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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Reality Composer Pro "Create new scene in the project" doesn't work more than once
In Reality Composer Pro 2.0 (448.120.2), if I use the "Create new scene in the project" button more than once, this feature doesn't seem to work. The second time I use "Create new scene in the project", Reality Composer Pro displays a new empty USDA file in the project browser with the wrong icon (a yellow document icon instead of a 3D box icon). Also, it doesn't create the new scene's USDA file on disk or display the scene in entity hierarchy browser or create a new tab. Consequently, whenever I want to add more than one new scene to my project, I have to repeatedly quit and restart Reality Composer Pro. In my use of RCP just now, I had to quit and restart RCP six times to create seven new scenes. Is this a known issue? Repro steps: In a Reality Composer Pro project, create a new folder using the "add folder" icon button in the project browser. Inside the new folder, click the "Create new scene in the project" icon button. Click the "Create new scene in the project" icon button a second time. Expected behavior: A new USDA file is created on disk. The new USDA file's root entity appears in the entity hierarchy browser and a corresponding new tab is created. Observed behavior: The USDA file for this scene is not created on disk and it does not appear in the entity hierarchy browser in a new tab. In the project browser view, a yellow document icon appears and it does not appear to correspond to an actual USDA file. Thank you for any insight you can provide about this issue.
1
0
169
Jun ’25
How to trigger and timeline-control particle emitters in Reality Composer Pro (without Xcode or code)?
Hi, I’m currently using Reality Composer Pro on macOS, and I’m trying to work with particle emitters using only the built-in tools — no Xcode, no custom Swift code. Here’s what I’m trying to achieve: 1. Is it possible to trigger a particle emitter with a tap gesture, directly inside Reality Composer Pro? 2. Can I add a particle emitter to a timeline, so that it emits at a specific time during an animation or behavior sequence? 3. Most importantly, is there a way to precisely control emission behavior — such as when particles start or stop — using visual and intuitive controls, without scripting? My goal is to set up particle effects that are interactive and timeline-controlled, but managed entirely through Reality Composer Pro’s GUI, not through code. Any suggestions, tips, or examples would be very helpful. Thanks in advance!
1
0
135
Jun ’25
Reality Composer to Reality Composer Pro?
I sketched a idea for a project in Reality Composer on my iPad, thinking when I had a chance to sit down I would work it up in Xcode. However, when I got back to my computer, I discovered I cannot open a file created in Reality Composer (or the exported Reality file) in Reality Composer Pro. Am I missing something obvious here, because this seems like a huge oversight. If anyone, can let me know how to open a file created in Reality Composer in Reality Composer Pro, I would greatly appreciate it. Partly, because there seems to be objects available in Reality Composer that are not in Reality Composer Pro. Thanks Stan
2
1
408
Jun ’25
Unwanted file changes in Reality Composer Pro project when using Git
Hello, I'm working on a visionOS project that uses Reality Composer Pro, and we are managing our project files with Git. We've noticed that simply opening and closing the Reality Composer Pro application consistently generates changes in the following files, even when no explicit modifications have been made by the developer: {ProjectName}/Packages/RealityKitContent/Package.realitycomposerpro/PluginData/*******/ShaderGraphEditorPluginID/ShaderGraphEditorPluginID {ProjectName}/Packages/RealityKitContent/Package.realitycomposerpro/WorkspaceData/SceneMetadataList.json Could you please clarify the purpose of these files? Why do they appear as modified when no direct changes are made from our end? More importantly, is it safe to add these files to our .gitignore to prevent them from being tracked by Git? We are concerned that ignoring these files might lead to unexpected issues or inconsistencies when other team members pull the latest changes, especially if these files contain critical project metadata or state that needs to be synchronized. Any insights or recommended best practices for managing Reality Composer Pro projects with Git would be greatly appreciated. Thank you for your time and assistance.
1
0
274
Jun ’25
RealityKit Trace Metric Max/Range for VisionOS app
Hi Nathaniel, I spoke with you yesterday in the WWDC lab. Thanks for chatting with me! Is it possible to get a link to a doc that has some key metrics I'd find in a RealityKit trace so I know if that metric is exceeding limits and probably causing a problem? Right now, I just see numbers and have no idea if a metric is high or low :). This is specifically for a VisionOS app. Thanks, Bob
3
0
166
Jun ’25
Please provide access to face tracking blendshapes on vision os
Apple, please provide access to face tracking blend shapes on vision os, just like you do on iOS. You have the best eye and face tracking implementation on the market, please let us use it. There is a sizable audience who will buy the headset just for it. I personally know multiple people who are not buying the headset simply because you locked those features out. No raw camera access is needed, just abstracted blendshapes values. You will make the headset so much more useful if you do this simple thing.
1
1
147
Jun ’25
ARKit sessionInterruptionEnded never called in Window Mode.
Hi 26 beta guys, I have apps using ARKit. In iPadOS 26 beta, ARKit stops working after switching to other apps. how to: Enable WindowMode in iPadOS 26 Launch my app and start ARSession Switch to another app (preference app, etc.) Switch back to my app AR stops updating camerafeed. I debug printed ARSessionDelegate, and found that after sessionWasInterrupted was called, sessionInterruptionEnded was never called. sessionInterruptionEnded is called if WindowMode disabled. Is this just a bug for 26 beta? I suspect there is similar problem with non-AR camera. Any idea?
2
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127
Jun ’25
ARKit camera transform orientation vector doesn't match physical device heading (despite `.gravityAndHeading`)
Hi all, I'm working on an ARKit-based iOS app where I need to accurately determine the direction the device is facing to localize objects in the real world. I'm using: let config = ARWorldTrackingConfiguration() config.worldAlignment = .gravityAndHeading Thus, I would expect the world alignment to behave as given in the gravityAndHeading page. The AR session is started after verifying that CLLocationManager.headingAccuracy <= 20, and the compass appears to be calibrated. However, I'm seeing a major inconsistency: When the rear camera is physically pointed toward true North, I would expect: cameraTransform.columns.2.z ≈ -1 // (i.e. ARKit's -Z pointing North) But instead, I'm consistently seeing: cameraTransform.columns.2.z ≈ +0.97 // Implies camera is facing South Meanwhile, the translation vector behaves as expected: As I physically move North, cameraTransform.columns.3.z becomes more negative, matching the world’s +Z = South assumption. For example, let's say I have the device in landscapeRight (or landscapeLeft for UIDeviceOrientation). Let's say the device rear camera is pointing towards True North, and I start moving towards True North. I get something like this: Camera Transform = simd_float4x4( [ [0.98446155, -0.030119859, 0.172998, 0.0], [0.023979114, 0.9990097, 0.037477385, 0.0], [-0.17395553, -0.032746706, 0.98420894, 0.0], [0.024039675, -0.037087332, -0.22780673, 0.99999994] ]) As you can see, the cameraTransform.columns.2.z is positive despite the rear camera pointing towards True North, while cameraTransform.columns.3.z is correctly positive as the device is moving towards True North. So here is my question: Why is cameraTransform.columns.2.z positive when the rear camera is physically facing North? Any clarity would be deeply appreciated. I've read the documentation and tested with different heading accuracies and AR session resets, but I keep running into this orientation mismatch. Thanks in advance!
1
0
146
Jun ’25
Possible contradiction between ARKit's definition of UIDeviceOrientation.landscapeRight and the actual definition of UIDeviceOrientation.landscapeRight
So it seems to be that there is a contradiction between how ARKit defines UIDeviceOrientation.landscapeRight, and the actual definition of UIDeviceOrientation.landscapeRight in the UIKit documentation. In the ARKit documentation for ARCamera.transform, it says the following: This transform creates a local coordinate space for the camera that is constant with respect to device orientation. In camera space, the x-axis points to the right when the device is in UIDeviceOrientation.landscapeRight orientation—that is, the x-axis always points along the long axis of the device, from the front-facing camera toward the Home button. The y-axis points upward (with respect to UIDeviceOrientation.landscapeRight orientation), and the z-axis points away from the device on the screen side. Going through the same link, we see the definition of UIDeviceOrientation.landscapeRight given as: The device is in landscape mode, with the device held upright and the front-facing camera on the right side. There seems to be a conflict in the two definitions, that has already been asked and visualized in this StackOverflow thread The resolution of that answer says that ARKit landscapeRight, unlike what is given in UIDeviceOrientation.landscapeRight, has home button on the right, as stated in the ARCamera.transform documentation. It says that more details are given in this StackOverflow thread, but this thread talks about the discrepancy between the definitions of landscapeRight in UIDeviceOrientation and UIInterfaceOrientation, and not anything related to ARKit. So I am wondering, why does ARKit definition of landscapeRight contradict with that of UIDeviceOrientation despite explicitly mentioning it? Is it just a mistake by Apple developers that hasn't been resolved even after so long?
1
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110
Jun ’25
How to play blend shape animations or morph animations exported from blender in Vision Pro apps using Reality Kit
So I am exporting a .usdc file from blender that already has some morph animations. The animations play well in blender but when I export I cannot seem to play them in RealityKit or RCP. Entity.availableAnimations is an empty array. Not of the child objects in the entity hierarchy has an animation library component with it. Maybe I am exporting it wrong but I tried multiple combinations but doesn't seem to work. Here are my export settings in blender The original file I purchased is an FBX file that has the animation but when I try to directly get it in RealityConverter it doesn't seem to play animations.
2
0
229
Jun ’25
Apple Vision Pro Developer Strap: Video Out and Recording Time Limit
Any way to extend the video recording time in Reality Composer Pro from 3:00 to any longer value, such as editing preferences in Terminal or other workaround? Is there any way to use the strap and a USB-C cable as a live video stream input source that would mirror to Quicktime or some other video capture tool? I am assuming there is no online documentation or user manual for the strap, but please correct me if I'm wrong. Thank you.
1
0
191
Jun ’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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122
Jun ’25
Can .scrollInputBehavior(.enabled, for: .look) be applied to a WebView?
Can I apply .scrollInputBehavior(.enabled, for: .look) to a WebView (wrapped UIViewRepresentable) in a visionOS 26 app? I tried it myself, but I couldn't do it, so I would like to know if there is any way to do this. Best regards.
Replies
0
Boosts
0
Views
69
Activity
Jun ’25
Reality Composer Pro "Create new scene in the project" doesn't work more than once
In Reality Composer Pro 2.0 (448.120.2), if I use the "Create new scene in the project" button more than once, this feature doesn't seem to work. The second time I use "Create new scene in the project", Reality Composer Pro displays a new empty USDA file in the project browser with the wrong icon (a yellow document icon instead of a 3D box icon). Also, it doesn't create the new scene's USDA file on disk or display the scene in entity hierarchy browser or create a new tab. Consequently, whenever I want to add more than one new scene to my project, I have to repeatedly quit and restart Reality Composer Pro. In my use of RCP just now, I had to quit and restart RCP six times to create seven new scenes. Is this a known issue? Repro steps: In a Reality Composer Pro project, create a new folder using the "add folder" icon button in the project browser. Inside the new folder, click the "Create new scene in the project" icon button. Click the "Create new scene in the project" icon button a second time. Expected behavior: A new USDA file is created on disk. The new USDA file's root entity appears in the entity hierarchy browser and a corresponding new tab is created. Observed behavior: The USDA file for this scene is not created on disk and it does not appear in the entity hierarchy browser in a new tab. In the project browser view, a yellow document icon appears and it does not appear to correspond to an actual USDA file. Thank you for any insight you can provide about this issue.
Replies
1
Boosts
0
Views
169
Activity
Jun ’25
Pinning Widgets in VisionOS Simulator
I am trying to run widgets on visionOS 26. Specifically I am trying to pin them to the simulator room's walls, however I am unable to do so. Is this a limitation with the visionOS simulator right now, or am I missing a trick here?
Replies
1
Boosts
0
Views
116
Activity
Jun ’25
Please provide bounds for ViewAttachmentComponent
FB17999226
Replies
4
Boosts
0
Views
208
Activity
Jun ’25
How to trigger and timeline-control particle emitters in Reality Composer Pro (without Xcode or code)?
Hi, I’m currently using Reality Composer Pro on macOS, and I’m trying to work with particle emitters using only the built-in tools — no Xcode, no custom Swift code. Here’s what I’m trying to achieve: 1. Is it possible to trigger a particle emitter with a tap gesture, directly inside Reality Composer Pro? 2. Can I add a particle emitter to a timeline, so that it emits at a specific time during an animation or behavior sequence? 3. Most importantly, is there a way to precisely control emission behavior — such as when particles start or stop — using visual and intuitive controls, without scripting? My goal is to set up particle effects that are interactive and timeline-controlled, but managed entirely through Reality Composer Pro’s GUI, not through code. Any suggestions, tips, or examples would be very helpful. Thanks in advance!
Replies
1
Boosts
0
Views
135
Activity
Jun ’25
Reality Composer to Reality Composer Pro?
I sketched a idea for a project in Reality Composer on my iPad, thinking when I had a chance to sit down I would work it up in Xcode. However, when I got back to my computer, I discovered I cannot open a file created in Reality Composer (or the exported Reality file) in Reality Composer Pro. Am I missing something obvious here, because this seems like a huge oversight. If anyone, can let me know how to open a file created in Reality Composer in Reality Composer Pro, I would greatly appreciate it. Partly, because there seems to be objects available in Reality Composer that are not in Reality Composer Pro. Thanks Stan
Replies
2
Boosts
1
Views
408
Activity
Jun ’25
Unwanted file changes in Reality Composer Pro project when using Git
Hello, I'm working on a visionOS project that uses Reality Composer Pro, and we are managing our project files with Git. We've noticed that simply opening and closing the Reality Composer Pro application consistently generates changes in the following files, even when no explicit modifications have been made by the developer: {ProjectName}/Packages/RealityKitContent/Package.realitycomposerpro/PluginData/*******/ShaderGraphEditorPluginID/ShaderGraphEditorPluginID {ProjectName}/Packages/RealityKitContent/Package.realitycomposerpro/WorkspaceData/SceneMetadataList.json Could you please clarify the purpose of these files? Why do they appear as modified when no direct changes are made from our end? More importantly, is it safe to add these files to our .gitignore to prevent them from being tracked by Git? We are concerned that ignoring these files might lead to unexpected issues or inconsistencies when other team members pull the latest changes, especially if these files contain critical project metadata or state that needs to be synchronized. Any insights or recommended best practices for managing Reality Composer Pro projects with Git would be greatly appreciated. Thank you for your time and assistance.
Replies
1
Boosts
0
Views
274
Activity
Jun ’25
RealityKit Trace Metric Max/Range for VisionOS app
Hi Nathaniel, I spoke with you yesterday in the WWDC lab. Thanks for chatting with me! Is it possible to get a link to a doc that has some key metrics I'd find in a RealityKit trace so I know if that metric is exceeding limits and probably causing a problem? Right now, I just see numbers and have no idea if a metric is high or low :). This is specifically for a VisionOS app. Thanks, Bob
Replies
3
Boosts
0
Views
166
Activity
Jun ’25
Mirroring MacBook screen onto app
Hello all, I saw this interesting VisionOS app: https://apps.apple.com/us/app/splitscreen-multi-display/id6478007837 I was wondering if there was any documentation on the Swift APIs that were used to create this app.
Replies
0
Boosts
0
Views
204
Activity
Jun ’25
Has iOS26 brought anything new to RoomPlan?
With iOS26 unveiled, has anyone noticed or found any changes related to RoomPlan? I can't find anything myself, which is disappointing. Has anyone found any improvements or changes?
Replies
0
Boosts
1
Views
252
Activity
Jun ’25
Please provide access to face tracking blendshapes on vision os
Apple, please provide access to face tracking blend shapes on vision os, just like you do on iOS. You have the best eye and face tracking implementation on the market, please let us use it. There is a sizable audience who will buy the headset just for it. I personally know multiple people who are not buying the headset simply because you locked those features out. No raw camera access is needed, just abstracted blendshapes values. You will make the headset so much more useful if you do this simple thing.
Replies
1
Boosts
1
Views
147
Activity
Jun ’25
ARKit sessionInterruptionEnded never called in Window Mode.
Hi 26 beta guys, I have apps using ARKit. In iPadOS 26 beta, ARKit stops working after switching to other apps. how to: Enable WindowMode in iPadOS 26 Launch my app and start ARSession Switch to another app (preference app, etc.) Switch back to my app AR stops updating camerafeed. I debug printed ARSessionDelegate, and found that after sessionWasInterrupted was called, sessionInterruptionEnded was never called. sessionInterruptionEnded is called if WindowMode disabled. Is this just a bug for 26 beta? I suspect there is similar problem with non-AR camera. Any idea?
Replies
2
Boosts
0
Views
127
Activity
Jun ’25
ARKit camera transform orientation vector doesn't match physical device heading (despite `.gravityAndHeading`)
Hi all, I'm working on an ARKit-based iOS app where I need to accurately determine the direction the device is facing to localize objects in the real world. I'm using: let config = ARWorldTrackingConfiguration() config.worldAlignment = .gravityAndHeading Thus, I would expect the world alignment to behave as given in the gravityAndHeading page. The AR session is started after verifying that CLLocationManager.headingAccuracy <= 20, and the compass appears to be calibrated. However, I'm seeing a major inconsistency: When the rear camera is physically pointed toward true North, I would expect: cameraTransform.columns.2.z ≈ -1 // (i.e. ARKit's -Z pointing North) But instead, I'm consistently seeing: cameraTransform.columns.2.z ≈ +0.97 // Implies camera is facing South Meanwhile, the translation vector behaves as expected: As I physically move North, cameraTransform.columns.3.z becomes more negative, matching the world’s +Z = South assumption. For example, let's say I have the device in landscapeRight (or landscapeLeft for UIDeviceOrientation). Let's say the device rear camera is pointing towards True North, and I start moving towards True North. I get something like this: Camera Transform = simd_float4x4( [ [0.98446155, -0.030119859, 0.172998, 0.0], [0.023979114, 0.9990097, 0.037477385, 0.0], [-0.17395553, -0.032746706, 0.98420894, 0.0], [0.024039675, -0.037087332, -0.22780673, 0.99999994] ]) As you can see, the cameraTransform.columns.2.z is positive despite the rear camera pointing towards True North, while cameraTransform.columns.3.z is correctly positive as the device is moving towards True North. So here is my question: Why is cameraTransform.columns.2.z positive when the rear camera is physically facing North? Any clarity would be deeply appreciated. I've read the documentation and tested with different heading accuracies and AR session resets, but I keep running into this orientation mismatch. Thanks in advance!
Replies
1
Boosts
0
Views
146
Activity
Jun ’25
Possible contradiction between ARKit's definition of UIDeviceOrientation.landscapeRight and the actual definition of UIDeviceOrientation.landscapeRight
So it seems to be that there is a contradiction between how ARKit defines UIDeviceOrientation.landscapeRight, and the actual definition of UIDeviceOrientation.landscapeRight in the UIKit documentation. In the ARKit documentation for ARCamera.transform, it says the following: This transform creates a local coordinate space for the camera that is constant with respect to device orientation. In camera space, the x-axis points to the right when the device is in UIDeviceOrientation.landscapeRight orientation—that is, the x-axis always points along the long axis of the device, from the front-facing camera toward the Home button. The y-axis points upward (with respect to UIDeviceOrientation.landscapeRight orientation), and the z-axis points away from the device on the screen side. Going through the same link, we see the definition of UIDeviceOrientation.landscapeRight given as: The device is in landscape mode, with the device held upright and the front-facing camera on the right side. There seems to be a conflict in the two definitions, that has already been asked and visualized in this StackOverflow thread The resolution of that answer says that ARKit landscapeRight, unlike what is given in UIDeviceOrientation.landscapeRight, has home button on the right, as stated in the ARCamera.transform documentation. It says that more details are given in this StackOverflow thread, but this thread talks about the discrepancy between the definitions of landscapeRight in UIDeviceOrientation and UIInterfaceOrientation, and not anything related to ARKit. So I am wondering, why does ARKit definition of landscapeRight contradict with that of UIDeviceOrientation despite explicitly mentioning it? Is it just a mistake by Apple developers that hasn't been resolved even after so long?
Replies
1
Boosts
0
Views
110
Activity
Jun ’25
RemoteImmersiveSpace sample isn't working
Hello RemoteDeviceIdentifier returns nil and therefore it crashes the HoverEffect sample project. I have vision26 beta 2 on both devices what the correct method of running this code sample ?
Replies
3
Boosts
0
Views
174
Activity
Jun ’25
How to play blend shape animations or morph animations exported from blender in Vision Pro apps using Reality Kit
So I am exporting a .usdc file from blender that already has some morph animations. The animations play well in blender but when I export I cannot seem to play them in RealityKit or RCP. Entity.availableAnimations is an empty array. Not of the child objects in the entity hierarchy has an animation library component with it. Maybe I am exporting it wrong but I tried multiple combinations but doesn't seem to work. Here are my export settings in blender The original file I purchased is an FBX file that has the animation but when I try to directly get it in RealityConverter it doesn't seem to play animations.
Replies
2
Boosts
0
Views
229
Activity
Jun ’25
Apple Vision Pro Developer Strap: Video Out and Recording Time Limit
Any way to extend the video recording time in Reality Composer Pro from 3:00 to any longer value, such as editing preferences in Terminal or other workaround? Is there any way to use the strap and a USB-C cable as a live video stream input source that would mirror to Quicktime or some other video capture tool? I am assuming there is no online documentation or user manual for the strap, but please correct me if I'm wrong. Thank you.
Replies
1
Boosts
0
Views
191
Activity
Jun ’25
Having Issues In ARViewContainer Code
My ARViewContainer code is not working. I don't know how to debug the issue and I don't know or see where my results is going to. I need help to resolve this issue. please help debug. See code below:
Replies
3
Boosts
0
Views
101
Activity
Jun ’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
Boosts
0
Views
122
Activity
Jun ’25
Show text overlay for ImagePresentationComponent
With the new ImagePresentationComponent in visionOS 26, how can text/overlays be shown on top of the image as seen in the Spatial Gallery app?
Replies
2
Boosts
0
Views
193
Activity
Jun ’25