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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visionOS 26 - Rendering Issues related to Transparency
Summary After updating to visionOS 26, we’ve encountered severe transparency rendering issues in RealityKit that did not exist in visionOS 2.6 and earlier. These regressions affect applications that dynamically control scene opacity (via OpacityComponent). Our app renders ultra-realistic apartment environments in real time, where users can walk or teleport inside 3D spaces. When the user moves above a speed threshold, we apply a global transparency effect to prevent physical collisions with real-world objects. Everything worked perfectly in visionOS 2.6 — the problems appeared only after upgrading to 26. Scene Setup Overview The environment consists of multiple USDZ models (e.g., architecture, rooms, furniture). We manage LODs manually for performance (e.g., walls and floors always visible in full-res, while rooms swap between low/high-res versions based on user position and field of view). Transparency is achieved using OpacityComponent, applied dynamically when the user moves. Some meshes (e.g., portals to skyboxes, glass windows) use alpha materials We also use OcclusionMaterials to prevent things to be seen through walls when scene is transparent Observed Behavior by Scenario (I can share a video showing the results of each scenario if needed.) Scenario 1 — Severe Flickering (Root Opacity) Setup: OpacityComponent applied to the root entity NO ModelSortGroupComponent used Symptoms: Strong flickering when transparency is active Triangles within the same mesh render at inconsistent opacity levels Appears as if per-triangle alpha sorting is broken Workaround: Moving the OpacityComponent from the root to each individual USDZ entity removes the per-triangle flicker Pros: No conflicts with portals or alpha materials Scenario 2 — Partially Stable, But Alpha Conflicts Setup: OpacityComponent applied per USDZ entity ModelSortGroupComponent(planarUIAlwaysBehind) applied to portal meshes Other entities have NO ModelSortGroupComponent Symptoms: Frequent alpha blending conflicts: Transparent surfaces behind other transparent surfaces flicker or disappear Example: Wine glasses behind glass doors — sometimes neither is rendered, or only one Even opaque meshes behind glass flicker due to depth buffer confusion Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Analysis: Appears related to internal changes in alpha sorting or depth pre-pass behavior introduced in visionOS 26 Pros: Most stable setup so far Cons: Still unreliable when OpacityComponent is active Scenario 3 — Layer Separation Attempt (Regression) Setup: Same as Scenario 2, but: Entities with alpha materials moved to separate USDZs Explicit ModelSortGroupComponent order set (alpha surfaces rendered last) Symptoms: Transparent surfaces behind other transparent surfaces flicker or disappear Depth is completely broken when there's a large transparent surface Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Workaround Attempt: Re-ordering and further separating models did not solve it Pros: None — this setup makes transparency unusable Conclusion There appears to be a regression in RealityKit’s handling of transparency and sorting in visionOS 26, particularly when: OpacityComponent is applied dynamically, and Scenes rely on multiple overlapping transparent materials. These issues did not exist prior to 26, and the same project (no code changes) behaves correctly on previous versions. Request We’d appreciate any insight or confirmation from Apple engineers regarding: Whether alpha sorting or opacity blending behavior changed in visionOS 26 If there are new recommended practices for combining OpacityComponent with transparent materials If a bug report already exists for this regression Thanks in advance!
0
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214
Nov ’25
Using AVAsynchronousKeyValueLoading.load() on an AVAssetTrack gives an error
I'm seeing this error while attempting to compile my VisionOS app under Xcode 26. My existing code looks like: let (naturalSize, formatDescriptions, mediaCharacteristics) = try? await videoTrack.load(.naturalSize, .formatDescriptions, .mediaCharacteristics) This is now giving a compiler error: Type of expression is ambiguous without a type annotation I don't see that anything that was changed or deprecated in the latest version. Also loading the properties individually seems to work fine i.e.: let naturalSize = try? await videoTrack.load(.naturalSize) let formatDescriptions = try? await videoTrack.load(.formatDescriptions) let mediaCharacteristics = try? await videoTrack.load(.mediaCharacteristics)
1
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123
Jun ’25
RealityKit System update and timing
Hi, I'm playing now with hand tracking. I want to get position of hand inside a system update function. I was not sure if transform I'm getting from hand attached AnchorEntity (with trackingMode: .predicted) would give same results as handAnchors(at:) from hand tracking provider, so I started to read them both and compare. For handAnchors i tried using context.scene.timebase.sourceTimebase!.sourceClock!.time.seconds and CACurrentMediaTime() as timestamp source. They seem to use exactly same clock, so that doesn't matter, but: for some reason update handler is always called twice with same context.deltaTime, but first time the query finds 0 entities, second time it finds them all. The query is the standard EntityQuery(where: .has(MyComponent.self)) and in update (matching: Self.query, updatingSystemWhen: .rendering). Here's part of logs: System update called, entity count: 0, dt: 0.01000458374619484, absTime: 4654.222593541 System update called, entity count: 11, dt: 0.01000458374619484, absTime: 4654.22262525 System update called, entity count: 0, dt: 0.009999999776482582, absTime: 4654.249390875 System update called, entity count: 11, dt: 0.009999999776482582, absTime: 4654.249425 accounting for the double update calling I started to calculate time delta of absolute time between calls and they're most of the time much bigger, or much smaller than advertised by system's context.deltaTime, only sometimes they kind of match, for example: system: (dt: 0.01000458374619484) scene : (dt: 0.021419291667371) (absTime: 4654.222628125001) and the very next call system: (dt: 0.010009 166784584522) scene : (dt: 0.0013097083328830195) (absTime: 4654.223937833334) but sometimes system: (dt: 0.009999999776482582) scene : (dt: 0.009 112249999816413) (absTime: 4654.351299 166668) Shouldn't those be more or less equal, or am I missing something? In the end it seems that getting hand position from AnchorEntity and with handAnchors(at:) gives kind of same results, but at different time points, so I'd love to understand what's the correct way to use them and why time flows differently :). --Edit-- P.S. Had to put spaces everywhere in logs between "9" and "1", otherwise post was blocked due to "sensitive content" :D
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152
May ’25
ARView environment.lighting IBL from HDR file
I have an iOS app that can display a USDZ model downloaded from the Internet (and cached locally) via an ARView. I would like to light that model with an image based light (IBL) also downloaded from the Internet. However, as far as I can tell, ARView can only create an IBL from a resource that has been compiled into the Xcode project and loaded with EnvironmentResource(named:in:) or EnvironmentResource.load(named:in:). Is there a way to create an EnvironmentResource from an HDRI via a file URL to use in ARView in iOS?
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763
Nov ’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. } } } } }
3
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163
May ’25
Persistent Entity Position
I want to let users place 2D/3D “artworks” on detected walls and have them reappear in exactly the same real‑world spot after quitting and relaunching the app (like widgets do, but for my own entities).Environment: Xcode 26, visionOS 2.0, RealityKit + ARKitSession/WorldTrackingProvider Entities are parented to a holder that’s aligned to a wall via plane/mesh raycasts. What I’ve tried: Create a WorldAnchor at placement, save UUID + full 4×4 transform On next launch, re-create the WorldAnchor (or set the saved transform) and attach the entity Gate restore on relocalization/mesh updates and disable all raycast/search after restore Issue: After relaunch, placement still resolves relative to current device pose, not the same wall position. Questions: Is there a public API in visionOS 2.0 to persist app‑managed world anchors across sessions (room‑fixed), e.g., AnchorStore or equivalent? If not, what’s the recommended pattern to reliably restore wall‑anchored content? Are persistence features mentioned for widgets/windows available to third‑party RealityKit entities?
1
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258
Oct ’25
VisionOS 26 - threadsPerThreadgroup limit causing crash on device (but not in simulator)
Hi all, I'm running into an issue with an app that previously worked fine on device using visionOS 2.0. After updating to visionOS 26, the same code runs fine in the simulator but crashes on the device with the following error: -[MTLDebugComputeCommandEncoder _validateThreadsPerThreadgroup:]:1330: failed assertion `(threadsPerThreadgroup.width(32) * threadsPerThreadgroup.height(32) * threadsPerThreadgroup.depth(1))(1024) must be <= 832. (kernel threadgroup size limit)` Is there any documented way to check or increase the allowed threadsPerThreadgroup size on Apple Vision Pro? Or any recommended workaround for this regression? Thanks in advance!
3
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222
Jun ’25
Launching a Unity fully immersive game from SwiftUI
I am trying to launch a fully immersive game from Unity on a SwiftUI view. The game is using Metal Rendering with Compositor Services. I added the unity Xcode project into the workspace, added the necessary bridge code. When I click on the button to call ufw?.showUnityWindow(), it does not start and I get the following in the console: AR session failed to start after 5 seconds. Is the app configured to use an immersive space?
2
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119
Jun ’25
Why don’t the dinosaurs in “Encounter Dinosaurs” respond to real-world light intensity?
I have a question about Apple’s preinstalled visionOS app “Encounter Dinosaurs.” In this app, the dinosaurs are displayed over the real-world background, but the PhysicallyBasedMaterial (PBM) in RealityKit doesn’t appear to respond to the actual brightness of the environment. Even when I change the lighting in the room, the dinosaurs’ brightness and shading remain almost the same. If this behavior is intentional — for example, if the app disables real-world lighting influence or uses a fixed lighting setup — could someone explain how and why it’s implemented that way?
1
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697
Nov ’25
ARKit: Keep USDZ node fixed after image tracking is lost (prevent drifting)
0 I’m using ARKit + SceneKit (Swift) with ARWorldTrackingConfiguration and detectionImages to place a 3D object (USDZ via SCNScene(named:)) when a reference image is detected. While the image is tracked, the object stays correctly aligned. Goal: When the tracked image is no longer visible, I want the placed node to remain visible and fixed at its last known pose (no drifting) as I move the camera. What works so far: Detect image → add node → track updates When the image disappears → keep showing the node at its last pose Problem: After the image is no longer tracked, the node drifts as I move the device/camera. It looks like it’s still influenced by the (now unreliable) image anchor or accumulating small world-tracking errors. Question: What’s the correct way in ARKit to “freeze” the node at its last known world transform once ARImageAnchor stops tracking, so it doesn’t drift?
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531
Oct ’25
mipmapsMode trade-off?
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options). I noticed two situations here in terms of mipmaps options. When setting "mipmapsMode: .none": The graphic quality within the "gaze area" looks sharp and clear The two poles (top and bottom) are perfectly rendered Massive shimmer around the "gaze area" When setting "mipmapsMode: .allocateAndGenerateAll": The graphic looks slightly blurrier than in ".none" within the "gaze area" The two poles are very blurry and hard to recognize the texture Much less shimmer around the "gaze area" My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer? Thank you! Screenshots: mipmapsMode: .none mipmapsMode: .allocateAndGenerateAll
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237
Oct ’25
Material showing only half?
Hi, I'm currently implementing 180° / 360° property for immersive video in my app. I was able to implement 360° easily by just giving VideoMaterial to flipped sphere. However, I'm bit stuck at 180°. I want to implement by setting VideoMaterial to hemisphere mesh. But since RealityKit doesn't provide default function such like MeshResource.generateHemisphere yet, I just want to apply VideoMaterial half front visible, and half back transparent. I thought this would make my sphere looks like hemisphere. But I can't find my way to implement this method.. I would appreciate any advice / idea / information that might help.
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105
Oct ’25
Immersive environment learning material
I really love the immersive environments, but I don’t have experience with creating them. Do you have resources or tutorials you can recommend for creating these from scratch? I’ve seen the sample projects and videos, but they usually start in the middle, assuming you already have the assets created.
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92
Jul ’25
Creating a voxel mesh and render it using metal within a RealityKit ImmersiveView
Hi everyone, I'm creating an educational App that allows doing computational design in an immersive environment with the Vision Pro. The App is free and can be found here: https://apps.apple.com/us/app/arcade-topology/id6742103633 The problem I have is that the mesh of voxels I currently create use ModelEntity and I recently read that this is horrible for scalability. I already start to see issues when I try to use thousands of voxels. I also read somewhere that I should then take advantage of GPUs and use metal to that end. I was wondering if someone could point me to a tutorial or article that discusses this. In essence, I need to create a 3D voxel mesh, and those voxels have to update their opacity within an iterative loop. Thanks! —Alejandro
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156
Jun ’25
Draw An Outline Around a Model Entity
Hi, Is there a resource or sample code about how to draw an outline around a mesh in RealityKit? Typically, this is useful for visualizing a selection, like in Reality Composer Pro. How to achieve such effect? A shader material? A post-process effect in ARView or RealityRenderer? Methods such as duplicating the entity mesh, scaling it, and using material.faceCulling = .front did not look good in my experiments. Thank you.
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559
Feb ’26
visionOS 26 - Rendering Issues related to Transparency
Summary After updating to visionOS 26, we’ve encountered severe transparency rendering issues in RealityKit that did not exist in visionOS 2.6 and earlier. These regressions affect applications that dynamically control scene opacity (via OpacityComponent). Our app renders ultra-realistic apartment environments in real time, where users can walk or teleport inside 3D spaces. When the user moves above a speed threshold, we apply a global transparency effect to prevent physical collisions with real-world objects. Everything worked perfectly in visionOS 2.6 — the problems appeared only after upgrading to 26. Scene Setup Overview The environment consists of multiple USDZ models (e.g., architecture, rooms, furniture). We manage LODs manually for performance (e.g., walls and floors always visible in full-res, while rooms swap between low/high-res versions based on user position and field of view). Transparency is achieved using OpacityComponent, applied dynamically when the user moves. Some meshes (e.g., portals to skyboxes, glass windows) use alpha materials We also use OcclusionMaterials to prevent things to be seen through walls when scene is transparent Observed Behavior by Scenario (I can share a video showing the results of each scenario if needed.) Scenario 1 — Severe Flickering (Root Opacity) Setup: OpacityComponent applied to the root entity NO ModelSortGroupComponent used Symptoms: Strong flickering when transparency is active Triangles within the same mesh render at inconsistent opacity levels Appears as if per-triangle alpha sorting is broken Workaround: Moving the OpacityComponent from the root to each individual USDZ entity removes the per-triangle flicker Pros: No conflicts with portals or alpha materials Scenario 2 — Partially Stable, But Alpha Conflicts Setup: OpacityComponent applied per USDZ entity ModelSortGroupComponent(planarUIAlwaysBehind) applied to portal meshes Other entities have NO ModelSortGroupComponent Symptoms: Frequent alpha blending conflicts: Transparent surfaces behind other transparent surfaces flicker or disappear Example: Wine glasses behind glass doors — sometimes neither is rendered, or only one Even opaque meshes behind glass flicker due to depth buffer confusion Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Analysis: Appears related to internal changes in alpha sorting or depth pre-pass behavior introduced in visionOS 26 Pros: Most stable setup so far Cons: Still unreliable when OpacityComponent is active Scenario 3 — Layer Separation Attempt (Regression) Setup: Same as Scenario 2, but: Entities with alpha materials moved to separate USDZs Explicit ModelSortGroupComponent order set (alpha surfaces rendered last) Symptoms: Transparent surfaces behind other transparent surfaces flicker or disappear Depth is completely broken when there's a large transparent surface Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Workaround Attempt: Re-ordering and further separating models did not solve it Pros: None — this setup makes transparency unusable Conclusion There appears to be a regression in RealityKit’s handling of transparency and sorting in visionOS 26, particularly when: OpacityComponent is applied dynamically, and Scenes rely on multiple overlapping transparent materials. These issues did not exist prior to 26, and the same project (no code changes) behaves correctly on previous versions. Request We’d appreciate any insight or confirmation from Apple engineers regarding: Whether alpha sorting or opacity blending behavior changed in visionOS 26 If there are new recommended practices for combining OpacityComponent with transparent materials If a bug report already exists for this regression Thanks in advance!
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214
Activity
Nov ’25
Using AVAsynchronousKeyValueLoading.load() on an AVAssetTrack gives an error
I'm seeing this error while attempting to compile my VisionOS app under Xcode 26. My existing code looks like: let (naturalSize, formatDescriptions, mediaCharacteristics) = try? await videoTrack.load(.naturalSize, .formatDescriptions, .mediaCharacteristics) This is now giving a compiler error: Type of expression is ambiguous without a type annotation I don't see that anything that was changed or deprecated in the latest version. Also loading the properties individually seems to work fine i.e.: let naturalSize = try? await videoTrack.load(.naturalSize) let formatDescriptions = try? await videoTrack.load(.formatDescriptions) let mediaCharacteristics = try? await videoTrack.load(.mediaCharacteristics)
Replies
1
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0
Views
123
Activity
Jun ’25
How to export an entity to USD?
I want to record animation with entity, then export it to .usd without using Reality Composer Pro, how to achieve that?
Replies
1
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0
Views
79
Activity
Apr ’25
RealityKit System update and timing
Hi, I'm playing now with hand tracking. I want to get position of hand inside a system update function. I was not sure if transform I'm getting from hand attached AnchorEntity (with trackingMode: .predicted) would give same results as handAnchors(at:) from hand tracking provider, so I started to read them both and compare. For handAnchors i tried using context.scene.timebase.sourceTimebase!.sourceClock!.time.seconds and CACurrentMediaTime() as timestamp source. They seem to use exactly same clock, so that doesn't matter, but: for some reason update handler is always called twice with same context.deltaTime, but first time the query finds 0 entities, second time it finds them all. The query is the standard EntityQuery(where: .has(MyComponent.self)) and in update (matching: Self.query, updatingSystemWhen: .rendering). Here's part of logs: System update called, entity count: 0, dt: 0.01000458374619484, absTime: 4654.222593541 System update called, entity count: 11, dt: 0.01000458374619484, absTime: 4654.22262525 System update called, entity count: 0, dt: 0.009999999776482582, absTime: 4654.249390875 System update called, entity count: 11, dt: 0.009999999776482582, absTime: 4654.249425 accounting for the double update calling I started to calculate time delta of absolute time between calls and they're most of the time much bigger, or much smaller than advertised by system's context.deltaTime, only sometimes they kind of match, for example: system: (dt: 0.01000458374619484) scene : (dt: 0.021419291667371) (absTime: 4654.222628125001) and the very next call system: (dt: 0.010009 166784584522) scene : (dt: 0.0013097083328830195) (absTime: 4654.223937833334) but sometimes system: (dt: 0.009999999776482582) scene : (dt: 0.009 112249999816413) (absTime: 4654.351299 166668) Shouldn't those be more or less equal, or am I missing something? In the end it seems that getting hand position from AnchorEntity and with handAnchors(at:) gives kind of same results, but at different time points, so I'd love to understand what's the correct way to use them and why time flows differently :). --Edit-- P.S. Had to put spaces everywhere in logs between "9" and "1", otherwise post was blocked due to "sensitive content" :D
Replies
2
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0
Views
152
Activity
May ’25
ARView environment.lighting IBL from HDR file
I have an iOS app that can display a USDZ model downloaded from the Internet (and cached locally) via an ARView. I would like to light that model with an image based light (IBL) also downloaded from the Internet. However, as far as I can tell, ARView can only create an IBL from a resource that has been compiled into the Xcode project and loaded with EnvironmentResource(named:in:) or EnvironmentResource.load(named:in:). Is there a way to create an EnvironmentResource from an HDRI via a file URL to use in ARView in iOS?
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0
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0
Views
763
Activity
Nov ’25
MeshInstancesComponent VisionOS 26 Beta 2
Has anyone had success with MeshInstancesComponent? I tried to follow the sample code from What's New in RealityKit but it wouldn't compile. I was able to use one of the init overloads to get it to compile, but using it crashes both my device and the simulator. Even with one instance.
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1
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0
Views
162
Activity
Jun ’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. } } } } }
Replies
3
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163
Activity
May ’25
Persistent Entity Position
I want to let users place 2D/3D “artworks” on detected walls and have them reappear in exactly the same real‑world spot after quitting and relaunching the app (like widgets do, but for my own entities).Environment: Xcode 26, visionOS 2.0, RealityKit + ARKitSession/WorldTrackingProvider Entities are parented to a holder that’s aligned to a wall via plane/mesh raycasts. What I’ve tried: Create a WorldAnchor at placement, save UUID + full 4×4 transform On next launch, re-create the WorldAnchor (or set the saved transform) and attach the entity Gate restore on relocalization/mesh updates and disable all raycast/search after restore Issue: After relaunch, placement still resolves relative to current device pose, not the same wall position. Questions: Is there a public API in visionOS 2.0 to persist app‑managed world anchors across sessions (room‑fixed), e.g., AnchorStore or equivalent? If not, what’s the recommended pattern to reliably restore wall‑anchored content? Are persistence features mentioned for widgets/windows available to third‑party RealityKit entities?
Replies
1
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0
Views
258
Activity
Oct ’25
some meet with apple videos not appearing on developer app, but in YouTube
Hi, Few days ago, Apple had another "Meet with Apple" event regarding immersive video : Create immersive media experiences for visionOS | Meet with Apple days one and 2 and it is not appearing on my Developer app in Mac. The same happened to IETF HLS Interest Day | Meet with Apple. Any tip? Kind regards , Bruno
Replies
1
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0
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301
Activity
Nov ’25
VisionOS 26 - threadsPerThreadgroup limit causing crash on device (but not in simulator)
Hi all, I'm running into an issue with an app that previously worked fine on device using visionOS 2.0. After updating to visionOS 26, the same code runs fine in the simulator but crashes on the device with the following error: -[MTLDebugComputeCommandEncoder _validateThreadsPerThreadgroup:]:1330: failed assertion `(threadsPerThreadgroup.width(32) * threadsPerThreadgroup.height(32) * threadsPerThreadgroup.depth(1))(1024) must be <= 832. (kernel threadgroup size limit)` Is there any documented way to check or increase the allowed threadsPerThreadgroup size on Apple Vision Pro? Or any recommended workaround for this regression? Thanks in advance!
Replies
3
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222
Activity
Jun ’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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0
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429
Activity
Sep ’25
Launching a Unity fully immersive game from SwiftUI
I am trying to launch a fully immersive game from Unity on a SwiftUI view. The game is using Metal Rendering with Compositor Services. I added the unity Xcode project into the workspace, added the necessary bridge code. When I click on the button to call ufw?.showUnityWindow(), it does not start and I get the following in the console: AR session failed to start after 5 seconds. Is the app configured to use an immersive space?
Replies
2
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0
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119
Activity
Jun ’25
Why don’t the dinosaurs in “Encounter Dinosaurs” respond to real-world light intensity?
I have a question about Apple’s preinstalled visionOS app “Encounter Dinosaurs.” In this app, the dinosaurs are displayed over the real-world background, but the PhysicallyBasedMaterial (PBM) in RealityKit doesn’t appear to respond to the actual brightness of the environment. Even when I change the lighting in the room, the dinosaurs’ brightness and shading remain almost the same. If this behavior is intentional — for example, if the app disables real-world lighting influence or uses a fixed lighting setup — could someone explain how and why it’s implemented that way?
Replies
1
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697
Activity
Nov ’25
Sky Dome vs. Sky Sphere
In Reality Composer Pro, why is the Sky Sphere so much larger than the Sky Dome? By my estimate, the Sky Sphere has a radius of 100m, while the Sky only has a radius of only 12m.
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0
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0
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402
Activity
Oct ’25
ARKit: Keep USDZ node fixed after image tracking is lost (prevent drifting)
0 I’m using ARKit + SceneKit (Swift) with ARWorldTrackingConfiguration and detectionImages to place a 3D object (USDZ via SCNScene(named:)) when a reference image is detected. While the image is tracked, the object stays correctly aligned. Goal: When the tracked image is no longer visible, I want the placed node to remain visible and fixed at its last known pose (no drifting) as I move the camera. What works so far: Detect image → add node → track updates When the image disappears → keep showing the node at its last pose Problem: After the image is no longer tracked, the node drifts as I move the device/camera. It looks like it’s still influenced by the (now unreliable) image anchor or accumulating small world-tracking errors. Question: What’s the correct way in ARKit to “freeze” the node at its last known world transform once ARImageAnchor stops tracking, so it doesn’t drift?
Replies
2
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0
Views
531
Activity
Oct ’25
mipmapsMode trade-off?
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options). I noticed two situations here in terms of mipmaps options. When setting "mipmapsMode: .none": The graphic quality within the "gaze area" looks sharp and clear The two poles (top and bottom) are perfectly rendered Massive shimmer around the "gaze area" When setting "mipmapsMode: .allocateAndGenerateAll": The graphic looks slightly blurrier than in ".none" within the "gaze area" The two poles are very blurry and hard to recognize the texture Much less shimmer around the "gaze area" My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer? Thank you! Screenshots: mipmapsMode: .none mipmapsMode: .allocateAndGenerateAll
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237
Activity
Oct ’25
Material showing only half?
Hi, I'm currently implementing 180° / 360° property for immersive video in my app. I was able to implement 360° easily by just giving VideoMaterial to flipped sphere. However, I'm bit stuck at 180°. I want to implement by setting VideoMaterial to hemisphere mesh. But since RealityKit doesn't provide default function such like MeshResource.generateHemisphere yet, I just want to apply VideoMaterial half front visible, and half back transparent. I thought this would make my sphere looks like hemisphere. But I can't find my way to implement this method.. I would appreciate any advice / idea / information that might help.
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105
Activity
Oct ’25
Immersive environment learning material
I really love the immersive environments, but I don’t have experience with creating them. Do you have resources or tutorials you can recommend for creating these from scratch? I’ve seen the sample projects and videos, but they usually start in the middle, assuming you already have the assets created.
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1
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92
Activity
Jul ’25
Creating a voxel mesh and render it using metal within a RealityKit ImmersiveView
Hi everyone, I'm creating an educational App that allows doing computational design in an immersive environment with the Vision Pro. The App is free and can be found here: https://apps.apple.com/us/app/arcade-topology/id6742103633 The problem I have is that the mesh of voxels I currently create use ModelEntity and I recently read that this is horrible for scalability. I already start to see issues when I try to use thousands of voxels. I also read somewhere that I should then take advantage of GPUs and use metal to that end. I was wondering if someone could point me to a tutorial or article that discusses this. In essence, I need to create a 3D voxel mesh, and those voxels have to update their opacity within an iterative loop. Thanks! —Alejandro
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3
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156
Activity
Jun ’25
Draw An Outline Around a Model Entity
Hi, Is there a resource or sample code about how to draw an outline around a mesh in RealityKit? Typically, this is useful for visualizing a selection, like in Reality Composer Pro. How to achieve such effect? A shader material? A post-process effect in ARView or RealityRenderer? Methods such as duplicating the entity mesh, scaling it, and using material.faceCulling = .front did not look good in my experiments. Thank you.
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559
Activity
Feb ’26