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Discuss developing for spatial computing and Apple Vision Pro.

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Setting immerstionStyle while in immersive space breaks all entities.
I have my immersive space set up like: ImmersiveSpace(id: "Theater") { ImmersiveTeleopView() .environment(appModel) .onAppear() { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } } .immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full) Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities. My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this: public enum IStyle: String, CaseIterable, Identifiable { case mixedStyle, fullStyle public var id: Self { self } var style: ImmersionStyle { switch self { case .mixedStyle: return .mixed case .fullStyle: return .full } } } /// Maintains app-wide state @MainActor @Observable class AppModel { // Immersion Style public var immersionStyle: IStyle = .mixedStyle
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275
Oct ’25
HoverEffectStyle in visionOS 26.0
This is no longer highlighting my entity when looking at it: RealityView { content let hoverComponent = HoverEffectComponent(.spotlight( HoverEffectComponent.SpotlightHoverEffectStyle( color: .white, strength: 2.0 ) )) entity.components.set(hoverComponent) The entity is in a window. The same code works in an immersive view. Collision Component and Input type are set in RCP. It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device. If I use a 2.x simulator, it works. Is this a bug or is there something I'm missing? Thanks.
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899
Oct ’25
ManipulationComponent in both parent and child entities
Hello, In my project, I have attached a ManipulationComponent to Entity A and as expected, I'm able interact with it using the built-in gestures. I have another Entity B which is a child of A that I would like to interact with as well, so I attempted to add a ManipulationComponent to B. However, no gestures seem to be registered on B; I can still interact with A but B cannot be interacted with despite having ManipulationComponents on both entities. So I'm wondering if I'm just doing something wrong, if this is an issue with the ManipulationComponent, or if this is a limitation of the API. Attached is the code used to add the ManipulationComponent to an Entity and it was done on both A and B: let mc = ManipulationComponent() model.components.set(mc) var boxShape = ShapeResource.generateBox(width: 0.25, height: 0.05, depth: 0.25) boxShape = boxShape.offsetBy(translation: simd_float3(0, -0.05, -0.25)) ManipulationComponent.configureEntity(model, collisionShapes: [boxShape]) if var mc = model.components[ManipulationComponent.self] { mc.releaseBehavior = .stay mc.dynamics.inertia = .low model.components.set(mc) } I am using visionOS 26.0; let me know if there's any additional information needed.
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486
Oct ’25
Is there a `isiOSAppOnVision` flag to check iOS app on Vision Pro at runtime?
Hello, When an iOS app runs on Vision Pro in compatible mode, is there a flag such as isiOSAppOnVision to determine the underlying OS at runtime? Just like the ProcessInfo.isiOSAppOnMac. It will be useful to optimize the app for visionOS. Already checked but not useful: #if os(xrOS) does not work in compatible mode since no code is recompiled. UIDevice.userInterfaceIdiom returns .pad instead of .reality. Thanks.
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3.6k
Oct ’25
Displaying multiple immersive movies in spheres in an immersive environment
In visionOS, I'm trying to create an immersive environment which would feature several spheres in which immersive movies are visible. I'm starting from a sample code which creates a sphere, sets an immersive movie as its material, and opens it as an immersive environment. This works fine. But if I create a sphere in an open immersive environment using Reality Composer Pro and sets its material to an immersive movie, I can see the movie on the sphere while I move outside of it but if I try to get inside the sphere, it disappears. What would be the right way of doing this ?
1
1
845
Oct ’25
SwiftData Fatal error
I'm developing an app that uses CloudKit synchronization with SwiftData and on visionOS I added an App Settings bundle. I have noticed that sometimes, when the app is open and the user changes a setting from the App Settings bundle, the following fatal error occurs: SwiftData/BackingData.swift:831: Fatal error: This model instance was destroyed by calling ModelContext.reset and is no longer usable. The setting is read within the App struct in the visionOS app target using @AppStorage and this value is in turn used to set the passthrough video dimming via the .preferredSurroundingsEffect modifier. The setting allows the user to specify the dimming level as dark, semi dark, or ultra dark. The fatal error appears to occur intermittently although the first time it was observed was after adding the settings bundle. As such, I suspect there is some connection between those code changes and this fatal error even though they do not directly relate to SwiftData.
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353
Oct ’25
File Provider UI extension unsupported on Vision OS
I am building a Vision OS app that includes a File Provider and File Provider UI extension. Both work great in simulator. When uploading to TestFlight, this message is shown: Unsupported Platform. The extension bundle [...]/PlugIns/File ProviderUI.appex is not supported for this platform. If I exclude the File Provider UI extension from the build, it is accepted. If I even include a hello-world File Provider UI extension, the error shown above is returned by ASC. There is contradicting documentation on this subject: https://developer.apple.com/documentation/technologyoverviews/app-extensions states that File Provider UI extension is not supported on Vision OS, so that explains ASC behavior https://developer.apple.com/documentation/FileProviderUI (and all other framework docs) states that File Provider UI extension is supported on Vision OS, so that explains why it works on simulator. Now, which of these two is correct? My best guess at this point is that ASC's logic follows the first document linked above, while the OS and framework actually follow the second. The same discrepancy seems to hold for macOS, but I'm currently focusing on Vision OS. Ideas? Anybody using a File Provider UI extension on Vision OS?
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390
Oct ’25
Apple-Hosted Background Assets question
I have a Vision Pro app, which I intend to use Apple-Hosted Background Assets for some of my videos after watching: https://developer.apple.com/videos/play/wwdc2025/325 I added a Apple-Hosted, Managed extension. New Target -> Background Download -> Apple-Hosted, Managed After creating an Archive, I tried uploading it to TestFlight, it complains about a DTPlatformName error in my Info.plist. So I added the following : <key>DTPlatformName</key> <string>xros</string> With which, I managed to upload the app with the extension to TestFlight. However, when I tried installing the app on TestFlight to Vision Pro, it gives me an error that says the app cannot be verified. Any help or pointers is greatly appreciated. Info.plist Entitlements
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282
Oct ’25
UI Sounds visionOS
Hi, Looking to get secondary tap sound in UI, When in menus on visionOS there is a secondary sound that isn't a button sound when you tap on elements not - does anyone know how to add this sound (it's also in settings when you tap on any element? Currently I am generating a similar field as in the appstore settings but the onTapGesture doesn't make a system sound. Thanks! let title: String let subtitle: String? let action: (() -> Void)? @State private var isHovered = false init(title: String, subtitle: String? = nil, action: (() -> Void)? = nil) { self.title = title self.subtitle = subtitle self.action = action } var body: some View { HStack { VStack(alignment: .leading, spacing: 2) { Text(title) .font(.body) .foregroundColor(.primary) if let subtitle = subtitle { Text(subtitle) .font(.caption) .foregroundColor(.secondary) } } Spacer() Image(systemName: "chevron.right") .font(.system(size: 12, weight: .medium)) .foregroundColor(.secondary) } .padding(.horizontal, 24) .frame(height: 50.45) .background(.black.opacity(0.3)) .onTapGesture { action?() } .hoverEffect(.highlight) } }
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136
Oct ’25
Template Project Entity Overlapping and Sticking Issues
Hello, There are three issues I am running into with a default template project + additional minimal code changes: the Sphere_Left entity always overlaps the Sphere_Right entity. when I release the Sphere_Left entity, it does not remain sticking to the Sphere_Right entity when I release the Sphere_Left entity, it distances itself from the Sphere_Right entity When I manipulate the Sphere_Right entity, these above 3 issues do not occur: I get a correct and expected behavior. These issues are simple to replicate: Create a new project in XCode Choose visionOS -> App, then click Next Name your project, and leave all other options as defaults: Initial Scene: Window, Immersive Space Renderer: RealityKit, Immersive Space: Mixed, then click Next Save you project anywhere... Replace the entire ImmersiveView.swift file with the below code. Run. Try to manipulate the left sphere, you should get the same issues I mentioned above If you restart the project, and manipulate only the right sphere, you should get the correct expected behaviors, and no issues. I am running this in macOS 26, XCode 26, on visionOS 26, all released lately. ImmersiveView Code: // // ImmersiveView.swift // import OSLog import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { private let logger = Logger(subsystem: "com.testentitiessticktogether", category: "ImmersiveView") @State var collisionBeganUnfiltered: EventSubscription? var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) // Add manipulation components setupManipulationComponents(in: immersiveContentEntity) collisionBeganUnfiltered = content.subscribe(to: CollisionEvents.Began.self) { collisionEvent in Task { @MainActor in handleCollision(entityA: collisionEvent.entityA, entityB: collisionEvent.entityB) } } } } } private func setupManipulationComponents(in rootEntity: Entity) { logger.info("\(#function) \(#line) ") let sphereNames = ["Sphere_Left", "Sphere_Right"] for name in sphereNames { guard let sphere = rootEntity.findEntity(named: name) else { logger.error("\(#function) \(#line) Failed to find \(name) entity") assertionFailure("Failed to find \(name) entity") continue } ManipulationComponent.configureEntity(sphere) var manipulationComponent = ManipulationComponent() manipulationComponent.releaseBehavior = .stay sphere.components.set(manipulationComponent) } logger.info("\(#function) \(#line) Successfully set up manipulation components") } private func handleCollision(entityA: Entity, entityB: Entity) { logger.info("\(#function) \(#line) Collision between \(entityA.name) and \(entityB.name)") guard entityA !== entityB else { return } if entityB.isAncestor(of: entityA) { logger.debug("\(#function) \(#line) \(entityA.name) already under \(entityB.name); skipping reparent") return } if entityA.isAncestor(of: entityB) { logger.info("\(#function) \(#line) Skip reparent: \(entityA.name) is an ancestor of \(entityB.name)") return } reparentEntities(child: entityA, parent: entityB) entityA.components[ParticleEmitterComponent.self]?.burst() } private func reparentEntities(child: Entity, parent: Entity) { let childBounds = child.visualBounds(relativeTo: nil) let parentBounds = parent.visualBounds(relativeTo: nil) let maxEntityWidth = max(childBounds.extents.x, parentBounds.extents.x) let childPosition = child.position(relativeTo: nil) let parentPosition = parent.position(relativeTo: nil) let currentDistance = distance(childPosition, parentPosition) child.setParent(parent, preservingWorldTransform: true) logger.info("\(#function) \(#line) Set \(child.name) parent to \(parent.name)") child.components.remove(ManipulationComponent.self) logger.info("\(#function) \(#line) Removed ManipulationComponent from child \(child.name)") if currentDistance > maxEntityWidth { let direction = normalize(childPosition - parentPosition) let newPosition = parentPosition + direction * maxEntityWidth child.setPosition(newPosition - parentPosition, relativeTo: parent) logger.info("\(#function) \(#line) Adjusted position: distance was \(currentDistance), now \(maxEntityWidth)") } } } fileprivate extension Entity { func isAncestor(of other: Entity) -> Bool { var current: Entity? = other.parent while let node = current { if node === self { return true } current = node.parent } return false } } #Preview(immersionStyle: .mixed) { ImmersiveView() .environment(AppModel()) }
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660
Sep ’25
Header Blur Effect on visionOS SwiftUI
Hi, I'm looking to build something similar to the header blur in the App Store and Apple TV app settings. Does anyone know the best way to achieve this so that when there is nothing behind the header it looks the same as the rest of the view background but when content goes underneath it has a blur effect. I've seen .scrollEdgeEffect on IOS26 is there something similar for visionOS? Thanks!
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174
Sep ’25
PSVR2 controllers don't report anything in snapshot
I typically read an extended gamepad capture() and get all state. But PSVR2 controllers seem to report nothing. So the stick and other buttons don't do anything in a built app. They register as left/right controllers. This on vOS 26, Xcode 26, etc. They work correctly in the main icon view, although they don't honor inverted vertical and horiztonal scrolling. Both of the default scrolls just feel wrong. When I move left I'm want to scroll level not right. Same for up/down.
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1.1k
Sep ’25
New Spatial Rendering App on macOS doesn't display on visionOS device
I created a new Spatial Rendering App from the template in Xcode 26.0.1. When I run the app, click 'Show Immersive Space' and select my Vision Pro from the pop-up dialog, the content in the dialog flickers (which seems to indicate something crashed) and nothing appears on my Vision Pro. I'm running the released macOS 26.0 (25A354) and visionOS 26.0 (23M336). Filed as FB20397093.
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437
Sep ’25
Anchor an Reality scene on an image anchor
Developing a prototype Vision Pro app and would like to render a 3D scene made from Reality Composer Pro on an image anchor in a RealityView. But I have no luck so far to make it work and need some guidance to move on. I got the image file stored in the assets like below: And from below is the source codes: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @State var imageEntity: Entity = { let anchorEntity = AnchorEntity(.image(group: "AR Resources", name: "reanchor")) return anchorEntity }() var body: some View { RealityView { content in do { // Add the initial RealityKit content if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle) { imageEntity.addChild(scene) content.add(imageEntity) } } catch { print("Error occurs when adding reality view content: \(error)") } } } }
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1.4k
Sep ’25
VisionOS 2.0 Main Camera Access Enterprise Entitlement Not Recognized in XCode
I am working on a project that requires access to the main camera on the Vision Pro. My main account holder applied for the necessary enterprise entitlement and we were approved and received the Enterprise.license file by email. I have added the Enterprise.license file to my project, and manually added the com.apple.developer.arkit.main-camera-access.allow entitlement to the entitlement file and set it to true since it was not available in the list when I tried to use the + Capability button in the Signing & Capabilites tab. I am getting an error: Provisioning profile "iOS Team Provisioning Profile: " doesn't include the com.apple.developer.arkit.main-camera-access.allow entitlement. I have checked the provisioning profile settings online, and there is no manual option for adding the main camera access entitlement, and it does not seem to be getting the approval from the license.
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1.9k
Sep ’25
vision pro notifications too small for shareplay
A is there a way to get big huge notitifications for Shareplay invitations ? B can i have the notifications inside the app ? we have a corporate app to check archtecture projects we want to share these 3d spaces walking inside with near users in the same place to discuss about the project .. but it takes too long shareplay invitation is a small circle on top, if the others users just put the vision without configuring eyes and hands... it's gonna be impossible thanks for sharing and giving us support
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229
Sep ’25
When debugging with VisionPro in Xcode, the program will block and it will take a long time to execute
After writing the code, when debugging on VisionPro, the program will encounter a blocking situation when running from Xcode to VisionPro. It will take a long time for the execution information to appear on the Xcode console
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1
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0
Views
553
Activity
Oct ’25
How to show an overlay on hover?
Hi, I'm trying to toggle the visibility of an overlay by using hovering. However, I found onHover() and onContinuousHover() don't work on visionOS. Is it intended? Is there an solution for my case?
Replies
10
Boosts
1
Views
4.3k
Activity
Oct ’25
Setting immerstionStyle while in immersive space breaks all entities.
I have my immersive space set up like: ImmersiveSpace(id: "Theater") { ImmersiveTeleopView() .environment(appModel) .onAppear() { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } } .immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full) Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities. My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this: public enum IStyle: String, CaseIterable, Identifiable { case mixedStyle, fullStyle public var id: Self { self } var style: ImmersionStyle { switch self { case .mixedStyle: return .mixed case .fullStyle: return .full } } } /// Maintains app-wide state @MainActor @Observable class AppModel { // Immersion Style public var immersionStyle: IStyle = .mixedStyle
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1
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0
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275
Activity
Oct ’25
HoverEffectStyle in visionOS 26.0
This is no longer highlighting my entity when looking at it: RealityView { content let hoverComponent = HoverEffectComponent(.spotlight( HoverEffectComponent.SpotlightHoverEffectStyle( color: .white, strength: 2.0 ) )) entity.components.set(hoverComponent) The entity is in a window. The same code works in an immersive view. Collision Component and Input type are set in RCP. It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device. If I use a 2.x simulator, it works. Is this a bug or is there something I'm missing? Thanks.
Replies
2
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0
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899
Activity
Oct ’25
ManipulationComponent in both parent and child entities
Hello, In my project, I have attached a ManipulationComponent to Entity A and as expected, I'm able interact with it using the built-in gestures. I have another Entity B which is a child of A that I would like to interact with as well, so I attempted to add a ManipulationComponent to B. However, no gestures seem to be registered on B; I can still interact with A but B cannot be interacted with despite having ManipulationComponents on both entities. So I'm wondering if I'm just doing something wrong, if this is an issue with the ManipulationComponent, or if this is a limitation of the API. Attached is the code used to add the ManipulationComponent to an Entity and it was done on both A and B: let mc = ManipulationComponent() model.components.set(mc) var boxShape = ShapeResource.generateBox(width: 0.25, height: 0.05, depth: 0.25) boxShape = boxShape.offsetBy(translation: simd_float3(0, -0.05, -0.25)) ManipulationComponent.configureEntity(model, collisionShapes: [boxShape]) if var mc = model.components[ManipulationComponent.self] { mc.releaseBehavior = .stay mc.dynamics.inertia = .low model.components.set(mc) } I am using visionOS 26.0; let me know if there's any additional information needed.
Replies
1
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0
Views
486
Activity
Oct ’25
Is there a `isiOSAppOnVision` flag to check iOS app on Vision Pro at runtime?
Hello, When an iOS app runs on Vision Pro in compatible mode, is there a flag such as isiOSAppOnVision to determine the underlying OS at runtime? Just like the ProcessInfo.isiOSAppOnMac. It will be useful to optimize the app for visionOS. Already checked but not useful: #if os(xrOS) does not work in compatible mode since no code is recompiled. UIDevice.userInterfaceIdiom returns .pad instead of .reality. Thanks.
Replies
9
Boosts
3
Views
3.6k
Activity
Oct ’25
Displaying multiple immersive movies in spheres in an immersive environment
In visionOS, I'm trying to create an immersive environment which would feature several spheres in which immersive movies are visible. I'm starting from a sample code which creates a sphere, sets an immersive movie as its material, and opens it as an immersive environment. This works fine. But if I create a sphere in an open immersive environment using Reality Composer Pro and sets its material to an immersive movie, I can see the movie on the sphere while I move outside of it but if I try to get inside the sphere, it disappears. What would be the right way of doing this ?
Replies
1
Boosts
1
Views
845
Activity
Oct ’25
SwiftData Fatal error
I'm developing an app that uses CloudKit synchronization with SwiftData and on visionOS I added an App Settings bundle. I have noticed that sometimes, when the app is open and the user changes a setting from the App Settings bundle, the following fatal error occurs: SwiftData/BackingData.swift:831: Fatal error: This model instance was destroyed by calling ModelContext.reset and is no longer usable. The setting is read within the App struct in the visionOS app target using @AppStorage and this value is in turn used to set the passthrough video dimming via the .preferredSurroundingsEffect modifier. The setting allows the user to specify the dimming level as dark, semi dark, or ultra dark. The fatal error appears to occur intermittently although the first time it was observed was after adding the settings bundle. As such, I suspect there is some connection between those code changes and this fatal error even though they do not directly relate to SwiftData.
Replies
1
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0
Views
353
Activity
Oct ’25
File Provider UI extension unsupported on Vision OS
I am building a Vision OS app that includes a File Provider and File Provider UI extension. Both work great in simulator. When uploading to TestFlight, this message is shown: Unsupported Platform. The extension bundle [...]/PlugIns/File ProviderUI.appex is not supported for this platform. If I exclude the File Provider UI extension from the build, it is accepted. If I even include a hello-world File Provider UI extension, the error shown above is returned by ASC. There is contradicting documentation on this subject: https://developer.apple.com/documentation/technologyoverviews/app-extensions states that File Provider UI extension is not supported on Vision OS, so that explains ASC behavior https://developer.apple.com/documentation/FileProviderUI (and all other framework docs) states that File Provider UI extension is supported on Vision OS, so that explains why it works on simulator. Now, which of these two is correct? My best guess at this point is that ASC's logic follows the first document linked above, while the OS and framework actually follow the second. The same discrepancy seems to hold for macOS, but I'm currently focusing on Vision OS. Ideas? Anybody using a File Provider UI extension on Vision OS?
Replies
5
Boosts
0
Views
390
Activity
Oct ’25
Apple-Hosted Background Assets question
I have a Vision Pro app, which I intend to use Apple-Hosted Background Assets for some of my videos after watching: https://developer.apple.com/videos/play/wwdc2025/325 I added a Apple-Hosted, Managed extension. New Target -> Background Download -> Apple-Hosted, Managed After creating an Archive, I tried uploading it to TestFlight, it complains about a DTPlatformName error in my Info.plist. So I added the following : <key>DTPlatformName</key> <string>xros</string> With which, I managed to upload the app with the extension to TestFlight. However, when I tried installing the app on TestFlight to Vision Pro, it gives me an error that says the app cannot be verified. Any help or pointers is greatly appreciated. Info.plist Entitlements
Replies
3
Boosts
0
Views
282
Activity
Oct ’25
UI Sounds visionOS
Hi, Looking to get secondary tap sound in UI, When in menus on visionOS there is a secondary sound that isn't a button sound when you tap on elements not - does anyone know how to add this sound (it's also in settings when you tap on any element? Currently I am generating a similar field as in the appstore settings but the onTapGesture doesn't make a system sound. Thanks! let title: String let subtitle: String? let action: (() -> Void)? @State private var isHovered = false init(title: String, subtitle: String? = nil, action: (() -> Void)? = nil) { self.title = title self.subtitle = subtitle self.action = action } var body: some View { HStack { VStack(alignment: .leading, spacing: 2) { Text(title) .font(.body) .foregroundColor(.primary) if let subtitle = subtitle { Text(subtitle) .font(.caption) .foregroundColor(.secondary) } } Spacer() Image(systemName: "chevron.right") .font(.system(size: 12, weight: .medium)) .foregroundColor(.secondary) } .padding(.horizontal, 24) .frame(height: 50.45) .background(.black.opacity(0.3)) .onTapGesture { action?() } .hoverEffect(.highlight) } }
Replies
0
Boosts
0
Views
136
Activity
Oct ’25
Template Project Entity Overlapping and Sticking Issues
Hello, There are three issues I am running into with a default template project + additional minimal code changes: the Sphere_Left entity always overlaps the Sphere_Right entity. when I release the Sphere_Left entity, it does not remain sticking to the Sphere_Right entity when I release the Sphere_Left entity, it distances itself from the Sphere_Right entity When I manipulate the Sphere_Right entity, these above 3 issues do not occur: I get a correct and expected behavior. These issues are simple to replicate: Create a new project in XCode Choose visionOS -> App, then click Next Name your project, and leave all other options as defaults: Initial Scene: Window, Immersive Space Renderer: RealityKit, Immersive Space: Mixed, then click Next Save you project anywhere... Replace the entire ImmersiveView.swift file with the below code. Run. Try to manipulate the left sphere, you should get the same issues I mentioned above If you restart the project, and manipulate only the right sphere, you should get the correct expected behaviors, and no issues. I am running this in macOS 26, XCode 26, on visionOS 26, all released lately. ImmersiveView Code: // // ImmersiveView.swift // import OSLog import SwiftUI import RealityKit import RealityKitContent struct ImmersiveView: View { private let logger = Logger(subsystem: "com.testentitiessticktogether", category: "ImmersiveView") @State var collisionBeganUnfiltered: EventSubscription? var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) // Add manipulation components setupManipulationComponents(in: immersiveContentEntity) collisionBeganUnfiltered = content.subscribe(to: CollisionEvents.Began.self) { collisionEvent in Task { @MainActor in handleCollision(entityA: collisionEvent.entityA, entityB: collisionEvent.entityB) } } } } } private func setupManipulationComponents(in rootEntity: Entity) { logger.info("\(#function) \(#line) ") let sphereNames = ["Sphere_Left", "Sphere_Right"] for name in sphereNames { guard let sphere = rootEntity.findEntity(named: name) else { logger.error("\(#function) \(#line) Failed to find \(name) entity") assertionFailure("Failed to find \(name) entity") continue } ManipulationComponent.configureEntity(sphere) var manipulationComponent = ManipulationComponent() manipulationComponent.releaseBehavior = .stay sphere.components.set(manipulationComponent) } logger.info("\(#function) \(#line) Successfully set up manipulation components") } private func handleCollision(entityA: Entity, entityB: Entity) { logger.info("\(#function) \(#line) Collision between \(entityA.name) and \(entityB.name)") guard entityA !== entityB else { return } if entityB.isAncestor(of: entityA) { logger.debug("\(#function) \(#line) \(entityA.name) already under \(entityB.name); skipping reparent") return } if entityA.isAncestor(of: entityB) { logger.info("\(#function) \(#line) Skip reparent: \(entityA.name) is an ancestor of \(entityB.name)") return } reparentEntities(child: entityA, parent: entityB) entityA.components[ParticleEmitterComponent.self]?.burst() } private func reparentEntities(child: Entity, parent: Entity) { let childBounds = child.visualBounds(relativeTo: nil) let parentBounds = parent.visualBounds(relativeTo: nil) let maxEntityWidth = max(childBounds.extents.x, parentBounds.extents.x) let childPosition = child.position(relativeTo: nil) let parentPosition = parent.position(relativeTo: nil) let currentDistance = distance(childPosition, parentPosition) child.setParent(parent, preservingWorldTransform: true) logger.info("\(#function) \(#line) Set \(child.name) parent to \(parent.name)") child.components.remove(ManipulationComponent.self) logger.info("\(#function) \(#line) Removed ManipulationComponent from child \(child.name)") if currentDistance > maxEntityWidth { let direction = normalize(childPosition - parentPosition) let newPosition = parentPosition + direction * maxEntityWidth child.setPosition(newPosition - parentPosition, relativeTo: parent) logger.info("\(#function) \(#line) Adjusted position: distance was \(currentDistance), now \(maxEntityWidth)") } } } fileprivate extension Entity { func isAncestor(of other: Entity) -> Bool { var current: Entity? = other.parent while let node = current { if node === self { return true } current = node.parent } return false } } #Preview(immersionStyle: .mixed) { ImmersiveView() .environment(AppModel()) }
Replies
8
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0
Views
660
Activity
Sep ’25
Header Blur Effect on visionOS SwiftUI
Hi, I'm looking to build something similar to the header blur in the App Store and Apple TV app settings. Does anyone know the best way to achieve this so that when there is nothing behind the header it looks the same as the rest of the view background but when content goes underneath it has a blur effect. I've seen .scrollEdgeEffect on IOS26 is there something similar for visionOS? Thanks!
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0
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0
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174
Activity
Sep ’25
PSVR2 controllers don't report anything in snapshot
I typically read an extended gamepad capture() and get all state. But PSVR2 controllers seem to report nothing. So the stick and other buttons don't do anything in a built app. They register as left/right controllers. This on vOS 26, Xcode 26, etc. They work correctly in the main icon view, although they don't honor inverted vertical and horiztonal scrolling. Both of the default scrolls just feel wrong. When I move left I'm want to scroll level not right. Same for up/down.
Replies
5
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1
Views
1.1k
Activity
Sep ’25
New Spatial Rendering App on macOS doesn't display on visionOS device
I created a new Spatial Rendering App from the template in Xcode 26.0.1. When I run the app, click 'Show Immersive Space' and select my Vision Pro from the pop-up dialog, the content in the dialog flickers (which seems to indicate something crashed) and nothing appears on my Vision Pro. I'm running the released macOS 26.0 (25A354) and visionOS 26.0 (23M336). Filed as FB20397093.
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0
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0
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437
Activity
Sep ’25
Anchor an Reality scene on an image anchor
Developing a prototype Vision Pro app and would like to render a 3D scene made from Reality Composer Pro on an image anchor in a RealityView. But I have no luck so far to make it work and need some guidance to move on. I got the image file stored in the assets like below: And from below is the source codes: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @State var imageEntity: Entity = { let anchorEntity = AnchorEntity(.image(group: "AR Resources", name: "reanchor")) return anchorEntity }() var body: some View { RealityView { content in do { // Add the initial RealityKit content if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle) { imageEntity.addChild(scene) content.add(imageEntity) } } catch { print("Error occurs when adding reality view content: \(error)") } } } }
Replies
3
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0
Views
1.4k
Activity
Sep ’25
VisionOS 2.0 Main Camera Access Enterprise Entitlement Not Recognized in XCode
I am working on a project that requires access to the main camera on the Vision Pro. My main account holder applied for the necessary enterprise entitlement and we were approved and received the Enterprise.license file by email. I have added the Enterprise.license file to my project, and manually added the com.apple.developer.arkit.main-camera-access.allow entitlement to the entitlement file and set it to true since it was not available in the list when I tried to use the + Capability button in the Signing & Capabilites tab. I am getting an error: Provisioning profile "iOS Team Provisioning Profile: " doesn't include the com.apple.developer.arkit.main-camera-access.allow entitlement. I have checked the provisioning profile settings online, and there is no manual option for adding the main camera access entitlement, and it does not seem to be getting the approval from the license.
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6
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0
Views
1.9k
Activity
Sep ’25
GestureComponent bug on visionOS
let component = GestureComponent(DragGesture()) iOS: ☑️ visionOS: ❌ This bug from beta to public, please fix it.
Replies
2
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0
Views
561
Activity
Sep ’25
vision pro notifications too small for shareplay
A is there a way to get big huge notitifications for Shareplay invitations ? B can i have the notifications inside the app ? we have a corporate app to check archtecture projects we want to share these 3d spaces walking inside with near users in the same place to discuss about the project .. but it takes too long shareplay invitation is a small circle on top, if the others users just put the vision without configuring eyes and hands... it's gonna be impossible thanks for sharing and giving us support
Replies
4
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0
Views
229
Activity
Sep ’25
VisionPro 的内存限制
是对原本VisionPro每个App的内存限制做了扩展嘛?放宽了内存限制么?
Replies
1
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0
Views
450
Activity
Sep ’25