visionOS

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Discuss developing for spatial computing and Apple Vision Pro.

Posts under visionOS tag

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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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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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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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1.2k
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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1.5k
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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Sep ’25
Metal Compositor Service & Persona (VisionOS)
Hello, I'm currently trying to make a collaborative app. But it just works only on Reality View, when I tried to use Compositor Layer like below, the personas disappeared. ImmersiveSpace(id: "ImmersiveSpace-Metal") { CompositorLayer(configuration: MetalLayerConfiguration()) { layerRenderer in SpatialRenderer_InitAndRun(layerRenderer) } } Is there any potential solution too see Personas in Metal view? Thanks in advance!
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Sep ’25
WWDC 25 RemoteImmersiveSpace - Support for Passthrough Mode? RealityKit?
This is related to the WWDC presentation, What's new in Metal rendering for immersive apps.. Specifically, the macOS spatial streaming to visionOS feature: For reference: the page in the docs. The presentation demonstrates it using a full immersive space and Metal rendering using compositor services. I'd like clarity on a few things: Is the remote device wireless, or must the visionOS device be connected via a wired connected? Is there a limit to the number of remote devices, and if not, could macOS render different things per remote device simultaneously? Can I also use mixed mode with passthrough enabled, instead of just a fully-immersive mode? Can I use RealityKit instead of Metal? If so, may I have an example, or would someone point to an example?
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Sep ’25
Custom EntityAction - different behaviour VisionOS 2.6 vs 26
I implemented an EntityAction to change the baseColor tint - and had it working on VisionOS 2.x. import RealityKit import UIKit typealias Float4 = SIMD4<Float> extension UIColor { var float4: Float4 { if cgColor.numberOfComponents == 4, let c = cgColor.components { Float4(Float(c[0]), Float(c[1]), Float(c[2]), Float(c[3])) } else { Float4() } } } struct ColourAction: EntityAction { // MARK: - PUBLIC PROPERTIES let startColour: Float4 let targetColour: Float4 // MARK: - PUBLIC COMPUTED PROPERTIES var animatedValueType: (any AnimatableData.Type)? { Float4.self } // MARK: - INITIATION init(startColour: UIColor, targetColour: UIColor) { self.startColour = startColour.float4 self.targetColour = targetColour.float4 } // MARK: - PUBLIC STATIC FUNCTIONS @MainActor static func registerEntityAction() { ColourAction.subscribe(to: .updated) { event in guard let animationState = event.animationState else { return } let interpolatedColour = event.action.startColour.mixedWith(event.action.targetColour, by: Float(animationState.normalizedTime)) animationState.storeAnimatedValue(interpolatedColour) } } } extension Entity { // MARK: - PUBLIC FUNCTIONS func changeColourTo(_ targetColour: UIColor, duration: Double) { guard let modelComponent = components[ModelComponent.self], let material = modelComponent.materials.first as? PhysicallyBasedMaterial else { return } let colourAction = ColourAction(startColour: material.baseColor.tint, targetColour: targetColour) if let colourAnimation = try? AnimationResource.makeActionAnimation(for: colourAction, duration: duration, bindTarget: .material(0).baseColorTint) { playAnimation(colourAnimation) } } } This doesn't work in VisionOS 26. My current fix is to directly set the material base colour - but this feels like the wrong approach: @MainActor static func registerEntityAction() { ColourAction.subscribe(to: .updated) { event in guard let animationState = event.animationState, let entity = event.targetEntity, let modelComponent = entity.components[ModelComponent.self], var material = modelComponent.materials.first as? PhysicallyBasedMaterial else { return } let interpolatedColour = event.action.startColour.mixedWith(event.action.targetColour, by: Float(animationState.normalizedTime)) material.baseColor.tint = UIColor(interpolatedColour) entity.components[ModelComponent.self]?.materials[0] = material animationState.storeAnimatedValue(interpolatedColour) } } So before I raise this as a bug, was I doing anything wrong in the former version and got lucky? Is there a better approach?
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Sep ’25
Can´t find a DLL in a VisionOS app with Unity
Dear all, I´m using Unity 6.2 beta and Xcode 16.2. I´m creating a simple framework to use the text to speech functionality in VisionOS from unity. The framework is created in Swift. I create an objective-c wrapper with the following declarations: ... void _initTTS(int); ... I create the framework, import it in Unity and call the functions in a c# wrapper class. The code is as follows: public static class TTSPluginManager { [DllImport("TTS_Vision"] private static extern void _initTTS(int val); ... public static void Initialize() { #if UNITY_VISIONOS _initTTS(0); #else Debug.LogWarning("NativeTTS.Initialize called on a non-iOS platform. Ignoring."); #endif } } I have managed to compile and run the program in the Apple Vision Pro, but I keep on getting the following error: DllNotFoundException: TTS_Vision assembly: type: member:(null) TTSPluginManager.Initialize () (at Assets/Plugins/TTSPluginManager.cs:33) LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) (at Assets/AVRLecture/LecturePortalManager.cs:17) InkLoader.StartStory () (at Assets/AVRLecture/InkLoader.cs:24) InkLoader.Start () (at Assets/AVRLecture/InkLoader.cs:18) If I run the generated code from Xcode, I can see the app in the AVP, but I keep getting a loading error: DllNotFoundException: Unable to load DLL 'TTS_Vision'. Tried the load the following dynamic libraries: Unable to load dynamic library '/TTS_Vision' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/TTS_Vision, 0x0005): tried: '/TTS_Vision' (no such file) at TTSPluginManager.Initialize () [0x00000] in <00000000000000000000000000000000>:0 at LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) [0x00000] in <00000000000000000000000000000000>:0 I can see in the generated code that the framework (TTS_Vision) is there, but the path seems wrong. I've tried to add more options to the searched paths, with no success... Any hints or suggestions are much more appreciated.
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Sep ’25
Hand Tracking Latency When UITextView Becomes Active in Vision Pro Immersive Space
I'm placing sphere at finger tip and updating its position as hand move. Finger joint tracking functions correctly, but I’ve observed noticeable latency in hand tracking updates whenever a UITextView becomes active. This lag happens intermittently during app usage, lasting about 5–10 seconds, after which the latency disappears and the sphere starts following the finger joints immediately. When I open the immersive space for the first time, the profiler shows a large performance spike upto 328%. After that, it stabilizes and runs smoothly. Note: I don’t observe any lag when CPU usage spikes to 300% (upon immersive view load) yet the lag still occurs even when CPU usage remains below 100%. I’m using the following code for hand tracking: private func processHandTrackingUpdates() async { for await update in handTracking.anchorUpdates { let handAnchor = update.anchor if handAnchor.isTracked { switch handAnchor.chirality { case .left: leftHandAnchor = handAnchor updateHandJoints(for: handAnchor, with: leftHandJointEntities) case .right: rightHandAnchor = handAnchor updateHandJoints(for: handAnchor, with: rightHandJointEntities) } } else { switch handAnchor.chirality { case .left: leftHandAnchor = nil hideAllJoints(in: leftHandJointEntities) case .right: rightHandAnchor = nil hideAllJoints(in: rightHandJointEntities) } } await MainActor.run { handTrackingData.processNewHandAnchors( leftHand: self.leftHandAnchor, rightHand: self.rightHandAnchor ) } } } And here’s the function I’m using to update the joint positions: private func updateHandJoints( for handAnchor: HandAnchor, with jointEntities: [HandSkeleton.JointName: Entity] ) { guard handAnchor.isTracked else { hideAllJoints(in: jointEntities) return } // Check if the little finger tip and intermediate base are both tracked. if let tipJoint = handAnchor.handSkeleton?.joint(.littleFingerTip), let intermediateBaseJoint = handAnchor.handSkeleton?.joint(.littleFingerIntermediateTip), tipJoint.isTracked, intermediateBaseJoint.isTracked, let pinkySphere = jointEntities[.littleFingerTip] { // Convert joint transforms to world space. let tipTransform = handAnchor.originFromAnchorTransform * tipJoint.anchorFromJointTransform let intermediateBaseTransform = handAnchor.originFromAnchorTransform * intermediateBaseJoint.anchorFromJointTransform // Extract positions from the transforms. let tipPosition = SIMD3<Float>(tipTransform.columns.3.x, tipTransform.columns.3.y, tipTransform.columns.3.z) let intermediateBasePosition = SIMD3<Float>(intermediateBaseTransform.columns.3.x, intermediateBaseTransform.columns.3.y, intermediateBaseTransform.columns.3.z) // Calculate the midpoint. let midpointPosition = (tipPosition + intermediateBasePosition) / 2.0 // Position the sphere at the midpoint and make it visible. pinkySphere.isEnabled = true pinkySphere.transform.translation = midpointPosition } else { // If either joint is not tracked, hide the sphere. jointEntities[.littleFingerTip]?.isEnabled = false } // Update the positions of all other hand joint spheres. for (jointName, entity) in jointEntities { if jointName == .littleFingerTip { // Already handled the pinky above. continue } guard let joint = handAnchor.handSkeleton?.joint(jointName), joint.isTracked else { entity.isEnabled = false continue } entity.isEnabled = true let jointTransform = handAnchor.originFromAnchorTransform * joint.anchorFromJointTransform entity.transform.translation = SIMD3<Float>(jointTransform.columns.3.x, jointTransform.columns.3.y, jointTransform.columns.3.z) } } I’ve attached both a profiler trace and a video recording from Vision Pro that clearly demonstrate the issue. Profiler: https://drive.google.com/file/d/1fDWyGj_fgxud2ngkGH_IVmuH_kO-z0XZ Vision Pro Recordings: https://drive.google.com/file/d/17qo3U9ivwYBsbaSm26fjaOokkJApbkz- https://drive.google.com/file/d/1LxTxgudMvWDhOqKVuhc3QaHfY_1x8iA0 Has anyone else experienced this behavior? My thought is that there might be some background calculations happening at the OS level causing this latency. Any guidance would be greatly appreciated. Thanks!
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287
Sep ’25
How to combine Occlusion nodes with soft edges.
At a recent community meeting we were wondering how Apple creates this soft-edge effect around the occlusion cutouts. We see this effect on keyboard cutouts, iPhone cutouts, and in progressive spaces. An example: Notice the soft edged around the occlusion cutout for the keyboard One of our members created some Shader Graph materials to explore soft edges. These work by sending data into the opacity channel of the PreviewSurface node. Unfortunately, the Occlusion Surface nodes lack any sort of input. If you know how to blend these concepts with RealityKit Occlusion, please let us know!
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Sep ’25
🔥 Xcode 26 RC – visionOS App Icon Created with Icon Composer Appears Empty
App Icon created with Icon Composer is empty for visionOS app We are developing a universal app, and the app’s icon was created using Icon Composer. Xcode 26, RC visionOS 26 and visionOS 2.5 App Icons on macOS, iOS, and iPadOS are correct We have archived the app for macOS and iOS and successfully uploaded it to the App Store. This strongly suggests that the App Icon configuration in our project settings is correct for these platforms. App Icon issue on visionOS However, the visionOS app icon is not working as expected: When testing on the Vision Pro simulator (versions 2.x and 26.0), the app icon appears empty. When archiving and submitting to the App Store, the process fails with the following error: The app’s Info.plist file is missing the CFBundleIcons.CFBundlePrimaryIcon key for the visionOS App Icon. This suggests that the project’s App Icon settings may not be correctly applied for visionOS builds. Request for assistance We are preparing to release our app, one of the first to support Liquid Glass, and would greatly appreciate guidance on how to resolve this issue with the visionOS app icon. FB20184218
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Sep ’25
ManipulationComponent + Warning messages in RealityView
Hi guys! I wanted to study this new ManipulationComponent(), but I keep getting a warning that I don’t understand, even in a very simple scenario. i don't have any collisions just binding the Manipulation the warning message is : ** Entity returned from EntityWrapper.makeEntity(context:) was already parented to another entity. This is not supported and may lead to unexpected behavior. SwiftUI adds entities to internally-managed entity hierarchies.** RealityView { content, attachments in if let loadedModel = try? await Entity(named: "cloud_glb", in: realityKitContentBundle) { content.add(loadedModel) loadedModel.components.set(ManipulationComponent()) } Thanks !
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179
Sep ’25
[WWDC25] For GuessTogether, can you initiate a FaceTime call via the custom SharePlay button?
Hello, For GuessTogether source code, it seems like the code assumes that you're already in a FaceTime call before pressing the custom SharePlay button (labeled "Play Guess Together"). If not already on a FaceTime call, my Apple Vision Pro and the visionOS simulator both do nothing after throwing warnings. Is this intended behavior? If so, how do I make it so that pressing the button can also initiate FaceTime calls? Is this allowed? Thank you!
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111
Sep ’25
Volumetric window not sharing in SharePlay session for VisionOS
I've been struggling with this for far too long so I've decided to finally come here and see if anyone can point me to the documentation that I'm missing. I'm sure it's something so simple but I just can't figure it out. I can SharePlay our test app with my brother (device to device) but when I open a volumetric window, it says "not shared" under it. I assume this will likely fix the video sharing problem we have as well. Everything else works so smooth but SharePlay has just been such a struggle for me. It's the last piece to the puzzle before we can put it on the App Store.
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Sep ’25
visionOS Widget Bug
When I was developing the visionOS 26beta Widget, I found that it could not work normally when the real vision OS was running, and an error would appear. Please adopt container background api It is worth mentioning that this problem does not occur on the visionOS virtual machine. Does anyone know what the reason and solution are, or whether this is a visionOS error that needs Feedback? Thank you!
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Sep ’25