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Discuss developing for spatial computing and Apple Vision Pro.

Posts under visionOS tag

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Website environment disappears suddenly
After I updated to visionOS 26.4, I noticed my website environment would suddenly turn off occasionally while I was watching YouTube in Safari. My M2 AVP was still warm after the update. Is turning off a website environment expected behavior when the headset gets warm (e.g., perhaps to reduce load)? If not, anyone have an idea this might happen?
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569
Mar ’26
Immersive API
After updating to visionOS 26.4, I went to Safari's Feature Flags page to reenable Website environment, and I found the Website environment switch had been moved from the top and into the list of switches below. In its place is "Immersive API". I could not find any documentation on this. Anyone know what it is for or can point me to documentation?
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426
Mar ’26
RealityKit .Kinematic + collisions (visionOs)
Hi everyone, I'm new to visionOS development. I'm trying to create a physics-based scene (with gravity) where users can pick up and move objects on a workbench. I am struggling with physics interactions during the drag gesture: Kinematic Mode: If I switch to .kinematic during the drag, the object moves smoothly but clips through other objects (no collisions). Dynamic Mode: I tried keeping it .dynamic and applying linear velocity toward the hand position, but the movement feels laggy and unresponsive. Hybrid Approach: I tried switching to .kinematic during DragGesture.onChange and back to .dynamic on collision, but this causes the entity to jitter/shake violently when touching other objects. Has anyone found a clean way to drag objects while maintaining solid collisions. Thanks for your help!
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939
Mar ’26
Cannot find devices in RemoteImmersiveSpace
Hi, I'm running the Spatial Rendering App sample on a Macbook Pro running 26.4 Beta and the Vision Pro running visionOS 26.3.1. Handoff and SharePlay are on, both devices are on the same Apple ID and network, and SharePlay screen sharing works fine between the two devices. However, when calling openImmersiveSpace, the device picker fails to present and no devices are found. Errors from console: ((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - .../ExtensionKit/Source/HostViewController/Internal/EXHostSessionDriver.m:80: `processConfiguration` and `configuration` must be both non-nil or both nil Unable to obtain a task name port right for pid 638: (os/kern) failure (0x5) Unable to present an ImmersiveSpace for Scene id 'Compositor Services' Is this a known bug or I'm I missing something? Thanks!
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1.6k
Mar ’26
[WebXR] Support for AR module in VisionOS 2.x
Thank you again for pushing the web forward in VisionOS 2, super exciting! The latest WWDC24 video touched on VR experiences for VisionOS2.0 using WebXR, however there was no mention of passthrough AR experiences. Samples such as this one are not supported: https://immersive-web.github.io/webxr-samples/immersive-ar-session.html In Settings > Safari, there is a feature flag for the AR WebXR module, but enabling it did not seem to change anything. Is this the expected behavior at this time? Any developer preview(s) we could try?
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3.9k
Mar ’26
Can I use metal shader if I use RealityKit to build a VisionOS app?
I asked AI to build a realistic ocean shader for a VisionOS project using RealityKit. It gave a bunch instructions and asked me to connect large amount of nodes for the ShaderGraph in the Reality Composer Pro. I am just wondering if AI can help to generate the Metal shader code directly, or build the ShaderGraph nodes for me automatically.
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858
Mar ’26
Can video reflections in immersive space work with VideoMaterial, or is AVPlayerViewController with dockingRegion required?
Hi Apple Developer Forums, I'm developing a visionOS video streaming app that uses a custom immersive cinema experience with RealityKit. I have a question about enabling video reflections in an immersive environment. My Current Implementation I'm using VideoMaterial with AVPlayer to display video on a ModelEntity plane in an immersive space: // Create screen mesh let screenMesh = MeshResource.generatePlane( width: VideoTheater.screenWidth, height: VideoTheater.screenHeight, cornerRadius: 0.0 ) let screenEntity = ModelEntity(mesh: screenMesh) // Apply VideoMaterial with AVPlayer screenEntity.model?.materials = [VideoMaterial(avPlayer: player)] The video renders correctly in the immersive space, but I don't see any video reflections on surrounding surfaces. Apple's Documentation Approach According to the documentation at https://developer.apple.com/documentation/visionos/enabling-vid eo-reflections-in-an-immersive-environment, the recommended approach uses: AVPlayerViewController for video playback dockingRegion modifier to specify where the video should appear The system automatically handles reflections My Question Is using AVPlayerViewController with dockingRegion the only way to get video reflections in an immersive environment? Or is it possible to enable reflections when using VideoMaterial directly with RealityKit's ModelEntity? My app requires a custom immersive cinema experience with: Custom screen positioning and scaling Danmaku (bullet comments) overlay Custom gesture controls HDR/Dolby Vision support Switching to AVPlayerViewController would require significant architectural changes, so I'd prefer to keep my current VideoMaterial approach if reflections can be enabled somehow. If VideoMaterial cannot produce reflections, are there any alternative approaches to achieve diffuse video reflections with a custom RealityKit setup? Environment visionOS 2.x RealityKit AVPlayer with custom resource loader (for DASH streams) Thank you for any guidance!
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675
Mar ’26
Possible Bug - Hover Effects/Spatial Event Compatibilty with PSVR2 Controllers?
Hi, I would like clarification on whether the new hover effects feature introduced in vision os 26 supported pinch gestures through the psvr 2 controllers. In your sample application, I found that this was not working. Pulling the trigger on the controller whilst looking at the 3d object did not activate the hover effect spatial event in the sample application. (The object is showing the highlight though), only pinch clicking with my fingers seem to be registering/triggering the spatial event. I am using Vision OS 26.3 This is inconsistent with how the psvr2 controller behaves on swift ui views and ui view elements, where the trigger press does count as a button click. The sample I used was this one: https://developer.apple.com/documentation/compositorservices/rendering_hover_effects_in_metal_immersive_apps
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1k
Mar ’26
Attaching a hand model to your hands
Hi, we have been working on an application that attaches a hand model to the users hands. Apple provides an animating hand models in visionOS project that is a useful starting point. https://developer.apple.com/documentation/visionOS/animating-hand-models-in-visionOS We have been trying to create our own hand model to attach but have had some issues with how it is attaching to the hand. For our hand model we want to include the forearm all the way up to the users elbow. I have attached a sample project of what our code currently looks like so you can run it. Just select show immersive space to attach the models. The left hand model is the space glove that we were trying to mirror. The right hand model is our model that we have been using. I have mapped each of the joints to the pertaining joint name on our model. The first issue we are having seems to be based around the placement of the forearm. It attaches itself at the wrist. The second issue seems to be around rotation. Our team is looking for some guidance on what needs to change in order to map this model correctly. Thanks in advance!
2
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452
Feb ’26
360° video playback Issue
When rendering an equirectangular video on a sphere using VideoMaterial and MeshResource.generateSphere(), there is a visible black seam line running vertically on the sphere. This appears to be at the UV seam where the texture coordinates wrap from 1.0 back to 0.0. The same video file plays without any visible seam in other 360° video players on Vision Pro, so the issue is not with the video content itself. Here is the relevant code: private func createVideoSphere(content: RealityViewContent, player: AVPlayer) { let sphere = MeshResource.generateSphere(radius: 1000) let material = VideoMaterial(avPlayer: player) let entity = ModelEntity(mesh: sphere, materials: [material]) entity.scale *= .init(x: -1, y: 1, z: 1) // Flip to render on inside content.add(entity) player.play() } The setup is straightforward: MeshResource.generateSphere(radius: 1000) generates the sphere mesh VideoMaterial(avPlayer:) provides the video texture X scale is flipped to -1 so the texture renders on the inside of the sphere The video is a standard equirectangular 360° MP4 file What I've tried: I attempted to create a custom sphere mesh using MeshDescriptor with duplicate vertices at the UV seam (longitude 0°/360°) to ensure proper UV continuity. However, VideoMaterial did not render any video on the custom mesh (only audio played), and the app eventually crashed. It seems VideoMaterial may have specific mesh requirements. Questions: Is the black seam a known limitation of MeshResource.generateSphere() when used with VideoMaterial for 360° video? Is there a recommended way to eliminate this UV seam — for example, a texture addressing mode or a specific mesh configuration that works with VideoMaterial? Is there an official sample project or code example for playing 360° equirectangular video in a fully immersive space on visionOS? That would be extremely helpful as a reference. Any guidance would be greatly appreciated. Thank you!
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550
Feb ’26
Unexpected behavior when writing entities and loading realityFiles.
I have a simple visionOS app that creates an Entity, writes it to the device, and then attempts to load it. However, when the entity file get overwritten, it affects the ability for the app to load it correctly. Here is my code for saving the entity. import SwiftUI import RealityKit import UniformTypeIdentifiers struct ContentView: View { var body: some View { VStack { ToggleImmersiveSpaceButton() Button("Save Entity") { Task { // if let entity = await buildEntityHierarchy(from: urdfPath) { let type = UTType.realityFile let filename = "testing.\(type.preferredFilenameExtension ?? "bin")" let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] let fileURL = documentsURL.appendingPathComponent(filename) do { let mesh = MeshResource.generateBox(size: 1, cornerRadius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: true) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) print("Writing \(fileURL)") try await entity.write(to: fileURL) } catch { print("Failed writing") } } } } .padding() } } Every time I press "Save Entity", I see a warning similar to: Writing file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality Failed to set dependencies on asset 1941054755064863441 because NetworkAssetManager does not have an asset entity for that id. When I open the immersive space, I attempt to load the same file: import SwiftUI import RealityKit import UniformTypeIdentifiers struct ImmersiveView: View { @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in guard let type = UTType.realityFile.preferredFilenameExtension else { return } let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] let fileURL = documentsURL.appendingPathComponent("testing.\(type)") guard FileManager.default.fileExists(atPath: fileURL.path) else { print("❌ File does not exist at path: \(fileURL.path)") return } if let entity = try? await Entity(contentsOf: fileURL) { content.add(entity) } } } } I also get errors after I overwrite the entity (by pressing "Save Entity" after I have successfully loaded it once). The warnings that appear when the Immersive space attempts to load the new entity are: Asset 13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'. Asset 8308977590385781534 Scene (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Scene_0.compiledscene failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to read archive entry. AssetLoadRequest failed because asset failed to load '13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh' (Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'.) The order of operations to make this happen: Launch app Press "Save Entity" to save the entity "Open Immersive Space" to view entity Press "Save Entity" to overwrite the entity "Open Immersive Space" to view entity, failed asset load request Also Launch app, the entity should still be save from last time the app ran "Open Immersive Space" to view entity Press "Save Entity" to overwrite the entity "Open Immersive Space" to view entity, failed asset load request NOTE: It appears I can get it to work slightly better by pressing the "Save Entity" button twice before attempting to view it again in the immersive space.
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532
Feb ’26
Viewbased stereoscopic drawing
Is there a way to render stereoscopic (left/right) images in a 2d plane that resides in a swiftUI view? I know this is possible in realityKit shaders, and in immersive metal composits, but is it possible via swiftUI shaders, CAMetalLayer, etc? I'd like to draw a 2d window with standard UI chrome (resize, move etc) that displays stereoscopic content on the flat plane of the window.
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668
Feb ’26
VisionOs Development: Seeking Advice on Key Strategic Crossroads
I am a developer working on developing a space journal application. During the development process, I encountered several crucial strategic and technical decisions, and I would like to hear the experiences of those who have gone through similar situations. Here are the simplified versions of several questions I have. Resource allocation: Which problem should I address first? Design direction: In terms of interaction and UI design, how should I balance "immersion" and "usability"? Market selection: Was it easier for a business to survive in the early stages as a B2B or B2C entity? Cost estimation: How can I reasonably present to my investors the development costs of this project? In order to avoid relying solely on intuition in my decisions, I created a short questionnaire, hoping to gather more structured opinions from my colleagues. If you are also exploring VisionOS, I sincerely hope you can take a few minutes to fill it out. The results are extremely important to me, and I would be more than happy to share the final summary findings with you.
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222
Feb ’26
AVP, Developer Strap v2, Ethernet connection and Xcode
Hi, I wonder if there's something that can be configured to force Xcode (and preferably MVD too) to use Ethernet connection between Mac Mini and Apple Vision Pro (over a USB hub, not a direct USB connection)? If I connect AVP to Mac directly via USB, the bridge gets created and both MVD and Xcode default to it, which is great because of higher speed and lower latency. My problem is that I work with external camera, so I can have either the camera, or the Mac connection, but not both. I tried to solve that by plugging in a small active USB hub, so the strap and camera are connected to it, plus it has Ethernet adapter, which is plugged into Mac port. I tried with internet sharing on Mac - AVP has internet access, I can ping AVP from Mac, but Xcode and MVD still use wifi. I tried to manually configure bridge without internet sharing - same effect. I tried to make the bridge highest priority connection - nothing changed. I tried to force routing to AVP IP over the bridge - nothing (and it seems that my routing entry went missing after some time and was replaced by "use wifi interface"). So - is there something more I can do to make at least Xcode go over the cable? Debugging over wifi often takes forever.
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163
Feb ’26
Buttons become unresponsive after using .windowStyle(.plain) with auto-hiding menu
I'm developing a visionOS panorama viewer app where I need to implement an auto-hiding floating menu in immersive space. The menu should: Show for 3 seconds when entering immersive mode Auto-hide after 3 seconds, Reappear when user taps anywhere (using SpatialTapGesture). Buttons should respond to gaze + pinch interaction The Problem: When I add .windowStyle(.plain) to achieve transparent window background for the auto-hide effect, all buttons in the menu become completely unresponsive to gaze + pinch interaction. The buttons only respond to direct finger touch (poking). Without .windowStyle(.plain): Buttons work correctly with gaze + pinch, but I cannot achieve transparent window background for hiding. With .windowStyle(.plain): Window can be transparent, but buttons lose gaze + pinch interaction. Code: App.swift: @main struct MyApp: App { @StateObject private var model = AppModel() var body: some Scene { WindowGroup(id: "MainWindow") { ContentView() .environmentObject(model) } .defaultSize(width: 900, height: 700) .windowResizability(.contentSize) .windowStyle(.plain) // <-- This causes the interaction issue ImmersiveSpace(id: "ImmersiveSpace") { ImmersiveView() .environmentObject(model) } } } ContentView.swift (simplified): struct ContentView: View { @EnvironmentObject var model: AppModel @State private var isMenuVisible: Bool = true var body: some View { VStack { if model.isImmersiveViewActive { if isMenuVisible { // This menu's buttons don't respond to gaze+pinch immersiveControlMenu } } else { mainMenuButtons } } .glassBackgroundEffect() } private var immersiveControlMenu: some View { HStack { Button("Exit") { exitImmersiveSpace() } .buttonStyle(.bordered) // Also tried .plain, same issue } .padding() .glassBackgroundEffect() } } ImmersiveView.swift: struct ImmersiveView: View { @EnvironmentObject var model: AppModel var body: some View { RealityView { content in // Panorama sphere let sphere = ModelEntity(mesh: .generateSphere(radius: 1000), materials: [material]) content.add(sphere) // Tap detector for menu toggle let tapDetector = Entity() tapDetector.components.set(CollisionComponent(shapes: [.generateSphere(radius: 900)])) tapDetector.components.set(InputTargetComponent()) content.add(tapDetector) } .gesture( SpatialTapGesture() .targetedToAnyEntity() .onEnded { _ in model.shouldShowMenu = true } ) } } Environment: Xcode 26.2 visionOS 26.3 Vision Pro device Questions: Is .windowStyle(.plain) expected to affect button interaction behavior? What is the recommended approach to achieve a transparent/hidden window in immersive mode while maintaining button interactivity? Is there an alternative to .windowStyle(.plain) for hiding window chrome in visionOS? Thank you for any guidance!
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1.2k
Feb ’26
Website environment disappears suddenly
After I updated to visionOS 26.4, I noticed my website environment would suddenly turn off occasionally while I was watching YouTube in Safari. My M2 AVP was still warm after the update. Is turning off a website environment expected behavior when the headset gets warm (e.g., perhaps to reduce load)? If not, anyone have an idea this might happen?
Replies
1
Boosts
0
Views
569
Activity
Mar ’26
Immersive API
After updating to visionOS 26.4, I went to Safari's Feature Flags page to reenable Website environment, and I found the Website environment switch had been moved from the top and into the list of switches below. In its place is "Immersive API". I could not find any documentation on this. Anyone know what it is for or can point me to documentation?
Replies
1
Boosts
0
Views
426
Activity
Mar ’26
RealityKit .Kinematic + collisions (visionOs)
Hi everyone, I'm new to visionOS development. I'm trying to create a physics-based scene (with gravity) where users can pick up and move objects on a workbench. I am struggling with physics interactions during the drag gesture: Kinematic Mode: If I switch to .kinematic during the drag, the object moves smoothly but clips through other objects (no collisions). Dynamic Mode: I tried keeping it .dynamic and applying linear velocity toward the hand position, but the movement feels laggy and unresponsive. Hybrid Approach: I tried switching to .kinematic during DragGesture.onChange and back to .dynamic on collision, but this causes the entity to jitter/shake violently when touching other objects. Has anyone found a clean way to drag objects while maintaining solid collisions. Thanks for your help!
Replies
3
Boosts
0
Views
939
Activity
Mar ’26
How do you collect eye gaze data from vision pro
Hello, I know that Apple bans user from accessing to raw gaze data like gaze vector (x,y,z) or eye position. But when you do research on gaze data, how did you collect them from vision pro? Is there any App to solve this problem?
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0
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0
Views
162
Activity
Mar ’26
Cannot find devices in RemoteImmersiveSpace
Hi, I'm running the Spatial Rendering App sample on a Macbook Pro running 26.4 Beta and the Vision Pro running visionOS 26.3.1. Handoff and SharePlay are on, both devices are on the same Apple ID and network, and SharePlay screen sharing works fine between the two devices. However, when calling openImmersiveSpace, the device picker fails to present and no devices are found. Errors from console: ((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - .../ExtensionKit/Source/HostViewController/Internal/EXHostSessionDriver.m:80: `processConfiguration` and `configuration` must be both non-nil or both nil Unable to obtain a task name port right for pid 638: (os/kern) failure (0x5) Unable to present an ImmersiveSpace for Scene id 'Compositor Services' Is this a known bug or I'm I missing something? Thanks!
Replies
2
Boosts
1
Views
1.6k
Activity
Mar ’26
[WebXR] Support for AR module in VisionOS 2.x
Thank you again for pushing the web forward in VisionOS 2, super exciting! The latest WWDC24 video touched on VR experiences for VisionOS2.0 using WebXR, however there was no mention of passthrough AR experiences. Samples such as this one are not supported: https://immersive-web.github.io/webxr-samples/immersive-ar-session.html In Settings > Safari, there is a feature flag for the AR WebXR module, but enabling it did not seem to change anything. Is this the expected behavior at this time? Any developer preview(s) we could try?
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12
Boosts
6
Views
3.9k
Activity
Mar ’26
Apple Vision Pro Usecase
Use case proposal: immersive mental visualisation and manifestation experiences on visionOS I'd like to open a discussion around a use case I believe is currently missing from the visionOS ecosystem
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0
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0
Views
288
Activity
Mar ’26
Can I use metal shader if I use RealityKit to build a VisionOS app?
I asked AI to build a realistic ocean shader for a VisionOS project using RealityKit. It gave a bunch instructions and asked me to connect large amount of nodes for the ShaderGraph in the Reality Composer Pro. I am just wondering if AI can help to generate the Metal shader code directly, or build the ShaderGraph nodes for me automatically.
Replies
0
Boosts
0
Views
858
Activity
Mar ’26
Can video reflections in immersive space work with VideoMaterial, or is AVPlayerViewController with dockingRegion required?
Hi Apple Developer Forums, I'm developing a visionOS video streaming app that uses a custom immersive cinema experience with RealityKit. I have a question about enabling video reflections in an immersive environment. My Current Implementation I'm using VideoMaterial with AVPlayer to display video on a ModelEntity plane in an immersive space: // Create screen mesh let screenMesh = MeshResource.generatePlane( width: VideoTheater.screenWidth, height: VideoTheater.screenHeight, cornerRadius: 0.0 ) let screenEntity = ModelEntity(mesh: screenMesh) // Apply VideoMaterial with AVPlayer screenEntity.model?.materials = [VideoMaterial(avPlayer: player)] The video renders correctly in the immersive space, but I don't see any video reflections on surrounding surfaces. Apple's Documentation Approach According to the documentation at https://developer.apple.com/documentation/visionos/enabling-vid eo-reflections-in-an-immersive-environment, the recommended approach uses: AVPlayerViewController for video playback dockingRegion modifier to specify where the video should appear The system automatically handles reflections My Question Is using AVPlayerViewController with dockingRegion the only way to get video reflections in an immersive environment? Or is it possible to enable reflections when using VideoMaterial directly with RealityKit's ModelEntity? My app requires a custom immersive cinema experience with: Custom screen positioning and scaling Danmaku (bullet comments) overlay Custom gesture controls HDR/Dolby Vision support Switching to AVPlayerViewController would require significant architectural changes, so I'd prefer to keep my current VideoMaterial approach if reflections can be enabled somehow. If VideoMaterial cannot produce reflections, are there any alternative approaches to achieve diffuse video reflections with a custom RealityKit setup? Environment visionOS 2.x RealityKit AVPlayer with custom resource loader (for DASH streams) Thank you for any guidance!
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0
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0
Views
675
Activity
Mar ’26
Foveated Streaming - Can I stream Immersive Video from Mac
This is a very exciting feature in 26.4 beta. But from the document, it seems can only integrate with NVIDIA CloudXR™ SDK. I'm wondering if it's possible to use this tool to stream immersive video from Mac to Vision Pro?
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1
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0
Views
924
Activity
Mar ’26
Possible Bug - Hover Effects/Spatial Event Compatibilty with PSVR2 Controllers?
Hi, I would like clarification on whether the new hover effects feature introduced in vision os 26 supported pinch gestures through the psvr 2 controllers. In your sample application, I found that this was not working. Pulling the trigger on the controller whilst looking at the 3d object did not activate the hover effect spatial event in the sample application. (The object is showing the highlight though), only pinch clicking with my fingers seem to be registering/triggering the spatial event. I am using Vision OS 26.3 This is inconsistent with how the psvr2 controller behaves on swift ui views and ui view elements, where the trigger press does count as a button click. The sample I used was this one: https://developer.apple.com/documentation/compositorservices/rendering_hover_effects_in_metal_immersive_apps
Replies
2
Boosts
0
Views
1k
Activity
Mar ’26
Attaching a hand model to your hands
Hi, we have been working on an application that attaches a hand model to the users hands. Apple provides an animating hand models in visionOS project that is a useful starting point. https://developer.apple.com/documentation/visionOS/animating-hand-models-in-visionOS We have been trying to create our own hand model to attach but have had some issues with how it is attaching to the hand. For our hand model we want to include the forearm all the way up to the users elbow. I have attached a sample project of what our code currently looks like so you can run it. Just select show immersive space to attach the models. The left hand model is the space glove that we were trying to mirror. The right hand model is our model that we have been using. I have mapped each of the joints to the pertaining joint name on our model. The first issue we are having seems to be based around the placement of the forearm. It attaches itself at the wrist. The second issue seems to be around rotation. Our team is looking for some guidance on what needs to change in order to map this model correctly. Thanks in advance!
Replies
2
Boosts
0
Views
452
Activity
Feb ’26
360° video playback Issue
When rendering an equirectangular video on a sphere using VideoMaterial and MeshResource.generateSphere(), there is a visible black seam line running vertically on the sphere. This appears to be at the UV seam where the texture coordinates wrap from 1.0 back to 0.0. The same video file plays without any visible seam in other 360° video players on Vision Pro, so the issue is not with the video content itself. Here is the relevant code: private func createVideoSphere(content: RealityViewContent, player: AVPlayer) { let sphere = MeshResource.generateSphere(radius: 1000) let material = VideoMaterial(avPlayer: player) let entity = ModelEntity(mesh: sphere, materials: [material]) entity.scale *= .init(x: -1, y: 1, z: 1) // Flip to render on inside content.add(entity) player.play() } The setup is straightforward: MeshResource.generateSphere(radius: 1000) generates the sphere mesh VideoMaterial(avPlayer:) provides the video texture X scale is flipped to -1 so the texture renders on the inside of the sphere The video is a standard equirectangular 360° MP4 file What I've tried: I attempted to create a custom sphere mesh using MeshDescriptor with duplicate vertices at the UV seam (longitude 0°/360°) to ensure proper UV continuity. However, VideoMaterial did not render any video on the custom mesh (only audio played), and the app eventually crashed. It seems VideoMaterial may have specific mesh requirements. Questions: Is the black seam a known limitation of MeshResource.generateSphere() when used with VideoMaterial for 360° video? Is there a recommended way to eliminate this UV seam — for example, a texture addressing mode or a specific mesh configuration that works with VideoMaterial? Is there an official sample project or code example for playing 360° equirectangular video in a fully immersive space on visionOS? That would be extremely helpful as a reference. Any guidance would be greatly appreciated. Thank you!
Replies
0
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0
Views
550
Activity
Feb ’26
Unexpected behavior when writing entities and loading realityFiles.
I have a simple visionOS app that creates an Entity, writes it to the device, and then attempts to load it. However, when the entity file get overwritten, it affects the ability for the app to load it correctly. Here is my code for saving the entity. import SwiftUI import RealityKit import UniformTypeIdentifiers struct ContentView: View { var body: some View { VStack { ToggleImmersiveSpaceButton() Button("Save Entity") { Task { // if let entity = await buildEntityHierarchy(from: urdfPath) { let type = UTType.realityFile let filename = "testing.\(type.preferredFilenameExtension ?? "bin")" let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] let fileURL = documentsURL.appendingPathComponent(filename) do { let mesh = MeshResource.generateBox(size: 1, cornerRadius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: true) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) print("Writing \(fileURL)") try await entity.write(to: fileURL) } catch { print("Failed writing") } } } } .padding() } } Every time I press "Save Entity", I see a warning similar to: Writing file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality Failed to set dependencies on asset 1941054755064863441 because NetworkAssetManager does not have an asset entity for that id. When I open the immersive space, I attempt to load the same file: import SwiftUI import RealityKit import UniformTypeIdentifiers struct ImmersiveView: View { @Environment(AppModel.self) private var appModel var body: some View { RealityView { content in guard let type = UTType.realityFile.preferredFilenameExtension else { return } let documentsURL = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask)[0] let fileURL = documentsURL.appendingPathComponent("testing.\(type)") guard FileManager.default.fileExists(atPath: fileURL.path) else { print("❌ File does not exist at path: \(fileURL.path)") return } if let entity = try? await Entity(contentsOf: fileURL) { content.add(entity) } } } } I also get errors after I overwrite the entity (by pressing "Save Entity" after I have successfully loaded it once). The warnings that appear when the Immersive space attempts to load the new entity are: Asset 13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'. Asset 8308977590385781534 Scene (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Scene_0.compiledscene failure: Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to read archive entry. AssetLoadRequest failed because asset failed to load '13277375032756336327 Mesh (RealityFileAsset)URL/file:///var/mobile/Containers/Data/Application/1140E7D6-D365-48A4-8BED-17BEA34E3F1E/Documents/testing.reality/Mesh_0.compiledmesh' (Asset provider load failed: type 'RealityFileAsset' -- RERealityArchive: Failed to open load stream for entry 'assets/Mesh_0.compiledmesh'.) The order of operations to make this happen: Launch app Press "Save Entity" to save the entity "Open Immersive Space" to view entity Press "Save Entity" to overwrite the entity "Open Immersive Space" to view entity, failed asset load request Also Launch app, the entity should still be save from last time the app ran "Open Immersive Space" to view entity Press "Save Entity" to overwrite the entity "Open Immersive Space" to view entity, failed asset load request NOTE: It appears I can get it to work slightly better by pressing the "Save Entity" button twice before attempting to view it again in the immersive space.
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532
Activity
Feb ’26
Viewbased stereoscopic drawing
Is there a way to render stereoscopic (left/right) images in a 2d plane that resides in a swiftUI view? I know this is possible in realityKit shaders, and in immersive metal composits, but is it possible via swiftUI shaders, CAMetalLayer, etc? I'd like to draw a 2d window with standard UI chrome (resize, move etc) that displays stereoscopic content on the flat plane of the window.
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668
Activity
Feb ’26
VisionOs Development: Seeking Advice on Key Strategic Crossroads
I am a developer working on developing a space journal application. During the development process, I encountered several crucial strategic and technical decisions, and I would like to hear the experiences of those who have gone through similar situations. Here are the simplified versions of several questions I have. Resource allocation: Which problem should I address first? Design direction: In terms of interaction and UI design, how should I balance "immersion" and "usability"? Market selection: Was it easier for a business to survive in the early stages as a B2B or B2C entity? Cost estimation: How can I reasonably present to my investors the development costs of this project? In order to avoid relying solely on intuition in my decisions, I created a short questionnaire, hoping to gather more structured opinions from my colleagues. If you are also exploring VisionOS, I sincerely hope you can take a few minutes to fill it out. The results are extremely important to me, and I would be more than happy to share the final summary findings with you.
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222
Activity
Feb ’26
Full Body Tracking
Hi, is there a way to track feet in a visionOS app in an immersive space? I want the whole body to be visible in VR, and I want to know if the user touches an object with their foot.
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579
Activity
Feb ’26
AVP, Developer Strap v2, Ethernet connection and Xcode
Hi, I wonder if there's something that can be configured to force Xcode (and preferably MVD too) to use Ethernet connection between Mac Mini and Apple Vision Pro (over a USB hub, not a direct USB connection)? If I connect AVP to Mac directly via USB, the bridge gets created and both MVD and Xcode default to it, which is great because of higher speed and lower latency. My problem is that I work with external camera, so I can have either the camera, or the Mac connection, but not both. I tried to solve that by plugging in a small active USB hub, so the strap and camera are connected to it, plus it has Ethernet adapter, which is plugged into Mac port. I tried with internet sharing on Mac - AVP has internet access, I can ping AVP from Mac, but Xcode and MVD still use wifi. I tried to manually configure bridge without internet sharing - same effect. I tried to make the bridge highest priority connection - nothing changed. I tried to force routing to AVP IP over the bridge - nothing (and it seems that my routing entry went missing after some time and was replaced by "use wifi interface"). So - is there something more I can do to make at least Xcode go over the cable? Debugging over wifi often takes forever.
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163
Activity
Feb ’26
VisionOS 2 - Passthrough in screen capture
I have already add liscene and entitlement for Passthrough in screen capture, but still get black background instaed of real world. Do you have any idea ? I've been stuck with this question for a long time 😢
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669
Activity
Feb ’26
Buttons become unresponsive after using .windowStyle(.plain) with auto-hiding menu
I'm developing a visionOS panorama viewer app where I need to implement an auto-hiding floating menu in immersive space. The menu should: Show for 3 seconds when entering immersive mode Auto-hide after 3 seconds, Reappear when user taps anywhere (using SpatialTapGesture). Buttons should respond to gaze + pinch interaction The Problem: When I add .windowStyle(.plain) to achieve transparent window background for the auto-hide effect, all buttons in the menu become completely unresponsive to gaze + pinch interaction. The buttons only respond to direct finger touch (poking). Without .windowStyle(.plain): Buttons work correctly with gaze + pinch, but I cannot achieve transparent window background for hiding. With .windowStyle(.plain): Window can be transparent, but buttons lose gaze + pinch interaction. Code: App.swift: @main struct MyApp: App { @StateObject private var model = AppModel() var body: some Scene { WindowGroup(id: "MainWindow") { ContentView() .environmentObject(model) } .defaultSize(width: 900, height: 700) .windowResizability(.contentSize) .windowStyle(.plain) // <-- This causes the interaction issue ImmersiveSpace(id: "ImmersiveSpace") { ImmersiveView() .environmentObject(model) } } } ContentView.swift (simplified): struct ContentView: View { @EnvironmentObject var model: AppModel @State private var isMenuVisible: Bool = true var body: some View { VStack { if model.isImmersiveViewActive { if isMenuVisible { // This menu's buttons don't respond to gaze+pinch immersiveControlMenu } } else { mainMenuButtons } } .glassBackgroundEffect() } private var immersiveControlMenu: some View { HStack { Button("Exit") { exitImmersiveSpace() } .buttonStyle(.bordered) // Also tried .plain, same issue } .padding() .glassBackgroundEffect() } } ImmersiveView.swift: struct ImmersiveView: View { @EnvironmentObject var model: AppModel var body: some View { RealityView { content in // Panorama sphere let sphere = ModelEntity(mesh: .generateSphere(radius: 1000), materials: [material]) content.add(sphere) // Tap detector for menu toggle let tapDetector = Entity() tapDetector.components.set(CollisionComponent(shapes: [.generateSphere(radius: 900)])) tapDetector.components.set(InputTargetComponent()) content.add(tapDetector) } .gesture( SpatialTapGesture() .targetedToAnyEntity() .onEnded { _ in model.shouldShowMenu = true } ) } } Environment: Xcode 26.2 visionOS 26.3 Vision Pro device Questions: Is .windowStyle(.plain) expected to affect button interaction behavior? What is the recommended approach to achieve a transparent/hidden window in immersive mode while maintaining button interactivity? Is there an alternative to .windowStyle(.plain) for hiding window chrome in visionOS? Thank you for any guidance!
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1.2k
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Feb ’26