Discuss Spatial Computing on Apple Platforms.

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Drag Gesture in Immersive Spaces with Reality Kit
I've been trying to get the drag gesture up and running so I can move my 3D model around in my immersive space, but for some reason I am not able to move it around. The model shows up in my visionOS 1.0 Simulator, but I can't seem to get it to move around. Would love some help with this and some resources too that would be helpful. Here's a snippet of my Reality View code import SwiftUI import RealityKit import RealityKitContent struct GearRealityView: View { static var modelEntity = Entity() var body: some View { RealityView { content in if let model = try? await Entity(named: "LandingGear", in: realityKitContentBundle) { GearRealityView.modelEntity = model content.add(model) } }.gesture( DragGesture() .targetedToEntity(GearRealityView.modelEntity) .onChanged({ value in GearRealityView.modelEntity.position = value.convert(value.location3D, from: .local, to: GearRealityView.modelEntity.parent!) }) ) } }
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Jun ’24
How to read back from Spatial Image encoded with HEIC information about which image at which index is left or right?
In the example https://developer.apple.com/documentation/imageio/writing-spatial-photos, we see that for each image encoded with the photo we include the following information: kCGImagePropertyGroups: [ kCGImagePropertyGroupIndex: 0, kCGImagePropertyGroupType: kCGImagePropertyGroupTypeStereoPair, (isLeft ? kCGImagePropertyGroupImageIsLeftImage : kCGImagePropertyGroupImageIsRightImage): true, kCGImagePropertyGroupImageDisparityAdjustment: encodedDisparityAdjustment ], Which will identify which image is left, and which is right, also information about group type = stereo pair. Now, how do you read those back? I tried to implement a reading simply with CGImageSourceCopyPropertiesAtIndex, and that did not work, getting back "No property groups found." func tryToReadThose() { guard let imageData = try? Data(contentsOf: outputImageURL), let source = CGImageSourceCreateWithData(imageData as NSData, nil) else { print("cannot read") return } for i in 0..<CGImageSourceGetCount(source) { guard let imageProperties = CGImageSourceCopyPropertiesAtIndex(source, i, nil) as? [String: Any] else { print("cannot read options") continue } if let propertyGroups = imageProperties[String(kCGImagePropertyGroups)] as? [Any] { // Process the property groups as needed print(propertyGroups) } else { print("No property groups found.") } //print(imageProperties) } } I assume maybe CGImageSourceCopyPropertiesAtIndex expects something as a 3rd parameter. But in the https://developer.apple.com/documentation/imageio/cgimagesource "Specifying the Read Options" I don't see anything related to that.
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Jun ’24
API for turning regular photos into spatial photos?
With quite some excitement I read about visionOS 2's new feature to automatically turn regular 2D photos into spatial photos, using machine learning. It's briefly mentioned in this WWDC video: https://developer.apple.com/wwdc24/10166 My question is: Can developers use this feature via an API, so we can turn any image into a spatial image, even if it is not in the device photo library? We would like to download an image from our server, convert it on the visionPro on-the-fly and display it as a spatial photo.
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Jun ’24
SharePlay Button
I followed the WWDC video to learn Sharplay. I understood the first creation of seats, but I couldn't learn some of the following content very well, so I hope you can give me a list code. The contents are as follows: I have already taken a seat. struct TeamSelectionTemplate: SpatialTemplate { let elements: [any SpatialTemplateElement] = [ .seat(position: .app.offsetBy(x: 0, z: 4)), .seat(position: .app.offsetBy(x: 1, z: 4)), .seat(position: .app.offsetBy(x: -1, z: 4)), .seat(position: .app.offsetBy(x: 2, z: 4)), .seat(position: .app.offsetBy(x: -2, z: 4)), ] } I hope you can give me a SharePlay Button. After pressing it, it will assign all users in Facetime to a seat with elements quantified in TeamSelectionTemplate. Thank you very much.
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660
Jun ’24
RealityKit for macOS example
I would like to code some RealityViews to run on my Mac first (and then incorporate them in a visionOS project) so that my code/test loop is faster, but I have not been able to find a simple example that supports Mac. Is it possible to have volumes on a Mac? Is there support for using a game controller to move around the RealityView, like in the visionOS simulator?
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Jun ’24
Error Loading USDZ File in Vision Pro Application
Hi everyone, I'm working on a Vision Pro application and encountering an issue while trying to load a USDZ file. Here are the details: File Path: /Users/siddharthpatel/Library/Developer/CoreSimulator/Devices/31F10013-50B6-4CEF-9388-9094087FAEBF/data/Containers/Data/Application/EB260F0A-A84F-4E95-876D-08199D2A4998/Documents/hive1.usdz Code: do { try await modelEntityForCollider = ModelEntity(contentsOf: fileURL!) } catch { print("Error loading model: (error)") } Error: Thread 1: Fatal error: Failed to import entity from "/Users/siddharthpatel/Library/Developer/CoreSimulator/Devices/31F10013-50B6-4CEF-9388-9094087FAEBF/data/Containers/Data/ ... ve1.usdz" I've verified that the file path is correct and the USDZ file exists at the specified location. What could be causing this error and how can I resolve it? Thanks in advance for your help! Siddharth
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Jun ’24
Scene Phase issue with VisionOS 2.0
Hello, I am new to swiftUI and VisionOS but I developed an app with a window and an ImmersiveSpace. I want the Immersive space to be dismissed when the window/app is closed. I have the code below using the state of ScenePhase and it was working fine in Vision OS 1.1 but it stopped working with VisionOS 2.0. Any idea what I am doing wrong? Is there another way to handle the dismissal of ImmersiveSpace when my main Window is closed? @main struct MyApp: App { @State private var viewModel = ViewModel() var body: some Scene { @Environment(\.scenePhase) var scenePhase @Environment(\.dismissImmersiveSpace) var dismissImmersiveSpace WindowGroup { SideBarView() .environment(viewModel) .frame(width: 1150,height: 700) .onChange(of: scenePhase, { oldValue, newValue in if newValue == .inactive || newValue == .background { Task { await dismissImmersiveSpace() viewModel.immersiveSpaceIsShown = false } } }) }.windowResizability(.contentSize) ImmersiveSpace(id: "ImmersiveSpace") { ImmersiveView(area: viewModel.currentModel) .environment(viewModel) } } }
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Jun ’24
AVCam modified for Spatial Video captureing in WWDC24
I just follow the video and add the codes, but when I switch to spatial video capturing, the videoPreviewLayer shows black. <<<< FigCaptureSessionRemote >>>> Fig assert: "! storage->connectionDied" at bail (FigCaptureSessionRemote.m:405) - (err=0) <<<< FigCaptureSessionRemote >>>> captureSessionRemote_getObjectID signalled err=-16405 (kFigCaptureSessionError_ServerConnectionDied) (Server connection was lost) at FigCaptureSessionRemote.m:405 <<<< FigCaptureSessionRemote >>>> Fig assert: "err == 0 " at bail (FigCaptureSessionRemote.m:421) - (err=-16405) <<<< FigCaptureSessionRemote >>>> Fig assert: "msg" at bail (FigCaptureSessionRemote.m:744) - (err=0) Did I miss something?
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Jun ’24
Capturing Perspective Camera View in RealityKit and Integrating SceneKit with RealityKit
Hello, I am currently developing an application using RealityKit and I've encountered a couple of challenges that I need assistance with: Capturing Perspective Camera View: I am trying to render or capture the view from a PerspectiveCamera in RealityKit/RealityView. My goal is to save this view of a 3D model as an image or video using a virtual camera. However, I'm unsure how to access or redirect the rendered output from a PerspectiveCamera within RealityKit. Is there an existing API or a recommended approach to achieve this? Integrating SceneKit with RealityKit: I've also experimented with using SCNNode and SCNCamera to capture the camera's view, but I'm wondering if SceneKit is directly compatible within a RealityKit scene, specifically within a RealityView. I would like to leverage the advanced features of RealityKit for managing 3D models. Is saving the virtual view of a camera supported, and if so, what are the best practices? Any guidance, sample code, or references to documentation would be greatly appreciated. Thank you in advance for your help!
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Jun ’24
size of AVplayerViewController in immersive space
I am trying to make the immersive version of AVplayerViewController bigger, but I can't find any information on how I can go about it. It seems that if I wanted to change immersive video viewing experience, only thing I can do is using VideoMaterial and put it on ModelEntity with .generatePlane. is there a way to change video size on immersive mode for AVplayerViewController?
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Jun ’24
SharePlay Button
I learned Sharplay from the WWDC video. I understand the creation of seats, but I can't learn some of the following contents well, so I hope you can help me. The content is as follows: I have set up the seats. struct TeamSelectionTemplate: SpatialTemplate { let elements: [any SpatialTemplateElement] = [ .seat(position: .app.offsetBy(x: 0, z: 4)), .seat(position: .app.offsetBy(x: 1, z: 4)), .seat(position: .app.offsetBy(x: -1, z: 4)), .seat(position: .app.offsetBy(x: 2, z: 4)), .seat(position: .app.offsetBy(x: -2, z: 4)), ] } It was mentioned in one of my previous posts: "I hope you can give me a SharePlay Button. After pressing it, it will assign all users in Facetime to a seat with elements quantified in TeamSe lectionTemplate.", and someone replied to me and asked me to try systemCoordinator.configuration.spatialTemplatePreference = .custom (TeamSelectionTemplate()), however, Xcode error Cannot find 'systemCoordinator' in scope How to solve it? Thank you!
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Jun ’24
Attachment-like functionality in metal immersive space
I have an immersive space that is rendered using metal. Is there a way that I can position swiftUI views at coordinates relative to positions in my immersive space? I know that I can display a volume with RealityKit content simultaneously to my metal content. The volume's coordinate system specifically, it's bounds, does not, coincide with my entire metal scene. One approach I thought of would be to open two views in my immersive space. That way, I could simply add Attachment's to invisible RealityKit Entities in one view at positions where I have content in my metal scene. unfortunately it seems that, while I can declare an ImmersiveSpace be composed of multiple RealityViews ImmersiveSpace(){ RealityView { content in // load first view } update: { content in // update } } RealityView{ content in //load second view } } update: { content in //update } } That results in two coinciding realty kit views in the immersive space. I can not however do something like this: ImmersiveSpace(){ CompositorLayer(configuration: ContentStageConfiguration()){ layerRenderer in //set up my metal renderer and stuff } RealityView{ content in //set up a view where I could use attachments } update: { content in } }
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Jun ’24