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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Is this the easiest way create scene planes that allow for collision with Realitykit entities
In my Vision OS app I am using plane detection and I want to create planes that have physics I want to create an effect that my reality kit entities rest on real world detected planes. I was curious to see that the code below that I found in the Samples is the most efficient way of doing this. func processPlaneDetectionUpdates() async { for await anchorUpdate in planeTracking.anchorUpdates { let anchor = anchorUpdate.anchor if anchorUpdate.event == .removed { planeAnchors.removeValue(forKey: anchor.id) if let entity = planeEntities.removeValue(forKey: anchor.id) { entity.removeFromParent() } return } planeAnchors[anchor.id] = anchor let entity = Entity() entity.name = "Plane \(anchor.id)" entity.setTransformMatrix(anchor.originFromAnchorTransform, relativeTo: nil) // Generate a mesh for the plane (for occlusion). var meshResource: MeshResource? = nil do { let contents = MeshResource.Contents(planeGeometry: anchor.geometry) meshResource = try MeshResource.generate(from: contents) } catch { print("Failed to create a mesh resource for a plane anchor: \(error).") return } var material = UnlitMaterial(color: .red) material.blending = .transparent(opacity: .init(floatLiteral: 0)) if let meshResource { // Make this plane occlude virtual objects behind it. entity.components.set(ModelComponent(mesh: meshResource, materials: [material])) } // Generate a collision shape for the plane (for object placement and physics). var shape: ShapeResource? = nil do { let vertices = anchor.geometry.meshVertices.asSIMD3(ofType: Float.self) shape = try await ShapeResource.generateStaticMesh(positions: vertices, faceIndices: anchor.geometry.meshFaces.asUInt16Array()) } catch { print("Failed to create a static mesh for a plane anchor: \(error).") return } if let shape { entity.components.set(CollisionComponent(shapes: [shape], isStatic: true)) let physics = PhysicsBodyComponent(mode: .static) entity.components.set(physics) } let existingEntity = planeEntities[anchor.id] planeEntities[anchor.id] = entity contentEntity.addChild(entity) existingEntity?.removeFromParent() } } } extension MeshResource.Contents { init(planeGeometry: PlaneAnchor.Geometry) { self.init() self.instances = [MeshResource.Instance(id: "main", model: "model")] var part = MeshResource.Part(id: "part", materialIndex: 0) part.positions = MeshBuffers.Positions(planeGeometry.meshVertices.asSIMD3(ofType: Float.self)) part.triangleIndices = MeshBuffer(planeGeometry.meshFaces.asUInt32Array()) self.models = [MeshResource.Model(id: "model", parts: [part])] } } extension GeometrySource { func asArray<T>(ofType: T.Type) -> [T] { assert(MemoryLayout<T>.stride == stride, "Invalid stride \(MemoryLayout<T>.stride); expected \(stride)") return (0..<count).map { buffer.contents().advanced(by: offset + stride * Int($0)).assumingMemoryBound(to: T.self).pointee } } func asSIMD3<T>(ofType: T.Type) -> [SIMD3<T>] { asArray(ofType: (T, T, T).self).map { .init($0.0, $0.1, $0.2) } } subscript(_ index: Int32) -> (Float, Float, Float) { precondition(format == .float3, "This subscript operator can only be used on GeometrySource instances with format .float3") return buffer.contents().advanced(by: offset + (stride * Int(index))).assumingMemoryBound(to: (Float, Float, Float).self).pointee } } extension GeometryElement { subscript(_ index: Int) -> [Int32] { precondition(bytesPerIndex == MemoryLayout<Int32>.size, """ This subscript operator can only be used on GeometryElement instances with bytesPerIndex == \(MemoryLayout<Int32>.size). This GeometryElement has bytesPerIndex == \(bytesPerIndex) """ ) var data = [Int32]() data.reserveCapacity(primitive.indexCount) for indexOffset in 0 ..< primitive.indexCount { data.append(buffer .contents() .advanced(by: (Int(index) * primitive.indexCount + indexOffset) * MemoryLayout<Int32>.size) .assumingMemoryBound(to: Int32.self).pointee) } return data } func asInt32Array() -> [Int32] { var data = [Int32]() let totalNumberOfInt32 = count * primitive.indexCount data.reserveCapacity(totalNumberOfInt32) for indexOffset in 0 ..< totalNumberOfInt32 { data.append(buffer.contents().advanced(by: indexOffset * MemoryLayout<Int32>.size).assumingMemoryBound(to: Int32.self).pointee) } return data } func asUInt16Array() -> [UInt16] { asInt32Array().map { UInt16($0) } } public func asUInt32Array() -> [UInt32] { asInt32Array().map { UInt32($0) } } } I was also curious to know if I can do this without ARKit using SpatialTrackingSession. My understanding is that using SpatialTrackingSession in RealityKit I can only get the transforms of the AnchorEntities but it won't have geometry information to create the collision shapes.
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Sep ’24
Physics
Given my limited knowledge of physics, I would appreciate it if individuals with a solid understanding of the subject could provide insights into this matter. I have added a physical component to a entity in Reality Composer Pro, but I am seeking guidance on how to achieve the following: Make an object float in the air (with a slight downward motion reminiscent of the moon’s surface) Enable the object to move at a slow pace Implement a strong rebound force I would be grateful if you could provide appropriate values for these parameters. Thank you for your assistance.
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Sep ’24
visionOS App Not Receiving Latest Heart Rate Data from HealthKit
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?
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Sep ’24
VisionOS 2.0 Main Camera Access Enterprise Entitlement Not Recognized in XCode
I am working on a project that requires access to the main camera on the Vision Pro. My main account holder applied for the necessary enterprise entitlement and we were approved and received the Enterprise.license file by email. I have added the Enterprise.license file to my project, and manually added the com.apple.developer.arkit.main-camera-access.allow entitlement to the entitlement file and set it to true since it was not available in the list when I tried to use the + Capability button in the Signing & Capabilites tab. I am getting an error: Provisioning profile "iOS Team Provisioning Profile: " doesn't include the com.apple.developer.arkit.main-camera-access.allow entitlement. I have checked the provisioning profile settings online, and there is no manual option for adding the main camera access entitlement, and it does not seem to be getting the approval from the license.
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Sep ’24
Collisions are not detected if the entity is a child of a hand AnchorEntity
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.
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Sep ’24
Envision the future: Build great apps for visionOS
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.
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Sep ’24
Vision Pro app crashes when scene loads in ImmersiveSpace
Hello, I am getting following error on console and my app crashes. It goes to dark and then Apple logo appears and app crashes apply fence tx failed (client=0x61dbbfd7) [0xfffffecc (ipc/mig) server died] [C:3] Error received: Connection interrupted. Failed to commit transaction (client=0x94097449) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xe9684b50) [0x10000003 (ipc/send) invalid destination port] [C:3-1] Error received: Connection interrupted. Failed to commit transaction (client=0xbcac17e9) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0x52392119) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xff841d17) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xdef5c915) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xefdc8bf3) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xd50c1eff) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0x15690a46) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xf296f56b) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0x61dbbfd7) [0x10000003 (ipc/send) invalid destination port] apply fence tx failed (client=0x61dbbfd7) [0x10000003 (ipc/send) invalid destination port] nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_read_request_report [C1] Receive failed with error "No message available on STREAM" nw_protocol_socket_reset_linger [C1:2] setsockopt SO_LINGER failed [22: Invalid argument] apply fence tx failed (client=0x61dbbfd7) [0x10000003 (ipc/send) invalid destination port] Failed to set override status for bind point component member. Failed to set override status for bind point component member. Failed to set override status for bind point component member. Message from debugger: Terminated due to signal 9 Could you please tell me what's the reason and how can I resolve this. When I loads 2,3 times then app works fine from that point onwards. But this happens time to time when debug.
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Sep ’24
VisionOS : defaultWindowPlacement unavailable?
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) } }
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Sep ’24
USDZ Models from RealityKitContentBundle loosing textures (show all black)
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!
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Sep ’24
Potential bug in Anchor updates on visionOS using the ARKit C API
I have an application running on visionOS 2.0 that uses the ARKit C API to create anchors and listen for updates. I am running an ARKit session with a WorldTrackingProvider (and a CameraFrameProvider, if that is relevant) Then, I am registering a callback using ar_world_tracking_provider_set_anchor_update_handler_f When updates arrive I iterate over the updated anchors using ar_world_anchors_enumerate_anchors_f. Then, as described in the https://developer.apple.com/documentation/visionos/tracking-points-in-world-space documentation, I walk around and hold down the Digital Crown to reposition the current space. This resets the world origin to my current position. When this happens, anchor updates arrive. In most cases, the anchor updates return the new transform (using ar_world_anchor_get_origin_from_anchor_transform) but sometimes I get an anchor update that reports the transform of the anchor from before the world origin was repositioned. Meaning instead of staying in place in the physical world, the world anchor moves relative to me. I can work around this by calling ar_world_tracking_provider_copy_all_world_anchors_f which provides me with the correct transform, but this async method also adds some noticeable delay to the anchor updates. Is this already a known issue?
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214
Sep ’24
Cannot find the entitlement of Enterprise API for Vision pro
We are developing VisionOS app now, we have applied the Enterprise API for visionOS, including Main Camera Access for Vision Pro, and already get the "Enterprise.license" in the mail apple sent us, we use the developer account import the license file into Xcode: but in Xcode, we cannot find the entitlement of Enterprise API: if we put com.apple.developer.arkit.main-camera-access.allow into Entitlement file of the project manually,Xcode will alarm: and we find that the app itself dont have "Additional Capabilities" which include the Enterprise API: what should we do to have the entitlement file for the Enterprise API, so we can use the enterprise API?
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Sep ’24
visionOS RealityKit's physics simulation stops for certain entity.scale values
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 } }
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Sep ’24
Inserted image not showing up on tab bar on visionOS
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.
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256
Sep ’24
Failed to find and load USDZ from RealityKitContentBundle
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
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341
Sep ’24
Gesture filtering using .targetedToEntity(where: QueryPredicate<Entity>) is not working
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?
5
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361
Sep ’24
What does setWorldOrigin() do?
I stumbled across the function setWorldOrigin(relativeTransform:) from the ARSession which is documented here: https://developer.apple.com/documentation/arkit/arsession/2942278-setworldorigin I made a custom ARSession where i override this function and print and modify the relativeTransform parameter. The print shows that this function is called with an updated relativeTransform value but it seems that it has no impact e.g. on the world origin when starting or continuing a scan, the tiny puppet house in RoomPlan or any tracking position that i get from ARKit. Has anybody experience with this method or knows what parts are influenced by setWorldOrigin()?
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229
Sep ’24
Downgrade to visionOS 1.3 from ipsw file
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?
3
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296
Sep ’24
PushWindowAction requires the replaced window to be a WindowGroup or DocumentGroup
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
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282
Sep ’24
Attachment layer hidden behind visionOS app window in immersive space
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) } }
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282
Sep ’24