInputBehavior(.enabled, for: .look) be applied to a WebView?
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.
Replies
0
Boosts
0
Views
69
Activity
Jun ’25
Logitech Muse: OS-level support?
I've been experimenting with the Muse pen and understand that it can be accessed by my app through a SpatialTrackingSession, but is there any current or planned support for devices like this as for general UI input like game controllers are? For example, using the button as a tap analogue for SwiftUI views.
Replies
0
Boosts
0
Views
111
Activity
Oct ’25
VisionPro camera frame rate
Hi, I'm working with CameraFrameProvider from Enterprise API. Is it always capped at 30fps, or is there something I can switch to get more? I assume it is capped at 30, so let me cram in additional question here :). If I'd get a developer strap and attach an external camera capable of doing >30fps, will I get the full stream, or some other limitation will kick in?
Replies
2
Boosts
0
Views
139
Activity
Apr ’25
How can I create 180-degree apple immersive videos using game engine
How can I create 180-degree apple immersive videos using game engine
Replies
0
Boosts
0
Views
279
Activity
Nov ’25
VisionPro Enterprise.license file
I have read in the apple documentation and on forums that in order to access the camera and capture images on VisionPro, both an Entitlement and an Enterprise.license are required. I already have the Entitlement, but I don’t yet have the Enterprise.license. I would like to ask: is the Enterprise.license strictly required to gain camera access for capturing images? How can I obtain this file, and does it require an Enterprise account? Currently, my developer account is a regular Developer 99$, not an Enterprise account.
Replies
2
Boosts
0
Views
429
Activity
Oct ’25
Tracking Hand model with skinned mesh and moving fingers
Hi, I have a hand model that is in FBX and I'm exporting it to USD in Blender. I get a skinned mesh and while I can track the whole hand how do I track each joint and assign it and animate the skinned mesh itself. All my attempts say this is not possible in RealityKit as of now. True?
Replies
0
Boosts
0
Views
136
Activity
Oct ’25
RoomPlan CaptureError.exceedSceneSizeLimit on iOS devices
When scanning multiple rooms (10+) in a single structure using ARWorldMap for coordinate space consistency, RoomCaptureSession throws CaptureError.exceedSceneSizeLimit. The instructions here (https://developer.apple.com/documentation/roomplan/scanning-the-rooms-of-a-single-structure) provide exactly what I am doing to keep the underlying ARSession alive (by calling captureSession.stop(pause: false)) and save the results before a user moves to the next room. Scanning 11 or so rooms will cause the user to hit the exceedSceneSizeLimit error. The ARWorldMap is about 58 MB and always is around this size when hitting this issue. No anchors are present and all the data seems to be from tracking data. On iPad devices (where I do not see this issue) the ARWorldMap grows as a significantly slower rate in size. I save the ARWorldMap after each room is scanned and confirmed by the user. If I use the ARMap to initialize the ARSession (as described in the docs) the session will immediately error with "exceedSceneSizeLimit" once the captureSession.run() is executed. Occasionally it will allow me/the user to scan again, but either breaks mid scan or the following. This has been working fine for the past 2 years and users have been able to scan dozens of rooms without issue. It seems only lately that it has been a problem. I would expect the ARWorldMap to be allowed for much bigger sizes. At this point I can just about scan more area of my house with a single scan than I can when I use different captureSessions. Few observations: This happens on my iPhone 15 Pro Max, my iPhone 17 Pro, but not my iPad M4 (maybe memory related?). It is possible if scanning many more rooms it would happen on the iPad too. I have tried things such as resetting the ARConfig on the underlying ARSession to reset some, but this doesn't work. I have tried to create a new ARWorldMap and move the origin to the older map to clear out tracking data. This almost works but causes a mess of issues when a user moves at all due to the unshared coordinate space. I believe there are three active issues regarding this: FB14454922, FB15035788, FB20642944 Could we get an update for this issue? It is a production issue and severely limits my user experience in my production application.
Replies
0
Boosts
0
Views
159
Activity
Oct ’25
Request: Option to Disable PSVR2 Sense Controller Low-Power Mode on visionOS (ARKit + Vision Pro Development)
Hi everyone, We’re developing a Unity project for Apple Vision Pro that connects PSVR2 Sense controllers for advanced interaction and input. We’ve encountered a major limitation: when the controller is not held close to the designated hand (e.g., resting on a table or held by the non designated hand), the Sense controller enters a low-power or reduced-update mode. This results in noticeably reduced tracking update frequency and responsiveness until the controller is held again. For certain use cases, this behavior is undesirable. In our case, it prevents continuous real-time tracking of the controller even when it’s stationary or being tracked externally. Request: Please consider exposing an API flag or developer option in ARKit to disable and optionally delay the low-power mode when the app requires full-rate updates regardless of proximity or hand pose detection.
Replies
2
Boosts
0
Views
274
Activity
Oct ’25
Mirroring MacBook screen onto app
Hello all, I saw this interesting VisionOS app: https://apps.apple.com/us/app/splitscreen-multi-display/id6478007837 I was wondering if there was any documentation on the Swift APIs that were used to create this app.
Replies
0
Boosts
0
Views
203
Activity
Jun ’25
Rating modal in Apple Vision pro
If I trigger the apple rating modal in an Immersive space it appears on the ground in (0,0,0) I need it to be in front of the user like push notification perimssion does or other permissions requests.
Replies
1
Boosts
0
Views
374
Activity
Oct ’25
Object Tracking Improvement of moving object
Here is the sample project from apple of Object Tracking. https://developer.apple.com/documentation/visionOS/exploring_object_tracking_with_arkit can we improve it tracking accuracy and tracking when object is moving little faster, so the 3d object that draw still follow it and make it more accurate.
Replies
0
Boosts
0
Views
145
Activity
May ’25
ManipulationComponent create parent/child crash
Hello, If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message: Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported. CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro The problem occurs precisely with this code: ManipulationComponent.configureEntity(object) I adapted Apple's ObjectPlacementExample and made the changes available via GitHub. The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly. GitHub Repo Thanks Andre
Replies
3
Boosts
0
Views
516
Activity
Oct ’25
My MacBook Screen is with little pixels Help!!
help me please i cant remove little messed up pixels and they are getting more and more please help me!! 2025 Macbook pro no protection screen actual screen
Replies
1
Boosts
0
Views
152
Activity
May ’25
目前在使用Unity进行开发时,遇到了材质(Material)和Shader在visionOS设备上无法正常渲染的问题
具体表现为:在Unity编辑器中材质显示正常,但部署到Vision Pro真机后部分材质丢失或Shader效果异常(如透明通道失效、光照计算错误等)。此问题影响了开发进度,希望得到技术支持的帮助 Specific results: The materials are displayed normally in the Unity editor, but after being deployed to the Vision Pro real machine, some materials are lost or the Shader effect is abnormal (such as transparent channel failure, antenna calculation error, etc.). This problem has affected the development progress, and I hope to get help from technical support
Replies
0
Boosts
0
Views
79
Activity
Apr ’25
Setting immerstionStyle while in immersive space breaks all entities.
I have my immersive space set up like: ImmersiveSpace(id: "Theater") { ImmersiveTeleopView() .environment(appModel) .onAppear() { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } } .immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full) Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities. My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this: public enum IStyle: String, CaseIterable, Identifiable { case mixedStyle, fullStyle public var id: Self { self } var style: ImmersionStyle { switch self { case .mixedStyle: return .mixed case .fullStyle: return .full } } } /// Maintains app-wide state @MainActor @Observable class AppModel { // Immersion Style public var immersionStyle: IStyle = .mixedStyle
Replies
1
Boosts
0
Views
241
Activity
Oct ’25
ARKit Eye Tracking Calibration Issues - Word-Level Reading Tracking Feasibility
Hi Apple Developer Community, I'm developing an eye-tracking application using ARKit's ARFaceTrackingConfiguration and ARFaceAnchor.blendShapes for gaze detection using Xcode. I'm experiencing several calibration and accuracy issues and would appreciate insights from the community. Current Implementation Using ARFaceAnchor.blendShapes (.eyeLookUpLeft, .eyeLookDownLeft, .eyeLookInLeft, .eyeLookOutLeft, etc.) Implementing custom sensitivity curves and smoothing algorithms Applying baseline correction and coordinate mapping Using quadratic regression for calibration point mapping Issues I'm Facing 1. Calibration Mismatch Red dot position doesn't align with where I'm actually looking Significant offset between intended gaze point and actual cursor position Calibration seems to drift or become inaccurate over time 2. Extreme Eye Movement Requirements Need to make exaggerated eye movements to reach screen edges/corners Natural eye movements don't translate to proportional cursor movement Difficulty reaching certain screen regions even with calibration 3. Sensitivity and Stability Issues Cursor jitters or jumps around when looking at center Too much sensitivity to micro-movements Inconsistent behavior between calibration and normal operation 4. I also noticed that tracking on calibration screen as well as tracking on reading screen works better as expected when head movement is there, but I do not want much head movement. I want tracking with normal eye movement while reading an Ebook. Primary Question: Word-Level Eye Tracking Feasibility Is word-level eye tracking (tracking gaze as users read through individual words in an ebook) technically feasible with current iPhone/iPad hardware? I understand that Apple's built-in eye tracking is primarily an accessibility feature for UI navigation. However, I'm wondering if the TrueDepth camera and ARKit's eye tracking capabilities are sufficient for: Tracking natural reading patterns (left-to-right, line-by-line progression) Detecting which specific words a user is looking at Maintaining accuracy for sustained reading sessions (15-30 minutes) Working reliably across different users and lighting conditions Questions for the Community Hardware Limitations: Are iPhone/iPad TrueDepth cameras capable of the precision needed for word-level tracking, or is this beyond current hardware capabilities? Calibration Best Practices: What calibration strategies have worked best for accurate gaze mapping? How many calibration points are typically needed? Reading-Specific Challenges: Are there particular challenges when tracking reading behavior vs. general gaze tracking? Alternative Approaches: Are there better approaches than ARKit blend shapes for this use case? Current Setup Devices: iPhone 14 Pro iOS Version: iOS 18.3 ARKit Version: Latest available Any insights, experiences, or technical guidance would be greatly appreciated. I'm particularly interested in hearing from developers who have worked on similar eye tracking applications or have experience with the limitations and capabilities of ARKit's eye tracking features. Thank you for your time and expertise!
Replies
0
Boosts
0
Views
741
Activity
Oct ’25
macOS spatial rendering Can't find Vision Pro
I am running a Spatial Rendering App template demo, it shows “No People Found ” “There is no one nearby to share with”. How can I stream videos rendered by Mac to my vision pro I am using macOS 26.0, visionOS 26, Xcode 26
Replies
0
Boosts
0
Views
256
Activity
Sep ’25
HoverEffectStyle in visionOS 26.0
This is no longer highlighting my entity when looking at it: RealityView { content let hoverComponent = HoverEffectComponent(.spotlight( HoverEffectComponent.SpotlightHoverEffectStyle( color: .white, strength: 2.0 ) )) entity.components.set(hoverComponent) The entity is in a window. The same code works in an immersive view. Collision Component and Input type are set in RCP. It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device. If I use a 2.x simulator, it works. Is this a bug or is there something I'm missing? Thanks.
Replies
2
Boosts
0
Views
865
Activity
Oct ’25
Pass Video/ Frames to a Shader Graph?
Wondering if this is even possible without using CVImageBuffer and passing each frame as an image which I imagine will be very expensive. Have a PoC of a shader graph that applies a radial zoom effect to an image. In RealityKit I'm passing the image as a resource: if let textureResource = try? await TextureResource(named: "fuji") { let value = MaterialParameters.Value.textureResource(textureResource) try? material.setParameter(name: "MyImage", value: value) model.model?.materials = [material] } Thanks in advance
Replies
0
Boosts
0
Views
139
Activity
Apr ’25