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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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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904
Nov ’25
WWDC 25 RemoteImmersiveSpace - Support for Passthrough Mode? RealityKit?
This is related to the WWDC presentation, What's new in Metal rendering for immersive apps.. Specifically, the macOS spatial streaming to visionOS feature: For reference: the page in the docs. The presentation demonstrates it using a full immersive space and Metal rendering using compositor services. I'd like clarity on a few things: Is the remote device wireless, or must the visionOS device be connected via a wired connected? Is there a limit to the number of remote devices, and if not, could macOS render different things per remote device simultaneously? Can I also use mixed mode with passthrough enabled, instead of just a fully-immersive mode? Can I use RealityKit instead of Metal? If so, may I have an example, or would someone point to an example?
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645
Sep ’25
Can´t find a DLL in a VisionOS app with Unity
Dear all, I´m using Unity 6.2 beta and Xcode 16.2. I´m creating a simple framework to use the text to speech functionality in VisionOS from unity. The framework is created in Swift. I create an objective-c wrapper with the following declarations: ... void _initTTS(int); ... I create the framework, import it in Unity and call the functions in a c# wrapper class. The code is as follows: public static class TTSPluginManager { [DllImport("TTS_Vision"] private static extern void _initTTS(int val); ... public static void Initialize() { #if UNITY_VISIONOS _initTTS(0); #else Debug.LogWarning("NativeTTS.Initialize called on a non-iOS platform. Ignoring."); #endif } } I have managed to compile and run the program in the Apple Vision Pro, but I keep on getting the following error: DllNotFoundException: TTS_Vision assembly: type: member:(null) TTSPluginManager.Initialize () (at Assets/Plugins/TTSPluginManager.cs:33) LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) (at Assets/AVRLecture/LecturePortalManager.cs:17) InkLoader.StartStory () (at Assets/AVRLecture/InkLoader.cs:24) InkLoader.Start () (at Assets/AVRLecture/InkLoader.cs:18) If I run the generated code from Xcode, I can see the app in the AVP, but I keep getting a loading error: DllNotFoundException: Unable to load DLL 'TTS_Vision'. Tried the load the following dynamic libraries: Unable to load dynamic library '/TTS_Vision' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/TTS_Vision, 0x0005): tried: '/TTS_Vision' (no such file) at TTSPluginManager.Initialize () [0x00000] in <00000000000000000000000000000000>:0 at LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) [0x00000] in <00000000000000000000000000000000>:0 I can see in the generated code that the framework (TTS_Vision) is there, but the path seems wrong. I've tried to add more options to the searched paths, with no success... Any hints or suggestions are much more appreciated.
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297
Sep ’25
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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Nov ’25
Roomplan exceeded scene size limit error. (RoomCaptureSession.CaptureError.exceedSceneSizeLimit)
Error: RoomCaptureSession.CaptureError.exceedSceneSizeLimit Apple Documentation Explanation: An error that indicates when the scene size grows past the framework’s limitations. Issue: This error is popping up in my iPhone 14 Pro (128 GB) after a few roomplan scans are done. This error shows up even if the room size is small. It occurs immediately after I start the RoomCaptureSession after the relocalisation of previous AR session (in world tracking configuration). I am having trouble understanding exactly why this error shows and how to debug/solve it. Does anyone have any idea on how to approach to this issue?
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1.3k
Dec ’25
SharePlay on the VisionOS with remote participants.
Hi everyone, I’m building a visualization app for VisionPro that uses SharePlay and GroupActivities to explore datasets collaboratively. I’ve successfully implemented the new SharedWorldAnchor feature, and everything works well with nearby, local participants. However, I’m stuck on one point: How can I share a world anchor with remote participants who join via FaceTime as spatial personas? Apple’s demo app (where multiple users move a plane model around) seems to suggest that this is possible. For context, I’m building an immersive app with Metal rendering. Any guidance or examples would be greatly appreciated! Thanks, Jens
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Sep ’25
Issue in TabletopKit Sample scene + shared immersive space
Hello Community, I am currently developing an experimental VisionOS app, to investigate the social effects of the new Spatial Persona feature, for my bachelor thesis. My setup includes a simple board game for the participants, in which they can engage with their persona avatars. I tried to use the TabletopKit for this setup, but ran into issues when starting the SharePlay session. When I testes my app, I couldn't see the other spatial persona anymore, despite the green SharePlay button indicating the session started. The other person can see my actions in their version of the app on the board, but can not interact with anything. Also, we are both seat on the default side of the seat. I tried to remove the environment I added, because it doesn't seem to synch with the other player. When I tried the FaceTime feature in the simulator without the environment, I could then see the test robot avatar, but at a totally wrong place. It's seems like it isn't just my environment occluding the seats, but a flaw in the seating process as well. When I tried the FaceTime feature in the simulator on the official test scene (TabletopKit Sample), I got the same incorrect placement and the warning "role(for:inSeatNumber:): The provided role identifier does not match a role in the current template." So my questions are: What needs to be changed so the TabletopKit can handle seating correctly? How can I correctly use immersive scenes in combination with the TabletopKit? I tried to keep the implementation of the TabletopKit example as close as possible, so I think it will enough to look into this codebase for now. I debugged the position of seats and they are placed correctly in front of their equipment. The personas are just not placed on them.
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Mar ’25
Request File Access from Unity for Apple Vision Pro
Hi, I am trying to load files from the Apple Vision Pro's storage into a Unity App (using Apple visionOS XR Plugin and not PolySpatial package). So far, I've tried using UnitySimpleFileBrowser and UnityStandaloneFileBrowser (both aren't made for the Vision Pro and don't work there), and then implemented my own naive file browser that at least allows me to view directories (that I can see from the App Sandbox). This is of course very limited: Gray folders can't be accessed, the only 3 available ones don't contain anything where a user would put files through the "Files" app. I know that an app can request access to these "Files & Folders": So my question is: Is there a way to request this access for a Unity-built app at the moment? If yes, what do I need to do? I've looked into the generated Xcode project's "Capabilities", but did not find anything related to file access. Any help is appreciated!
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Oct ’25
Human pose detection failing on Vision Pro
Hi! I attempted to run a sample project for detecting human pose in photos, which can be found here: https://developer.apple.com/documentation/vision/detecting-human-body-poses-in-3d-with-vision The project works perfectly when run on my Macbook Pro M1, but it fails on Apple Vision Pro. After selecting the photo an endless loading screen is presented and the following output is produced in the console: Failed to initialize 2D Detection Algorithm. Failed to initialize 2D Pose Estimation Algorithm. Failed to initialize algorithm modules Network path is nil: (null) Failed to initialize 2D Detection Algorithm. Failed to initialize 2D Pose Estimation Algorithm. Failed to initialize algorithm modules Unable to perform the request: Error Domain=com.apple.Vision Code=9 "Async status object reported as failed but without an error" UserInfo={NSLocalizedDescription=Async status object reported as failed but without an error}. de-activating session 70138 after timeout It seems that VNDetectHumanBodyPose3DRequest is failing on Vision Pro for some reason. Are there any additional requirements for running Vision framework on VisionOS, that I might be missing?
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Mar ’25
Xcode Cloud builds don't work with *.usdz files in a RealityComposer package
In courses like Compose interactive 3D content in Reality Composer Pro Realitykit Engineers recommended working with Reality Composer Pro to create RealityKit packages to embed in our Realitykit Xcode projects. And, comparing the workflow to Unity/Unreal, I can see the reasoning since it is nice to prepare scenes/materials/assets visually. Now when we also want to run a Xcode Cloud CI/CD pipeline this seems to come into conflict: When adding a basic *.usdz to the RealityKitContent.rkassets folder, every build we run on Xcode cloud fails with: Compile Reality Asset RealityKitContent.rkassets ❌realitytool requires Metal for this operation and it is not available in this build environment I have also found this related forum post here but it was specifically about compiling a *.skybox.
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Sep ’25
How to Achieve Volumetric Lighting (Light Shafts) in RealityKit on visionOS?
Hello everyone, I am currently developing an experience for visionOS using RealityKit and I would like to achieve volumetric light effects, such as visible light rays or shafts through fog or dust. I found this GitHub project: https://github.com/robcupisz/LightShafts, which demonstrates the kind of visual style I am aiming for. I would like to know if there is a way to create similar effects using RealityKit on visionOS. So far, I have experimented with DirectionalLight, SpotLight, ImageBasedLight, and custom materials (e.g., additive blending on translucent meshes), but none of these approaches can replicate the volumetric light shaft look shown in the repository above. Questions: Is there a recommended technique or workaround in RealityKit to simulate light shafts or volumetric lighting? Is creating a custom mesh (e.g., cone or volume geometry with gradient alpha and additive blending) the only feasible method? Are there any examples, best practices, or sample projects from Apple or other developers that showcase a similar visual style? Any advice or hints would be greatly appreciated. Thank you in advance!
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Aug ’25
RealityView doesn't free up memory after disappearing
Basically, take just the Xcode 26 AR App template, where we put the ContentView as the detail end of a NavigationStack. Opening app, the app uses < 20MB of memory. Tapping on Open AR the memory usage goes up to ~700MB for the AR Scene. Tapping back, the memory stays up at ~700MB. Checking with Debug memory graph I can still see all the RealityKit classes in the memory, like ARView, ARRenderView, ARSessionManager. Here's the sample app to illustrate the issue. PS: To keep memory pressure on the system low, there should be a way of freeing all the memory the AR uses for apps that only occasionally show AR scenes.
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Sep ’25
When placing a TextField within a RealityViewAttachment, the virtual keyboard does not appear in front of the user as expected.
Hello, Thank you for your time. I have a question regarding visionOS app development. When placing a SwiftUI TextField inside RealityView.attachments, we found that focusing on the field does not bring up the virtual keyboard in front of the user. Instead, the keyboard appears around the user’s lower abdomen area. However, when placing the same TextField in a regular SwiftUI layer outside of RealityView, the keyboard appears in the correct position as expected. This suggests that the issue is specific to RealityView.attachments. We are currently exploring ways to have the virtual keyboard appear directly in front of the user when using TextField inside RealityViewAttachments. If there is any method to explicitly control the keyboard position or any known workarounds—including alternative UI approaches—we would greatly appreciate your guidance. Best regards, Sadao Tokuyama
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646
Jul ’25
Partial Occlusion Material
I am looking for a material that functions in the same way that Occlusion Material does, except that it only partially occludes whatever is behind it. One way that I have thought of doing this was to change the opacity of the entity that was covered in Occlusion Material, however this did not change anything. Please let me know if this is possible.
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Apr ’25
Odd image placeholder appearing when dismissing an ImmersiveSpace with a ImagePresentationComponent
Hello, There are odd artifacts (one looks like an image placeholder) appearing when dismissing an immersive space which is displaying an ImagePresentationComponent. Both artifacts look like widgets.. See below our simple code displaying the ImagePresentationComponent and the images of the odd artifacts that appear briefly when dismissing the immersive space. import OSLog import RealityKit import SwiftUI struct ImmersiveImageView: View { let logger = Logger(subsystem: AppConstant.SUBSYSTEM, category: "ImmersiveImageView") @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in if let currentMedia = appModel.currentMedia, var imagePresentationComponent = currentMedia.imagePresentationComponent { let imagePresentationComponentEntity = Entity() switch currentMedia.type { case .iphoneSpatialMovie: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .twoD: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .visionProConvertedSpatialPhoto: logger.info("\(#function) \(#line) spatialStereoImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatialStereoImmersive default : logger.error("\(#function) \(#line) Unsupported media type \(currentMedia.type)") assertionFailure("Unsupported media type \(currentMedia.type)") } imagePresentationComponentEntity.components.set(imagePresentationComponent) imagePresentationComponentEntity.position = AppConstant.Position.spacialImagePosition content.add(imagePresentationComponentEntity) } let toggleViewAttachmentComponent = ViewAttachmentComponent(rootView: ToggleImmersiveSpaceButton()) let toggleViewAttachmentComponentEntity = Entity(components: toggleViewAttachmentComponent) toggleViewAttachmentComponentEntity.position = SIMD3<Float>( AppConstant.Position.spacialImagePosition.x + 1, AppConstant.Position.spacialImagePosition.y, AppConstant.Position.spacialImagePosition.z ) toggleViewAttachmentComponentEntity.scale = AppConstant.Scale.attachments content.add(toggleViewAttachmentComponentEntity) } } }
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213
Jul ’25
Issue with tracking multiple images using ARKit on VisionOS
We are using the ARKit image tracking feature on visionOS 2.0 with three pre-registered images. The image tracking works, but only one image is actively tracked at a time. When more than one target image is visible to the camera, it has difficulty detecting and tracking the other images. Is this the expected behavior in visionOS, or is there something we need to do to resolve this issue?
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Mar ’25