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Spatial Input (Vision Pro)

Spatial input in Untold Engine follows a simple pipeline:

  1. visionOS emits raw spatial events.
  2. UntoldEngineXR converts each event into an XRSpatialInputSnapshot.
  3. Snapshots are queued in InputSystem.
  4. XRSpatialGestureRecognizer processes snapshots each frame.
  5. The engine publishes a single XRSpatialInputState your game reads in handleInput().

That separation keeps the system flexible: the OS-facing code stays in UntoldEngineXR, while gesture classification stays in the recognizer.

What You Get in Game Code

From XRSpatialInputState, you can read:

  • spatialTapActive
  • spatialDragActive
  • spatialPinchActive
  • spatialPinchDragDelta
  • spatialZoomActive + spatialZoomDelta
  • spatialRotateActive + spatialRotateDeltaRadians
  • pickedEntityId

So your game logic can stay focused on behavior (select, move, rotate, scale), not event parsing.

Important Setup Step

You must enable XR event ingestion in your init:

func gameInit() {
    registerXREvents()
}

If you skip this, the callback still receives OS events, but the engine ignores them.

XR Input Configuration

Configure XR input behaviour with setInput before the scene starts:

// Spatial picking backend
setInput(.xr(.pickingBackend(.octreeGPUPreferred)))

// Two-hand rotate axis derivation
setInput(.xr(.twoHandRotateAxisMode(.dynamicSnapped)))

// Signal scene readiness
setInput(.xr(.sceneReady(true)))

Tune spatial manipulation thresholds with setSpatialManipulation:

setSpatialManipulation(.intentTranslationThreshold(0.01))
setSpatialManipulation(.intentRotationThreshold(0.08))
setSpatialManipulation(.classificationFrames(3))
setSpatialManipulation(.rotationSmoothing(factor: 0.25, deadzone: 0.002))
setSpatialManipulation(.zoomScale(min: 0.05, max: 20.0))

Typical Frame Usage

In your handleInput():

  • Poll getXRSpatialInputState() to get the current frame's input.
  • React to edge-triggered gestures like tap.
  • Apply continuous updates for drag/zoom/rotate while active.

For object manipulation, use the spatial manipulation free functions for robust pinch-driven transforms, then layer custom behaviour on top when needed.

Quick Example

This example shows how to drag and rotate a mesh using the engine:

func handleInput() {
    if gameMode == false { return }

    let state = getXRSpatialInputState()

    if state.spatialTapActive, let entityId = state.pickedEntityId {
        Logger.log(message: "Tapped entity: \(entityId)")
    }

    // Handles drag-based translate + twist rotation on picked entity
    processPinchTransformLifecycle(from: state)
}

What This Does

  • Tap → selects entity (via raycast picking)
  • Pinch + Drag → translates entity in world space
  • Pinch + Twist → rotates entity around a computed axis

processPinchTransformLifecycle handles:

  • Begin
  • Update
  • End
  • Cancel

This lifecycle model prevents stuck manipulation sessions.


Manipulate Parent Instead Of Picked Child

If ray picking hits a child mesh and you want to manipulate the parent actor:

var state = getXRSpatialInputState()

if let picked = state.pickedEntityId,
   let parent = getEntityParent(entityId: picked) {
    state.pickedEntityId = parent
}

processPinchTransformLifecycle(from: state)

This is useful when:

  • A character has multiple meshes
  • A building has sub-meshes
  • You want to move the root actor instead of individual geometry pieces

Important Note

Do not early-return only because pickedEntityId == nil before calling lifecycle processing.

End/cancel phases must still propagate to properly close manipulation sessions. Failing to do so can leave the engine in an inconsistent transform state.


Picking Participation And Hit Representation

Use these APIs to control whether an entity can be selected by spatial tap/ray picking and what hit representation it uses.

setEntityPickParticipation(entityId: entityId, enabled: false) // visible, not pickable
setEntityPickHitRepresentationMode(entityId: entityId, mode: .bounds) // pick using bounds
setEntityPickHitRepresentationMode(entityId: entityId, mode: .mesh) // pick using mesh (default)

Available APIs:

  • setEntityPickParticipation(entityId:enabled:)
  • getEntityPickParticipation(entityId:)
  • setEntityPickHitRepresentationMode(entityId:mode:)
  • getEntityPickHitRepresentationMode(entityId:)

Hit representation modes:

  • .none — Never pickable.
  • .bounds — Pick using bounds intersection.
  • .mesh — Pick using mesh-capable path (default behavior).

Behavior rules:

  • Default for existing entities: pick participation is enabled, hit mode is .mesh.
  • enabled == false means the entity is never returned by picking, regardless of mode.
  • mode == .none also means the entity is never returned by picking.
  • CPU and octree/GPU-preferred backends both respect these settings.

Raw Gesture Examples

It is strongly recommended to use the spatial free functions instead of raw gesture access.

Raw access is useful when:

  • You want custom manipulation behavior
  • You are building a custom editor
  • You want non-standard gesture responses

Tap (Selection)

Vision Pro air-tap gesture.

let state = getXRSpatialInputState()
if state.spatialTapActive, let entityId = state.pickedEntityId {
    // selectEntity(entityId)
}

Use this to:

  • Select objects
  • Trigger UI
  • Activate gameplay logic

Pinch Active

Single-hand pinch detected.

if InputSystem.shared.hasSpatialPinch() {
    // pinch is active
}

This does not imply dragging yet — only that a pinch is currently held.


Pinch Position

World-space position of pinch.

if let pinchPosition = InputSystem.shared.getPinchPosition() {
    // use pinchPosition
}

Useful for:

  • Placing objects
  • Spawning actors
  • Visual debugging

Pinch Drag Delta

Drag delta while pinch is active.

let state = getXRSpatialInputState()
if state.spatialPinchActive {
    let dragDelta = InputSystem.shared.getPinchDragDelta()
    // app-defined translation/scaling response
}

Common use cases:

  • Translate object along plane
  • Move UI panels
  • Drag actors in world space

Anchored Pinch Drag Helper

For stable translation (no per-frame delta accumulation), use the anchored lifecycle helper:

func handleInput() {
    let state = getXRSpatialInputState()

    processAnchoredPinchDragLifecycle(
        from: state,
        entityId: sceneRootEntity,
        dragPlane: .xz
    )
}

This helper:

  • Captures initial hand + entity world positions
  • Applies absolute displacement from gesture start
  • Optionally constrains world-axis movement to .xy, .xz, or .yz
  • Optionally transforms the final world position before it is written
  • Cleans up session state on end/cancel

Use this when moving large roots (buildings/scenes) where incremental delta jitter can become visible. Use .xz to preserve height while dragging across the floor axes, .xy to preserve depth for wall-style movement, and .unconstrained for free 3D movement.

dragPlane filters the hand displacement in world axes. It does not raycast the input ray against a mathematical plane. For ray-plane picking, use pickGroundPosition or pickPlanePosition.

Use positionTransform for continuous snapping, clamping, or custom placement rules:

processAnchoredPinchDragLifecycle(
    from: state,
    entityId: sceneRootEntity,
    dragPlane: .xz,
    positionTransform: { worldPosition in
        let gridSize: Float = 0.25
        return simd_float3(
            (worldPosition.x / gridSize).rounded() * gridSize,
            worldPosition.y,
            (worldPosition.z / gridSize).rounded() * gridSize
        )
    }
)

The closure receives and returns world-space position after sensitivity and dragPlane have been applied. Its return value is the final position, so it can intentionally override the constrained axis. If it returns a non-finite value, the engine skips that frame's position write.


Anchored Scene Drag Helper

For translating the entire scene root (rather than a single entity), use the anchored scene drag lifecycle:

func handleInput() {
    let state = getXRSpatialInputState()

    processAnchoredSceneDragLifecycle(from: state)
}

This helper:

  • Captures initial hand + scene root world positions on drag start
  • Applies absolute displacement from gesture start via translateSceneTo, keeping static batches intact
  • Cleans up session state on end/cancel

You can adjust movement speed with the sensitivity parameter (defaults to 1.0):

processAnchoredSceneDragLifecycle(from: state, sensitivity: 0.5)

To manually end the drag (e.g. on a mode change), call:

endAnchoredSceneDrag()

Use this when panning an entire scene — for example, sliding a map, architectural model, or level layout in world space.


Anchored Scene Rotate Helper

For rotating the entire scene root around world up (+Y) while preserving static batching, use the anchored scene rotate lifecycle. This requires a two-hand pinch + twist gesture (spatialRotateActive with both hands pinching):

func handleInput() {
    let state = getXRSpatialInputState()

    processAnchoredSceneRotateLifecycle(from: state)
}

This helper:

  • Activates only when both hands are pinching and a two-hand rotate gesture is recognized
  • Captures the initial two-hand vector direction + scene yaw on rotate start
  • Applies absolute yaw from gesture start via rotateSceneToYaw, keeping static batches intact
  • Ends automatically when either hand releases or the rotate gesture ends

You can adjust rotation speed with the sensitivity parameter (defaults to 1.0):

processAnchoredSceneRotateLifecycle(from: state, sensitivity: 0.5)

To manually end rotation (e.g. on a mode change), call:

endAnchoredSceneRotate()

Use this when aligning or calibrating an already-loaded large scene in place without rebatching.


Unified Scene Manipulation Helper

To avoid drag/rotate gesture fighting, use the unified scene-root manipulation lifecycle:

func handleInput() {
    let state = getXRSpatialInputState()

    processAnchoredSceneManipulationLifecycle(
        from: state,
        dragSensitivity: 1.0,
        rotateSensitivity: 0.5
    )
}

Arbitration rules:

  • When a pinch is first detected, classification is deferred for a few frames so the second hand has time to arrive
  • Two-hand pinch + twist (spatialRotateActive + both hands pinching) routes to scene rotate
  • Otherwise, after the deferral window expires, pinch drag routes to scene drag
  • The non-winning session is ended automatically
  • Once a mode is chosen, it stays latched (drag or rotate) until the gesture ends

You can tune the deferral window:

setSpatialManipulation(.classificationFrames(4))  // ~44ms at 90 Hz

To manually end the unified lifecycle (e.g. on a mode change), call:

endAnchoredSceneManipulation()

Use this as the default scene-root helper when your app supports both panning and rotation.


Combining Scene Drag, Rotate and Zoom

All three scene-level gestures can live in the same input loop — they gate on different input conditions so they don't conflict:

func handleInput() {
    let state = getXRSpatialInputState()

    // Single-hand pinch + drag → pan the scene
    processAnchoredSceneDragLifecycle(from: state)

    // Two-hand pinch + twist → rotate the scene (yaw)
    processAnchoredSceneRotateLifecycle(from: state)

    // Two-hand pinch + spread/pinch → zoom an entity
    applyTwoHandZoomIfNeeded(from: state)
}

For context-based entity vs. scene rotation — route two-hand twist to entity rotate when something is picked, and to scene rotate otherwise:

func handleInput() {
    let state = getXRSpatialInputState()

    // Scene-level drag (always active)
    processAnchoredSceneDragLifecycle(from: state)

    if state.pickedEntityId != nil {
        // Entity is picked → two-hand twist rotates the entity
        applyTwoHandRotateIfNeeded(from: state)
    } else {
        // Nothing picked → two-hand twist rotates the scene
        processAnchoredSceneRotateLifecycle(from: state)
    }

    applyTwoHandZoomIfNeeded(from: state)
}

Two-Hand Zoom

Apply the built-in zoom response:

let state = getXRSpatialInputState()

applyTwoHandZoomIfNeeded(from: state, sensitivity: 1.0)

By default, the helper scales the parent of the picked entity when available. If you want to choose the exact target, pass entityId:

let state = getXRSpatialInputState()

if let picked = state.pickedEntityId {
    // Scale exactly what was hit
    applyTwoHandZoomIfNeeded(from: state, entityId: picked, sensitivity: 1.0)

    // Or scale its parent explicitly
    if let parent = getEntityParent(entityId: picked) {
        applyTwoHandZoomIfNeeded(from: state, entityId: parent, sensitivity: 1.0)
    }
}

Two-Hand Rotate

Configure how the rotation axis is derived:

setInput(.xr(.twoHandRotateAxisMode(.dynamicSnapped)))

Available modes:

  • .cameraForward — rotates around camera-forward axis (screen-style twist)
  • .dynamic — derives axis from actual two-hand motion
  • .dynamicSnapped — dynamic axis snapped to dominant world axis (x, y, or z)

Apply the built-in rotate response:

let state = getXRSpatialInputState()

applyTwoHandRotateIfNeeded(from: state, sensitivity: 1.5)

By default, the helper rotates the parent of the picked entity when available. If you want to choose the exact target, pass entityId:

let state = getXRSpatialInputState()

if let picked = state.pickedEntityId {
    // Rotate exactly what was hit
    applyTwoHandRotateIfNeeded(from: state, entityId: picked, sensitivity: 1.5)

    // Or rotate its parent explicitly
    if let parent = getEntityParent(entityId: picked) {
        applyTwoHandRotateIfNeeded(from: state, entityId: parent, sensitivity: 1.5)
    }
}

Get distance to hit-entity

To get the distance to an entity use the following:

let state = getXRSpatialInputState()
if state.spatialTapActive, let entityId = state.pickedEntityId {
    let distance = state.pickedEntityDistance
    print("Object distance: \(distance) meters")
}

Get Ground/Plane Hit Position

To retrieve the exact world-space position where the user taps on a real-world surface, use pickRealSurfacePosition. This raycasts against ARKit-detected physical planes in the user's environment. This is useful for calibration workflows where you need to anchor a point on the ground and scale a model relative to it.

The filter parameter controls which planes are considered by alignment and, optionally, by surface classification. The function always returns the single closest hit that passes the filter.

Alignment presets

  • .horizontalAny — horizontal planes only (floor, ceiling, table, seat). Warning: this includes tables and seats — use .floorOnly when you need the floor specifically.
  • .verticalAny — vertical planes only (wall, door, window)
  • .any — all detected planes regardless of alignment

Classification presets

  • .floorOnly — floor planes only (recommended for ground anchoring)
  • .tableOnly — table planes only
  • .wallOnly — wall planes only

Picking whichever surface the user is pointing at

When your app needs to respond to floor or table (whichever the user taps), use a single call with a multi-kind filter and inspect surfaceKind in the result. Because the function returns the closest qualifying hit, this correctly returns the table when pointing at the table and the floor when pointing at the floor.

let state = getXRSpatialInputState()

if state.spatialTapActive {
    let filter = RealSurfaceFilter(alignment: .horizontal, kinds: [.floor, .table])

    if let hit = pickRealSurfacePosition(
        rayOrigin: state.rayOriginWorld,
        rayDirection: state.rayDirectionWorld,
        filter: filter
    ) {
        switch hit.surfaceKind {
        case .floor:
            Logger.log(message: "Floor hit", vector: hit.worldPosition)
        case .table:
            Logger.log(message: "Table hit", vector: hit.worldPosition)
        default:
            break
        }
    }
}

Anti-pattern — do not call pickRealSurfacePosition twice in the same tap handler with different classification filters. Each call is an independent ray cast. When pointing at a table, a .floorOnly call will skip the table plane and keep going until it hits the large floor plane behind it — so both calls return a hit even though the user only pointed at one surface. Use a single call and branch on surfaceKind.

Other filter examples

let state = getXRSpatialInputState()

if state.spatialTapActive {
    // Floor only — always ignores tables, seats, and ceilings
    if let hit = pickRealSurfacePosition(
        rayOrigin: state.rayOriginWorld,
        rayDirection: state.rayDirectionWorld,
        filter: .floorOnly
    ) {
        Logger.log(message: "Floor hit", vector: hit.worldPosition)
    }

    // Any horizontal surface — inspect kind after the fact
    if let hit = pickRealSurfacePosition(
        rayOrigin: state.rayOriginWorld,
        rayDirection: state.rayDirectionWorld,
        filter: .horizontalAny
    ) {
        Logger.log(message: "Surface type: \(hit.surfaceKind)", vector: hit.worldPosition)
    }

    // Vertical surface (wall, door, window)
    if let hit = pickRealSurfacePosition(
        rayOrigin: state.rayOriginWorld,
        rayDirection: state.rayDirectionWorld,
        filter: .verticalAny
    ) {
        Logger.log(message: "Surface type: \(hit.surfaceKind)", vector: hit.worldPosition)
    }
}

Choosing the right filter

Goal Filter to use
Always anchor to the floor, ignore furniture .floorOnly
Always anchor to the table, ignore floor .tableOnly
Whichever surface the user taps kinds: [.floor, .table] + check surfaceKind
Any horizontal surface .horizontalAny + check surfaceKind

Diagnosing unexpected classification

If surfaces are not being detected as expected, call this at any point to print every plane ARKit currently tracks, including its classification, Y position, and size:

RealSurfacePlaneStore.shared.logAllPlanes()

Sample output:

── RealSurfacePlaneStore: 3 plane(s) ──────────────────
  [a1b2c3d4] alignment=horizontal  classification=floor    y=-0.02m  size=4.20x3.80
  [e5f6a7b8] alignment=horizontal  classification=unknown  y=+0.74m  size=1.10x0.60
  [c9d0e1f2] alignment=vertical    classification=wall     y=+1.20m  size=2.40x0.10
────────────────────────────────────────────────────────────────────

This reveals a common issue: ARKit frequently classifies desks and tables as .unknown rather than .table, especially when the surface has not been scanned from multiple angles or the room lighting is poor. Waiting and walking around the furniture can help ARKit reclassify.

Targeting surfaces by height (Y-range filter)

When ARKit does not classify a desk or table correctly, use the hitYRange parameter to restrict hits by the world-space Y coordinate of the intersection point. This is reliable regardless of classification.

Floor is always near Y≈0. A standard desk or table is typically between 0.5m and 1.1m:

let state = getXRSpatialInputState()

if state.spatialTapActive {
    // Floor — accept hits within ±20 cm of ground level
    if let hit = pickRealSurfacePosition(
        rayOrigin: state.rayOriginWorld,
        rayDirection: state.rayDirectionWorld,
        filter: .horizontalAny,
        hitYRange: (-0.2)...0.2
    ) {
        Logger.log(message: "Floor hit (Y=\(hit.worldPosition.y))", vector: hit.worldPosition)
    }

    // Desk or table — accept hits between 0.5m and 1.1m
    if let hit = pickRealSurfacePosition(
        rayOrigin: state.rayOriginWorld,
        rayDirection: state.rayDirectionWorld,
        filter: .horizontalAny,
        hitYRange: 0.5...1.1
    ) {
        Logger.log(message: "Desk hit (Y=\(hit.worldPosition.y))", vector: hit.worldPosition)
    }
}

You can combine hitYRange with a classification filter. When ARKit does classify surfaces correctly this gives the tightest constraint:

if let hit = pickRealSurfacePosition(
    rayOrigin: state.rayOriginWorld,
    rayDirection: state.rayDirectionWorld,
    filter: .floorOnly,
    hitYRange: (-0.2)...0.2
) { ... }

Note on ARKit classification timing

ARKit can initially report a newly-detected horizontal plane as .unknown before it has gathered enough geometry to classify it as floor or table. If placement feels unreliable immediately after startup, wait a few seconds and walk around the surface to give ARKit more data. Use logAllPlanes() to monitor classification as it updates.


Get Virtual Plane Hit Position

Virtual planes are purely mathematical — no ARKit scanning required. Use them when you want to cast a ray against a plane you define in code rather than one detected from the real environment. Common cases: snapping objects to the engine's ground level (Y = 0), placing content on a wall you defined, or constraining drag to an arbitrary surface.

Two functions are available, both returning a PlanePickHit with worldPosition and distance:

Horizontal ground plane

pickGroundPosition casts against a horizontal plane at a given Y height. planeY defaults to 0.

let state = getXRSpatialInputState()

if state.spatialTapActive {
    if let hit = pickGroundPosition(
        rayOrigin: state.rayOriginWorld,
        rayDirection: state.rayDirectionWorld,
        planeY: 0.0
    ) {
        Logger.log(message: "Virtual ground hit", vector: hit.worldPosition)
    }
}

Use planeY to match a raised or sunken surface — for example planeY: 0.75 for a table-height virtual plane.

Arbitrary virtual plane

pickPlanePosition casts against any plane defined by a world-space point and normal.

let state = getXRSpatialInputState()

if state.spatialTapActive {
    // Vertical plane facing +Z, passing through the origin
    if let hit = pickPlanePosition(
        rayOrigin: state.rayOriginWorld,
        rayDirection: state.rayDirectionWorld,
        planePoint: simd_float3(0, 0, 0),
        planeNormal: simd_float3(0, 0, 1)
    ) {
        Logger.log(message: "Virtual wall hit", vector: hit.worldPosition)
    }
}

planePoint can be any point that lies on the plane — the normal does not need to be pre-normalized.

Choosing between virtual and real

Goal Function to use
Snap to engine ground (Y = 0) pickGroundPosition
Snap to a raised virtual surface pickGroundPosition(planeY:)
Cast against a wall or angled surface you defined pickPlanePosition
Cast against an ARKit-detected physical surface pickRealSurfacePosition

Both pickGroundPosition and pickPlanePosition automatically account for scene root transforms, so the math stays correct even when the scene has been translated or rotated.


Spatial Helper Functions

Use these free functions for spatial manipulation. They all delegate to SpatialManipulationSystem internally so you never need to reference the shared singleton directly.

  • processPinchTransformLifecycle(from:) Recommended default. Handles translation + twist rotation lifecycle safely.

  • applyPinchDragIfNeeded(from:entityId:sensitivity:) Lower-level translation helper if you want full control.

  • processAnchoredPinchDragLifecycle(from:entityId:sensitivity:dragPlane:positionTransform:) Anchored drag for a single entity. Applies absolute displacement from gesture start, optionally constrained by world-axis displacement filtering.

  • processAnchoredSceneDragLifecycle(from:sensitivity:) Anchored drag for the entire scene root. Applies absolute displacement via translateSceneTo.

  • endAnchoredSceneDrag() Manually ends an in-progress anchored scene drag session.

  • processAnchoredSceneRotateLifecycle(from:sensitivity:) Anchored rotate for the entire scene root using two-hand pinch + twist. Applies absolute yaw via rotateSceneToYaw.

  • endAnchoredSceneRotate() Manually ends an in-progress anchored scene rotate session.

  • processAnchoredSceneManipulationLifecycle(from:dragSensitivity:rotateSensitivity:) Unified scene-root helper with drag/rotate arbitration to prevent gesture-fighting.

  • endAnchoredSceneManipulation() Ends any in-progress unified scene manipulation (drag, rotate, or pending classification).

  • applyTwoHandZoomIfNeeded(from:entityId:sensitivity:) Scales the picked entity (or its parent) using the two-hand spread/pinch gesture.

  • applyTwoHandRotateIfNeeded(from:entityId:sensitivity:axisOverrideWorld:) Rotates the picked entity (or its parent) using the two-hand twist gesture.

  • endSpatialManipulation() Ends the current pinch-transform manipulation session.

  • resetSpatialManipulation() Resets all manipulation session state (use when changing modes or reloading scenes).