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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New Spatial Rendering App on macOS doesn't display on visionOS device
I created a new Spatial Rendering App from the template in Xcode 26.0.1. When I run the app, click 'Show Immersive Space' and select my Vision Pro from the pop-up dialog, the content in the dialog flickers (which seems to indicate something crashed) and nothing appears on my Vision Pro. I'm running the released macOS 26.0 (25A354) and visionOS 26.0 (23M336). Filed as FB20397093.
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363
Sep ’25
Request: More Fine-Grained Control in Object Capture (PhotogrammetrySession)
Hi Apple Team and Developers, First of all, I’d like to express my appreciation for the incredible results achieved using PhotogrammetrySession. I’ve been developing a portrait scanning app using Object Capture, and in many tests—especially with human models—I’ve found the reconstructed body surfaces are remarkably smooth and clean, often outperforming tools like Metashape and RealityCapture in terms of aesthetic results. However, I’ve encountered some challenges when working with complex areas like long hair overlapping the face. For instance, with female models where strands of hair partially occlude the face, the resulting mesh tends to merge the hair and facial geometry. This leads to distorted or “melted” facial features, likely due to ambiguity in the geometry estimation phase. Feature Suggestion: Would it be possible to allow developers to supply two versions of the input images: • One version (original) for texture generation • A pre-processed version (e.g., contrast-enhanced or CLAHE filtered) to guide mesh reconstruction only This would give us the flexibility to enhance edge features or shadow detail without affecting the final texture appearance. In other photogrammetry pipelines, applying image enhancement selectively before dense reconstruction improves geometry quality in low-contrast areas. Question: Is there any plan to support this kind of two-path workflow in future versions of PhotogrammetrySession? Or perhaps expose more intermediate stages or tunable parameters to developers? Also, any hints on what we can expect from WWDC 2025 regarding improvements to Object Capture or related vision/3D technologies? Thanks again for this powerful API. Looking forward to hearing insights from the team and other developers. Warm regards, KitCheng
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122
May ’25
Shared/GroupImmersive Space – Query Local Device Transform
Hi, I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true Now visionOS establishes a shared coordinate space for the immersive space. From the docs: To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform to position content in front of the user (plus some Z Offset and smooth interpolation). This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset. Here is a video of the issue in action: https://streamable.com/205r2p The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position. The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset. Is there any way I can query query this transform locally for the user during a FaceTime call? Also I would like to know if it's possible to disable this automatic entity transform syncing behavior? Setting entity.synchronization = nil results in the entity not showing up at all. https://developer.apple.com/documentation/realitykit/synchronizationcomponent Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach? Thank you!
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391
Oct ’25
What is the first reliable position of the apple vision pro device?
In several visionOS apps, we readjust our scenes to the user's eye level (their heads). But, we have encountered issues whereby the WorldTrackingProvider returns bad/incorrect positions for the first x number of frames. See below code which you can copy paste in any Immersive Space. Relaunch the space and observe the numberOfBadWorldInfos value is inconsistent. a. what is the most reliable way to get the devices's position? b. is this indeed a bug? c. are we using worldInfo improperly? d. as a workaround, in our apps we set to 10 the number of frames to let pass before using worldInfo, should we set our threshold differently? import ARKit import Combine import OSLog import SwiftUI import RealityKit import RealityKitContent let SUBSYSTEM = Bundle.main.bundleIdentifier! struct ImmersiveView: View { let logger = Logger(subsystem: SUBSYSTEM, category: "ImmersiveView") let session = ARKitSession() let worldInfo = WorldTrackingProvider() @State var sceneUpdateSubscription: EventSubscription? = nil @State var deviceTransform: simd_float4x4? = nil @State var numberOfBadWorldInfos = 0 @State var isBadWorldInfoLoged = false var body: some View { RealityView { content in try? await session.run([worldInfo]) sceneUpdateSubscription = content.subscribe(to: SceneEvents.Update.self) { event in guard let pose = worldInfo.queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) else { return } // `worldInfo` does not return correct values for the first few frames (exact number of frames is unknown) // - known SO: https://stackoverflow.com/questions/78396187/how-to-determine-the-first-reliable-position-of-the-apple-vision-pro-device deviceTransform = pose.originFromAnchorTransform if deviceTransform!.columns.3.y < 1.6 { numberOfBadWorldInfos += 1 logger.warning("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)") } else { if !isBadWorldInfoLoged { logger.info("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)") } isBadWorldInfoLoged = true // stop logging. } } } } }
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May ’25
new algorithm significantly improves PhotogrammetrySession?
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?
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367
Jul ’25
Depth matrix accuracy with the iPhone 14 Pro and Lidar
Hello Community, I’m currently working with the sample code “CapturingDepthUsingTheLiDARCamera” and using it to capture the depth map of an image taken with the iPhone 14 Pro. From this depth map, I generate a point cloud using the intrinsic camera parameters. I've noticed that objects not facing the camera directly appear distorted in the resulting point cloud. For example: An object with surfaces that are perpendicular to each other appears with a sharper angle in the point cloud — around 60° instead of 90°. My question is: Is this due to the general accuracy limitations of the LiDAR sensor? Or could it be related to the sample code? To obtain the depth map, I’m using: AVCapturePhoto.depthData.converting(toDepthDataType: kCVPixelFormatType_DepthFloat32) Thanks in advance for your help!
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141
Apr ’25
RoomPlan CaptureError.exceedSceneSizeLimit on iOS devices
When scanning multiple rooms (10+) in a single structure using ARWorldMap for coordinate space consistency, RoomCaptureSession throws CaptureError.exceedSceneSizeLimit. The instructions here (https://developer.apple.com/documentation/roomplan/scanning-the-rooms-of-a-single-structure) provide exactly what I am doing to keep the underlying ARSession alive (by calling captureSession.stop(pause: false)) and save the results before a user moves to the next room. Scanning 11 or so rooms will cause the user to hit the exceedSceneSizeLimit error. The ARWorldMap is about 58 MB and always is around this size when hitting this issue. No anchors are present and all the data seems to be from tracking data. On iPad devices (where I do not see this issue) the ARWorldMap grows as a significantly slower rate in size. I save the ARWorldMap after each room is scanned and confirmed by the user. If I use the ARMap to initialize the ARSession (as described in the docs) the session will immediately error with "exceedSceneSizeLimit" once the captureSession.run() is executed. Occasionally it will allow me/the user to scan again, but either breaks mid scan or the following. This has been working fine for the past 2 years and users have been able to scan dozens of rooms without issue. It seems only lately that it has been a problem. I would expect the ARWorldMap to be allowed for much bigger sizes. At this point I can just about scan more area of my house with a single scan than I can when I use different captureSessions. Few observations: This happens on my iPhone 15 Pro Max, my iPhone 17 Pro, but not my iPad M4 (maybe memory related?). It is possible if scanning many more rooms it would happen on the iPad too. I have tried things such as resetting the ARConfig on the underlying ARSession to reset some, but this doesn't work. I have tried to create a new ARWorldMap and move the origin to the older map to clear out tracking data. This almost works but causes a mess of issues when a user moves at all due to the unshared coordinate space. I believe there are three active issues regarding this: FB14454922, FB15035788, FB20642944 Could we get an update for this issue? It is a production issue and severely limits my user experience in my production application.
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166
Oct ’25
I need to loop my videoMaterial.
I need to loop my videoMaterial and I don't know how to make it happen in my code. I have included an image of my videoMaterial code. Any help making this happen with be greatly appreciated. Thank you, Christopher
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Jun ’25
Sticky Horizontal AnchorEntity
Hi, I'm trying to use AnchorEntity for horizontal surfaces. It works when the entity is being created, but I'm looking for a way to snap this entity to the nearest surface, after translating it, for example with a DragGesture. What would be the best way to achieve this? Using raycast, creating a new anchor, trackingMode to continuous etc. Do I need to use ARKitSession as I want continuous tracking?
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Feb ’26
.glassEffect() view modifier in visionOS 26 beta 1 generates an error
.glassEffect(.regular, in: .rect(cornerRadius: 24)) error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
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Jun ’25
AVPlayer stutters when using AVPlayerItemVideoOutput
We’re trying to build a custom player for Unity. For this, we’re using AVPlayer with AVPlayerItemVideoOutput to get textures. However, we noticed that playback is not smooth and the stream often freezes. For testing, we used this 8K video: https://deovr.com/nwfnq1 The video was played using the following code: @objc public func playVideo(urlString: String) { guard let url = URL(string: urlString) else { return } let pItem = AVPlayerItem(url: url) playerItem = pItem pItem.preferredForwardBufferDuration = 10.0 let pixelBufferAttributes: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, kCVPixelBufferMetalCompatibilityKey as String: true, ] let output = AVPlayerItemVideoOutput( pixelBufferAttributes: pixelBufferAttributes ) pItem.add(output) playerItemObserver = pItem.observe(\.status) { [weak self] pItem, _ in guard pItem.status == .readyToPlay else { return } self?.playerItemObserver = nil self?.player.play() } player = AVPlayer(playerItem: pItem) player.currentItem?.preferredPeakBitRate = 35_000_000 } When AVPlayerItemVideoOutput is attached, the video stutters and the log looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: -0.07s | buffer: 0.00s 🟡 Buffer ahead: 2.94s | buffer: 3.49s 🟡 Buffer ahead: 2.50s | buffer: 4.06s 🟡 Buffer ahead: 1.74s | buffer: 4.30s 🟡 Buffer ahead: 0.74s | buffer: 4.30s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.09s | buffer: 4.30s 🟠 Playback may stall 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.07s | buffer: 1.43s 🟣 Buffer full 🟡 Buffer ahead: 0.47s | buffer: 1.65s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.10s | buffer: 1.65s 🟠 Playback may stall 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟣 Buffer full 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 2.00s 🟡 Buffer ahead: 0.68s | buffer: 2.27s 🟡 Buffer ahead: 0.09s | buffer: 2.27s 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall When we remove AVPlayerItemVideoOutput from the player, the video plays smoothly, and the output looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.22s | buffer: 2.22s 🟡 Buffer ahead: 1.05s | buffer: 3.05s 🟡 Buffer ahead: 1.12s | buffer: 4.12s 🟡 Buffer ahead: 1.18s | buffer: 5.18s 🟡 Buffer ahead: 0.72s | buffer: 5.72s 🟡 Buffer ahead: 1.27s | buffer: 7.28s 🟡 Buffer ahead: 2.09s | buffer: 3.03s 🟡 Buffer ahead: 4.16s | buffer: 6.10s 🟡 Buffer ahead: 6.66s | buffer: 7.09s 🟡 Buffer ahead: 5.66s | buffer: 7.09s 🟡 Buffer ahead: 4.66s | buffer: 7.09s 🟡 Buffer ahead: 4.02s | buffer: 7.45s 🟡 Buffer ahead: 3.62s | buffer: 8.05s 🟡 Buffer ahead: 2.62s | buffer: 8.05s 🟡 Buffer ahead: 2.49s | buffer: 3.53s 🟡 Buffer ahead: 2.43s | buffer: 3.38s 🟡 Buffer ahead: 1.90s | buffer: 3.85s We’ve tried different attribute settings for AVPlayerItemVideoOutput. We also removed all logic related to reading frame data, but the choppy playback still remained. Can you advise whether this is a player issue or if we’re doing something wrong?
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Oct ’25
USDZ Security
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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500
Jul ’25
Setting immerstionStyle while in immersive space breaks all entities.
I have my immersive space set up like: ImmersiveSpace(id: "Theater") { ImmersiveTeleopView() .environment(appModel) .onAppear() { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } } .immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full) Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities. My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this: public enum IStyle: String, CaseIterable, Identifiable { case mixedStyle, fullStyle public var id: Self { self } var style: ImmersionStyle { switch self { case .mixedStyle: return .mixed case .fullStyle: return .full } } } /// Maintains app-wide state @MainActor @Observable class AppModel { // Immersion Style public var immersionStyle: IStyle = .mixedStyle
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Oct ’25
ManipulationComponent in both parent and child entities
Hello, In my project, I have attached a ManipulationComponent to Entity A and as expected, I'm able interact with it using the built-in gestures. I have another Entity B which is a child of A that I would like to interact with as well, so I attempted to add a ManipulationComponent to B. However, no gestures seem to be registered on B; I can still interact with A but B cannot be interacted with despite having ManipulationComponents on both entities. So I'm wondering if I'm just doing something wrong, if this is an issue with the ManipulationComponent, or if this is a limitation of the API. Attached is the code used to add the ManipulationComponent to an Entity and it was done on both A and B: let mc = ManipulationComponent() model.components.set(mc) var boxShape = ShapeResource.generateBox(width: 0.25, height: 0.05, depth: 0.25) boxShape = boxShape.offsetBy(translation: simd_float3(0, -0.05, -0.25)) ManipulationComponent.configureEntity(model, collisionShapes: [boxShape]) if var mc = model.components[ManipulationComponent.self] { mc.releaseBehavior = .stay mc.dynamics.inertia = .low model.components.set(mc) } I am using visionOS 26.0; let me know if there's any additional information needed.
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Oct ’25
ARDepthData.confidenceMap only returns low confidence on certain devices
A few users have recently reported no longer being able to capture point clouds using our app, specifically on iPhone 15 Pro devices. We recently found an in-house device that exhibits this behavior and found that the confidenceMap contains only low confidence values, regardless of the environment being captured. Our app uses a higher confidence threshold; setting the threshold to a lower value produces noisy results as expected, so that is a non-viable option. Other LiDAR based apps have been tested with this device and the results are the same. No points, or noisy point clouds in apps that allow a lower confidence threshold setting. On devices that exhibit this behavior the "Displaying a point cloud using scene depth" Apple sample app can be used to visualize the issue. First reports of this new behavior occurred as early as iOS 18.4. Looking for recommendations on which team(s) at Apple to reach out to with these findings since the behavior manifests on only a small sample of devices.
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296
Jun ’25
Pinning a pushed window to a wall breaks pushWindow for all other apps on the system
I posted https://developer.apple.com/forums/thread/809481 yesterday about an issue I discovered with pushWindow in visionOS 26.2 RC, but today I discovered a second problem with pushWindow. If window A calls pushWindow to present window B, and the user pins window B to a wall, the following unexpected behaviors are observed: Window B spontaneously disappears. If the user re-launches the (still running) app from the visionOS home view, both window A and window B appear simultaneously. I assume only window B should be visible at this point, since window A pushed window B. If the user closes window B, it's now impossible to present window B again. Calls to pushWindow appear to be ignored. If the user force-quits the app and relaunches it, and pushWindow is called again, window B appears, but window A remains visible. I also noticed this surprising behavior: This broken state of pushWindow behavior now affects all other apps on the system that may call pushWindow in the future, not just the app whose pushed window was pinned above. A workaround is to reboot the device, and then the system will behave as expected until the next time the user pins a pushed window.
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441
Dec ’25
Cursor display issue on attachment view in immersive space
While using Screen Mirroring in developer mode within my immersive space, I noticed an alignment issue with the computer cursor (transparent circle). When I move it toward an attachment view, the cursor remains horizontal instead of aligning with the surface of the attachment view. It shows correctly on a 2D window only wrong on attachment view. Is this behavior a bug, or could it be caused by a missing or incorrect configuration on the attachment view? Want help, thanks.
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Apr ’25
New Spatial Rendering App on macOS doesn't display on visionOS device
I created a new Spatial Rendering App from the template in Xcode 26.0.1. When I run the app, click 'Show Immersive Space' and select my Vision Pro from the pop-up dialog, the content in the dialog flickers (which seems to indicate something crashed) and nothing appears on my Vision Pro. I'm running the released macOS 26.0 (25A354) and visionOS 26.0 (23M336). Filed as FB20397093.
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363
Activity
Sep ’25
Request: More Fine-Grained Control in Object Capture (PhotogrammetrySession)
Hi Apple Team and Developers, First of all, I’d like to express my appreciation for the incredible results achieved using PhotogrammetrySession. I’ve been developing a portrait scanning app using Object Capture, and in many tests—especially with human models—I’ve found the reconstructed body surfaces are remarkably smooth and clean, often outperforming tools like Metashape and RealityCapture in terms of aesthetic results. However, I’ve encountered some challenges when working with complex areas like long hair overlapping the face. For instance, with female models where strands of hair partially occlude the face, the resulting mesh tends to merge the hair and facial geometry. This leads to distorted or “melted” facial features, likely due to ambiguity in the geometry estimation phase. Feature Suggestion: Would it be possible to allow developers to supply two versions of the input images: • One version (original) for texture generation • A pre-processed version (e.g., contrast-enhanced or CLAHE filtered) to guide mesh reconstruction only This would give us the flexibility to enhance edge features or shadow detail without affecting the final texture appearance. In other photogrammetry pipelines, applying image enhancement selectively before dense reconstruction improves geometry quality in low-contrast areas. Question: Is there any plan to support this kind of two-path workflow in future versions of PhotogrammetrySession? Or perhaps expose more intermediate stages or tunable parameters to developers? Also, any hints on what we can expect from WWDC 2025 regarding improvements to Object Capture or related vision/3D technologies? Thanks again for this powerful API. Looking forward to hearing insights from the team and other developers. Warm regards, KitCheng
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122
Activity
May ’25
Shared/GroupImmersive Space – Query Local Device Transform
Hi, I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true Now visionOS establishes a shared coordinate space for the immersive space. From the docs: To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform to position content in front of the user (plus some Z Offset and smooth interpolation). This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset. Here is a video of the issue in action: https://streamable.com/205r2p The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position. The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset. Is there any way I can query query this transform locally for the user during a FaceTime call? Also I would like to know if it's possible to disable this automatic entity transform syncing behavior? Setting entity.synchronization = nil results in the entity not showing up at all. https://developer.apple.com/documentation/realitykit/synchronizationcomponent Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach? Thank you!
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391
Activity
Oct ’25
What is the first reliable position of the apple vision pro device?
In several visionOS apps, we readjust our scenes to the user's eye level (their heads). But, we have encountered issues whereby the WorldTrackingProvider returns bad/incorrect positions for the first x number of frames. See below code which you can copy paste in any Immersive Space. Relaunch the space and observe the numberOfBadWorldInfos value is inconsistent. a. what is the most reliable way to get the devices's position? b. is this indeed a bug? c. are we using worldInfo improperly? d. as a workaround, in our apps we set to 10 the number of frames to let pass before using worldInfo, should we set our threshold differently? import ARKit import Combine import OSLog import SwiftUI import RealityKit import RealityKitContent let SUBSYSTEM = Bundle.main.bundleIdentifier! struct ImmersiveView: View { let logger = Logger(subsystem: SUBSYSTEM, category: "ImmersiveView") let session = ARKitSession() let worldInfo = WorldTrackingProvider() @State var sceneUpdateSubscription: EventSubscription? = nil @State var deviceTransform: simd_float4x4? = nil @State var numberOfBadWorldInfos = 0 @State var isBadWorldInfoLoged = false var body: some View { RealityView { content in try? await session.run([worldInfo]) sceneUpdateSubscription = content.subscribe(to: SceneEvents.Update.self) { event in guard let pose = worldInfo.queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) else { return } // `worldInfo` does not return correct values for the first few frames (exact number of frames is unknown) // - known SO: https://stackoverflow.com/questions/78396187/how-to-determine-the-first-reliable-position-of-the-apple-vision-pro-device deviceTransform = pose.originFromAnchorTransform if deviceTransform!.columns.3.y < 1.6 { numberOfBadWorldInfos += 1 logger.warning("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)") } else { if !isBadWorldInfoLoged { logger.info("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)") } isBadWorldInfoLoged = true // stop logging. } } } } }
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163
Activity
May ’25
Problem with roomplan when I run from Xcode
When I run my app from Xcode on a device running iOS 26, the roomplan capture is corrupted and the recording is green and purple. This issue does not occur when I use an older version of iOS or when I run the app via testFlight or the App Store.
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429
Activity
Sep ’25
new algorithm significantly improves PhotogrammetrySession?
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?
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367
Activity
Jul ’25
Depth matrix accuracy with the iPhone 14 Pro and Lidar
Hello Community, I’m currently working with the sample code “CapturingDepthUsingTheLiDARCamera” and using it to capture the depth map of an image taken with the iPhone 14 Pro. From this depth map, I generate a point cloud using the intrinsic camera parameters. I've noticed that objects not facing the camera directly appear distorted in the resulting point cloud. For example: An object with surfaces that are perpendicular to each other appears with a sharper angle in the point cloud — around 60° instead of 90°. My question is: Is this due to the general accuracy limitations of the LiDAR sensor? Or could it be related to the sample code? To obtain the depth map, I’m using: AVCapturePhoto.depthData.converting(toDepthDataType: kCVPixelFormatType_DepthFloat32) Thanks in advance for your help!
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141
Activity
Apr ’25
RoomPlan CaptureError.exceedSceneSizeLimit on iOS devices
When scanning multiple rooms (10+) in a single structure using ARWorldMap for coordinate space consistency, RoomCaptureSession throws CaptureError.exceedSceneSizeLimit. The instructions here (https://developer.apple.com/documentation/roomplan/scanning-the-rooms-of-a-single-structure) provide exactly what I am doing to keep the underlying ARSession alive (by calling captureSession.stop(pause: false)) and save the results before a user moves to the next room. Scanning 11 or so rooms will cause the user to hit the exceedSceneSizeLimit error. The ARWorldMap is about 58 MB and always is around this size when hitting this issue. No anchors are present and all the data seems to be from tracking data. On iPad devices (where I do not see this issue) the ARWorldMap grows as a significantly slower rate in size. I save the ARWorldMap after each room is scanned and confirmed by the user. If I use the ARMap to initialize the ARSession (as described in the docs) the session will immediately error with "exceedSceneSizeLimit" once the captureSession.run() is executed. Occasionally it will allow me/the user to scan again, but either breaks mid scan or the following. This has been working fine for the past 2 years and users have been able to scan dozens of rooms without issue. It seems only lately that it has been a problem. I would expect the ARWorldMap to be allowed for much bigger sizes. At this point I can just about scan more area of my house with a single scan than I can when I use different captureSessions. Few observations: This happens on my iPhone 15 Pro Max, my iPhone 17 Pro, but not my iPad M4 (maybe memory related?). It is possible if scanning many more rooms it would happen on the iPad too. I have tried things such as resetting the ARConfig on the underlying ARSession to reset some, but this doesn't work. I have tried to create a new ARWorldMap and move the origin to the older map to clear out tracking data. This almost works but causes a mess of issues when a user moves at all due to the unshared coordinate space. I believe there are three active issues regarding this: FB14454922, FB15035788, FB20642944 Could we get an update for this issue? It is a production issue and severely limits my user experience in my production application.
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166
Activity
Oct ’25
I need to loop my videoMaterial.
I need to loop my videoMaterial and I don't know how to make it happen in my code. I have included an image of my videoMaterial code. Any help making this happen with be greatly appreciated. Thank you, Christopher
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1
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137
Activity
Jun ’25
Sticky Horizontal AnchorEntity
Hi, I'm trying to use AnchorEntity for horizontal surfaces. It works when the entity is being created, but I'm looking for a way to snap this entity to the nearest surface, after translating it, for example with a DragGesture. What would be the best way to achieve this? Using raycast, creating a new anchor, trackingMode to continuous etc. Do I need to use ARKitSession as I want continuous tracking?
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1
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291
Activity
Feb ’26
.glassEffect() view modifier in visionOS 26 beta 1 generates an error
.glassEffect(.regular, in: .rect(cornerRadius: 24)) error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
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2
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184
Activity
Jun ’25
AVPlayer stutters when using AVPlayerItemVideoOutput
We’re trying to build a custom player for Unity. For this, we’re using AVPlayer with AVPlayerItemVideoOutput to get textures. However, we noticed that playback is not smooth and the stream often freezes. For testing, we used this 8K video: https://deovr.com/nwfnq1 The video was played using the following code: @objc public func playVideo(urlString: String) { guard let url = URL(string: urlString) else { return } let pItem = AVPlayerItem(url: url) playerItem = pItem pItem.preferredForwardBufferDuration = 10.0 let pixelBufferAttributes: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, kCVPixelBufferMetalCompatibilityKey as String: true, ] let output = AVPlayerItemVideoOutput( pixelBufferAttributes: pixelBufferAttributes ) pItem.add(output) playerItemObserver = pItem.observe(\.status) { [weak self] pItem, _ in guard pItem.status == .readyToPlay else { return } self?.playerItemObserver = nil self?.player.play() } player = AVPlayer(playerItem: pItem) player.currentItem?.preferredPeakBitRate = 35_000_000 } When AVPlayerItemVideoOutput is attached, the video stutters and the log looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: -0.07s | buffer: 0.00s 🟡 Buffer ahead: 2.94s | buffer: 3.49s 🟡 Buffer ahead: 2.50s | buffer: 4.06s 🟡 Buffer ahead: 1.74s | buffer: 4.30s 🟡 Buffer ahead: 0.74s | buffer: 4.30s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.09s | buffer: 4.30s 🟠 Playback may stall 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.07s | buffer: 1.43s 🟣 Buffer full 🟡 Buffer ahead: 0.47s | buffer: 1.65s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.10s | buffer: 1.65s 🟠 Playback may stall 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟣 Buffer full 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 2.00s 🟡 Buffer ahead: 0.68s | buffer: 2.27s 🟡 Buffer ahead: 0.09s | buffer: 2.27s 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall When we remove AVPlayerItemVideoOutput from the player, the video plays smoothly, and the output looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.22s | buffer: 2.22s 🟡 Buffer ahead: 1.05s | buffer: 3.05s 🟡 Buffer ahead: 1.12s | buffer: 4.12s 🟡 Buffer ahead: 1.18s | buffer: 5.18s 🟡 Buffer ahead: 0.72s | buffer: 5.72s 🟡 Buffer ahead: 1.27s | buffer: 7.28s 🟡 Buffer ahead: 2.09s | buffer: 3.03s 🟡 Buffer ahead: 4.16s | buffer: 6.10s 🟡 Buffer ahead: 6.66s | buffer: 7.09s 🟡 Buffer ahead: 5.66s | buffer: 7.09s 🟡 Buffer ahead: 4.66s | buffer: 7.09s 🟡 Buffer ahead: 4.02s | buffer: 7.45s 🟡 Buffer ahead: 3.62s | buffer: 8.05s 🟡 Buffer ahead: 2.62s | buffer: 8.05s 🟡 Buffer ahead: 2.49s | buffer: 3.53s 🟡 Buffer ahead: 2.43s | buffer: 3.38s 🟡 Buffer ahead: 1.90s | buffer: 3.85s We’ve tried different attribute settings for AVPlayerItemVideoOutput. We also removed all logic related to reading frame data, but the choppy playback still remained. Can you advise whether this is a player issue or if we’re doing something wrong?
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415
Activity
Oct ’25
USDZ Security
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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0
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500
Activity
Jul ’25
Setting immerstionStyle while in immersive space breaks all entities.
I have my immersive space set up like: ImmersiveSpace(id: "Theater") { ImmersiveTeleopView() .environment(appModel) .onAppear() { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } } .immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full) Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities. My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this: public enum IStyle: String, CaseIterable, Identifiable { case mixedStyle, fullStyle public var id: Self { self } var style: ImmersionStyle { switch self { case .mixedStyle: return .mixed case .fullStyle: return .full } } } /// Maintains app-wide state @MainActor @Observable class AppModel { // Immersion Style public var immersionStyle: IStyle = .mixedStyle
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1
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242
Activity
Oct ’25
VideoDockingRegion avplayer video plays through all object
Hi, I'm trying to place an object in front of AVPlayer that is docked in VideoDockingRegion, but when launched in immersive space, the video passes through the objects placed in front of. How do I make sure these objects are visible? image for reference
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0
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125
Activity
Apr ’25
ManipulationComponent in both parent and child entities
Hello, In my project, I have attached a ManipulationComponent to Entity A and as expected, I'm able interact with it using the built-in gestures. I have another Entity B which is a child of A that I would like to interact with as well, so I attempted to add a ManipulationComponent to B. However, no gestures seem to be registered on B; I can still interact with A but B cannot be interacted with despite having ManipulationComponents on both entities. So I'm wondering if I'm just doing something wrong, if this is an issue with the ManipulationComponent, or if this is a limitation of the API. Attached is the code used to add the ManipulationComponent to an Entity and it was done on both A and B: let mc = ManipulationComponent() model.components.set(mc) var boxShape = ShapeResource.generateBox(width: 0.25, height: 0.05, depth: 0.25) boxShape = boxShape.offsetBy(translation: simd_float3(0, -0.05, -0.25)) ManipulationComponent.configureEntity(model, collisionShapes: [boxShape]) if var mc = model.components[ManipulationComponent.self] { mc.releaseBehavior = .stay mc.dynamics.inertia = .low model.components.set(mc) } I am using visionOS 26.0; let me know if there's any additional information needed.
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1
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379
Activity
Oct ’25
ARDepthData.confidenceMap only returns low confidence on certain devices
A few users have recently reported no longer being able to capture point clouds using our app, specifically on iPhone 15 Pro devices. We recently found an in-house device that exhibits this behavior and found that the confidenceMap contains only low confidence values, regardless of the environment being captured. Our app uses a higher confidence threshold; setting the threshold to a lower value produces noisy results as expected, so that is a non-viable option. Other LiDAR based apps have been tested with this device and the results are the same. No points, or noisy point clouds in apps that allow a lower confidence threshold setting. On devices that exhibit this behavior the "Displaying a point cloud using scene depth" Apple sample app can be used to visualize the issue. First reports of this new behavior occurred as early as iOS 18.4. Looking for recommendations on which team(s) at Apple to reach out to with these findings since the behavior manifests on only a small sample of devices.
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1
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296
Activity
Jun ’25
Pinning a pushed window to a wall breaks pushWindow for all other apps on the system
I posted https://developer.apple.com/forums/thread/809481 yesterday about an issue I discovered with pushWindow in visionOS 26.2 RC, but today I discovered a second problem with pushWindow. If window A calls pushWindow to present window B, and the user pins window B to a wall, the following unexpected behaviors are observed: Window B spontaneously disappears. If the user re-launches the (still running) app from the visionOS home view, both window A and window B appear simultaneously. I assume only window B should be visible at this point, since window A pushed window B. If the user closes window B, it's now impossible to present window B again. Calls to pushWindow appear to be ignored. If the user force-quits the app and relaunches it, and pushWindow is called again, window B appears, but window A remains visible. I also noticed this surprising behavior: This broken state of pushWindow behavior now affects all other apps on the system that may call pushWindow in the future, not just the app whose pushed window was pinned above. A workaround is to reboot the device, and then the system will behave as expected until the next time the user pins a pushed window.
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2
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441
Activity
Dec ’25
What is the environment in the Vision Pro simulator sidebar?
If I long press on an element, the sidebar disappears and then a Done appears on the screen, but nothing else changes, so what are the Environments in Vision Pro's Simulator?
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2
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107
Activity
Aug ’25
Cursor display issue on attachment view in immersive space
While using Screen Mirroring in developer mode within my immersive space, I noticed an alignment issue with the computer cursor (transparent circle). When I move it toward an attachment view, the cursor remains horizontal instead of aligning with the surface of the attachment view. It shows correctly on a 2D window only wrong on attachment view. Is this behavior a bug, or could it be caused by a missing or incorrect configuration on the attachment view? Want help, thanks.
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1
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112
Activity
Apr ’25