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Discuss developing for spatial computing and Apple Vision Pro.

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VisionOS Enterprise API Not Working
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.
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Is it possible to raycast with PSVR2 controllers when developing in Unity for the Apple Vision Pro?
Hi all, I am currently developing a game in Unity for VisionOS and I'd prefer to use the PSVR2 controllers as a source of the raycast for menu selection instead of the default VisionOS gaze for my specific use case. Is there a way to access the IMU of PSVR2 controllers to do this instead of just using eyegaze + controller click for selection? Is there a specific configuration for GCController from within Unity maybe? Thank you!
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Bouncy ball in RealityKit - game
I'm developing a VisionOS app with bouncing ball physics and struggling to achieve natural bouncing behavior using RealityKit's physics system. Despite following Apple's recommended parameters, the ball loses significant energy on each bounce and doesn't behave like a real basketball, tennis ball, or football would. With identical physics parameters (restitution = 1.0), RealityKit shows significant energy loss. I've had to implement a custom physics system to compensate, but I want to use native RealityKit physics. It's impossible to make it work by applying custom impulses. Ball Physics Setup (Following Apple Forum Recommendations) // From PhysicsManager.swift private func createBallEntityRealityKit() -> Entity { let ballRadius: Float = 0.05 let ballEntity = Entity() ballEntity.name = "bouncingBall" // Mesh and material let mesh = MeshResource.generateSphere(radius: ballRadius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: .cyan) material.roughness = .float(0.3) material.metallic = .float(0.8) ballEntity.components.set(ModelComponent(mesh: mesh, materials: [material])) // Physics setup from Apple Developer Forums let physics = PhysicsBodyComponent( massProperties: .init(mass: 0.624), // Seems too heavy for 5cm ball material: PhysicsMaterialResource.generate( staticFriction: 0.8, dynamicFriction: 0.6, restitution: 1.0 // Perfect elasticity, yet still loses energy ), mode: .dynamic ) ballEntity.components.set(physics) ballEntity.components.set(PhysicsMotionComponent()) // Collision setup let collisionShape = ShapeResource.generateSphere(radius: ballRadius) ballEntity.components.set(CollisionComponent(shapes: [collisionShape])) return ballEntity } Ground Plane Physics // From GroundPlaneView.swift let groundPhysics = PhysicsBodyComponent( massProperties: .init(mass: 1000), material: PhysicsMaterialResource.generate( staticFriction: 0.7, dynamicFriction: 0.6, restitution: 1.0 // Perfect bounce ), mode: .static ) entity.components.set(groundPhysics) Wall Physics // From WalledBoxManager.swift let wallPhysics = PhysicsBodyComponent( massProperties: .init(mass: 1000), material: PhysicsMaterialResource.generate( staticFriction: 0.7, dynamicFriction: 0.6, restitution: 0.85 // Slightly less than ground ), mode: .static ) wall.components.set(wallPhysics) Collision Detection // From GroundPlaneView.swift content.subscribe(to: CollisionEvents.Began.self) { event in guard physicsMode == .realityKit else { return } let currentTime = Date().timeIntervalSince1970 guard currentTime - lastCollisionTime > 0.1 else { return } if event.entityA.name == "bouncingBall" || event.entityB.name == "bouncingBall" { let normal = event.collision.normal // Distinguish between wall and ground collisions if abs(normal.y) < 0.3 { // Wall bounce print("Wall collision detected") } else if normal.y > 0.7 { // Ground bounce print("Ground collision detected") } lastCollisionTime = currentTime } } Issues Observed Energy Loss: Despite restitution = 1.0 (perfect elasticity), the ball loses ~20-30% energy per bounce Wall Sliding: Ball tends to slide down walls instead of bouncing naturally No Damping Control: Comments mention damping values but they don't seem to affect the physics Change in mass also doesn't do much. Custom Physics System (Workaround) I've implemented a custom physics system that manually calculates velocities and applies more realistic restitution values: // From BouncingBallComponent.swift struct BouncingBallComponent: Component { var velocity: SIMD3<Float> = .zero var angularVelocity: SIMD3<Float> = .zero var bounceState: BounceState = .idle var lastBounceTime: TimeInterval = 0 var bounceCount: Int = 0 var peakHeight: Float = 0 var totalFallDistance: Float = 0 enum BounceState { case idle case falling case justBounced case bouncing case settled } } Is this energy loss expected behavior in RealityKit, even with perfect restitution (1.0)? Are there additional physics parameters (damping, solver iterations, etc.) that could improve bounce behavior? Would switching to Unity be necessary for more realistic ball physics, or am I missing something in RealityKit? Even in the last video here: https://stepinto.vision/example-code/collisions-physics-physics-material/ bounce of the ball is very unnatural - stops after 3-4 bounces. I apply custom impulses, but then if I have walls around the ball, it's almost impossible to make it look natural. I also saw this post https://developer.apple.com/forums/thread/759422 and ball is still not bouncing naturally.
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window loses resize feature on reopening
I have this problem on VisionOS. When I dismiss and reopen a window from a ImagePresentationComponent, the window misses the resize ui elements when I look at the window corners. The rest of the window ui elements (drag, close...) are there. Resizing was possible before the window was dismissed. The code is something like this: WindowGroup(id: "image-display-window",..... } .windowResizability(.automatic) .windowStyle(.plain) I call dismissWindow() from the window view and it is dismissed correctly. Then I call openWindow(id: "image-display-window", value: data) from another view to reopen it. It reopens but it missing the possibility to resize. Anyone knows how to fix this? Thanks.
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how to transition between spatial3d to spatial3DImmersive?
Hi, When viewing a spatial photo scene on the Apple Vision Pro Photos app, you can tap on the immersive icon on the top right corner to transaction from the window presenting the image as spatial3d to an immersive photo scene with spatial3DImmersive where the window borders disappear. Could someone explain how to achieve that? I tried to do it but once I transition from spatial3d to spatial3DImmersive I can see still see a rectangle around the spatial image. Thanks.
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I built apple.PHASE with Unity and targeted with visionOS, but Reverb does not sound.
Environment Versions ・macOS15.6.1 ・visionOS26.0.1 ・Xcode16.1 or 26.0.1 ・unity6000.2.9f1 ・Apple.core3.2.0 ・Apple.PHASE1.2.7 ・polyspatial2.4.2 With the above environment, after installing Apple.PHASE into unity and building to a visionOS device, Audio is available and distance attention works, but Early Reflection and Late Reverb produce no audible change even when checked and their parameters are adjusted. What is required to make Early Reflection and Late Reverb take effect on a visionOS device build? action taken ・created a SoundEvent. ・in composer, created a Sampler and a SpatialMixer; attached an AudioClip to the Sampler; enabled Direct Path, Early Reflection, and Late Reverb on the SpatialMixer. ・attached a PHASE Source to the object to be played, attached the created SoundEvent to it, and set non-zero values for Early Reflection and Late Reverb. ・attached a PHASE Listener to the mainCamera and set the ReverbPreset to a value other than None. ・in project settings > Audio, set Spatializer plugin to PHASE Spatializer. ・from there, build for visionOS.
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Access Main Camera not working in VisionOS 26.1
I downloaded the official sample project “Accessing the Main Camera”, but I found that it’s not able to retrieve the camera feed on visionOS 26.1. After checking the debug logs, it seems the issue is caused by the system being unable to find the expected format. I tested on a device running visionOS 2, and the camera feed worked correctly — but only when using the sample code from the visionOS 2 version, not the current one. I also noticed that some of the APIs have changed between versions. Has anyone managed to successfully access the camera feed on visionOS 26.1?
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Where can we access the new enterprise license files mentioned in the WWDC session?
Hi everyone, I’m trying to verify something mentioned in the WWDC session “Explore enhancements to your spatial business app.” At timestamp 3:36, the presenter states: “You can now access your enterprise license files directly within your Apple Developer account.” I’ve checked every section of my Developer account, including: • Membership and Agreements • Certificates, Identifiers & Profiles • App Store Connect • Additional Resources • Account settings …but no UI or section exposes these enterprise license files. Since the Vision Entitlement Services framework actively checks these licenses (for example, mainCameraAccess entitlement approval), I need to confirm the location of the new license file. Could someone from Apple or anyone who has seen this feature clarify: 1. Where exactly do these enterprise license files appear in the Developer account UI, or 2. Whether this feature has not rolled out yet? Any guidance or screenshots from those who have access would be invaluable. Thanks,
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Spatial-backdrop standards process
Apple's WWDC video What’s new for the spatial web says the spatial-backdrop markup may change as it goes through the standards process (at 27:26 mark). I have started adding spatial-backdrops to web pages, so I want to keep an eye out for status updates by Apple and follow the standards progress. Is there any place I can keep an eye on this standards process? Has Apple announced any feature updates or news on spatial-backdrops?
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How to integrate Apple Immersive Video into the app you are developing.
Hello, Let me ask you a question about Apple Immersive Video. https://www.apple.com/newsroom/2024/07/new-apple-immersive-video-series-and-films-premiere-on-vision-pro/ I am currently considering implementing a feature to play Apple Immersive Video as a background scene in the app I developed, using 3DCG-created content converted into Apple Immersive Video format. First, I would like to know if it is possible to integrate Apple Immersive Video into an app. Could you provide information about the required software and the integration process for incorporating Apple Immersive Video into an app? It would be great if you could also share any helpful website resources. I am considering creating Apple Immersive Video content and would like to know about the necessary equipment and software for producing both live-action footage and 3DCG animation videos. As I mentioned earlier, I’m planning to play Apple Immersive Video as a background in the app. In doing so, I would also like to place some 3D models as RealityKit entities and spatial audio elements. I’m also planning to develop the visionOS app as a Full Space Mixed experience. Is it possible to have an immersive viewing experience with Apple Immersive Video in Full Space Mixed mode? Does Apple Immersive Video support Full Space Mixed? I’ve asked several questions, and that’s all for now. Thank you in advance!
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Occlusion issues in Immersive Space - Breaking User Input Interaction
I'm developing a custom gesture-based visionOS project that uses hand tracking with collision detection spheres on fingers to register user interactions through collision components. I'm experiencing a critical occlusion issue where collision detection spheres are intermittently occluded by the background/depth buffer, causing fingers to pass through the 3D model entities without registering interactions. Detailed Description: I have added 3D entities in an immersive scene with collision spheres attached to fingers for detecting user interactions. Each sphere has: CollisionComponent with sphere shape Proper collision masks and groups configured Real-time position updates from hand joint transforms Each entity has: InputTarget components to register collisions The Issue: When users move their fingers to the entity to interact, some collision spheres (particularly on the pinkie and ring fingers) become occluded and pass directly through the 3D model without triggering collision events. Meanwhile, other fingers (like the index finger) continue to work correctly. This appears to be a depth perception/z-buffer issue between the model entity and the hand tracking collision spheres Questions: Is there a recommended approach for maintaining consistent depth ordering between hand-tracking entities and 3D models in immersive spaces to prevent occlusion issues? Should I be using AnchorEntities to anchor the entity to a plane or world position to establish a more stable depth reference? Are there specific RenderingComponent or material settings that could help ensure collision entities maintain their depth priority and don't get occluded? Could this be related to z-fighting when collision spheres and entity geometry occupy similar depth ranges? If so, what's the recommended depth bias approach? Is there a better architectural approach for implementing interactions with custom hand gesture tracking that avoids these depth perception issues? What Would Help: Implementation guidance for ensuring reliable collision detection between hand-tracked entities through custom gestures and 3D models. Best practices for depth management in immersive spaces with custom hand gesture tracking. Sample code demonstrating stable hand-to-object interaction patterns. Information about whether this is a known limitation or if there are specific APIs I should be leveraging This issue is significantly impacting the reliability of our app experience, as users cannot consistently interact with all model components. Any guidance from Apple engineers or developers who have solved similar depth/occlusion challenges would be greatly appreciated. Additional Context: This is for a productivity-focused application where accuracy and reliability are critical. Thank you for any assistance!
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Severe Performance Issue with URLSessionConfiguration.background on Vision Pro (10× slower than default config)
Hi everyone, I’ve run into a consistent issue on multiple Apple Vision Pro devices where downloads using URLSessionConfiguration.background are between 4× and 10x slower than when using URLSessionConfiguration.default. This issue is systematic and can easily be reproduced. This only happens on device, in the simulator, both configurations download files at the expected speed with respect to the network speed. Details: Tested on visionOS 26.0.1 and 26.1 (public releases) Reproduced across 2 Vision Pro (currently testing on a third one) Reproduced on 2 different Wi-fi networks (50mb/s and 880mb/s) From my tests this speed issue seems to affects multiple apps on my device: Stobo Vision (our app), Immersive India, Amplium Not server-related (reproduces with Apple CDN, S3, and DigitalOcean) I’ve built a small sample project that makes this easy to reproduce, it downloads a large file (1.1 GB video) using two managers: One with URLSessionConfiguration.default One with URLSessionConfiguration.background You can also try it with your own file url (from an s3 for example) Expected behavior: Background sessions should behave similarly to default sessions in terms of throughput, just as they do in the simulator. To be clear I am comparing both config when running in the foreground, not in the background. Actual behavior: Background sessions on Vision Pro are significantly slower, making them less usable for large file downloads. On this screenshot it's even reaching 27x slower than the expected speed. Default config takes ~97s to download and Background config takes ~2640s. I do now have the fastest internet connection but 44min to download 90.5MB is extremely slow. Has anyone else seen this behavior or found a workaround? Or is this an expected behavior from URLSessionConfiguration.background? If I'm doing something wrong please let me know Repo link: https://github.com/stobo-app/DownloadConfigTesting
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Sudden Drop in VPM5 Frame Rate
Hello, I'd like to consult everyone about abnormal frame rate issues encountered during Vision Pro usage, along with questions regarding refresh rates. I hope to gain insights or solutions: My VP (M5) device experiences sudden frame rate drops during operation, with the following specific symptoms: During initial operation, the frame rate is approximately 90 frames per second, providing a smooth and normal user experience; However, it subsequently drops unexpectedly to 45 FPS, causing noticeable lag that severely impacts usability. Actual usage logs provide a clear timeline: During the first session (23:47:35–23:57:41), the frame rate remained consistently stable at 90 FPS; After pausing usage for a period and restarting the device (00:22:30–00:30:47), the frame rate initially remained stable at 90 FPS. However, starting at 00:30:48, the frame rate suddenly dropped to 45 FPS and remained at this low rate until 00:36:18. Additionally, we have two further questions: What could cause this sudden, unexplained drop from 90 FPS to 45 FPS? Our team has multiple VP M2 devices of the same model and noticed that some default refresh rates are 90Hz while others are 100Hz. What factors determine the frame rate of these devices? Why do refresh rate differences occur among identical models? Have others encountered similar sudden frame rate drops? If so, could you share potential causes and troubleshooting approaches for resolving such issues? Thank you very much!
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ARKit / visionOS - handtracking with 3D objects attached on hand
I use ARKit's hand tracking to attach a 3D model of a remote control to the left hand. The user is supposed to press buttons on the remote control. In the Vision Pro settings, I have removed the left hand from Hands & Eye Tracking. Only the right hand is used. The problem now is that the left hand appears and the 3D model of the remote control fades out. I want the remote control to be completely visible. The user should feel like they really have the remote control in their hand. Can I prevent the fading out?
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visionOS 3d interactions like the native keyboard when no longer observed in passthrough
While using apple's vision pro, we noticed that we can continue to use the visionOS keyboard when we no longer actually see it in passthrough. In other words, when we focus on a field to type, visionOS displays the keyboard for us in such a way that we actually see it. Then, we noticed if we look away a little bit, either up, or down, or left, or right, in such a way that the keyboard is no longer visible by us in the passthrough, the keyboard still remains responsive to taps from our fingers at the location where it is. It seems the keyboard remains functional and responsive to taps even though we can no longer observe/see it. We are trying to figure out how to implement similar functionality in our app whereby the user can continue to manipulate a 3d entity when the user can no longer actually observe it in passthrough (like the visionOS keyboard appears to allow). I assume the visionOS keyboard has this functionality thanks to the downward facing sensors on the hardware that allow hand tracking even though the hands can no longer be observed by the user. That is likely how we can rest our hands on our lap is still be able to interact with visionOS. How can we implement a similar functionality for 3D entities? Is there a way to tap in, or to allow hand tracking, from those toward facing cameras? Is it possible to manipulate a 3D entity when it is no longer observed by the user for example when they shift their attention somewhere else in the field of vision? How does the visionOS keyboard achieve this?
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RealityKit / visionOS – Memory not released after dismissing ImmersiveSpace with USDZ models
Hi everyone, I’m encountering a memory overflow issue in my visionOS app and I’d like to confirm if this is expected behavior or if I’m missing something in cleanup. App Context The app showcases apartments in real scale using AR. Apartments are heavy USDZ models (hundreds of thousands of triangles, high-resolution textures). Users can walk inside the apartments, and performance is good even close to hardware limits. Flow The app starts in a full immersive space (RealityView) for selecting the apartment. When an apartment is selected, a new ImmersiveSpace opens and the apartment scene loads. The scene includes multiple USDZ models, EnvironmentResources, and dynamic textures for skyboxes. When the user dismisses the experience, we attempt cleanup: Nulling out all entity references. Removing ModelComponents. Clearing cached textures and skyboxes. Forcing dictionaries/collections to empty. Despite this cleanup, memory usage remains very high. Problem After dismissing the ImmersiveSpace, memory does not return to baseline. Check the attached screenshot of the profiling made using Instruments: Initial state: ~30MB (main menu). After loading models sequentially: ~3.3GB. Skybox textures bring it near ~4GB. After dismissing the experience (at ~01:00 mark): memory only drops slightly (to ~2.66GB). When loading the second apartment, memory continues to increase until ~5GB, at which point the app crashes due to memory pressure. The issue is consistently visible under VM: IOSurface in Instruments. No leaks are detected. So it looks like RealityKit (or lower-level frameworks) keeps caching meshes and textures, and does not free them when RealityView is ended. But for my use case, these resources should be fully released once the ImmersiveSpace is dismissed, since new apartments will load entirely different models and textures. Cleanup Code Example Here’s a simplified version of the cleanup I’m doing: func clearAllRoomEntities() { for (entityName, entity) in entityFromMarker { entity.removeFromParent() if let modelEntity = entity as? ModelEntity { modelEntity.components.removeAll() modelEntity.children.forEach { $0.removeFromParent() } modelEntity.clearTexturesAndMaterials() } entityFromMarker[entityName] = nil removeSkyboxPortals(from: entityName) } entityFromMarker.removeAll() } extension ModelEntity { func clearTexturesAndMaterials() { guard var modelComponent = self.model else { return } for index in modelComponent.materials.indices { removeTextures(from: &modelComponent.materials[index]) } modelComponent.materials.removeAll() self.model = modelComponent self.model = nil } private func removeTextures(from material: inout any Material) { if var pbr = material as? PhysicallyBasedMaterial { pbr.baseColor.texture = nil pbr.emissiveColor.texture = nil pbr.metallic.texture = nil pbr.roughness.texture = nil pbr.normal.texture = nil pbr.ambientOcclusion.texture = nil pbr.clearcoat.texture = nil material = pbr } else if var simple = material as? SimpleMaterial { simple.color.texture = nil material = simple } } } Questions Is this expected RealityKit behavior (textures/meshes cached internally)? Is there a way to force RealityKit to release GPU resources tied to USDZ models when they’re no longer used? Should dismissing the ImmersiveSpace automatically free those IOSurfaces, or do I need to handle this differently? Any guidance, best practices, or confirmation would be hugely appreciated. Thanks in advance!
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