iPad and iOS apps on visionOS

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Discussion about running existing iPad and iOS apps directly on Apple Vision Pro.

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The AVP is paired with Xcode and all software is up to date. Trying to copy shared cache symbols, haven't been able to debug on-device yet. It repeatedly gets stuck at 2%, 5%, has made it as high as 8% but just comes back to this: Previous preparation error: Unable to copy shared cache files. I'm sharing more visuals and strings in case others are having a similar issue. I've checked the Console and the "Show Recent Logs" that can be reached from Xcode's Device window but there's nothing there.
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by Pipous.
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Following this thread I'm able to render a simple picture in a Plane material, however, I'm unable to scale it to show bigger than the window itself, or move it behind the window. Here's my relevant code so far.- var body: some View { ZStack { RealityView { content in var material = UnlitMaterial() material.color = try! .init(tint: .white, texture: .init(.load(named: "image", in: nil))) let entity = Entity() let component = ModelComponent( mesh: .generatePlane(width: 1, height: 1), materials: [material] ) entity.components.set(component) let currentTransform = entity.transform var newTransform = Transform(scale: currentTransform.scale, rotation: currentTransform.rotation, translation: SIMD3(0, 0, -0.2)) entity.move(to: newTransform, relativeTo: nil) /* let scalingPivot = Entity() scalingPivot.position.y = entity.visualBounds(relativeTo: nil).center.y scalingPivot.addChild(entity) content.add(scalingPivot) scalingPivot.scale *= .init(x: 1, y: 1, z: 1) */ } } } It belongs to an ImmersiveSpace I'm opening directly from my main window, but I have several issues: The texture shows always in front of the window I'm unable to scale it (scaling seems to affect to the texture coordinates inside the material instead of scaling the mesh itself) I can only see the texture in the canvas preview (not in simulator)
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Aloha, I'm wondering where the documentation for the Vision Pro "Developer Strap" is located. I have the Vision Pro devices and the developer straps, but I'm not sure how to go about using the developer straps for VisionOS development in Xcode & Unity.
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by Hawaiianz.
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it is way above of control panel.... the code I show usdz modeling is as below `RealityView{ content in let entity = try! await Entity(named: "idle") entity.setScale([0.15,0.15,0.15], relativeTo: entity) // Enable interactions on the entity. entity.components.set(InputTargetComponent()) entity.components.set(CollisionComponent(shapes: [.generateBox(size: [2,2,2])] ) ) content.add(entity ) }`
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by kotran.
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Hey, all! I've been trying to upload a video preview to the AVP storefront for our app, but some of the export requirements seem to contradict one another. For the AVP, a resolution of 4K is needed... which would require H264 level 5.2. Yet, the H264 level can't be any higher than 4... which is 1080p. It seems like a catch-22 where either the H264 level will be too high, or the resolution will be too low. Does anyone have a fix or a way around this issue?
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In Flutter application, Is there FCM related any changes for new iOS versions? I didn't find any solution regarding this. Working fine in android all versions and in iOS working fine till version 16. Also verified from app setting (version 17 and above), Notification permissions enabled. Also get success from this API - https://fcm.googleapis.com/fcm/send response - "multicast_id": 912044660XXXXXX, "success": 1, "failure": 0, But not receiving any message, tried with debug and console log but there is no message/log or error message.
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Is it possible to initiate Guest Mode and the Guest Mode setup from an application? If there was a demo application for example that would start by launching the Guest mode setup, instead of the new user being allowed to enter Guest Mode by the owner of the device? This way the application could be running, a new user could put on the headset then press some Guest Mode Setup button first to begin their session.
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by Jfu.
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Hello, we have a universal app that runs on iOS and iPadOS today but we're having an issue where it crashes on launch on visionOS. When I try to run our app, I see messages like these in the console logs: AMFI: constraint violation /private/var/containers/Bundle/Application/***/***.app/Frameworks/***.framework/*** has entitlements but is not a main binary I see these for what seems to be all of our internal frameworks, we use cocoapods for all of these. The following output is from running: codesign -d --entitlements :- ***.framework <?xml version="1.0" encoding="UTF-8"?><!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "https://www.apple.com/DTDs/PropertyList-1.0.dtd"><plist version="1.0"><dict></dict></plist> Why would this cause a crash on launch for visionOS, but not iOS or iPadOS? Why does AMFI think there are entitlements for the framework when they are empty?
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by RigasSF.
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Hi, I'm working on developing an app. I need my app to work in a crowd with multiple people (who have multiple hands). From what I understand, the Vision Framework currently uses a heuristic of "largest hand" to assign as the detected hand. This won't work for my application since the largest hand won't always be the one that is of interest. In fact, the hand of interest will be the one that is pointing. I know how to train a model using CreateML to identify a hand that is pointing, but where I'm running into issues is that there is no straightforward way to directly override the Vision framework's built-in heuristic of selecting the largest hand when you're solely relying on Swift and Create ML. I would like my framework to be: Request hand landmarks Process image CreateML reports which hand is pointing We use the pointing hand to collect position data on the points of the index finger But within vision's framework, if you set the number of hands to collect data for to 1, it will just choose the largest hand and report position data for that hand only. Of course, the easy work around here is to set it to X number of hands, but within the scope of an IOS device, this is computationally intensive (since my app could be handling up to 10 hands at a time). Has anyone come up with a simpler solution to this problem or aware of something within visionOS to do it?
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I have an iPad App that works/available on visionOS store. However, TestFlight releases are displaying that this in iOS app only, and Incompatible on this Apple Vision Pro. How do I enable my iPadOS app for TestFlight in vision OS PS. Native visionOS can appear there, I don't have any approved or released builds yet for visionOS. I also see the same issue with "app not compatible" in TestFlight without visionOS section present. The same app is available in App Store in visionOS/iPad apps
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by dessa.
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Hello, community. We are adding visionOS support to our application and have an issue without a solution because of a system UIKit bug. There is a system bug with cycled recalling textFieldShouldReturn function after the first Return button usage (with this function returning true), and calling resignFirstResponder textField will get in the cycle, and there is no way to stop calling the textFieldShouldReturn func. Repro steps: Enter text to UITextField Press Return button on keyboard textFieldShouldReturn called (return true after step 4) call resignFirstResponder call becomeFirstResponder or tap on UITextField return to step 3 The same problem exists in system application Reminders. Repro steps: Create a new reminder with a title and description Set pointer to title textField Press Return button on keyboard App will try to create a new reminder and, after less than a second, return to the first reminder The bug is only for visionOS, on iOS/iPadOS all is OK. We assume that there is a flag for Return button usage, which checks on becomeFirstResponder logic, and in visionOS (iPadOS adaption), it does not clear this after handling button pressing.
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Hello! Could please someone help me with such question: in Xcode I could see that there are two possible destinations for Apple Vision - Apple vision vs Apple vision (Designed for iPad). So while I tried to test my app, I noticed that it is possible that my app crashes on Apple Vision for visionOs sdk, but runs on the designed for iPad version and when launched they looks differently. Does it mean that if I want to make sure that my app works correctly for real device, then I should test it on the Apple Vision for visionOs sdk?
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I've been trying to make a native version of my iPad app which uses AVAudioPlayer. Everything works fine in iOS and iPad OS, however, when running on visionOS, it sounds like it's constantly skipping (both in the simulator and on an actual device). Anyone know why this might be or how to fix or a workaround?
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by kudit.
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I'm creating an immersive experience with RealityView (just consider it Fruit Ninja like experience). Saying I have some random generated fruits that were generated by certain criteria in System.update function. And I want to interact these generated fruits with whatever hand gesture. Well it simply doesn't work, the gesture.onChange function isn't fire as I expected. I put both InputTargetComponent and CollisionComponent to make it detectable in an immersive view. It works fine if I already set up these fruits in the scene with Reality Composer Pro before the app running. Here is what I did Firstly I load the fruitTemplate by: let tempScene = try await Entity(named: fruitPrefab.usda, in: realityKitContentBundle) fruitTemplate = tempScene.findEntity(named: "fruitPrefab") Then I clone it during the System.update(context) function. parent is an invisible object being placed in .zero in my loaded immersive scene let fruitClone = fruitTemplate!.clone(recursive: true) fruitClone.position = pos fruitClone.scale = scale parent.addChild(fruitClone) I attached my gesture to RealityView by .gesture(DragGesture(minimumDistance: 0.0) .targetedToAnyEntity() .onChanged { value in print("dragging") } .onEnded { tapEnd in print("dragging ends") } ) I was considering if the runtime-generated entity is not tracked by RealityView, but since I have added it as a child to a placeholder entity in the scene, it should be fine...right? Or I just needs to put a new AnchorEntity there? Thanks for any advice in advance. I've been tried it out for the whole day.
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by milanowth.
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Hello! Im a new ios Developer and i dont know how to remove my udid and my accont app id and name, i created certificate but hen i open it i see my personal information. Can any tell me how i can remove my personal inforation or the udid?
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by boltgemr.
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I've been pouring over the code for Apple's visionOS demo: "Destination" trying to figure out something about its skybox. (not really a box, there, Apple). The skybox contains a 360deg panorama, but only one half shows with the other half fades out to nothing. I cannot find anywhere there is an alpha channel being set, a lighting or material effect causing that. But "alpha" doesn't show up and the only gradients are use to make controls standout a little more in its window. I need a full panorama that shows., no fading.
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by proxima.
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