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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RealityView doesn't free up memory after disappearing
Basically, take just the Xcode 26 AR App template, where we put the ContentView as the detail end of a NavigationStack. Opening app, the app uses < 20MB of memory. Tapping on Open AR the memory usage goes up to ~700MB for the AR Scene. Tapping back, the memory stays up at ~700MB. Checking with Debug memory graph I can still see all the RealityKit classes in the memory, like ARView, ARRenderView, ARSessionManager. Here's the sample app to illustrate the issue. PS: To keep memory pressure on the system low, there should be a way of freeing all the memory the AR uses for apps that only occasionally show AR scenes.
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196
Sep ’25
Does Apple Spatial Audio Format documentation exist
The WWDC25 video and notes titled “Learn About Apple Immersive Video Technologies” introduced the Apple Spatial Audio Format (ASAF) and codec (APAC). However, despite references throughout on using immersive video, there is scant information on ASAF/APAC (including no code examples and no framework references), and I’ve found no documentation in Apple’s APIs/Frameworks about its implementation and use months on. I want to leverage ambisonic audio in my app. I don’t want to write a custom AU if APAC will be opened up to developers. If you read the notes below along with the iPhone 17 advertising (“Video is captured with Spatial Audio for immersive listening”), it sounds like this is very much a live feature in iOS26. Anyone know the state of play? I’m across how the PHASE engine works, which is unrelated to what I’m asking about here. Original quote from video referenced above: “ASAF enables truly externalized audio experiences by ensuring acoustic cues are used to render the audio. It’s composed of new metadata coupled with linear PCM, and a powerful new spatial renderer that’s built into Apple platforms. It produces high resolution Spatial Audio through numerous point sources and high resolution sound scenes, or higher order ambisonics.” ”ASAF is carried inside of broadcast Wave files with linear PCM signals and metadata. You typically use ASAF in production, and to stream ASAF audio, you will need to encode that audio as an mp4 APAC file.” ”APAC efficiently distributes ASAF, and APAC is required for any Apple immersive video experience. APAC playback is available on all Apple platforms except watchOS, and supports Channels, Objects, Higher Order Ambisonics, Dialogue, Binaural audio, interactive elements, as well as provisioning for extendable metadata.”
4
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729
Sep ’25
RoomPlan Framework v2 - Stairs missing
Hello Community, I'm encountering an issue with the latest iOS 17 update, specifically related to RoomPlan version-2. In iOS 16, when using RoomPlan version-1, we were able to display stairs in our app. However, after upgrading to iOS 17 and implementing RoomPlan version-2, the stairs are no longer visible. Despite thorough investigation, I couldn't find any option within the code to show or hide stairs, or any other objects for that matter. It seems like a specific issue with the update rather than a coding error on our part. Has anyone else encountered a similar problem? If so, I would greatly appreciate any insights or solutions you might have. It's crucial for our app functionality to have stairs displayed accurately, and we're currently at a loss on how to address this issue. Thank you in advance for any assistance you can provide. Best regards
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1.2k
Sep ’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!
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147
Jun ’25
Launching a timeline on a specific model via notification
Hello! I’m familiar with the discussion on “Sending messages to the scene”, and I’ve successfully used that code. However, I have several instances of the same model in my scene. Is it possible to make only one specific model respond to a notification? For example, can I pass something like RealityKit.NotificationTrigger.SourceEntity in userInfo or use another method to target just one instance?
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208
May ’25
Request File Access from Unity for Apple Vision Pro
Hi, I am trying to load files from the Apple Vision Pro's storage into a Unity App (using Apple visionOS XR Plugin and not PolySpatial package). So far, I've tried using UnitySimpleFileBrowser and UnityStandaloneFileBrowser (both aren't made for the Vision Pro and don't work there), and then implemented my own naive file browser that at least allows me to view directories (that I can see from the App Sandbox). This is of course very limited: Gray folders can't be accessed, the only 3 available ones don't contain anything where a user would put files through the "Files" app. I know that an app can request access to these "Files & Folders": So my question is: Is there a way to request this access for a Unity-built app at the moment? If yes, what do I need to do? I've looked into the generated Xcode project's "Capabilities", but did not find anything related to file access. Any help is appreciated!
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431
Oct ’25
Can´t find a DLL in a VisionOS app with Unity
Dear all, I´m using Unity 6.2 beta and Xcode 16.2. I´m creating a simple framework to use the text to speech functionality in VisionOS from unity. The framework is created in Swift. I create an objective-c wrapper with the following declarations: ... void _initTTS(int); ... I create the framework, import it in Unity and call the functions in a c# wrapper class. The code is as follows: public static class TTSPluginManager { [DllImport("TTS_Vision"] private static extern void _initTTS(int val); ... public static void Initialize() { #if UNITY_VISIONOS _initTTS(0); #else Debug.LogWarning("NativeTTS.Initialize called on a non-iOS platform. Ignoring."); #endif } } I have managed to compile and run the program in the Apple Vision Pro, but I keep on getting the following error: DllNotFoundException: TTS_Vision assembly: type: member:(null) TTSPluginManager.Initialize () (at Assets/Plugins/TTSPluginManager.cs:33) LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) (at Assets/AVRLecture/LecturePortalManager.cs:17) InkLoader.StartStory () (at Assets/AVRLecture/InkLoader.cs:24) InkLoader.Start () (at Assets/AVRLecture/InkLoader.cs:18) If I run the generated code from Xcode, I can see the app in the AVP, but I keep getting a loading error: DllNotFoundException: Unable to load DLL 'TTS_Vision'. Tried the load the following dynamic libraries: Unable to load dynamic library '/TTS_Vision' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/TTS_Vision, 0x0005): tried: '/TTS_Vision' (no such file) at TTSPluginManager.Initialize () [0x00000] in <00000000000000000000000000000000>:0 at LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) [0x00000] in <00000000000000000000000000000000>:0 I can see in the generated code that the framework (TTS_Vision) is there, but the path seems wrong. I've tried to add more options to the searched paths, with no success... Any hints or suggestions are much more appreciated.
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304
Sep ’25
How to update TextureResource with MTLTexture?
Hi I have a monitoring app, that will take input video from uvc and process it using Metal, and eventually get a MTLTexture. The problem I'm facing is I have to convert MTLTexture to CGImage then call TextureResource.replace, which is super slow. Metal processing speed is same as input frame rate(50pfs), but MTLTexture -> CGImage -> TextureResource only got 7fps... Is there any way I can make it faster?
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524
Oct ’25
RealityView camera feed not shown
I have two RealityView: ParentView and When click the button in ParentView, ChildView will be shown as full screen cover, but the camera feed in ChildView will not be shown, only black screen. If I show ChildView directly, it works with camera feed. Please help me on this issue? Thanks. import RealityKit import SwiftUI struct ParentView: View{ @State private var showIt = false var body: some View{ ZStack{ RealityView{content in content.camera = .virtual let box = ModelEntity(mesh: MeshResource.generateSphere(radius: 0.2),materials: [createSimpleMaterial(color: .red)]) content.add(box) } Button("Click here"){ showIt = true } } .fullScreenCover(isPresented: $showIt){ ChildView() .overlay( Button("Close"){ showIt = false }.padding(20), alignment: .bottomLeading ) } .ignoresSafeArea(.all) } } import ARKit import RealityKit import SwiftUI struct ChildView: View{ var body: some View{ RealityView{content in content.camera = .spatialTracking } } }
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18h
Spaceship sample code does not compile
I'm getting the following error message when compiling the Apple provided sample, Spaceship game for the Apple Visio Pro. I've already tried deleting the derived data resetting the package cache and restarting Xcode but still getting the following error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path /Users/myoungkang/Downloads/CreatingASpaceshipGame/Packages/Studio/Sources/Studio/Studio.rkassets because 'The file “Studio.rkassets” couldn’t be opened because you don’t have permission to view it.' error: Tool exited with code 1
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80
Apr ’25
Projecting a Cube with a Number in ARKit
I'm a novice in RealityKit and ARKit. I'm using ARKit in SwiftUI to show a cube with a number as shown below. import SwiftUI import RealityKit import ARKit struct ContentView : View { var body: some View { return ARViewContainer() } } #Preview { ContentView() } struct ARViewContainer: UIViewRepresentable { typealias UIViewType = ARView func makeUIView(context: UIViewRepresentableContext<ARViewContainer>) -> ARView { let arView = ARView(frame: .zero, cameraMode: .ar, automaticallyConfigureSession: true) arView.enableTapGesture() return arView } func updateUIView(_ uiView: ARView, context: UIViewRepresentableContext<ARViewContainer>) { } } extension ARView { func enableTapGesture() { let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap(recognizer:))) self.addGestureRecognizer(tapGestureRecognizer) } @objc func handleTap(recognizer: UITapGestureRecognizer) { let tapLocation = recognizer.location(in: self) // print("Tap location: \(tapLocation)") guard let rayResult = self.ray(through: tapLocation) else { return } let results = self.raycast(from: tapLocation, allowing: .estimatedPlane, alignment: .any) if let firstResult = results.first { let position = simd_make_float3(firstResult.worldTransform.columns.3) placeObject(at: position) } } func placeObject(at position: SIMD3<Float>) { let mesh = MeshResource.generateBox(size: 0.3) let material = SimpleMaterial(color: UIColor.systemRed, roughness: 0.3, isMetallic: true) let modelEntity = ModelEntity(mesh: mesh, materials: [material]) var unlitMaterial = UnlitMaterial() if let textureResource = generateTextResource(text: "1", textColor: UIColor.white) { unlitMaterial.color = .init(tint: .white, texture: .init(textureResource)) modelEntity.model?.materials = [unlitMaterial] let id = UUID().uuidString modelEntity.name = id modelEntity.transform.scale = [0.3, 0.1, 0.3] modelEntity.generateCollisionShapes(recursive: true) let anchorEntity = AnchorEntity(world: position) anchorEntity.addChild(modelEntity) self.scene.addAnchor(anchorEntity) } } func generateTextResource(text: String, textColor: UIColor) -> TextureResource? { if let image = text.image(withAttributes: [NSAttributedString.Key.foregroundColor: textColor], size: CGSize(width: 18, height: 18)), let cgImage = image.cgImage { let textureResource = try? TextureResource(image: cgImage, options: TextureResource.CreateOptions.init(semantic: nil)) return textureResource } return nil } } I tap the floor and get a cube with '1' as shown below. The background color of the cube is black, I guess. Where does this color come from and how can I change it into, say, red? Thanks.
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192
Jul ’25
Imitating a grip on an object
I'm playing about with the hand tracking systems in reality kit / Vision Pro I thought it would be interesting if I could attach a virtual object to a hand when the hand is gripping (thought it would be fun to attach a basic cylinder to mimic a wand from Harry Potter) I'm able to detect when the user is gripping but having trouble placing an object as though it's within the hand. The simplest version of this is using an AnchorEntity pointing to the user's palm which kind of works, but quickly breaks the illusion when you rotate the wrist or hand. It seems as though I will have to roll my own anchor entity using the various points of the user's hand and I thought calculating some median point between the thumb and little finger tips would be a good start but it's proven a little difficult as we need both rotation and position. I'm already out of my depth with reality kit and matrices (and thanks to ChatGPT) I have some code, but as soon as I apply the position manually (as opposed to a hand anchor entity) it fails to render on the user's hand. It feels like this should already have been something someone has looked in to, any ideas on what might be the issue here? Note: HandTrackingSystem.handTracking is a HandTrackingProvider() guard let anchors = HandTrackingSystem.handTracking.latestAnchors.leftHand else { return } if let thumb = anchors.handSkeleton?.joint(.thumbTip), let little = anchors.handSkeleton?.joint(.littleFingerTip) { let thumbPos = simd_make_float3(thumb.anchorFromJointTransform.columns.3) let littlePos = simd_make_float3(little.anchorFromJointTransform.columns.3) let midPos = (thumbPos + littlePos) / 2 let direction = normalize(littlePos - thumbPos) let rotation = simd_quatf(from: [0, 1, 0], to: direction) wandEntity.transform.translation = midPos wandEntity.transform.rotation = rotation content.add(wandEntity) }
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Jul ’25
RealityKit entity.write(to:) generates fatal protection error
My app for framing and arranging pictures from Photos on visionOS allows users to write the arrangements they create to .reality files using RealityKit entity.write(to:) that they then display to customers on their websites. This works perfectly on visionOS 2, but fails with a fatal protection error on visionOS 26 beta 1 and beta 2 when write(to:) attempts to write to its internal cache: 2025-06-29 14:03:04.688 Failed to write reality file Error Domain=RERealityFileWriterErrorDomain Code=10 "Could not create parent folders for file path /var/mobile/Containers/Data/Application/81E1DDC4-331F-425D-919B-3AB87390479A/Library/Caches/com.GeorgePurvis.Photography.FrameItVision/RealityFileBundleZippingTmp_A049685F-C9B2-479B-890D-CF43D13B60E9/41453BC9-26CB-46C5-ADBE-C0A50253EC27." UserInfo={NSLocalizedDescription=Could not create parent folders for file path /var/mobile/Containers/Data/Application/81E1DDC4-331F-425D-919B-3AB87390479A/Library/Caches/com.GeorgePurvis.Photography.FrameItVision/RealityFileBundleZippingTmp_A049685F-C9B2-479B-890D-CF43D13B60E9/41453BC9-26CB-46C5-ADBE-C0A50253EC27.} Has anyone else encountered this problem? Do you have a workaround? Have you filed a feedback? ChatGPT analysis of the error and my code reports: Why there is no workaround • entity.write(to:) is a black box — you cannot override where it builds its staging bundle • it always tries to create those random folders itself • you cannot supply a parent or working directory to RealityFileWriter • so if the system fails to create that folder, you cannot patch it 👉 This is why you see a fatal error with no recovery. See also feedbacks: FB18494954, FB18036627, FB18063766
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588
Jul ’25
RealityView doesn't free up memory after disappearing
Basically, take just the Xcode 26 AR App template, where we put the ContentView as the detail end of a NavigationStack. Opening app, the app uses < 20MB of memory. Tapping on Open AR the memory usage goes up to ~700MB for the AR Scene. Tapping back, the memory stays up at ~700MB. Checking with Debug memory graph I can still see all the RealityKit classes in the memory, like ARView, ARRenderView, ARSessionManager. Here's the sample app to illustrate the issue. PS: To keep memory pressure on the system low, there should be a way of freeing all the memory the AR uses for apps that only occasionally show AR scenes.
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0
Boosts
1
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196
Activity
Sep ’25
Assigning ManipulationComponent to Entity triggers SceneEvents.WillRemoveEntity
When assigning a ManipulationComponent to an Entity SceneEvents.WillRemoveEntity will be called for that Entity. Expected Behavior: the Entity is not (even if temporarily) removed from the Scene and no SceneEvents will be triggered as a result of assigning a ManipulationComponent. FB20872220
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0
Boosts
1
Views
233
Activity
Oct ’25
Does Apple Spatial Audio Format documentation exist
The WWDC25 video and notes titled “Learn About Apple Immersive Video Technologies” introduced the Apple Spatial Audio Format (ASAF) and codec (APAC). However, despite references throughout on using immersive video, there is scant information on ASAF/APAC (including no code examples and no framework references), and I’ve found no documentation in Apple’s APIs/Frameworks about its implementation and use months on. I want to leverage ambisonic audio in my app. I don’t want to write a custom AU if APAC will be opened up to developers. If you read the notes below along with the iPhone 17 advertising (“Video is captured with Spatial Audio for immersive listening”), it sounds like this is very much a live feature in iOS26. Anyone know the state of play? I’m across how the PHASE engine works, which is unrelated to what I’m asking about here. Original quote from video referenced above: “ASAF enables truly externalized audio experiences by ensuring acoustic cues are used to render the audio. It’s composed of new metadata coupled with linear PCM, and a powerful new spatial renderer that’s built into Apple platforms. It produces high resolution Spatial Audio through numerous point sources and high resolution sound scenes, or higher order ambisonics.” ”ASAF is carried inside of broadcast Wave files with linear PCM signals and metadata. You typically use ASAF in production, and to stream ASAF audio, you will need to encode that audio as an mp4 APAC file.” ”APAC efficiently distributes ASAF, and APAC is required for any Apple immersive video experience. APAC playback is available on all Apple platforms except watchOS, and supports Channels, Objects, Higher Order Ambisonics, Dialogue, Binaural audio, interactive elements, as well as provisioning for extendable metadata.”
Replies
4
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0
Views
729
Activity
Sep ’25
RoomPlan Framework v2 - Stairs missing
Hello Community, I'm encountering an issue with the latest iOS 17 update, specifically related to RoomPlan version-2. In iOS 16, when using RoomPlan version-1, we were able to display stairs in our app. However, after upgrading to iOS 17 and implementing RoomPlan version-2, the stairs are no longer visible. Despite thorough investigation, I couldn't find any option within the code to show or hide stairs, or any other objects for that matter. It seems like a specific issue with the update rather than a coding error on our part. Has anyone else encountered a similar problem? If so, I would greatly appreciate any insights or solutions you might have. It's crucial for our app functionality to have stairs displayed accurately, and we're currently at a loss on how to address this issue. Thank you in advance for any assistance you can provide. Best regards
Replies
4
Boosts
1
Views
1.2k
Activity
Sep ’25
Is it possible to create immersive video totally from virtual scene
hi guys, I'm working in VFX industry and I've got the question that, is it possible to create immersive video directly from virtual scene created in DCC software like maya, rendered into footage, then coded into immersive video, and finally play in in vision pro? thanks.
Replies
1
Boosts
1
Views
730
Activity
Sep ’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
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0
Views
147
Activity
Jun ’25
VisionPro 的内存限制
是对原本VisionPro每个App的内存限制做了扩展嘛?放宽了内存限制么?
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1
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0
Views
322
Activity
Sep ’25
Launching a timeline on a specific model via notification
Hello! I’m familiar with the discussion on “Sending messages to the scene”, and I’ve successfully used that code. However, I have several instances of the same model in my scene. Is it possible to make only one specific model respond to a notification? For example, can I pass something like RealityKit.NotificationTrigger.SourceEntity in userInfo or use another method to target just one instance?
Replies
1
Boosts
1
Views
208
Activity
May ’25
Request File Access from Unity for Apple Vision Pro
Hi, I am trying to load files from the Apple Vision Pro's storage into a Unity App (using Apple visionOS XR Plugin and not PolySpatial package). So far, I've tried using UnitySimpleFileBrowser and UnityStandaloneFileBrowser (both aren't made for the Vision Pro and don't work there), and then implemented my own naive file browser that at least allows me to view directories (that I can see from the App Sandbox). This is of course very limited: Gray folders can't be accessed, the only 3 available ones don't contain anything where a user would put files through the "Files" app. I know that an app can request access to these "Files & Folders": So my question is: Is there a way to request this access for a Unity-built app at the moment? If yes, what do I need to do? I've looked into the generated Xcode project's "Capabilities", but did not find anything related to file access. Any help is appreciated!
Replies
5
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0
Views
431
Activity
Oct ’25
Can´t find a DLL in a VisionOS app with Unity
Dear all, I´m using Unity 6.2 beta and Xcode 16.2. I´m creating a simple framework to use the text to speech functionality in VisionOS from unity. The framework is created in Swift. I create an objective-c wrapper with the following declarations: ... void _initTTS(int); ... I create the framework, import it in Unity and call the functions in a c# wrapper class. The code is as follows: public static class TTSPluginManager { [DllImport("TTS_Vision"] private static extern void _initTTS(int val); ... public static void Initialize() { #if UNITY_VISIONOS _initTTS(0); #else Debug.LogWarning("NativeTTS.Initialize called on a non-iOS platform. Ignoring."); #endif } } I have managed to compile and run the program in the Apple Vision Pro, but I keep on getting the following error: DllNotFoundException: TTS_Vision assembly: type: member:(null) TTSPluginManager.Initialize () (at Assets/Plugins/TTSPluginManager.cs:33) LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) (at Assets/AVRLecture/LecturePortalManager.cs:17) InkLoader.StartStory () (at Assets/AVRLecture/InkLoader.cs:24) InkLoader.Start () (at Assets/AVRLecture/InkLoader.cs:18) If I run the generated code from Xcode, I can see the app in the AVP, but I keep getting a loading error: DllNotFoundException: Unable to load DLL 'TTS_Vision'. Tried the load the following dynamic libraries: Unable to load dynamic library '/TTS_Vision' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/TTS_Vision, 0x0005): tried: '/TTS_Vision' (no such file) at TTSPluginManager.Initialize () [0x00000] in <00000000000000000000000000000000>:0 at LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) [0x00000] in <00000000000000000000000000000000>:0 I can see in the generated code that the framework (TTS_Vision) is there, but the path seems wrong. I've tried to add more options to the searched paths, with no success... Any hints or suggestions are much more appreciated.
Replies
1
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0
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304
Activity
Sep ’25
How to update TextureResource with MTLTexture?
Hi I have a monitoring app, that will take input video from uvc and process it using Metal, and eventually get a MTLTexture. The problem I'm facing is I have to convert MTLTexture to CGImage then call TextureResource.replace, which is super slow. Metal processing speed is same as input frame rate(50pfs), but MTLTexture -> CGImage -> TextureResource only got 7fps... Is there any way I can make it faster?
Replies
2
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0
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524
Activity
Oct ’25
RealityView camera feed not shown
I have two RealityView: ParentView and When click the button in ParentView, ChildView will be shown as full screen cover, but the camera feed in ChildView will not be shown, only black screen. If I show ChildView directly, it works with camera feed. Please help me on this issue? Thanks. import RealityKit import SwiftUI struct ParentView: View{ @State private var showIt = false var body: some View{ ZStack{ RealityView{content in content.camera = .virtual let box = ModelEntity(mesh: MeshResource.generateSphere(radius: 0.2),materials: [createSimpleMaterial(color: .red)]) content.add(box) } Button("Click here"){ showIt = true } } .fullScreenCover(isPresented: $showIt){ ChildView() .overlay( Button("Close"){ showIt = false }.padding(20), alignment: .bottomLeading ) } .ignoresSafeArea(.all) } } import ARKit import RealityKit import SwiftUI struct ChildView: View{ var body: some View{ RealityView{content in content.camera = .spatialTracking } } }
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2
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902
Activity
18h
GestureComponent bug on visionOS
let component = GestureComponent(DragGesture()) iOS: ☑️ visionOS: ❌ This bug from beta to public, please fix it.
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2
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0
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444
Activity
Sep ’25
Is it possible to play Fisheye VR180 video directly?
Hi I know it's possible to play equirectangular VR180 video either SBS or MV-HEVC. And for fisheye video, the only way I know is to convert it into an AIVU for playback. Is there any way to directly play fisheye video using AVPlayer? Thanks a lot!
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2
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0
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498
Activity
Oct ’25
Spaceship sample code does not compile
I'm getting the following error message when compiling the Apple provided sample, Spaceship game for the Apple Visio Pro. I've already tried deleting the derived data resetting the package cache and restarting Xcode but still getting the following error: [xrsimulator] Exception thrown during compile: Cannot get rkassets content for path /Users/myoungkang/Downloads/CreatingASpaceshipGame/Packages/Studio/Sources/Studio/Studio.rkassets because 'The file “Studio.rkassets” couldn’t be opened because you don’t have permission to view it.' error: Tool exited with code 1
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0
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1
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80
Activity
Apr ’25
Projecting a Cube with a Number in ARKit
I'm a novice in RealityKit and ARKit. I'm using ARKit in SwiftUI to show a cube with a number as shown below. import SwiftUI import RealityKit import ARKit struct ContentView : View { var body: some View { return ARViewContainer() } } #Preview { ContentView() } struct ARViewContainer: UIViewRepresentable { typealias UIViewType = ARView func makeUIView(context: UIViewRepresentableContext<ARViewContainer>) -> ARView { let arView = ARView(frame: .zero, cameraMode: .ar, automaticallyConfigureSession: true) arView.enableTapGesture() return arView } func updateUIView(_ uiView: ARView, context: UIViewRepresentableContext<ARViewContainer>) { } } extension ARView { func enableTapGesture() { let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap(recognizer:))) self.addGestureRecognizer(tapGestureRecognizer) } @objc func handleTap(recognizer: UITapGestureRecognizer) { let tapLocation = recognizer.location(in: self) // print("Tap location: \(tapLocation)") guard let rayResult = self.ray(through: tapLocation) else { return } let results = self.raycast(from: tapLocation, allowing: .estimatedPlane, alignment: .any) if let firstResult = results.first { let position = simd_make_float3(firstResult.worldTransform.columns.3) placeObject(at: position) } } func placeObject(at position: SIMD3<Float>) { let mesh = MeshResource.generateBox(size: 0.3) let material = SimpleMaterial(color: UIColor.systemRed, roughness: 0.3, isMetallic: true) let modelEntity = ModelEntity(mesh: mesh, materials: [material]) var unlitMaterial = UnlitMaterial() if let textureResource = generateTextResource(text: "1", textColor: UIColor.white) { unlitMaterial.color = .init(tint: .white, texture: .init(textureResource)) modelEntity.model?.materials = [unlitMaterial] let id = UUID().uuidString modelEntity.name = id modelEntity.transform.scale = [0.3, 0.1, 0.3] modelEntity.generateCollisionShapes(recursive: true) let anchorEntity = AnchorEntity(world: position) anchorEntity.addChild(modelEntity) self.scene.addAnchor(anchorEntity) } } func generateTextResource(text: String, textColor: UIColor) -> TextureResource? { if let image = text.image(withAttributes: [NSAttributedString.Key.foregroundColor: textColor], size: CGSize(width: 18, height: 18)), let cgImage = image.cgImage { let textureResource = try? TextureResource(image: cgImage, options: TextureResource.CreateOptions.init(semantic: nil)) return textureResource } return nil } } I tap the floor and get a cube with '1' as shown below. The background color of the cube is black, I guess. Where does this color come from and how can I change it into, say, red? Thanks.
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192
Activity
Jul ’25
Reality Composer/Xcode 15
Reality Composer is no longer available in XCode 15 Release. Is this intended or will be available in later releases? Do I need to revert to Xcode15 Beta8 to get Reality Composer?
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4
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1.1k
Activity
Jul ’25
Imitating a grip on an object
I'm playing about with the hand tracking systems in reality kit / Vision Pro I thought it would be interesting if I could attach a virtual object to a hand when the hand is gripping (thought it would be fun to attach a basic cylinder to mimic a wand from Harry Potter) I'm able to detect when the user is gripping but having trouble placing an object as though it's within the hand. The simplest version of this is using an AnchorEntity pointing to the user's palm which kind of works, but quickly breaks the illusion when you rotate the wrist or hand. It seems as though I will have to roll my own anchor entity using the various points of the user's hand and I thought calculating some median point between the thumb and little finger tips would be a good start but it's proven a little difficult as we need both rotation and position. I'm already out of my depth with reality kit and matrices (and thanks to ChatGPT) I have some code, but as soon as I apply the position manually (as opposed to a hand anchor entity) it fails to render on the user's hand. It feels like this should already have been something someone has looked in to, any ideas on what might be the issue here? Note: HandTrackingSystem.handTracking is a HandTrackingProvider() guard let anchors = HandTrackingSystem.handTracking.latestAnchors.leftHand else { return } if let thumb = anchors.handSkeleton?.joint(.thumbTip), let little = anchors.handSkeleton?.joint(.littleFingerTip) { let thumbPos = simd_make_float3(thumb.anchorFromJointTransform.columns.3) let littlePos = simd_make_float3(little.anchorFromJointTransform.columns.3) let midPos = (thumbPos + littlePos) / 2 let direction = normalize(littlePos - thumbPos) let rotation = simd_quatf(from: [0, 1, 0], to: direction) wandEntity.transform.translation = midPos wandEntity.transform.rotation = rotation content.add(wandEntity) }
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1
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576
Activity
Jul ’25
RealityKit entity.write(to:) generates fatal protection error
My app for framing and arranging pictures from Photos on visionOS allows users to write the arrangements they create to .reality files using RealityKit entity.write(to:) that they then display to customers on their websites. This works perfectly on visionOS 2, but fails with a fatal protection error on visionOS 26 beta 1 and beta 2 when write(to:) attempts to write to its internal cache: 2025-06-29 14:03:04.688 Failed to write reality file Error Domain=RERealityFileWriterErrorDomain Code=10 "Could not create parent folders for file path /var/mobile/Containers/Data/Application/81E1DDC4-331F-425D-919B-3AB87390479A/Library/Caches/com.GeorgePurvis.Photography.FrameItVision/RealityFileBundleZippingTmp_A049685F-C9B2-479B-890D-CF43D13B60E9/41453BC9-26CB-46C5-ADBE-C0A50253EC27." UserInfo={NSLocalizedDescription=Could not create parent folders for file path /var/mobile/Containers/Data/Application/81E1DDC4-331F-425D-919B-3AB87390479A/Library/Caches/com.GeorgePurvis.Photography.FrameItVision/RealityFileBundleZippingTmp_A049685F-C9B2-479B-890D-CF43D13B60E9/41453BC9-26CB-46C5-ADBE-C0A50253EC27.} Has anyone else encountered this problem? Do you have a workaround? Have you filed a feedback? ChatGPT analysis of the error and my code reports: Why there is no workaround • entity.write(to:) is a black box — you cannot override where it builds its staging bundle • it always tries to create those random folders itself • you cannot supply a parent or working directory to RealityFileWriter • so if the system fails to create that folder, you cannot patch it 👉 This is why you see a fatal error with no recovery. See also feedbacks: FB18494954, FB18036627, FB18063766
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588
Activity
Jul ’25
visionos Create a window, set the window size, tilt angle, and position
I want to implement the functions in this video, how should I set the window
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373
Activity
May ’25