visionOS

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Discuss developing for spatial computing and Apple Vision Pro.

Posts under visionOS tag

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Scan IBeacons on VisionPro
I'm trying to scan for Beacon's in a visionos app iBeacon detection via CoreLocation (like CLBeacon or CLBeaconRegion) isn't supported on visionOS, so I went for CoreBluetooth + Manual Beacon Parsing Problem is I don't get my beacons scanned, only the other bluetooth devices central.scanForPeripherals(withServices: nil, options: [CBCentralManagerScanOptionAllowDuplicatesKey:true]) what should I do?
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121
Aug ’25
Perspective problem
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model. When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same. Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5. I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
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Aug ’25
How to Obtain License File for Main Camera Access Entitlement in visionOS (Email Was Deactivated During Approval)
Hi everyone, I'm developing a visionOS application using Unity with an enterprise developer account. I applied for the Main Camera Access entitlement, but at the time of submission, the email address associated with my Apple ID was deactivated, so I couldn’t receive any email communication from Apple. Later, I updated the email address for my Apple ID. Now, in the Apple Developer portal under Identifiers, I can see that my app has been granted Main Camera Access, and I can also add the corresponding capability in Xcode. However, according to Apple’s documentation(https://developer.apple.com/documentation/visionos/building-spatial-experiences-for-business-apps-with-enterprise-apis): “To use entitlements, you need to include both the entitlement file and a corresponding license file in your app. After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions.” I never received this license file, possibly due to the deactivated email. I don't know where to find it or how to retrieve it now. What exactly is this license file? If it was originally sent to an unreachable email, how can I request it again or get it resent? Where in the Apple Developer portal (or elsewhere) can I access or download this file? Any help or guidance would be greatly appreciated! Thanks in advance.
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Aug ’25
Unexpected lines appear in PDFView on visionOS 26 beta
I’m attempting to display a PDF file in a visionOS application using the PDFView in PDFKit. When running on device with visionOS 26, a horizontal solid line appears on some pages, while on other pages, both a horizontal and vertical solid line appear. These lines do not appear in Xcode preview canvas (macOS, visionOS) on device running visionOS 2.5 on Mac running macOS 15.6 I thought that this could possibly be the page breaks, but setting displaysPageBreaks = false did not appear to be effective. Are there any other settings that could be causing the lines to display? Code Example struct ContentView: View { @State var pdf: PDFDocument? = nil var body: some View { PDFViewWrapper(pdf: pdf) .padding() } } #Preview(windowStyle: .automatic) { ContentView(pdf: PDFDocument(url: Bundle.main.url(forResource: "SampleApple", withExtension: "pdf")!)) .environment(AppModel()) } struct PDFViewWrapper: UIViewRepresentable { let pdf: PDFDocument? func makeUIView(context: Context) -> PDFView { let view = PDFView() view.document = pdf view.displaysPageBreaks = false return view } func updateUIView(_ uiView: PDFView, context: Context) { uiView.document = pdf } } Tested with Xcode Version 16.4 (16F6) Xcode Version 26.0 beta 5 (17A5295f) visionOS 2.5 visionOS 26 Beta 5 I
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Aug ’25
visionOS: Unable to programmatically close child WindowGroup when parent window closes
Hi , I'm struggling with visionOS window management and need help with closing child windows programmatically. App Structure My app has a Main-Sub window hierarchy: AWindow (Home/Main) BWindow (Main feature window) CWindow (Tool window - child of BWindow) Navigation flow: AWindow → BWindow (switch, 1 window on screen) BWindow → CWindow (opens child, 2 windows on screen) I want BWindow and CWindow to be separate movable windows (not sheet/popover) so users can position them independently in space. The Problem CWindow doesn't close when BWindow closes by tapping the X button below the app (next to the window bar) User clicks X on BWindow → BWindow closes but CWindow remains CWindow becomes orphaned on screen Can close CWindow programmatically when switching BWindow back to AWindow App launch issue After closing both windows, CWindow is remembered as last window Reopening app shows only CWindow instead of BWindow User gets stuck in CWindow with no way back to BWindow I've Tried Environment dismissWindow in cleanup but its not working. // In BWindow.swift .onDisappear { if windowManager.isWindowOpen("cWindow") { dismissWindow(id: "cWindow") } } My App Structure Code Now // in MyNameApp.swift @main struct MyNameApp: App { var body: some Scene { WindowGroup(id: "aWindow") { AWindow() } WindowGroup(id: "bWindow") { BWindow() } WindowGroup(id: "cWindow") { CWindow() } } } // WindowStateManager.swift class WindowStateManager: ObservableObject { static let shared = WindowStateManager() @Published private var openWindows: Set<String> = [] @Published private var windowDependencies: [String: String] = [:] private init() {} func markWindowAsOpen(_ id: String) { markWindowAsOpen(id, parent: nil) } func markWindowAsClosed(_ id: String) { openWindows.remove(id) windowDependencies[id] = nil } func isWindowOpen(_ id: String) -> Bool { let isOpen = openWindows.contains(id) return isOpen } func markWindowAsOpen(_ id: String, parent: String? = nil) { openWindows.insert(id) if let parentId = parent { windowDependencies[id] = parentId } } func getParentWindow(of childId: String) -> String? { let parent = windowDependencies[childId] return parent } func getChildWindows(of parentId: String) -> [String] { let children = windowDependencies.compactMap { key, value in value == parentId ? key : nil } return children } func setNextWindowParent(_ parentId: String) { UserDefaults.standard.set(parentId, forKey: "nextWindowParent") } func getAndClearNextWindowParent() -> String? { let parent = UserDefaults.standard.string(forKey: "nextWindowParent") UserDefaults.standard.removeObject(forKey: "nextWindowParent") return parent } func forceCloseChildWindows(of parentId: String) { let children = getChildWindows(of: parentId) for child in children { markWindowAsClosed(child) NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) forceCloseChildWindows(of: child) } } func hasMainWindowOpen() -> Bool { let mainWindows = ["main", "bWindow"] return mainWindows.contains { isWindowOpen($0) } } func cleanupOrphanWindows() { for (child, parent) in windowDependencies { if isWindowOpen(child) && !isWindowOpen(parent) { NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) markWindowAsClosed(child) } } } } // BWindow.swift struct BWindow: View { @Environment(\.dismissWindow) private var dismissWindow @ObservedObject private var windowManager = WindowStateManager.shared var body: some View { VStack { Button("Open C Window") { windowManager.setNextWindowParent("bWindow") openWindow(id: "cWindow") } } .onAppear { windowManager.markWindowAsOpen("bWindow") } .onDisappear { windowManager.markWindowAsClosed("bWindow") windowManager.forceCloseChildWindows(of: "bWindow") } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background || newValue == .inactive { windowManager.forceCloseChildWindows(of: "bWindow") } } } } // CWindow.swift import SwiftUI struct cWindow: View { @ObservedObject private var windowManager = WindowStateManager.shared @State private var shouldClose = false var body: some View { // Content } .onDisappear { windowManager.markWindowAsClosed("cWindow") NotificationCenter.default.removeObserver( self, name: Notification.Name("ForceCloseWindow"), object: nil ) } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background { } } .onAppear { let parent = windowManager.getAndClearNextWindowParent() windowManager.markWindowAsOpen("cWindow", parent: parent) NotificationCenter.default.addObserver( forName: Notification.Name("ForceCloseWindow"), object: nil, queue: .main) { notification in if let windowId = notification.userInfo?["windowId"] as? String, windowId == "cWindow" { shouldClose = true } } } .onChange(of: shouldClose) { _, newValue in if newValue { dismissWindow() } } } The logs show everything executes correctly, but CWindow remains visible on screen. Questions Why doesn't dismissWindow(id:) work in cleanup scenarios? Is there a proper way to create a window relationships like parent-child relationships in visionOS? How can I ensure main windows open on app launch instead of tool windows? What's the recommended pattern for dependent windows in visionOS? Environment: Xcode 16.2, visionOS 2.0, SwiftUI
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Aug ’25
MultipeerConnectivity Connection Issue in visionOS 26.0 Beta 3/4 - Connection Requests Not Reaching iPad
Hello everyone, I'm encountering a MultipeerConnectivity connection issue while developing a visionOS app and would like to ask if other developers have experienced similar problems. Problem Description In visionOS 26.0 Beta 3 and Beta 4, when a visionOS device attempts to connect to an iPad via MultipeerConnectivity, the iPad side completely fails to receive connection requests, resulting in connection establishment failure. Specific Symptoms After executing serviceBrowser?.invitePeer(peerID, to: mcSession, withContext: nil, timeout: 10.0) on the visionOS side The iPad side shows no response and receives no connection invitation Connection request times out after 10 seconds and is automatically rejected No error logs or exception information are generated Environment Information visionOS version: 26.0 Beta 3 and Beta 4 Development environment: macOS Tahoe 26.0 Beta (25A5306g) Target device: iPad (iOS 17.x) Network environment: Same WiFi network Comparative Test Results visionOS 2.6 (22O785): Functionality completely normal visionOS 26.0 Beta 1/2: Functionality normal visionOS 26.0 Beta 3/4: Exhibits the above problems Attempted Solutions Checked network configuration and firewall settings Adjusted MultipeerConnectivity parameters Reinitialized MCSession and MCNearbyServiceBrowser Cleared app cache and reinstalled Reset network settings Temporary Workaround Currently, the only solution is to downgrade the visionOS device to version 2.6. Impact of the Problem This issue severely affects the development of cross-device collaboration features in visionOS apps, particularly scenarios requiring peer-to-peer communication with iOS/iPadOS devices. Questions for Help Have other developers encountered similar issues? Are there any known solutions or workarounds? Is this a known issue with visionOS 26.0 Beta? Are there other known issues related to MultipeerConnectivity? Relevant Code Snippet // Connection invitation code private var serviceBrowser: MCNearbyServiceBrowser? let mcSession: MCSession // Execute connection invitation serviceBrowser?.invitePeer(peerID, to: mcSession, withContext: nil, timeout: 10.0) Thank you for your help and suggestions! Development Environment: Xcode 15.x Target Platform: visionOS
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Aug ’25
How to opt out of tinting widget content on visionOS
During the WWDC Session called "Design widgets for visionOS" the presenter says: You can choose whether the background of your widget participates in tinting. If you opted out, for example to preserve a photo or illustration, make sure it still looks good alongside the selected color palette. Unfortunately, this session has no example code. Can someone point me to the correct way to do this? Is there a modifier we can use on views? (reposting this in the correct topic/subtopic)
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Aug ’25
Is it possible to live render CMTaggedBuffer / MV-HEVC frames in visionOS?
Hey all, I'm working on a visionOS app that captures live frames from the left and right cameras of Apple Vision Pro using cameraFrame.sample(for: .left/.right). Apple provides documentation on encoding side-by-side frames into MV-HEVC spatial video using CMTaggedBuffer: Converting Side-by-Side 3D Video to MV-HEVC My question: Is there any way to render tagged frames (e.g. CMTaggedBuffer with .stereoView(.leftEye/.rightEye)) live, directly to a surface in RealityKit or Metal, without saving them to a file? I’d like to create a true stereoscopic (spatial) live video preview, not just render two images side-by-side. Any advice or insights would be greatly appreciated!
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Aug ’25
Presenting images in RealityKit sample No Longer Builds
After updating to the latest visionOS beta, visionOS 26 Beta 4 (23M5300g) the ‘Presenting images in RealityKit’ sample from the following link no longer builds due to an error. https://developer.apple.com/documentation/RealityKit/presenting-images-in-realitykit Expected / Previous: Application builds and runs on device, working as described in the documentation. Reality: Application builds, but does not run on device due to an error (shown in screenshot) “Thread 1: EXC_BAD_ACCESS (code=1, address=0xb)”. The application still runs on the simulator, but not on device. When launching the app from Xcode, it builds and installs correctly but hangs due to the respective error. When loading the app from the Home Screen, the app does not load, and immediately returns to the Home Screen. This Xcode project previously ran with no changes to code - the only change was updating the visionOS system software to the latest version. visionOS 26 Beta 4 (23M5300g) Is anyone else experiencing this issue?
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Aug ’25
How to Achieve Volumetric Lighting (Light Shafts) in RealityKit on visionOS?
Hello everyone, I am currently developing an experience for visionOS using RealityKit and I would like to achieve volumetric light effects, such as visible light rays or shafts through fog or dust. I found this GitHub project: https://github.com/robcupisz/LightShafts, which demonstrates the kind of visual style I am aiming for. I would like to know if there is a way to create similar effects using RealityKit on visionOS. So far, I have experimented with DirectionalLight, SpotLight, ImageBasedLight, and custom materials (e.g., additive blending on translucent meshes), but none of these approaches can replicate the volumetric light shaft look shown in the repository above. Questions: Is there a recommended technique or workaround in RealityKit to simulate light shafts or volumetric lighting? Is creating a custom mesh (e.g., cone or volume geometry with gradient alpha and additive blending) the only feasible method? Are there any examples, best practices, or sample projects from Apple or other developers that showcase a similar visual style? Any advice or hints would be greatly appreciated. Thank you in advance!
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Aug ’25
RealityKit fullscreen layer
Hi! I'm currently trying to render another XR scene in front of a RealityKit one. Actually, I'm anchoring a plane to the head with a shader to display for left/right eye side-by-side images. By default, the camera has a near plane so I can directly draw at z=0. Is there a way to change the camera near plane? Or maybe there is a better solution to overlay image/texture for left/right eyes? Ideally, I would layer some kind of CompositorLayer on RealityKit, but that's sadly not possible from what I know. Thanks in advance and have a good day!
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Jul ’25
How to configure Spatial Audio on a Video Material?, Compile error.
I've tried following apple's documentation to apply a video material on a Model Entity, but I have encountered a compile error while attempting to specify the Spatial Audio type. It is a 360 video on a Sphere which plays just fine, but the audio is too quiet compared to the volume I get when I preview the video on Xcode. So I tried tried to configure audio playback mode on the material but it gives me a compile error: "audioInputMode' is unavailable in visionOS audioInputMode' has been explicitly marked unavailable here RealityFoundation.VideoPlaybackController.audioInputMode)" https://developer.apple.com/documentation/realitykit/videomaterial/ Code: let player = AVPlayer(url: url) // Instantiate and configure the video material. let material = VideoMaterial(avPlayer: player) // Configure audio playback mode. material.controller.audioInputMode = .spatial // this line won’t compile. VisionOS 2.4, Xcode 16.4, also tried Xcode 26 beta 2. The videos are HEVC MPEG-4 codecs. Is there any other way to do this, or is there a workaround available? Thank you.
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Jul ’25
Distortion Artifacts on VisionOS When Rendering Opaque/Alpha Clipped Foliage in URP (Unity 6.0, Metal)
I'm running into a persistent visual issue while deploying a floral corridor scene to Apple Vision Pro using Unity 6.0 with URP and Metal. The issue only appears on the Vision Pro device — everything looks fine in the Unity Editor. Issue Description When the frame rate drops to around 60–70 FPS, noticeable distortion artifacts appear around the edges of foliage models. It seems like the background meshes (behind the plants) get warped and leak through the edges of the foliage. Although this is most visible around the leaves, even solid objects like standard URP wall or box models show distorted edges when the issue occurs. All the foliage uses Opaque or Alpha Clipping materials. Things I've Tried Changing the foliage materials to Transparent mode —distortion around edges disappears, but using Transparent for a large number of foliage assets is not ideal for performance or sorting complexity. Reducing the number of foliage objects — with only a few plants in the scene and the frame rate staying around 100 FPS, the distortion disappears. However, this isn’t a practical solution for a full environment. Possible Cause? I came across this note in the Unity documentation: "Ensure depth-buffer for each pixel is non-zero - on visionOS, the depth buffer is used for reprojection. To ensure visual effects like skyboxes and shaders are displayed beautifully, ensure that some value is written to the depth for each pixel." Could this be related to the issue? Is it possible that Alpha Clipping with low pixel coverage leads to some pixels not writing to the depth buffer, which then causes problems during Vision Pro’s reprojection or foveated rendering? However, even when I disable Alpha Clipping entirely, the distortion issue still persists, so it may not be solely caused by clipping itself. Project Setup Unity 6.0 (URP) Depth Texture: Enable Using Metal as the graphics backend Running on real Vision Pro hardware (not simulator) Any advice on how to avoid these distortion issues on Vision Pro would be greatly appreciated. Thanks!
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Jul ’25
UICollectionViewDataSourcePrefetching does not work on SwiftUI wrapped VisionOS
prefetching logic for UICollectionView on VisionOS does not work. I have set up a Standalone test repo to demonstrate this issue. This repo is basically a visionOS version of Apple's guide project on implementation of prefetching logic. in repo you will see a simple ViewController that has UICollectionView, wrapped inside UIViewControllerRepresentable. on scroll, it should print 🕊️ prefetch start on console to demonstrate func collectionView(_ collectionView: UICollectionView, prefetchItemsAt indexPaths: [IndexPath]) is called. However it never happens on VisionOS devices. With the same code it behaves correctly on iOS devices
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Jul ’25
Odd image placeholder appearing when dismissing an ImmersiveSpace with a ImagePresentationComponent
Hello, There are odd artifacts (one looks like an image placeholder) appearing when dismissing an immersive space which is displaying an ImagePresentationComponent. Both artifacts look like widgets.. See below our simple code displaying the ImagePresentationComponent and the images of the odd artifacts that appear briefly when dismissing the immersive space. import OSLog import RealityKit import SwiftUI struct ImmersiveImageView: View { let logger = Logger(subsystem: AppConstant.SUBSYSTEM, category: "ImmersiveImageView") @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in if let currentMedia = appModel.currentMedia, var imagePresentationComponent = currentMedia.imagePresentationComponent { let imagePresentationComponentEntity = Entity() switch currentMedia.type { case .iphoneSpatialMovie: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .twoD: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .visionProConvertedSpatialPhoto: logger.info("\(#function) \(#line) spatialStereoImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatialStereoImmersive default : logger.error("\(#function) \(#line) Unsupported media type \(currentMedia.type)") assertionFailure("Unsupported media type \(currentMedia.type)") } imagePresentationComponentEntity.components.set(imagePresentationComponent) imagePresentationComponentEntity.position = AppConstant.Position.spacialImagePosition content.add(imagePresentationComponentEntity) } let toggleViewAttachmentComponent = ViewAttachmentComponent(rootView: ToggleImmersiveSpaceButton()) let toggleViewAttachmentComponentEntity = Entity(components: toggleViewAttachmentComponent) toggleViewAttachmentComponentEntity.position = SIMD3<Float>( AppConstant.Position.spacialImagePosition.x + 1, AppConstant.Position.spacialImagePosition.y, AppConstant.Position.spacialImagePosition.z ) toggleViewAttachmentComponentEntity.scale = AppConstant.Scale.attachments content.add(toggleViewAttachmentComponentEntity) } } }
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Jul ’25
Scan IBeacons on VisionPro
I'm trying to scan for Beacon's in a visionos app iBeacon detection via CoreLocation (like CLBeacon or CLBeaconRegion) isn't supported on visionOS, so I went for CoreBluetooth + Manual Beacon Parsing Problem is I don't get my beacons scanned, only the other bluetooth devices central.scanForPeripherals(withServices: nil, options: [CBCentralManagerScanOptionAllowDuplicatesKey:true]) what should I do?
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1
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121
Activity
Aug ’25
Issues creating a spatial gallery, how to sync a ImagePresentationComponent size and a SwiftUI overlay ?
Post can be removed.
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2
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289
Activity
Aug ’25
Perspective problem
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model. When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same. Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5. I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
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3
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0
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288
Activity
Aug ’25
Can't observe Entity's orientation properties in Slider
On Xcode 26 and visionOS 26, apple provides observable property for Entity, so we can easily interact with Entity between RealityScene and SwiftUI, but there is a issue: It's fine to observe Entity's position and scale properties in Slider, but can't observe orientation properties in Slider. MacBook Air M2 / Xcode 26 beta6
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1
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231
Activity
Aug ’25
RealityView content.add Called Twice Automatically
I’m working with RealityView in visionOS and noticed that the content closure seems to run twice, causing content.add to be called twice automatically. This results in duplicate entities being added to the scene unless I manually check for duplicates. How can I fix that? Thanks.
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4
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300
Activity
Aug ’25
How to Obtain License File for Main Camera Access Entitlement in visionOS (Email Was Deactivated During Approval)
Hi everyone, I'm developing a visionOS application using Unity with an enterprise developer account. I applied for the Main Camera Access entitlement, but at the time of submission, the email address associated with my Apple ID was deactivated, so I couldn’t receive any email communication from Apple. Later, I updated the email address for my Apple ID. Now, in the Apple Developer portal under Identifiers, I can see that my app has been granted Main Camera Access, and I can also add the corresponding capability in Xcode. However, according to Apple’s documentation(https://developer.apple.com/documentation/visionos/building-spatial-experiences-for-business-apps-with-enterprise-apis): “To use entitlements, you need to include both the entitlement file and a corresponding license file in your app. After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions.” I never received this license file, possibly due to the deactivated email. I don't know where to find it or how to retrieve it now. What exactly is this license file? If it was originally sent to an unreachable email, how can I request it again or get it resent? Where in the Apple Developer portal (or elsewhere) can I access or download this file? Any help or guidance would be greatly appreciated! Thanks in advance.
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2
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0
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136
Activity
Aug ’25
Unexpected lines appear in PDFView on visionOS 26 beta
I’m attempting to display a PDF file in a visionOS application using the PDFView in PDFKit. When running on device with visionOS 26, a horizontal solid line appears on some pages, while on other pages, both a horizontal and vertical solid line appear. These lines do not appear in Xcode preview canvas (macOS, visionOS) on device running visionOS 2.5 on Mac running macOS 15.6 I thought that this could possibly be the page breaks, but setting displaysPageBreaks = false did not appear to be effective. Are there any other settings that could be causing the lines to display? Code Example struct ContentView: View { @State var pdf: PDFDocument? = nil var body: some View { PDFViewWrapper(pdf: pdf) .padding() } } #Preview(windowStyle: .automatic) { ContentView(pdf: PDFDocument(url: Bundle.main.url(forResource: "SampleApple", withExtension: "pdf")!)) .environment(AppModel()) } struct PDFViewWrapper: UIViewRepresentable { let pdf: PDFDocument? func makeUIView(context: Context) -> PDFView { let view = PDFView() view.document = pdf view.displaysPageBreaks = false return view } func updateUIView(_ uiView: PDFView, context: Context) { uiView.document = pdf } } Tested with Xcode Version 16.4 (16F6) Xcode Version 26.0 beta 5 (17A5295f) visionOS 2.5 visionOS 26 Beta 5 I
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2
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249
Activity
Aug ’25
visionOS: Unable to programmatically close child WindowGroup when parent window closes
Hi , I'm struggling with visionOS window management and need help with closing child windows programmatically. App Structure My app has a Main-Sub window hierarchy: AWindow (Home/Main) BWindow (Main feature window) CWindow (Tool window - child of BWindow) Navigation flow: AWindow → BWindow (switch, 1 window on screen) BWindow → CWindow (opens child, 2 windows on screen) I want BWindow and CWindow to be separate movable windows (not sheet/popover) so users can position them independently in space. The Problem CWindow doesn't close when BWindow closes by tapping the X button below the app (next to the window bar) User clicks X on BWindow → BWindow closes but CWindow remains CWindow becomes orphaned on screen Can close CWindow programmatically when switching BWindow back to AWindow App launch issue After closing both windows, CWindow is remembered as last window Reopening app shows only CWindow instead of BWindow User gets stuck in CWindow with no way back to BWindow I've Tried Environment dismissWindow in cleanup but its not working. // In BWindow.swift .onDisappear { if windowManager.isWindowOpen("cWindow") { dismissWindow(id: "cWindow") } } My App Structure Code Now // in MyNameApp.swift @main struct MyNameApp: App { var body: some Scene { WindowGroup(id: "aWindow") { AWindow() } WindowGroup(id: "bWindow") { BWindow() } WindowGroup(id: "cWindow") { CWindow() } } } // WindowStateManager.swift class WindowStateManager: ObservableObject { static let shared = WindowStateManager() @Published private var openWindows: Set<String> = [] @Published private var windowDependencies: [String: String] = [:] private init() {} func markWindowAsOpen(_ id: String) { markWindowAsOpen(id, parent: nil) } func markWindowAsClosed(_ id: String) { openWindows.remove(id) windowDependencies[id] = nil } func isWindowOpen(_ id: String) -> Bool { let isOpen = openWindows.contains(id) return isOpen } func markWindowAsOpen(_ id: String, parent: String? = nil) { openWindows.insert(id) if let parentId = parent { windowDependencies[id] = parentId } } func getParentWindow(of childId: String) -> String? { let parent = windowDependencies[childId] return parent } func getChildWindows(of parentId: String) -> [String] { let children = windowDependencies.compactMap { key, value in value == parentId ? key : nil } return children } func setNextWindowParent(_ parentId: String) { UserDefaults.standard.set(parentId, forKey: "nextWindowParent") } func getAndClearNextWindowParent() -> String? { let parent = UserDefaults.standard.string(forKey: "nextWindowParent") UserDefaults.standard.removeObject(forKey: "nextWindowParent") return parent } func forceCloseChildWindows(of parentId: String) { let children = getChildWindows(of: parentId) for child in children { markWindowAsClosed(child) NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) forceCloseChildWindows(of: child) } } func hasMainWindowOpen() -> Bool { let mainWindows = ["main", "bWindow"] return mainWindows.contains { isWindowOpen($0) } } func cleanupOrphanWindows() { for (child, parent) in windowDependencies { if isWindowOpen(child) && !isWindowOpen(parent) { NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) markWindowAsClosed(child) } } } } // BWindow.swift struct BWindow: View { @Environment(\.dismissWindow) private var dismissWindow @ObservedObject private var windowManager = WindowStateManager.shared var body: some View { VStack { Button("Open C Window") { windowManager.setNextWindowParent("bWindow") openWindow(id: "cWindow") } } .onAppear { windowManager.markWindowAsOpen("bWindow") } .onDisappear { windowManager.markWindowAsClosed("bWindow") windowManager.forceCloseChildWindows(of: "bWindow") } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background || newValue == .inactive { windowManager.forceCloseChildWindows(of: "bWindow") } } } } // CWindow.swift import SwiftUI struct cWindow: View { @ObservedObject private var windowManager = WindowStateManager.shared @State private var shouldClose = false var body: some View { // Content } .onDisappear { windowManager.markWindowAsClosed("cWindow") NotificationCenter.default.removeObserver( self, name: Notification.Name("ForceCloseWindow"), object: nil ) } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background { } } .onAppear { let parent = windowManager.getAndClearNextWindowParent() windowManager.markWindowAsOpen("cWindow", parent: parent) NotificationCenter.default.addObserver( forName: Notification.Name("ForceCloseWindow"), object: nil, queue: .main) { notification in if let windowId = notification.userInfo?["windowId"] as? String, windowId == "cWindow" { shouldClose = true } } } .onChange(of: shouldClose) { _, newValue in if newValue { dismissWindow() } } } The logs show everything executes correctly, but CWindow remains visible on screen. Questions Why doesn't dismissWindow(id:) work in cleanup scenarios? Is there a proper way to create a window relationships like parent-child relationships in visionOS? How can I ensure main windows open on app launch instead of tool windows? What's the recommended pattern for dependent windows in visionOS? Environment: Xcode 16.2, visionOS 2.0, SwiftUI
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Activity
Aug ’25
MultipeerConnectivity Connection Issue in visionOS 26.0 Beta 3/4 - Connection Requests Not Reaching iPad
Hello everyone, I'm encountering a MultipeerConnectivity connection issue while developing a visionOS app and would like to ask if other developers have experienced similar problems. Problem Description In visionOS 26.0 Beta 3 and Beta 4, when a visionOS device attempts to connect to an iPad via MultipeerConnectivity, the iPad side completely fails to receive connection requests, resulting in connection establishment failure. Specific Symptoms After executing serviceBrowser?.invitePeer(peerID, to: mcSession, withContext: nil, timeout: 10.0) on the visionOS side The iPad side shows no response and receives no connection invitation Connection request times out after 10 seconds and is automatically rejected No error logs or exception information are generated Environment Information visionOS version: 26.0 Beta 3 and Beta 4 Development environment: macOS Tahoe 26.0 Beta (25A5306g) Target device: iPad (iOS 17.x) Network environment: Same WiFi network Comparative Test Results visionOS 2.6 (22O785): Functionality completely normal visionOS 26.0 Beta 1/2: Functionality normal visionOS 26.0 Beta 3/4: Exhibits the above problems Attempted Solutions Checked network configuration and firewall settings Adjusted MultipeerConnectivity parameters Reinitialized MCSession and MCNearbyServiceBrowser Cleared app cache and reinstalled Reset network settings Temporary Workaround Currently, the only solution is to downgrade the visionOS device to version 2.6. Impact of the Problem This issue severely affects the development of cross-device collaboration features in visionOS apps, particularly scenarios requiring peer-to-peer communication with iOS/iPadOS devices. Questions for Help Have other developers encountered similar issues? Are there any known solutions or workarounds? Is this a known issue with visionOS 26.0 Beta? Are there other known issues related to MultipeerConnectivity? Relevant Code Snippet // Connection invitation code private var serviceBrowser: MCNearbyServiceBrowser? let mcSession: MCSession // Execute connection invitation serviceBrowser?.invitePeer(peerID, to: mcSession, withContext: nil, timeout: 10.0) Thank you for your help and suggestions! Development Environment: Xcode 15.x Target Platform: visionOS
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Aug ’25
How to opt out of tinting widget content on visionOS
During the WWDC Session called "Design widgets for visionOS" the presenter says: You can choose whether the background of your widget participates in tinting. If you opted out, for example to preserve a photo or illustration, make sure it still looks good alongside the selected color palette. Unfortunately, this session has no example code. Can someone point me to the correct way to do this? Is there a modifier we can use on views? (reposting this in the correct topic/subtopic)
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Aug ’25
Is it possible to live render CMTaggedBuffer / MV-HEVC frames in visionOS?
Hey all, I'm working on a visionOS app that captures live frames from the left and right cameras of Apple Vision Pro using cameraFrame.sample(for: .left/.right). Apple provides documentation on encoding side-by-side frames into MV-HEVC spatial video using CMTaggedBuffer: Converting Side-by-Side 3D Video to MV-HEVC My question: Is there any way to render tagged frames (e.g. CMTaggedBuffer with .stereoView(.leftEye/.rightEye)) live, directly to a surface in RealityKit or Metal, without saving them to a file? I’d like to create a true stereoscopic (spatial) live video preview, not just render two images side-by-side. Any advice or insights would be greatly appreciated!
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Aug ’25
Presenting images in RealityKit sample No Longer Builds
After updating to the latest visionOS beta, visionOS 26 Beta 4 (23M5300g) the ‘Presenting images in RealityKit’ sample from the following link no longer builds due to an error. https://developer.apple.com/documentation/RealityKit/presenting-images-in-realitykit Expected / Previous: Application builds and runs on device, working as described in the documentation. Reality: Application builds, but does not run on device due to an error (shown in screenshot) “Thread 1: EXC_BAD_ACCESS (code=1, address=0xb)”. The application still runs on the simulator, but not on device. When launching the app from Xcode, it builds and installs correctly but hangs due to the respective error. When loading the app from the Home Screen, the app does not load, and immediately returns to the Home Screen. This Xcode project previously ran with no changes to code - the only change was updating the visionOS system software to the latest version. visionOS 26 Beta 4 (23M5300g) Is anyone else experiencing this issue?
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Activity
Aug ’25
How to Achieve Volumetric Lighting (Light Shafts) in RealityKit on visionOS?
Hello everyone, I am currently developing an experience for visionOS using RealityKit and I would like to achieve volumetric light effects, such as visible light rays or shafts through fog or dust. I found this GitHub project: https://github.com/robcupisz/LightShafts, which demonstrates the kind of visual style I am aiming for. I would like to know if there is a way to create similar effects using RealityKit on visionOS. So far, I have experimented with DirectionalLight, SpotLight, ImageBasedLight, and custom materials (e.g., additive blending on translucent meshes), but none of these approaches can replicate the volumetric light shaft look shown in the repository above. Questions: Is there a recommended technique or workaround in RealityKit to simulate light shafts or volumetric lighting? Is creating a custom mesh (e.g., cone or volume geometry with gradient alpha and additive blending) the only feasible method? Are there any examples, best practices, or sample projects from Apple or other developers that showcase a similar visual style? Any advice or hints would be greatly appreciated. Thank you in advance!
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Aug ’25
RealityKit fullscreen layer
Hi! I'm currently trying to render another XR scene in front of a RealityKit one. Actually, I'm anchoring a plane to the head with a shader to display for left/right eye side-by-side images. By default, the camera has a near plane so I can directly draw at z=0. Is there a way to change the camera near plane? Or maybe there is a better solution to overlay image/texture for left/right eyes? Ideally, I would layer some kind of CompositorLayer on RealityKit, but that's sadly not possible from what I know. Thanks in advance and have a good day!
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Activity
Jul ’25
How to configure Spatial Audio on a Video Material?, Compile error.
I've tried following apple's documentation to apply a video material on a Model Entity, but I have encountered a compile error while attempting to specify the Spatial Audio type. It is a 360 video on a Sphere which plays just fine, but the audio is too quiet compared to the volume I get when I preview the video on Xcode. So I tried tried to configure audio playback mode on the material but it gives me a compile error: "audioInputMode' is unavailable in visionOS audioInputMode' has been explicitly marked unavailable here RealityFoundation.VideoPlaybackController.audioInputMode)" https://developer.apple.com/documentation/realitykit/videomaterial/ Code: let player = AVPlayer(url: url) // Instantiate and configure the video material. let material = VideoMaterial(avPlayer: player) // Configure audio playback mode. material.controller.audioInputMode = .spatial // this line won’t compile. VisionOS 2.4, Xcode 16.4, also tried Xcode 26 beta 2. The videos are HEVC MPEG-4 codecs. Is there any other way to do this, or is there a workaround available? Thank you.
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Activity
Jul ’25
Distortion Artifacts on VisionOS When Rendering Opaque/Alpha Clipped Foliage in URP (Unity 6.0, Metal)
I'm running into a persistent visual issue while deploying a floral corridor scene to Apple Vision Pro using Unity 6.0 with URP and Metal. The issue only appears on the Vision Pro device — everything looks fine in the Unity Editor. Issue Description When the frame rate drops to around 60–70 FPS, noticeable distortion artifacts appear around the edges of foliage models. It seems like the background meshes (behind the plants) get warped and leak through the edges of the foliage. Although this is most visible around the leaves, even solid objects like standard URP wall or box models show distorted edges when the issue occurs. All the foliage uses Opaque or Alpha Clipping materials. Things I've Tried Changing the foliage materials to Transparent mode —distortion around edges disappears, but using Transparent for a large number of foliage assets is not ideal for performance or sorting complexity. Reducing the number of foliage objects — with only a few plants in the scene and the frame rate staying around 100 FPS, the distortion disappears. However, this isn’t a practical solution for a full environment. Possible Cause? I came across this note in the Unity documentation: "Ensure depth-buffer for each pixel is non-zero - on visionOS, the depth buffer is used for reprojection. To ensure visual effects like skyboxes and shaders are displayed beautifully, ensure that some value is written to the depth for each pixel." Could this be related to the issue? Is it possible that Alpha Clipping with low pixel coverage leads to some pixels not writing to the depth buffer, which then causes problems during Vision Pro’s reprojection or foveated rendering? However, even when I disable Alpha Clipping entirely, the distortion issue still persists, so it may not be solely caused by clipping itself. Project Setup Unity 6.0 (URP) Depth Texture: Enable Using Metal as the graphics backend Running on real Vision Pro hardware (not simulator) Any advice on how to avoid these distortion issues on Vision Pro would be greatly appreciated. Thanks!
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Activity
Jul ’25
UICollectionViewDataSourcePrefetching does not work on SwiftUI wrapped VisionOS
prefetching logic for UICollectionView on VisionOS does not work. I have set up a Standalone test repo to demonstrate this issue. This repo is basically a visionOS version of Apple's guide project on implementation of prefetching logic. in repo you will see a simple ViewController that has UICollectionView, wrapped inside UIViewControllerRepresentable. on scroll, it should print 🕊️ prefetch start on console to demonstrate func collectionView(_ collectionView: UICollectionView, prefetchItemsAt indexPaths: [IndexPath]) is called. However it never happens on VisionOS devices. With the same code it behaves correctly on iOS devices
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Activity
Jul ’25
Odd image placeholder appearing when dismissing an ImmersiveSpace with a ImagePresentationComponent
Hello, There are odd artifacts (one looks like an image placeholder) appearing when dismissing an immersive space which is displaying an ImagePresentationComponent. Both artifacts look like widgets.. See below our simple code displaying the ImagePresentationComponent and the images of the odd artifacts that appear briefly when dismissing the immersive space. import OSLog import RealityKit import SwiftUI struct ImmersiveImageView: View { let logger = Logger(subsystem: AppConstant.SUBSYSTEM, category: "ImmersiveImageView") @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in if let currentMedia = appModel.currentMedia, var imagePresentationComponent = currentMedia.imagePresentationComponent { let imagePresentationComponentEntity = Entity() switch currentMedia.type { case .iphoneSpatialMovie: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .twoD: logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatial3DImmersive case .visionProConvertedSpatialPhoto: logger.info("\(#function) \(#line) spatialStereoImmersive display for \(String(describing: currentMedia))") imagePresentationComponent.desiredViewingMode = .spatialStereoImmersive default : logger.error("\(#function) \(#line) Unsupported media type \(currentMedia.type)") assertionFailure("Unsupported media type \(currentMedia.type)") } imagePresentationComponentEntity.components.set(imagePresentationComponent) imagePresentationComponentEntity.position = AppConstant.Position.spacialImagePosition content.add(imagePresentationComponentEntity) } let toggleViewAttachmentComponent = ViewAttachmentComponent(rootView: ToggleImmersiveSpaceButton()) let toggleViewAttachmentComponentEntity = Entity(components: toggleViewAttachmentComponent) toggleViewAttachmentComponentEntity.position = SIMD3<Float>( AppConstant.Position.spacialImagePosition.x + 1, AppConstant.Position.spacialImagePosition.y, AppConstant.Position.spacialImagePosition.z ) toggleViewAttachmentComponentEntity.scale = AppConstant.Scale.attachments content.add(toggleViewAttachmentComponentEntity) } } }
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Activity
Jul ’25
Error message "Failed to set override status for bind point component member."
In my visionOS app, I'm seeing this error in the console dozens of times. Anyone know what it means, or how to troubleshoot it? Searching these forums and the usual other places hasn't come up with anything that seems relevant.
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Activity
Jul ’25
Is it possible to load a WKWebView that has 3D rendering (like three.js) in a volumetric window?
I would like to translate info in a three.js based web app as a 3D model in a volumetric window. Is it possible to do this in a similar manner as loading a web page in a WKWebView?
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Jul ’25