I would like to develop a visionOS app for Apple Vision Pro that includes a group video calling feature. My app needs to support communication not only between other Vision Pro users but also with users on mobile apps or web-based platforms.
Is the ACS SDK compatible with visionOS? If not, are there other communication SDKs or APIs that support integrating video calling across different platforms (visionOS, iOS, web)?
Any insights on handling group video calls in a spatial computing environment would be greatly appreciated.
Thank you!
visionOS
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Hi, currently tinkering with a little shareplay app for the Vision Pro that allows people to facetime and shareplay to play with random 3d models (as well as move them around, which should sync the model positions for everyone in relative space).
When the users start their facetime call, then open the immersive space to see the 3d models, the models load in properly in context of the group immersive space's coordinate system, and moving the models reflects the new positions real-time for each participant.
The main issue comes if/when users use the digital crown to re-center their view. It appears to re-center the model and view, which is expected. However, it also seems to re-position the model/root entity to match the user's origin. Not sure if this is intentional or not, but this essentially makes it so that it "de-syncs" the model (so me moving the model next to someone does not reflect it 1:1 - it still moves properly, but the new "initial" position after re-centering makes it offset).
Is there a potential solution or work-around for this such that re-centering the view doesn't de-sync the model/entity's position?
Rough code for my RealityView component is below:
RealityView { content, attachments in
content.add(appModel.originEntity)
appModel.originEntity.addChild(appModel.modelContainerEntity)
appModel.setInitialModelPosition()
configureGestures(forModel: appModel.modelContainerEntity)
configureToolbarAttachment(content: content, attachments: attachments)
} update: { content, _ in
// I have modified the Apple provided gesture components to
// send the app model the new positions/rotations
// as well as broadcast the position/rotation to shareplay participants
// When user re-centers view, it seems to also re-position the model
// so that its origin is at the local user's origin, rather than
// the original origin
// Can we receive a notification that user has re-centered view?
// Or some other work-around?
appModel.modelContainerEntity.setPosition(appModel.modelState.position, relativeTo: nil)
appModel.modelContainerEntity.setOrientation(.init(appModel.modelState.rotation3d), relativeTo: nil)
} attachments: {
Attachment(id: "customViewAttachment") {
CustomView()
}
}
.installGestures()
Please let me know if anything wasn't clear or if more information is needed. Thanks!
if you check the code here,
https://developer.apple.com/documentation/compositorservices/interacting-with-virtual-content-blended-with-passthrough
var body: some Scene {
ImmersiveSpace(id: Self.id) {
CompositorLayer(configuration: ContentStageConfiguration()) { layerRenderer in
let pathCollection: PathCollection
do {
pathCollection = try PathCollection(layerRenderer: layerRenderer)
} catch {
fatalError("Failed to create path collection \(error)")
}
let tintRenderer: TintRenderer
do {
tintRenderer = try TintRenderer(layerRenderer: layerRenderer)
} catch {
fatalError("Failed to create tint renderer \(error)")
}
Task(priority: .high) { @RendererActor in
Task { @MainActor in
appModel.pathCollection = pathCollection
appModel.tintRenderer = tintRenderer
}
let renderer = try await Renderer(layerRenderer,
appModel,
pathCollection,
tintRenderer)
try await renderer.renderLoop()
Task { @MainActor in
appModel.pathCollection = nil
appModel.tintRenderer = nil
}
}
layerRenderer.onSpatialEvent = {
pathCollection.addEvents(eventCollection: $0)
}
}
}
.immersionStyle(selection: .constant(appModel.immersionStyle), in: .mixed, .full)
.upperLimbVisibility(appModel.upperLimbVisibility)
the only way it's dealing with the error is fatalError.
And don't think I can throw anything or return anything else?
Is there a way I can gracefully handle this and show a message box in UI?
I was hoping I could somehow trigger a failure and have https://developer.apple.com/documentation/swiftui/openimmersivespaceaction return fail.
but couldn't find a nice way to do so.
Let me know if you have ideas.
I've got a UIKit app with a collapsible trailing-edge child view controller, implemented sort of like UISplitViewController but it's got a bunch of custom behavior - moving to the bottom edge in portrait orientation, etc. It exposes a couple of different app functions via a UITabBar on the bottom edge on iOS.
When I run the app on visionOS, that tab bar transforms to a leading-edge ornament. This would be great, but that means it tries to overlap the trailing-edge content of its parent view controller, which isn't ideal.
Is there a way to get the tab bar to lay out on the trailling edge of the child view controller? Or can I create a custom ornament that has the same auto-expand behavior as the tab bar, where it shows a vertical column of icons that expands to show titles when you're gazing at it?
I've got a UIKit app and I want to add some buttons in a top-edge window ornament. I'm looking at the WWDC23 talk Meet UIKit for Spatial Computing, and it does exactly what I think I want to do:
extension EditorViewController {
func showEditingControlsOrnament() {
let ornament = UIHostingOrnament(sceneAlignment: .bottom, contentAlignment: .center) {
EditingControlsView(model: controlsViewModel)
.glassBackgroundEffect()
}
self.ornaments = [ornament]
editorView.style = .edgeToEdge
}
}
But the thing I really want to know is what is in EditingControlsView. Is it a toolbar? How do you make a toolbar in SwiftUI without something to attach the .toolbar modifier to?
I found that there is such a click-to-expand horizontally and smoothly effect in the system application called "message", which is good. I wonder if I can add a similar effect to my own app. If possible, are there any implementation ideas or examples that I can refer to? Thanks!
First I get this
ar_world_tracking_provider_query_device_anchor_at_timestamp <0x302b9c0a0>: The device_anchor can only be queried when the world tracking provider is running.
This seemed to all break with the auto-update to 2.0.1. Simulator runs the code fine.
I seem to see an infinite stall here
frameLayer.endUpdate()
// Pace frames by waiting for the optimal prediction time.
try await LayerRenderer.Clock().sleep(until: timing.optimalInputTime, tolerance: nil)
// Start submitting the updated frame.
frameLayer.startSubmission() <-
Hi everyone,
I need to synchronize the playback of RealityKit Timelines via SharePlay.
To do this I am trying to get the references of the timelines using "AnimationPlaybackController" and "AnimationResource". In my realitykit scene I have configured both an animation (with blender), and a timeline, the animation starts correctly when the realitykit scene starts, the timeline not.
Below the code:
struct ContentView: View {
@State private var subscriptions = [EventSubscription]()
@Environment(AppModel.self)
private var appModel
let rootEntity = Entity()
@State var testEntity: Entity?
@State var testAnimation: AnimationResource?
@State var testController: AnimationPlaybackController?
init() {
CubeComponent.registerComponent()
}
var body: some View {
RealityView { content in
content.add(rootEntity)
if let scene = try? await Entity(named: "Room", in: realityKitContentBundle) {
rootEntity.addChild(scene)
playAnimations(from: content)
}
}
.gesture(SpatialTapGesture().targetedToAnyEntity()
.onEnded({ value in
_ = value.entity.applyTapForBehaviors()
if let testEntity, let testAnimation {
testController = testEntity.playAnimation(testAnimation.repeat())
}
})
)
}
func playAnimations(from content: RealityViewContent) {
subscriptions.append(content.subscribe(to: ComponentEvents.DidAdd.self, componentType: AnimationLibraryComponent.self, { event in
let entity = event.entity
entity.components[AnimationLibraryComponent.self]?.animations.forEach({ (key, value) in
if value.definition is AnimationGroup {
if key == "/Room/TestTimeline" {
let controller = entity.playAnimation(value.repeat())
testEntity = entity
testAnimation = value
appModel.syncronizedAnimations[key] = .init(name: key, animationController: controller, entityName: entity.name)
}
} else {
if entity.name == "SphereInteractable" {
let controller = entity.playAnimation(value.repeat())
appModel.syncronizedAnimations[key] = .init(name: key, animationController: controller, entityName: entity.name)
}
}
})
}))
}
}
the variables testEntity, testAnimation and testController are for testing purposes only. If I try to start the animations in the playAnimations function, only the animation created via blender starts (the one related to the object "SphereInteractable"), the Timeline starts only if I save a reference and I play it with a tap gesture or with a delay of ! seconds with DispatchQueue.asyncAfter called in the onAppear.
is there a better way to handle this? The goal is to have a reference of the AnimationPlaybackController of the timeline, in order to sync the animation via shareplay.
Thanks
I have this game controller connected to my M1, and the Simulator won't announced it via .GCControllerDidConnect. This works fine on iOS and macOS.
I have the simulator set to "Send Game Controller to Device" which the Simulator does. If I disable that, then I can control the simulator view. But once enabled, the Simulator doesn't tell the app about the controller.
I'm trying to use the Spatial model to perform Object Tracking on a .usdz file that I create.
After loading the file, which I can view correctly in the console, I start the training.
Initially, I notice that the disk usage on my PC increases. After several GB, the usage stops, but the training progress remains for hours at 0.00% with the message "About 8hr."
How can I understand what the issue is? Has anyone else experienced the same problem?
Thanks
Diego
Hi, I am trying to stream spatial video in realtime from my iPhone 16.
I am able to record spatial video as a file output using:
let videoDeviceOutput = AVCaptureMovieFileOutput()
However, when I try to grab the raw sample buffer, it doesn't include any spatial information:
let captureOutput = AVCaptureVideoDataOutput()
//when init camera
session.addOutput(captureOutput)
captureOutput.setSampleBufferDelegate(self, queue: sessionQueue)
//finally
func captureOutput(_ output: AVCaptureOutput, didOutput sampleBuffer: CMSampleBuffer, from connection: AVCaptureConnection) {
//use sample buffer (but no spatial data available here)
}
Is this how it's supposed to work or maybe I am missing something?
this video: https://developer.apple.com/videos/play/wwdc2023/10071 gives us a clue towards setting up spatial streaming and I've got the backend all ready for 3D HLS streaming. Now I am only stuck at how to send the video stream to my server.
As you can see, it is a transparent spherical shell model with a ball inside. Everything is normal on the front side, but there are strange mesh triangles on the side and back view. I don't know if this is as expected and what I need to do to remove these strange effects.
We are developing a mixed reality app for Vision Pro using Reality Composer Pro, but we're consistently encountering a Protobuf-related crash whenever we enter the immersive space. Our Reality Composer Pro package is quite complex, with numerous objects. Could the complexity of the package be contributing to the issue, or could something else be at play? No errors are being flagged in the code or Reality Composer itself.
Here’s the error log:
[libprotobuf FATAL /Library/Caches/com.apple.xbs/Sources/REKit/ThirdParty/protobuf/src/google/protobuf/io/zero_copy_stream_impl_lite.cc:276] CHECK failed: (count) >= (0):
libc++abi: terminating due to uncaught exception of type google::protobuf::FatalException: CHECK failed: (count) >= (0):
Any insight on what might be causing this would be appreciated.
I am trying to achieve an effect such that the particles of a particle system are attracted to my hand entity. The hand entity is essentially an AnchorEntity that is tracking my right hand.
let particleEmitterEntities = context.entities(matching: particleEmitterQuery, updatingSystemWhen: .rendering)
for particleEmitterEntity in particleEmitterEntities {
if var particleEmitter = particleEmitterEntity.components[ParticleEmitterComponent.self] {
particleEmitter.mainEmitter.attractionCenter = rightHandEntity.position(relativeTo: nil)
// trying to get the world space position of the hand
// I also tried relative to particleEmitterEntity
particleEmitterEntity.components[ParticleEmitterComponent.self] = particleEmitter
} else {
fatalError("Cannot find particle emitter")
}
}
The particle attraction center doesn't seem to update
Another issue I am noticing here that My particle system doesn't show the particle image a lot of times and just renders a placeholder square when I do this, when I comment this code out I get the right particle image. I believe this is due to the number of times this loop runs to update the position of the attraction center.
What is the right way to do an effect where the particles are attracted to my hand.
Im asking myself we are the limits of RealityView. For example is it possible to place an entity on postion (x=800m,y=0,z=-900m) What happens if i walk from my (0,0,0) to this point, will i see the entity then ? Does someone know where are the limits ?
Hello Developers,
I am currently in the initial planning stages of my bachelor thesis in computer science, where I will be developing an application in collaboration with a manufacturer of large-scale machinery. One of the core features I aim to implement is the ability for multiple Apple Vision Pro users to view the same object in augmented reality simultaneously, each from their respective positions relative to the object.
I am still exploring how best to achieve this feature. My initial approach involves designating one device as the host of a "room" within the application, allowing other users to join. If I can accurately determine the relative positions of all users to the host device, it should be possible to display the AR content correctly in terms of angle, size, and location for each user.
Despite my research, I haven't found much information on similar projects, and I would appreciate any insights or suggestions. Specifically, I am curious about common approaches for synchronizing AR experiences across multiple devices. Given that the Apple Vision Pro does not have a GPS sensor, I am also looking for alternative methods to precisely determine the positions of multiple devices relative to each other.
Any advice or shared experiences would be greatly appreciated!
Best regards,
Revin
Hi everyone,
I’m working on an app for VisionOS that needs to recognize individual rooms in a hallway based on the person the room belongs to (using the name displayed on each office door). Is there any sample code or resource that can guide me in implementing this feature?
Thanks in advance for your help!
I understand that the system helps maintain user comfort by automatically adjusting the opacity of content in certain situations, like when someone moves too quickly or gets too close to a physical object. The content in front of them dims briefly to allow a clearer view of their surroundings. And I'd like to know the specific distance at which the system begins to show the physical object, or what criteria are used for this adjustment.
I've been working with ARKit and Metal on the Vision Pro, but I've encountered a slight flickering issue with the mesh rendered using Metal. The flickering tends to occur around the edges of objects or on pixels with high color contrast, and it becomes more noticeable as the distance increases. Is there any way to resolve this issue?
Hello,
I am looking to create a shader to update an entity's rendering. As a basic example say I want to recolour an entity, but leave its original textures showing through:
I understand with VisionOS I need to use Reality Composer Pro to create the shader, but I'm lost as how to reference the original colour that I'm trying to update in the node graph. All my attempts appear to completely override the textures in the entity (and its sub-entities) that I want to impact. Also the tutorials / examples I've looked at appear to create materials, not add an effect on top of existing materials.
Any hints or pointers?
Assuming this is possible, I've been trying to load the material in code, and apply to an entity. But do I need to do this to all child entities, or just the topmost?
do {
let entity = MyAssets.createModelEntity(.plane) // Loads from bundle and performs config
let material = try await ShaderGraphMaterial(named: "/Root/TestMaterial", from: "Test", in: realityKitContentBundle)
entity.applyToChildren {
$0.components[ModelComponent.self]?.materials = [material]
}
root.addChild(entity)
} catch {
fatalError(error.localizedDescription)
}