visionOS

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Discuss developing for spatial computing and Apple Vision Pro.

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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
Main Camera access
Hi, I have downloaded the example to use the Main Camera with Apple Vision Pro. I got the license file, the Entitlements file and I see Main Camera Access on capabilities view. I have attached the AVP with the development kit band, however I don't see the device as option to install the App. I selected Managed Run Destinations and I see the AVP as connected. Do I miss anything to install the App on my AVP?
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Jul ’25
Portal crossing causes inconsistent lighting and visual artifacts between virtual and real spaces (visionOS 2.0)
Hello, I'm working with the new PortalComponent introduced in visionOS 2.0, and I've encountered some issues when transitioning entities between virtual and real-world spaces using crossingMode. Specifically: Lighting inconsistency: When CG content (ModelEntities with PhysicallyBasedMaterial) crosses the portal from virtual space into the real environment, the way light reflects on the objects changes noticeably. This causes a jarring visual effect, as the same material appears differently depending on the space it's in. Unnatural transition visuals: During the transition, the CG models often appear to "emerge from the wall," especially when crossing from virtual to real. This ruins the immersive illusion and feels visually unnatural. IBL adjustment attempts: I’ve tried adding an ImageBasedLightComponent to the world entity, and while it slightly improves the lighting consistency, the issue still remains to a noticeable degree. My goal is to create a seamless visual experience when CG entities cross between spaces, without sudden lighting shifts or immersion-breaking geometry reveals. Has anyone else experienced similar issues? Is there a recommended setup or workaround to better control lighting and visual fidelity when using crossingMode with portals in visionOS 2.0? Any guidance would be greatly appreciated. Thank you!
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Jul ’25
Unable to Drag 3D Model(Entity) in visionOS when UITextView Is in the Background
I'm running into an issue in Xcode when working on a visionOS app. Whenever I try to drag a 3D model entity in my scene, the drag gesture doesn't work if there's a UITextView (or SwiftUI TextEditor) in background of the 3D entity. It seems like the UITextView is intercepting the gesture or preventing the drag interaction from reaching the 3D content. Interestingly, when the 3D entity is placed infront of the ScrollView, the drag works as expected. Has anyone else experienced this behavior? Is this a known limitation or a bug in the current tooling? Any workarounds or fixes would be appreciated. Thanks!
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Jul ’25
Look to Scroll
Hello! I’m excited to see that Look to Scroll has been included in visionOS 26 Beta. I’m aiming to achieve a feature where the user’s gaze at a specific edge automatically scrolls to that position. However, I’ve experimented with ScrollView and haven’t been able to trigger this functionality. Could you advise if additional API modifiers are necessary? Thank you!
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Jul ’25
VisionOS26 PresentationComponent not working
I am trying to get the new PresentationComponent working in VisionOS26 as seen in this WWDC video: https://developer.apple.com/videos/play/wwdc2025/274/?time=962 (18:29 minutes into video) Here is some other example code but it doesn't work either: https://stepinto.vision/devlogs/project-graveyard-devlog-002/ My simple Text view (that I am adding as a PresentationComponent) does not appear in my RealityView even though the entity is found. Here is a simple example built from an Xcode immersive view default project: struct ImmersiveView: View { @Environment(AppModel.self) var appModel 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) if let materializedImmersiveContentEntity = try? await Entity(named: "Test", in: realityKitContentBundle) { content.add(materializedImmersiveContentEntity) var presentation = PresentationComponent( configuration: .popover(arrowEdge: .bottom), content: Text("Hello, World!") .foregroundColor(.red) ) presentation.isPresented = true materializedImmersiveContentEntity.components.set(presentation) } } } } } Here is the Apple reference: https://developer.apple.com/documentation/realitykit/presentationcomponent
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Jul ’25
Bouncy ball in RealityKit - game
I'm developing a VisionOS app with bouncing ball physics and struggling to achieve natural bouncing behavior using RealityKit's physics system. Despite following Apple's recommended parameters, the ball loses significant energy on each bounce and doesn't behave like a real basketball, tennis ball, or football would. With identical physics parameters (restitution = 1.0), RealityKit shows significant energy loss. I've had to implement a custom physics system to compensate, but I want to use native RealityKit physics. It's impossible to make it work by applying custom impulses. Ball Physics Setup (Following Apple Forum Recommendations) // From PhysicsManager.swift private func createBallEntityRealityKit() -> Entity { let ballRadius: Float = 0.05 let ballEntity = Entity() ballEntity.name = "bouncingBall" // Mesh and material let mesh = MeshResource.generateSphere(radius: ballRadius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: .cyan) material.roughness = .float(0.3) material.metallic = .float(0.8) ballEntity.components.set(ModelComponent(mesh: mesh, materials: [material])) // Physics setup from Apple Developer Forums let physics = PhysicsBodyComponent( massProperties: .init(mass: 0.624), // Seems too heavy for 5cm ball material: PhysicsMaterialResource.generate( staticFriction: 0.8, dynamicFriction: 0.6, restitution: 1.0 // Perfect elasticity, yet still loses energy ), mode: .dynamic ) ballEntity.components.set(physics) ballEntity.components.set(PhysicsMotionComponent()) // Collision setup let collisionShape = ShapeResource.generateSphere(radius: ballRadius) ballEntity.components.set(CollisionComponent(shapes: [collisionShape])) return ballEntity } Ground Plane Physics // From GroundPlaneView.swift let groundPhysics = PhysicsBodyComponent( massProperties: .init(mass: 1000), material: PhysicsMaterialResource.generate( staticFriction: 0.7, dynamicFriction: 0.6, restitution: 1.0 // Perfect bounce ), mode: .static ) entity.components.set(groundPhysics) Wall Physics // From WalledBoxManager.swift let wallPhysics = PhysicsBodyComponent( massProperties: .init(mass: 1000), material: PhysicsMaterialResource.generate( staticFriction: 0.7, dynamicFriction: 0.6, restitution: 0.85 // Slightly less than ground ), mode: .static ) wall.components.set(wallPhysics) Collision Detection // From GroundPlaneView.swift content.subscribe(to: CollisionEvents.Began.self) { event in guard physicsMode == .realityKit else { return } let currentTime = Date().timeIntervalSince1970 guard currentTime - lastCollisionTime > 0.1 else { return } if event.entityA.name == "bouncingBall" || event.entityB.name == "bouncingBall" { let normal = event.collision.normal // Distinguish between wall and ground collisions if abs(normal.y) < 0.3 { // Wall bounce print("Wall collision detected") } else if normal.y > 0.7 { // Ground bounce print("Ground collision detected") } lastCollisionTime = currentTime } } Issues Observed Energy Loss: Despite restitution = 1.0 (perfect elasticity), the ball loses ~20-30% energy per bounce Wall Sliding: Ball tends to slide down walls instead of bouncing naturally No Damping Control: Comments mention damping values but they don't seem to affect the physics Change in mass also doesn't do much. Custom Physics System (Workaround) I've implemented a custom physics system that manually calculates velocities and applies more realistic restitution values: // From BouncingBallComponent.swift struct BouncingBallComponent: Component { var velocity: SIMD3<Float> = .zero var angularVelocity: SIMD3<Float> = .zero var bounceState: BounceState = .idle var lastBounceTime: TimeInterval = 0 var bounceCount: Int = 0 var peakHeight: Float = 0 var totalFallDistance: Float = 0 enum BounceState { case idle case falling case justBounced case bouncing case settled } } Is this energy loss expected behavior in RealityKit, even with perfect restitution (1.0)? Are there additional physics parameters (damping, solver iterations, etc.) that could improve bounce behavior? Would switching to Unity be necessary for more realistic ball physics, or am I missing something in RealityKit? Even in the last video here: https://stepinto.vision/example-code/collisions-physics-physics-material/ bounce of the ball is very unnatural - stops after 3-4 bounces. I apply custom impulses, but then if I have walls around the ball, it's almost impossible to make it look natural. I also saw this post https://developer.apple.com/forums/thread/759422 and ball is still not bouncing naturally.
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Jul ’25
How to use defaultSize with visionOS window restoration?
One of the most common ways to provide a window size in visionOS is to use the defaultSize scene modifier. WindowGroup(id: "someID") { SomeView() } .defaultSize(CGSize(width: 600, height: 600)) Starting in visionOS 26, using this has a side effect. visionOS 26 will restore windows that have been locked in place or snapped to surfaces. If a user has manually adjusted the size of a locked/snapped window, the users size is only restore in some cases. Manual resize respected Leaving a room and returning later Taking the headset off and putting it back on later Manual resize NOT respected Device restart. In this case, the window is reopened where it was locked, but the size is set back to the values passed to defaultSize. The manual resizing adjustments the user has made are lost. This is counter to how all other windows and widgets work. I reported this last month (FB18429638), but haven't heard back if this is a bug or intended behavior. Questions What is the best way to provide a default window size that will only be used when opening new windows–and not used during scene restoration? Should we try to keep track of window size after users adjust them and save that somewhere? If this is intended behavior, can someone please update the docs accordingly?
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Jul ’25
Add Unity Project to existing VisionOS App
Hello, As titled, my team is trying to find a way to add unity projects to our current developments. We have checked several posts and tutorials, but find they are all about porting to a brand new project. Without modifying too much on our current swift codes, we wonder if we can add Unity part as a WindowGroup/ImmersiveSpace like the following? :) struct TestVisionUnityApp: App { var body: some Scene { // from default template WindowGroup { ContentView() .... } // @TODO WindowGroup {...} } }
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Jul ’25
Unable to pair xcode with vision pro
So I have an apple developer account, a mac running Sequoia, and a Vision Pro, all I want to do is run my build on the headset, but I can't connect the headset to Xcode on the mac. I've tried the steps I've seen online with no luck, as I can't see the device I cannot complete step 3: Connect to same wifi network On Vision Pro -&gt; Settings &gt; General &gt; Remote Devices On Mac -&gt; Xcode -&gt; Devices &amp; Simulators -&gt; Select the Vision Pro &amp; enter the code On Mac -&gt; Run a build targeted at your vision pro device which should now be a run destination (Developer mode setting wasn't visible till I did this), you will get an error saying developer mode is not enabled On Vision Pro -&gt; Privacy &amp; Security &gt; Developer Mode I have tried multiple networks, hotspots, disabled my firewall, disabled settings like airdrop &amp; airplay, made sure both devices are up to date, even tried a developer beta OS on the vision pro. I can connect to the mac to share the screen on the vision pro but am unable to simply connect to xcode to run a build.
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Jul ’25