I am having trouble with initializing the SharePlay. It works but we have to leave the game (click the close button) and rejoin it, sometimes several times, for it to establish the connection.
I am also having trouble sharing images over SharePlay with GroupSessionJournal. I am not able to get it to transfer any amount of data or even get recognition on the other participants in the SharePlay that an image is being sent. We have look at all the information we can find online and are not able to establish a connection. I am not sure if I am missing a step, or if I am incorrectly sending the data through the GroupSessionJournal.
Here are the steps I took take to replicate the issue I have:
FaceTime another person with the app.
Open the app and click the SharePlay button to SharePlay it with the other person.
Establish the SharePlay and by making sure that the board states are syncronized across participants. If its not click the close button and click open app again to rejoin the SharePlay. (This is one of the bugs that I would like to fix. This is just a work around we developed to establish the SharePlay. We would like it so that when you click SharePLay and they join the session it works.)
Once the SharePlay has been established, change the image by clicking change 1 image.
Select a jpg image.
The image that represents 1 should be not set. If you dont see the image click on any of the X in the squares and it will change to the image.
The image should appear on the other participant in the SharePlay. (This does not happen and is what we have not been able to figure out how to get working.)
Here are the classes for the example project I created:
Content View
Game Model Class
Activity Manager
Main Starter Class
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I am trying to position the share sheet popped up by the shareLink API on VisionOS, but the share sheet is always anchored by at the label position.
I checked the Photos app is achieving this already, the share sheet there appears at very center of the window while the share button locates at the corner inside the menu.
How is this possible to make it?
Hello
I was wondering if the keyboard awareness feature that came with visionOS 2 would also work for the Mac Book keyboard if someone is in an immersive .progressive custom environment such as the "Garden" environment from Construct an immersive environment for visionOS in e.g. an app I'm currently developing, to see one's keyboard. I haven't managed to achieve it so far.
Thank you very much in advance!
Hi, we have in our app an immersive space and we taught the palm menu button is not available in immersive spaces, but when I look in the hand and tap the menu button appear. Is it possible to keep it hidden? Because we a have an hand tracking feature in palm and when we try to press a button to overlap the palm it triggers the menu button and then when the user presses again by mistake, it sends the application to the background.
This is very important for us because we would like to release this hand-tracking feature as soon as possible.
Here is a link with to a video with the problem:
https://drive.google.com/file/d/1cfOcdzF19h_mbmpvkVNCJjXEBJecVeJL/view?usp=sharing
Today I updated my macbook pro to macOS sequoia. with this I also downloaded the latest Xcode and visionOS 2 packages.
I had a working project. Which did work with my vision pro which is updated to the latest visionOS 2. But now whenever I try to click on preview in xcode while editing a swift file I am receiving the following error:
(lot of lines here)
Library/Developer/Xcode/DerivedData/test2-fznbrpphddkqdaddrzamkayoajjm/Build/Intermediates.noindex/RealityKitContent.build/Debug-xrsimulator/RealityKitContent_RealityKitContent.build/DerivedSources/RealityAssetsGenerated/CustomComponentUSDInitializers.usda
error: Tool terminated by signal 'Segmentation fault: 11'
I tried exiting and restarting my mac but the problem is not going away. Can someone help me with this?
Thank you!
My app has two Window Groups: Window1 and Window2
Moving Window2 to Window1 will overlay, and I cannot see or interact with Window1. My question is, is there any way that I can make Window1 always on top, and whenever Window2 moves in front of Window1, will it be overlayed instead of Window1?
Hello everyone,
I'm developing an app for visionOS that utilizes HealthKit to query heart rate data. However, I'm encountering an issue where the app doesn't retrieve the latest heart rate values. Specifically, it fails to get live heart rate data even after the data has been saved to the Health app. The readings my app displays are outdated and do not match the current values shown in the Health app.
Here's what I've tried so far:
Fetching Heart Rate Samples: Used HKSampleQuery and HKAnchoredObjectQuery to fetch the most recent heart rate samples. Despite this, the data retrieved is still not up-to-date.
Checking Permissions: Ensured that all necessary HealthKit permissions are granted. The app has authorization to read heart rate data and write workout data.
My questions are:
Is there a known issue or limitation with HealthKit on visionOS that prevents apps from accessing the latest heart rate data?
Are there additional steps or configurations required to access live heart rate data in visionOS apps?
Has anyone successfully implemented live heart rate monitoring on visionOS, and if so, could you share how you achieved it?
I have a created an AnchorEntity for my index finger tip and then created a model entity (A sphere) as a child of it. This model entity has a collision component and a physics body component. I tried using dynamic and kinematic modes for the physics body component.
I have created a plane from a cube that has collision component and a static physics body.
I have subscribed to the CollisionEvents.Began on this plane. I have also stored it in a EventSubscription state variable.
@State private var collisionSubscription: EventSubscription?
The I subscribed as follows
collisionSubscription = content.subscribe(to: CollisionEvents.Began.self,
on: self.boxTopCollision, { collisionEvent in
print("something collided with the box top")
})
The collision event fires when I directly put the sphere above the plane and let gravity do the collision, but when the the sphere is the child of the anchor entity, the collision events don't happen.
I tried adding collision and physics body component directly to the anchor entity and that doesn't work too.
I created another sphere with a physics body and a collision component and input target component and manipulate it with a drag gesture.
When the manipulation is happening and collide the plane and the sphere the events don't happen when my sphere is touching the plane, but when the gesture end and the sphere is in contact with the plane, the event gets fired. I am confused as to why this is happening.
All I want to do is have a collider on my finger tip and want to detect the collision with this plane. How can I make this work?
Is there some unstated rule somewhere as where a physics body is manipulated manually it cannot trigger collision events?
For more context. I am using SpatialTrackingSession with the tracking configuration of .hand. I am successfully able to track the finger tip.
I am honored that I successfully participated in the "Envision the future: Build great apps for visionOS"(https://developer.apple.com/events/view/ZCH7ZUY24C/dashboard) conference. However, unfortunately, I am in China, and due to the visa problem (because it usually takes at least 2 months to apply for a visa, but it only takes about 10 days from the time I received the notice to the meeting), I can't go to the United States to participate in the site. So I hope Apple can place an iPad on site and create a FaceTime link, and then I can make a call to this iPad. I also told Apple about this suggestion, but now there are only a few days left to start. They didn't reply to me. Even Apple has sent me the ticket to the Developer Center and asked me to add it to the Apple Wallet App, which means that Apple has not There is a request to deal with me. So I hope you can give me some advice or help me for those who know about this aspect. For Apple's internal engineers, if possible, I hope you can contact the person who manages this meeting. I'm very grateful for this. Thank you.
I'm getting the following error in my swift build targeting VisionOS 2.0 :
" 'defaultDisplay' is unavailable in visionOS "
TLDR : how do I specify an initial window position in visionOS? The docs seem to be off? - see below.
The docs say it is available, but it is not, or at least my XCODE (Version 16.0 ) is throwing errors on it :
https://developer.apple.com/documentation/swiftui/scene/defaultwindowplacement(_:)
I know apple is opinionated about window placement in visionOS, and maybe it will never be available, but the docs say it is in visionOS 2.0+ and it sure would be nice to be able to specify a default position toward the bottom of one's FOV, etc .
Side-note -- the example code in that doc also has the issue that "Window" is not available in visionOS ( WindowGroup is ).
example code -- barely modified from example code in doc :
var body: some Scene {
WindowGroup("MyLilWindow", id: "MyLilWindow") {
TestView()
}
.windowResizability(.contentSize)
.defaultWindowPlacement { content, context in
let displayBounds = context.defaultDisplay.visibleRect
let size = content.sizeThatFits(.unspecified)
let position = CGPoint(
x: displayBounds.midX - (size.width / 2),
y: displayBounds.maxY - size.height - 140)
return WindowPlacement(position)
}
}
In my VisionPro app, I'm facing a problem with loading USDZ models from a RealityKitBundle package, created using Reality Composer Pro.
It was working fine until I added more models to the package. As I added more models with large textures in the project, the app started to show them with texturing problems.
So, when I load the models from the RealityView using Entity(named:in), the mesh loads correctly, but all black, with no textures, as below:
However, when I load the same USDZ directly from the main bundle, using ModelEntity(named:in), it loads fine.
I know that large textures can cause memory issues, but when talking about one single model, I know that it's not enough to cause a memory overflow in the VisionPro. This USDZ model is about 40MB with something around 800MB of texture memory (from the RealityComposerPro Statistic tab).
I've built experiences in VisionPro with much heavier models, and they do present the same texture issues, but only after there's more than 3 huge models enabled in the Reality scene. But that's not the case. The un-textured model appears right from the beginning, so it seems to me that's not a runtime issue in the device, but rather some issue in the packaging process from RealityComposerPro to XCode to the Device, am I correct?
I'm also using a simple Mac Mini with M2 but only 8MB of RAM. Maybe that's the issue?
As I still want to use RealityComposerPro to build more dev-friendly and interesting applications, I'd really appreciate some guidance here!
Thanks in advance!
The setup:
My Vision Pro app loads uszd models created by a 3rd party app. These models have to be scaled to the right dimension for RealityKit.
I want to use physics for realistic movement of these entities, but this does not work as expected.
I thus wrote a demo test app based on Apple's immersive space app template (code below).
This app has two entities, a board and above a box that is a child of the board.
Both have a collision component and a physics body.
The board, and thus also its child the box, are scaled.
The problem:
If the scale factor is greater or equal 0.91, the box falls under gravity towards the board where it is stopped after some movements. This looks realistic.
However, if the scale factor is below 0.91, even 0.9, the movement of the box is immediately stopped on the board without any physics simulation.
Unfortunately, I am not able to upload screen recordings, but if the demo app is executed, one sees the effect immediately.
The question:
I cannot imagine that this behavior is correct. Can somebody confirm that this is a bug? If so I will write a bug report.
My demo app uses Xcode Version 16.0 (16A242d), simulator Version 16.0 (1038) and visionOS 2.0.
The code:
import SwiftUI
import RealityKit
import RealityKitContent
struct ImmersiveView: View {
@Environment(AppModel.self) var appModel
var body: some View {
RealityView { content in
let boardEntity = makeBoard()
content.add(boardEntity)
let boxEntity = makeBox()
boardEntity.addChild(boxEntity)
moveBox(boxEntity, parentEntity: boardEntity)
}
}
func makeBoard() -> ModelEntity {
let mesh = MeshResource.generateBox(width: 1.0, height: 0.05, depth: 1.0)
var material = UnlitMaterial(); material.color.tint = .red
let boardEntity = ModelEntity(mesh: mesh, materials: [material])
let scale: Float = 0.91 // Physics does not run if scale < 0.91
boardEntity.scale = [scale, scale, scale]
boardEntity.transform.translation = [0, 0, -3]
boardEntity.generateCollisionShapes(recursive: false)
boardEntity.physicsBody = PhysicsBodyComponent(massProperties: .default,
material: PhysicsMaterialResource.generate(friction: .infinity, restitution: 0.8),
mode: .static)
return boardEntity
}
func makeBox() -> ModelEntity {
let mesh = MeshResource.generateBox(size: 0.2)
var material = UnlitMaterial(); material.color.tint = .green
let boxEntity = ModelEntity(mesh: mesh, materials: [material])
boxEntity.generateCollisionShapes(recursive: false)
boxEntity.physicsBody = PhysicsBodyComponent(massProperties: .default,
material: PhysicsMaterialResource.generate(friction: .infinity, restitution: 0.8),
mode: .dynamic)
return boxEntity
}
func moveBox(_ boxEntity:Entity, parentEntity: Entity) {
// Set position and orientation of the box
let translation = SIMD3<Float>(0, 0.5, 0)
// Turn the box by 45 degrees around the y axis
let rotationY = simd_quatf(angle: Float(45.0 * .pi/180.0), axis: SIMD3(x: 0, y: 1, z: 0))
let transform = Transform(rotation: rotationY, translation: translation)
boxEntity.transform = transform
}
}
Images are not appearing on tab bar on visionOS despite it shows up in perfect on iOS.
I tried rendering mode API to make the original image visible, and it is working fine on iOS. But on visionOS the image stays white like masked by the tab bar default content color.
Did anyone achieve solving this problem? I might be able to create my custom ornament to make it look like tab bar, but I think it‘s too much coding to do so.
I'm developing a VisionOS app and I'm trying to load a ModelEntity from a USDZ file which is inside my custom RealityKit package called R2UVisionOficial. But it keeps giving me an resourceNotFound error.
import RealityKit
import R2UVisionOficial
import ARKit
/* more code */
do {
let newEntity: Entity
//...
// Loads entity from USDZ inside package
newEntity = try await ModelEntity(named: "Salas", in: r2UVisionOficialBundle)
//...
return newEntity
} catch {
print("wtManager >>> **** FAILED to load entity:", error.localizedDescription)
throw error
}
I'm sure I have the Salas.usdz file in the root folder of my package and that I'm using the correct paths. However I keep getting the error:
Failed to find resource with name "Salas" in bundle
It's funny because when I try to load a USDA (scenes) from the same packages, it works fine. So I guess there's something to do with ModelEntity or USDZ files.
Can you please help me?
P.S. This issue is similar to https://developer.apple.com/forums/thread/746842?answerId=780415022#780415022
I am trying to only apply a drag gesture to specific entities that has a specific component. My entities has the component on it along with the input target and collision component. The gestures work when I use .targetedToAnyEntity() modifier but .targetedToEntity(where:) modifier fails
struct ImmersiveView: View {
var body: some View {
RealityView { content in
// Add the initial RealityKit content
if let scene = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(scene)
}
}
.gesture(
DragGesture()
.targetedToEntity(where: .has(ToyComponent.self))
.onChanged({ value in
value.entity.position = value.convert(value.location3D, from: .local, to: value.entity.parent!)
})
)
}
}
What could be wrong here?
I'm trying to downgrade my visionPro to visionOS 1.3. I downloaded the visionOS 1.3 ipsw file from the Apple Developer site (on September 25, 2024), but I'm unable to restore the device using this file.
After checking ipsw.me, I noticed that visionOS 1.3 is no longer signed. This makes me wonder if the 1.3 IPSW file, although available on the developer site, might not be usable anymore.
Has anyone else encountered this issue? Is there any official confirmation on whether visionOS 1.3 can still be restored?
Hello,
I keep running into the below warning when pushing a window of type volumetric. Although pushing the windows is achieved, we always get the warning regardless of pushing the window via the Attachment button or via the buttons in the ToolbarItemGroup.
Illustrated is all the code: app file, first volume and second volume. You can see in my app file that all volumetric window are indeed in a WindowGroup.
What is wrong? How can I get rid of that warning?
Warning:
PushWindowAction requires the replaced window to be a WindowGroup or DocumentGroup
Hello,
To me, it does not seem to be entirely clear why, when I'm trying to display my attachment, no matter the positioning, it will always be hidden/covered by my visionOS app window. I'm trying to achieve displaying the attachment one layer above/in front of the window. When my head isn't directed towards the window I can see the attachment but else it's covered by it.
I appreciate any help!
ContentView.swift
import SwiftUI
import RealityKit
struct ContentView: View {
@Environment(\.openImmersiveSpace) private var openImmersiveSpace
public var body: some View {
VStack {
Text("Hello World")
.font(.largeTitle)
Button("Start") {
Task {
await openImmersiveSpace(id: "AppSpace")
}
}
}
}
}
ImmersiveView.swift
import SwiftUI
import RealityKit
struct ImmersiveView: View {
var loader: EnvironmentLoader
public var body: some View {
RealityView { content, attachments in
content.add(try! await loader.getEntity())
let headEntity = AnchorEntity(.head)
content.add(headEntity)
if let text = attachments.entity(for: "at01") {
text.position = [0, 0, -0.25]
headEntity.addChild(text)
}
}
attachments: {
Attachment(id: "at01") {
Text("Hello World!")
.font(.extraLargeTitle)
.padding()
}
}
}
}
App.swift
import SwiftUI
@main
private struct App: App {
@State var loader = EnvironmentLoader()
public var body: some Scene {
WindowGroup {
ContentView()
}
ImmersiveSpace(id: "AppSpace") {
ImmersiveView(loader: loader)
}
.immersionStyle(selection: .constant(.progressive), in: .progressive)
}
}
We would like to create an Immersive video and store the video file locally in Vision Pro for viewing.
By Immersive video, I mean the video that is played at the end of the Vision Pro experience at the Apple Store (LeBron's dunk, Curry's 3-point shot, tightrope walk, etc.). It is unclear if a way is currently provided to view Immersive video locally.
I can find some information about Spatial video on the Dev site, but I can't find any information about Immersive video. My understanding is:
Spatial video:
A video window appears in space and plays video with depth. Up to 4K side-by-side video can be converted to MV-HEVC format using Xcode and played back in the Photos app.
Immersive video:
180VR video, but I’m not sure how it was created. Similar to Spatial video, I converted a side-by-side 180VR video to MV-HEVC format using Xcode, but it could not be played back in the Photos app as expected.
Vision Pro's Photos app features an Immersive button during video playback, but this appears to be for zooming in on Spatial video to the full field of view, which seems different from Immersive video.
The demo video provided by Apple is streamed from Apple TV, and there are no local files available.
We are currently considering creating an app that displays different videos to each eye, but we prefer not to go this route due to licensing and distribution issues.
I am using RealityView for an iOS program.
Is it possible to turn off the camera passthrough, so only my virtual content is showing? I am looking to create VR experience.
I have a work around where I turn off occlusion and then create a sphere around me (e.g., with a black texture), but in the pre-RealityView days, I think I used something like this:
arView.environment.background = .color(.black)
Is there something similar in RealityView for iOS?
Here are some snippets of my current work around inside RealityView.
First create the sphere to surround the user:
// Create sphere
let blackMaterial = UnlitMaterial(color: .black)
let sphereMesh = MeshResource.generateSphere(radius: 100)
let sphereModelComponent = ModelComponent(mesh: sphereMesh, materials: [blackMaterial])
let sphereEntity = Entity()
sphereEntity.components.set(sphereModelComponent)
sphereEntity.scale *= .init(x: -1, y: 1, z: 1)
content.add(sphereEntity)
Then turn off occlusion:
// Turn off occlusion
let configuration = SpatialTrackingSession.Configuration(
tracking: [],
sceneUnderstanding: [],
camera: .back)
let session = SpatialTrackingSession()
await session.run(configuration)