How do I configure a Unity project for a fully immersive VR app on Apple Vision Pro using Metal Rendering, and add a simple pinch-to-teleport-where-looking feature? I've tried the available samples and docs, but they don't cover this clearly (to me). So far, I've reviewed Unity XR docs, Apple dev guides, and tutorials, but most emphasize spatial apps. Metal examples exist but don't include teleportation. Specifically: visionOS sample XRI_SimpleRig – Deploys to device/simulator, but no full immersion or teleport. XRI Toolkit sample XR Origin Hands (XR Rig) – Pinch gestures detect, but not linked to movement. visionOS XR Plugin sample Metal Sample URP – Metal setup works, but static scene without locomotion. I'm new in Unity XR development and would appreciate a simple, standalone scene or document focused only on the essentials for teleport to gaze on pinch in VR mode—no extra features. I do have some experience in unreal, world toolkit, cosmo, etc from the 90's and I'm ok with code. Please include st
Search results for
iPhone 16 pro
78,846 results found
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
When I updated IOS 26.1, When someone call me over voice call phone kept vibrating after call has been picked for 15 sec. Can you please check what’s the issue
Topic:
Community
SubTopic:
Apple Developers
Hi everyone 👋 I’m building an iOS app in Swift where I want to do the following: Record the user’s voice Transcribe the spoken sentence (speech-to-text) Auto-detect the spoken language Translate it to another language selected by the user (e.g., English → Spanish or Hindi → English) Speak back (text-to-speech) the translated text on the same device Is this possible to record via phone mic and play the transcribe voice into headphone's audio?
[quote='803047021, sigma2025, /thread/803047, /profile/sigma2025'] 1- What is the purpose of OID 1.2.840.113635.100.6.1.13? [/quote] In general, you can find answers to questions like this in the various docs on the Apple PKI page. In this case, you can find that OID documented in Developer ID CPS, which currently leads to Certification Practice Statement Developer ID, Version 4.0, October 16, 2024. That doc lists the OID as being critical and non-optional. An to what it means, TN3127 Inside Code Signing: Requirements has this to say on that topic: the OID 1.2.840.113635.100.6.1.13 … is present in the Developer ID Application signing certificates issued by Apple [quote='803047021, sigma2025, /thread/803047, /profile/sigma2025'] 2- Why is it marked as critical only for Turkish certificates? [/quote] That’s not my experience. Here’s a dump of my individual test Developer ID Application signing identity: % openssl x509 -inform der -in Developer ID Application: Quinn Quinn (SKMME9E2Y8).cer -text Certific
Topic:
Code Signing
SubTopic:
Certificates, Identifiers & Profiles
Hi there, We are facing some issues regarding TLS connectivity: Starting with iOS 26, the operating system refuses to open TLS sockets to local devices with self-signed certificates over Wi-Fi. In this situation, connection is no longer possible, even if the device is detected on the network with Bonjour. We have not found a workaround for this problem. We've tryied those solutions without success: Added the 'NSAppTransportSecurity' key to the info.plist file, testing all its items, such as NSAllowsLocalNetworking, NSExceptionDomains, etc. Various code changes to use properties such as sec_protocol_options_set_local_identity and sec_protocol_options_set_tls_server_name to no avail. Brutally import the certificate files into the project and load them via, for example, Bundle.main.url(forResource: nice_INTERFACE_server_cert, withExtension: crt), using methods such as sec_trust_copy_ref and SecCertificateCopyData. Download the .pem or .crt files to the iPhone, install them (now visible under VPN & D
Topic:
App & System Services
SubTopic:
Networking
Tags:
Foundation
Developer Tools
Nearby Interaction
iOS
Issue: I am making an application that stores data locally from notifications fired from the server. Everything works fine in the foreground but the background is having problems with not being triggered when notifications are fired. So we tried firing 2 notifications at the same time, including default and silent types. But the problem continues to arise on ios 18, when firing multiple times like that, the trigger is not handling all notifications, leading to data loss. I tried on ios 15 and it worked fine. Environment: Device or Simulator: Iphone 11 pro max (iOS 18.3.2 Steps to Reproduce: Open app, allow received notification. Move app to background mode or terminate app. Sent 2 notifications: a. Default notification payload: { aps: { content-available: 1 }, ”notification”: {…}, “alert”: {..}, “data: some_value } b. Silent notification payload: { aps: { content-available: 1 }, ”data: some_value } What I've Tried: Trigger notification in function: application(_:didReceiveRemoteNotification:
Topic:
App & System Services
SubTopic:
Notifications
Tags:
APNS
Cloud and Local Storage
Background Tasks
While the new system presents several advantages, I have encountered some issues with my iPhone. Specifically, I have noticed instances where the device becomes unresponsive when I open or close an application rapidly. Although the design of the system is commendable, it appears that the devices are not fully optimized to handle the increased demands of the new system.
Mostly a heads up, maybe this will help other people. I had a very simple test app for MacOS, just a ViewController with an OutlineView that had two columns, and the column data was initialized in awakeFromNib of the NSViewController like this: override func awakeFromNib() { if dataArray.count == 0 { dataArray.append( Node( firstname: John, lastname: Doe ) ) dataArray.append( Node( firstname: Mary, lastname: Smith ) ) } self.content = dataArray } There's also a toolbar with a button and a search field. This worked perfectly fine on Sequoia and Xcode 16, but since I updated to Tahoe and Xcode 26, if I try to run/debug the app from Xcode it hangs and eventually crashes. If Debug Executable is enabled in the scheme the crash is in libMainThreadChecker with EXC_BAD_ACCESS, and without debug it's a crash report with Thread stack size exceeded due to excessive recursion. I found that if I moved the self.content assignment inside the if block the problems went away: override func awakeFromNib() { if dataArr
Topic:
Developer Tools & Services
SubTopic:
Xcode
On iPhone .inspector is presented as a sheet so you can use .presentationDetents to determine its detents. However, SwiftUI doesn't update the presentationDetents selection binding in this case. See attached minimum example of the problem - onChange will not run and print when you swipe and change the detent of the inspector sheet. import SwiftUI @main struct TestingApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { @State var showInspector = false @State var detent: PresentationDetent = .medium var body: some View { Button(Toggle Inspector) { showInspector.toggle() } .inspector(isPresented: $showInspector) { Text(Inspector Content) .presentationDetents([.medium, .large], selection: $detent) } .onChange(of: detent) { _, detent in print(detent) } } } #Preview { ContentView() }
Hi Apple Team and Developers, I’ve been testing the Top-up flow in our app via the TestFlight environment. Across multiple devices (around 10 tested), everything works fine with no issues. However, on one specific device — iPhone 14 Pro Max running iOS 18.6.2 — I’ve noticed an intermittent issue: When performing a Top-up, the Apple UI first shows a successful purchase confirmation. Immediately afterward, another UI prompt appears asking the player to re-enter their Apple ID password. At the same time, Apple returns a ghost string that we cannot use to verify the user’s package bundle ID. This creates potential confusion for users, as they see both a success confirmation and an unexpected password prompt. I’m unsure if this behavior is expected or if there’s a recommended way to handle or prevent this issue. Has anyone else encountered something similar, or does Apple have a suggested fix/workaround for this? For reference, here’s a short video of the issue in action: 🔗 https://drive.google.
Topic:
App & System Services
SubTopic:
Apple Pay
I found how to do it : instead of a sphere, you need to add a SkySphere to your immersive environment in Reality Composer Pro, and set its material to be the immersive movie.
Topic:
Spatial Computing
SubTopic:
General
Tags:
Since upgrading to iOS 26 beta on my Apple Watch Ultra and iPhone 16 Pro Max, my exercise app and activity rings have sporadically not connected after charging. Several recent mornings, when I’ve put my watch on, the activity rings are grayed out and when I click on them, they will show no activity, even though I have been active. Similarly, when I attempt to select the activity app, it will open, but when I select an activity, it will not start the workout. I’ve tried starting and restarting the watch and phone. I’ve checked permissions, and both the watch and phone are running the latest iOS. The only fix seems to be unpairing and repairing the watch and phone which is an absolute pain. Any assistance on how to permanently fix this would be greatly appreciated.
Topic:
App & System Services
SubTopic:
Health & Fitness
When comparing the Assets.car file of the previous and current versions of my app, compiled with Xcode 16 and 26, respectively, with the Terminal command assetutil --info MyApp.app/Contents/Resources/Assets.car I see that the new version contains many more app icons at different sizes, increasing my app's size by 1 MB (not much, but considering that the app is only 6 MB in total...): { AssetType : MultiSized Image, Name : AppIcon, NameIdentifier : 6849, Scale : 1, SHA1Digest : 9D75F76992E9E9E5531A214A4AE282EBD381F7EB903024E00FB25EB42381CC45, SizeOnDisk : 308, Sizes : [ 16x16 index:1 idiom:universal, 32x32 index:2 idiom:universal, 64x64 index:3 idiom:universal, 128x128 index:4 idiom:universal, 256x256 index:5 idiom:universal, 512x512 index:6 idiom:universal, 1024x1024 index:7 idiom:universal ] } The previous one allowed me to add only two sizes: { AssetType : MultiSized Image, Name : AppIcon, NameIdentifier : 6849, Scale : 1, SHA1Digest : AC782A2FFF9A4B2D563EF64DF41A179583440560F8732A176A8376B31000368
I'm designing an app, and the purchase function was initially broken because the Distribute Certificate expired. After reinstalling it, the app worked again, but on iPhone 15 Pro (iOS ver:18.6), it still couldn't read the purchased items in the App Store. I test the same app on iPhone 6S Plus( iOS ver: 15.8.4) , the purchase function work fine.
Question I'm trying to replicate the iOS 26 Photos app behavior where a segmented control appears in the tab bar area when scrolling. Specifically, when the tab bar minimizes to inline mode, I want to show a Picker with .segmented style between the minimized tab button and search button. Expected Behavior (iOS 26 Photos App) When scrolling up in the Photos app: Tab bar minimizes to inline mode A segmented control (Years/Months/All) appears in the center Layout: [Tab Button] [Segmented Control] [Search Button] Current Implementation I'm using tabViewBottomAccessory with tabBarMinimizeBehavior: struct PhotosMainView: View { @Environment(ModelData.self) private var modelData @State private var searchText: String = var body: some View { @Bindable var modelData = modelData TabView { Tab(Library, systemImage: photo.on.rectangle) { NavigationStack { PhotosGridView() .navigationTitle(Library) } } Tab(Albums, systemImage: square.grid.2x2) { NavigationStack { AlbumsGridView() .navigationTitle(Albums) } } Tab(Search, s