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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I noticed in the latest macOS beta 3 that there was this update:
A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451)
I am not noticing any difference to before with the reconstructions I tested so I am assuming it's reverting to the old model but in the logs there is no way to see if it succeeds or fails to download that new model.
do you have any more information on what was improved here with some examples and what we should be looking for? also how can confirm the download of that new model has not failed?
At a recent community meeting we were wondering how Apple creates this soft-edge effect around the occlusion cutouts. We see this effect on keyboard cutouts, iPhone cutouts, and in progressive spaces.
An example: Notice the soft edged around the occlusion cutout for the keyboard
One of our members created some Shader Graph materials to explore soft edges. These work by sending data into the opacity channel of the PreviewSurface node.
Unfortunately, the Occlusion Surface nodes lack any sort of input. If you know how to blend these concepts with RealityKit Occlusion, please let us know!
I'm currently implementing 180° / 360° immersive video for my app.
I easily implemented 360° by just applying VideoMaterial to flipped sphere.
But I'm stuck at 180°. I'm trying to implement by applying VideoMaterial to hemisphere (half sphere). I want to make VideoMaterial to be visible half front sphere and half back sphere transparent / clear.
Would there be any advice / information / idea to implement this? Your help would be grateful.
I first started using the SwiftUI pushWindow API in visionOS 26.2, and I've reported several bugs I discovered, listed below.
Under certain circumstances, pushed window relationships may break, and this behavior affects all other apps, not just the app that caused the problem, until the next device reboot. In other cases, the system may crash and restart.
(FB21287011) When a window presented with pushWindow is dismissed, its parent window reappears in the wrong location
(FB21294645) Pinning a pushed window to a wall breaks pushWindow for all other apps on the system
(FB21594646) pushWindow interacts poorly with the window bar close app option
(FB21652261) If a window locked to a wall calls pushWindow, the original window becomes unlocked
(FB21652271) If a window locked in place calls pushWindow and the pushed window is closed, the system freezes
(FB21828413) pushWindow, UIApplication.open, and a dismissed immersive space result in multiple failures that require a device reboot
(FB21840747) visionOS randomly foregrounds a backgrounded immersive space app with a pushed window's parent window visible instead of the pushed window
(FB21864652) When a running app is selected in the visionOS home view, windows presented with pushWindow spontaneously close
(FB21873482) Pushed windows use the fixed scaling behavior instead of the dynamic scaling behavior
I'm posting the issues here in case this information is helpful to other developers. I'd also like to hear about other pushWindow issues developers have encountered, so I can watch out for them.
Questions:
I've discovered that some of the issues above can be partially worked around by applying the defaultLaunchBehavior and restorationBehavior scene modifiers to suppress window restoration and locking, which pushWindow appears to interact poorly with. Are there other recommended workarounds?
I've observed that the Photos and Settings apps, which predate the pushWindow API, are not affected by the issues I reported. Are there other more reliable ways I could achieve the same behavior as pushWindow without relying on that API?
I'd appreciate any guidance Apple engineers could provide. Thank you.
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 !!
I'm getting the following error message when compiling the Apple provided sample, Spaceship game for the Apple Visio Pro. I've already tried deleting the derived data resetting the package cache and restarting Xcode but still getting the following error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path /Users/myoungkang/Downloads/CreatingASpaceshipGame/Packages/Studio/Sources/Studio/Studio.rkassets because 'The file “Studio.rkassets” couldn’t be opened because you don’t have permission to view it.'
error: Tool exited with code 1
Topic:
Spatial Computing
SubTopic:
General
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?
画面亮度存在无规律动态波动(时亮时暗),且无手动控制入口,导致商品颜色还原失真、主播面部曝光异常(过曝 / 欠曝),严重影响直播展示效果。
期望
"· 优化直播模式的自动曝光算法,提升复杂光线环境下的亮度稳定性;
· 增加 “直播模式” 专属亮度锁定功能,支持手动设定亮度参数并锁定,满足直播场景下的画质可控需求。
"
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options).
I noticed two situations here in terms of mipmaps options.
When setting "mipmapsMode: .none":
The graphic quality within the "gaze area" looks sharp and clear
The two poles (top and bottom) are perfectly rendered
Massive shimmer around the "gaze area"
When setting "mipmapsMode: .allocateAndGenerateAll":
The graphic looks slightly blurrier than in ".none" within the "gaze area"
The two poles are very blurry and hard to recognize the texture
Much less shimmer around the "gaze area"
My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer?
Thank you!
Screenshots:
mipmapsMode: .none
mipmapsMode: .allocateAndGenerateAll
After updating to visionOS 26.2 Beta 2 (and Beta 3), I'm unable to establish a spatial connection to Vision Pro. This was working fine before the update.
To test, I've created a fresh spatialApp project from the Xcode template with zero modifications, but I'm hitting the same issue - the Vision Pro is discovered but won't connect.
Am I forgetting to update the config somewhere? Any ideas what might be causing this and how to fix it?
Thanks!
Warning: -[NSWindow makeKeyWindow] called on <NSWindow: 0xa1f811900> windowNumber=1b9 which returned NO from -[NSWindow canBecomeKeyWindow].
((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - /AppleInternal/Library/BuildRoots/4~CBS0ugAIF7BrQZjLe6r0lhPXO4GJmNDTovxYoV0/Library/Caches/com.apple.xbs/Sources/ExtensionKit/ExtensionKit/Source/HostViewController/Internal/EXHostSessionDriver.m:80: `processConfiguration` and `configuration` must be both non-nil or both nil
Unable to obtain a task name port right for pid 415: (os/kern) failure (0x5)
CCContextDeviceGroup.mm(291):+[CCContextDeviceGroup checkBinaryArchivesForDevice:withBundle:]:
Failed to find any binary shader archive
Topic:
Spatial Computing
SubTopic:
General
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!
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.
I'm trying to develop an app that broadcasts what the user sees (priorly we were using main camera access) but now we'd like to investigate and try with this option.
I have set up the BroadcastExtension, I've added the picker, I click on my button, I can see my broadcast extension in the options list in the control center, once I click start, it stops after 1 second more or less.
I'm not able to get anything in the console from my Sample Handler (prints or logs or anything).
I can see however in the console.app some misleading information (one after the other):
[INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1333 Extension has passthrough license
[INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1336 Extension does not have passthrough license
We have the entreprise license, the capability and I did add the capability on the extension target as well.
Hi. I am mixing content destined for Vision Pro. Locked to video. I have the AAX installer and the ASAF video player demonstrated in the quicktimes is nit included in the install package for pro tools. Would it be possible to post a link ?
传输后的直播流分辨率显著下降,画面细节丢失、清晰度不足,导致 3D 家具商品的纹理、尺寸等关键信息无法精准展示,影响用户对商品的判断。
期望
优化流传输过程中的分辨率压缩策略,减少传输过程中的画质损耗,提升 Mac 端接收的直播流清晰度,匹配 3D 商品展示的高精度需求。
VideoMaterial Black Screen on Vision Pro Device (Works in Simulator)
App Overview
App Name: Extn Browser
Bundle ID: ai.extn.browser
Purpose: A visionOS web browser that plays 360°/180° VR videos in an immersive sphere environment
Development Environment & SDK Versions
Component
Version
Xcode
26.2
Swift
6.2
visionOS Deployment Target
26.2
Swift Concurrency
MainActor isolation enabled
App is released in the TestFlight.
Frameworks Used
SwiftUI - UI framework
RealityKit - 3D rendering, MeshResource, ModelEntity, VideoMaterial
AVFoundation - AVPlayer, AVAudioSession
WebKit - WKWebView for browser functionality
Network - NWListener for local proxy server
Sphere Video Mechanism
The app creates an immersive 360° video experience using the following approach:
// 1. Create sphere mesh (10 meter radius for immersive viewing)
let mesh = MeshResource.generateSphere(radius: 10.0)
// 2. Create initial transparent material
var material = UnlitMaterial()
material.color = .init(tint: .clear)
// 3. Create entity and invert sphere (negative X scale)
let sphere = ModelEntity(mesh: mesh, materials: [material])
sphere.scale = SIMD3<Float>(-1, 1, 1) // Inverts normals for inside-out viewing
sphere.position = SIMD3<Float>(0, 1.5, 0) // Eye level
// 4. Create AVPlayer with video URL
let player = AVPlayer(url: videoURL)
// 5. Configure audio session for visionOS
let audioSession = AVAudioSession.sharedInstance()
try audioSession.setCategory(.playback, mode: .moviePlayback, options: [.mixWithOthers])
try audioSession.setActive(true)
// 6. Create VideoMaterial and apply to sphere
let videoMaterial = VideoMaterial(avPlayer: player)
if var modelComponent = sphere.components[ModelComponent.self] {
modelComponent.materials = [videoMaterial]
sphere.components.set(modelComponent)
}
// 7. Start playback
player.play()
ImmersiveSpace Configuration
// browserApp.swift
ImmersiveSpace(id: appModel.immersiveSpaceID) {
ImmersiveView()
.environment(appModel)
}
.immersionStyle(selection: .constant(.mixed), in: .mixed)
Entitlements
<!-- browser.entitlements -->
<key>com.apple.security.app-sandbox</key>
<true/>
<key>com.apple.security.network.client</key>
<true/>
<key>com.apple.security.network.server</key>
<true/>
Info.plist Network Configuration
<key>NSAppTransportSecurity</key>
<dict>
<key>NSAllowsArbitraryLoads</key>
<true/>
</dict>
The Issue
Behavior in Simulator: Video plays correctly on the inverted sphere surface - 360° video is visible and wraps around the user as expected.
Behavior on Physical Vision Pro: The sphere displays a black screen. No video content is visible, though the sphere entity itself is present.
Important: Not a DRM/Licensing Issue
This issue is NOT related to Digital Rights Management (DRM) or FairPlay. I have tested with:
Unlicensed raw MP4 video files (no DRM protection)
Self-hosted video content with no copy protection
Direct MP4 URLs from CDN without any licensing requirements
The same black screen behavior occurs with all unprotected video sources, ruling out DRM as the cause.
(Plain H.264 MP4, no DRM)
Screen Recording: Working in Simulator
The following screen recording demonstrates playing a 360° YouTube video in the immersive sphere on the visionOS Simulator:
https://cdn.commenda.kr/screen-001.mov
This confirms that the VideoMaterial and sphere rendering work correctly in the simulator, but the same setup shows a black screen on the physical Vision Pro device.
Observations
AVPlayer status reports .readyToPlay - The video appears to load successfully
VideoMaterial is created without errors - No exceptions thrown
Sphere entity renders - The geometry is visible (black surface)
Audio session is configured - No errors during audio session setup
Network requests succeed - The video URL is accessible from the device
Same result with local/unprotected content - DRM is not a factor
Console Logs (Device)
The logging shows:
Sphere created and added to scene
AVPlayer created with correct URL
VideoMaterial created and applied
Player status transitions to .readyToPlay
player.play() called successfully
Rate shows 1.0 (playing)
Despite all success indicators, the rendered output is black.
Questions for Apple
Are there known differences in VideoMaterial behavior between the visionOS Simulator and physical Vision Pro hardware?
Does VideoMaterial(avPlayer:) require specific video codec/format requirements that differ on device? (The test video is a standard H.264 MP4)
Is there a required Metal capability or GPU feature for VideoMaterial that may not be available in certain contexts on device?
Does the immersion style (.mixed) affect VideoMaterial rendering on hardware?
Are there additional entitlements required for video texture rendering in RealityKit on physical hardware?
Attempted Solutions
Configured AVAudioSession with .playback category
Added delay before player.play() to ensure material is applied
Verified sphere scale inversion (-1, 1, 1)
Tested multiple video URLs (including raw, unlicensed MP4 files)
Confirmed network connectivity on device
Ruled out DRM/FairPlay issues by testing unprotected content
Environment Details
Device: Apple Vision Pro
visionOS Version: 26.2
Xcode Version: 26.2
macOS Version: Darwin 25.2.0
Spatial photo in RealityView has a default corner radius. I made a parallel effect with spatial photos in ScrollView(like Spatial Gallery), but the corner radius disappeared on left and right spatial photos. I've tried .clipShape and .mask modifiers, but they did't work. How to clip or mask spatial photo with corner radius effect?
My visionOS 26.3 app displays a diorama-like scene in a RealityView in a mixed immersive space, about 1 meter square, with view attachments floating above the scene.
Each view attachment fades out after user interaction, by animating the view's opacity.
What I'm observing is that depending on the position of a view attachment relative to the scene and the camera, an unwanted cutout effect is observed (presumably because of draw order issues), as shown in the right column in the screenshots below.
YouTube video link of these sequences: https://youtu.be/oTuo0okKCkc
(19 seconds)
My question:
How does visionOS determine the view attachment draw order relative to the RealityView scene?
If I better understood how the draw order is determined, I could modify my scene to ensure that the view attachments were always drawn after the scene, fixing the unwanted cutout effect.
I've successfully used ModelSortGroupComponent to control the draw order of entities within the RealityView scene, but my understanding is that this approach cannot be used with view attachments.
I've submitted FB22014370 about this issue.
Thank you.
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.
Topic:
Spatial Computing
SubTopic:
General