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Discuss developing for spatial computing and Apple Vision Pro.

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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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359
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.
0
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270
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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1.3k
Feb ’26
ModelEntity position values are stale after world recenter (Crown long press)
Hi everyone, I’m working with RealityKit on visionOS and I’m seeing unexpected behavior when the user long-presses the Digital Crown, which recenters the world. Observed behavior: When the world is recentered via long-pressing the Crown, the models remain visually in the correct place (as expected). However, if I query the model’s position or transform immediately after recentering (e.g. entity.position or similar), I still get the old values from before recenter. As soon as I interact with the model using a gesture (drag/rotate/scale), the position updates and then querying it returns the correct, updated values. So effectively: Recenter happens Visual position is correct Programmatic position remains stale First gesture causes the position to “snap” to the correct updated value Questions: Is there any event, notification, or callback that fires when the world is recentered due to a long press of the Crown button? Is there a recommended way to get the updated world-space transform immediately after recenter, without waiting for a gesture? Is this expected behavior due to deferred/lazy transform updates in RealityKit? Right now it feels like recentering updates the coordinate system but doesn’t immediately commit new transform values to entities until some interaction occurs. Any guidance or best-practice patterns for handling this would be appreciated. Thanks!
2
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918
Feb ’26
Guided Access - Detect when setup (Eyes + Hands) is done
Hello, I am building a kiosk-style app for VisionOS which will be used in Guided Access mode, to be given to various visitors. So each of them will do hands + eyes setup, standard Guided Access thing. I want my experience to auto-start playing content when setup is done. I looked everywhere, but found no way do detect whether setup is complete? Also adding any kind of interface to start the app manually is risky, since buttons etc remain visible an interactable WHILE setup takes place. Delay-based approach also wont work, since setup can be skipped, or failed, or be done quickly, slowly... So it takes between 10 seconds and a few minutes. So the question is - is there any way to get notification, or check some bool or something that will tell me that Hands + Eyes setup in Guided mode is complete (or skipped)? Thanks in advance!
2
1
773
Feb ’26
How to cast shadow on OcclusionMaterial in visionOS
I have a ModelEntity with GroundingShadowComponent entity.enumerateHierarchy { child, stop in child.components.set(GroundingShadowComponent(castsShadow: true)) } When I set it on the table, I can see the shadow on the table, even if I disable plane detection. However, when I enable plane detection, and the plane's material is OcclusionMaterial. I can not see the shadow on the table. As far as I know, receivesDynamicLighting is not usable in VisionOS. So how can I cast shadow on OcclusionMaterial in VisionOS? Or rather, is it possible to have the shadow properly displayed on the tabletop while ensuring that I cannot see objects beneath the table through it?
1
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807
Jan ’26
Extending or disabling the 1.5-meter boundary in ImmersiveSpace
I’m currently developing an app for visionOS and working with an ImmersiveSpace. I’ve noticed that the system automatically enforces a safety boundary at approximately 1.5 meters. If the user moves beyond this limit, the content fades out or the system reverts to Passthrough. Is there any way to disable this boundary or extend its radius? This app is currently in the experimental/verification phase, and it is intended to be run on a Vision Pro in Developer Mode. Since the primary goal is to test large-scale spatial interactions during development, I am looking for any way—including developer-specific settings or configurations—to bypass or expand this limit. If there isn't a direct API to change the boundary size, are there any recommended workarounds for testing movement within large environments? Any insights would be greatly appreciated!
1
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738
Jan ’26
Low-latency live streaming using APMP Wide FoV
Is it possible to achieve sub-second end-to-end latency when displaying live streaming video using APMP (Apple Projected Media Profile) with Wide FoV? APMP supports HLS playback, but my understanding is that standard HLS introduces several seconds of latency. I would like to know whether APMP (especially Wide FoV) supports Low-Latency HLS, or if there are inherent limitations that make sub-second latency impractical. If APMP is not suitable for this use case, are there any recommended alternatives within AVFoundation or related frameworks for rendering wide-FoV live video with very low latency? Thank you for any insights.
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727
Jan ’26
Feature / Workaround wanted: Seamless, Automated AirPlay Screen Streaming on visionOS for Demos
Hello Apple team and developer community, I am preparing a visionOS app for a fair environment, where we want to automatically stream the current experience to a nearby monitor via AirPlay, without requiring guests or staff to manually interact with the Control Center or AirPlay pickers all the time. The goal is to provide a smooth, frictionless setup so attendees can focus on the demo, not the configuration. Feature Request: A supported API or method to programmatically start/stop AirPlay video streaming (mirroring or external playback) from within a visionOS app, allowing the current experience to be instantly displayed on an external monitor or Apple TV for the audience. Context & Rationale: In a trade fair or exhibition setting, rapid guest turnaround and minimal staff intervention are crucial. Having to manually guide each visitor through AirPlay setup is impractical. As I understood, AVRoutePickerView can be used for this on iOS/macOS, but this is not available in visionOS. Enabling similar automated streaming on visionOS would make the device far more suitable for live demos and public showcases. Questions: Are there any supported workarounds or best practices for enabling automated screen streaming or AirPlay initiation on visionOS in public demo environments that I missed? Is Apple considering adding programmatic AirPlay control or accessibility features to support such use cases in future visionOS releases? Thank you for considering this request! If there are recommended patterns, entitlements, or accessibility solutions we could explore for trade fair scenarios, your guidance would be greatly appreciated. Best regards, Julian Zürn - IPI, HS Kempten
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1k
Jan ’26
How to Renew visionOS Enterprise API Entitlements?
How can I renew visionOS Enterprise API? I've spent so much time contacting Apple Developer Support. They said they don't know the renewal process either and are "checking with the internal operations team" - but it's been 2 months with no updates. The official documentation (https://developer.apple.com/documentation/visionOS/building-spatial-experiences-for-business-apps-with-enterprise-apis#Request-the-entitlements) says: "The license file comes with an expiration date, so you need to renew it before then to ensure your entitlements continue to function." But it doesn't explain HOW to renew. When I asked Apple Support about this, they told me: "After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions." But I never received any instructions when I was first approved, and I still don't know how to renew. There's also no direct way to contact the Enterprise API team. Now my visionOS Enterprise API license has been expired for 2 months. I submitted a renewal request, but I still haven't heard anything back. Is it normal to take more than 2 months for approval? Any advice or shared experiences would be really helpful. Thanks!
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625
Jan ’26
Question about Apple Vision Pro audio input sampling rate for research
I am a graduate student conducting research in speech/audio signal processing and multimodal interaction. Apple Vision Pro is widely recognized as a multimodal interactive system supporting voice, eye, and gesture inputs. However, I could not find detailed specifications or documentation about the audio input sampling rate used by the device’s built-in microphone array when capturing user audio. Specifically, I would like to understand: What is the default audio input sampling rate (e.g., 16 kHz, 44.1 kHz, 48 kHz, etc.) for the Vision Pro’s microphones? When developing with visionOS / AVAudioSession / AVAudioEngine, is there a documented or recommended sampling rate for audio capture? Are there any best practices or settings for enabling high-quality voice capture on Vision Pro (especially for voice research tasks)? For context, my work involves voice processing, analysis, and possibly on-device real-time speech recognition. Any pointers to relevant APIs, documentation or examples (especially regarding audio capture buffer size or available formats on visionOS) would be very helpful. Thank you in advance! Best regards.
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316
Jan ’26
LiveKit SDK + VisionPro
I’m developing an app for visionOS and testing it on AVP (visionOS 26), on iOS 17 and 26 devices, and in simulators (visionOS 2.5). The idea of the app is random video calls. For video calls I use LiveKit SDK. At the moment, SDK the version is 2.11.0. Maybe this will help clarify where the problem is: A user presses the "Start" button, which calls matchingViewModel.startMatching(). After that, matchingViewModel.connectionState changes to .searching. Another user presses "Start" and the same thing happens. Then the API returns information for both users (myInfo, partners, roomId, myLiveKitToken). When a user receives the room information, matchingViewModel.connectionState changes to .connecting. At this point, the connection to LiveKit should happen. In the MatchingWrapperView file, the handleChangeRoomIdOrPartners method checks whether it should connect to LiveKit (when partner information and a room ID are available) or disconnect from the room (when the partner ends the call). The connectRoom method handles connecting to the LiveKit room, enables the camera, and runs emitHasConnectedToLiveKit() (matchingViewModel.connectionState changes to .connected, and information is sent to the other partner that the user has joined LiveKit). When testing visionOS device + visionOS device or iPhone or visionOS simulator, most of the time the video from the iPhone is not shown on the visionOS device. Less often, the video from the visionOS device is not shown on the iPhone or in the simulator. When testing iPhone + iPhone + visionOS simulator, everything usually works fine. Occasionally the video doesn’t appear, but this happens much less often. Maybe you know why this issue occurs much more frequently on visionOS? Here is all the code for the core functionality. If you need any additional code, please let me know. RoomModel.swift
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433
Jan ’26
onWorldRecenter memory leak and duplicate callbacks in ImmersiveSpace
Posting this here in case this information is helpful to other developers: As of visionOS 26.3 beta 1, onWorldRecenter has two significant issues: (FB21557639) Memory Leak: When onWorldRecenter is assigned to a RealityView within an ImmersiveSpace, it appears to retain a strong reference to the view's internal SwiftUI context. When the immersive space is dismissed, the view's @State objects will not be deallocated. Also, each time the immersive space view's body is executed, additional state storage will be allocated and leaked. Multiple Callbacks: When the user long-presses the Digital Crown, the onWorldRecenter closure will be called multiple times, once for each past view body execution, including those of immersive space views that have been previously dismissed. Although these issues seem to be most prevalent when onWorldRecenter is used with an ImmersiveSpace, they may also occur in the context of a WindowGroup under certain circumstances. It's possible to work around this problem by moving onWorldRecenter to an empty overlay view within the app's primary WindowGroup and forwarding the world recenter events to ImmersiveSpace views through a notification system, coupled with a debouncer as an extra precaution.
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1.2k
Jan ’26
Debugging help: BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API
Hi, we've been developing an XR application for Apple Vision Pro which has worked fine so far. Now that the SDKs have updated to 26.2 (for Xcode and AVP versions) we've run into an error that prevents the app from launching. I get the following error when running the application in the AVP Simulator (building for destination Apple Vision Pro (26.2), and my colleague gets the same error when building for the device itself and launching there. BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API Type: Error | Timestamp: 2026-01-13 09:21:57.242191+02:00 | Process: My XR App | Library: CompositorNonUI | TID: 0x75e2c (copied with "all metadata") How can we debug this further? The error in the console doesn't seem to give any stack trace or clear pointer to the code which relates to it. I've tried searching for CompositorNonUI, but that doesn't yield any results in our project (nor Google nor the Apple developer forums). There is one post in the forum that has a similar error (https://developer.apple.com/forums/thread/788500?answerId=845039022#845039022) but searching in our project and it's dependencies, we don't seem to use ".tangent" anywhere either. Any help in either debugging to find more details on where the issue happens or pointers to fixing it much appreciated, thanks!
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214
Jan ’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.
Replies
1
Boosts
0
Views
359
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.
Replies
1
Boosts
0
Views
953
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.
Replies
0
Boosts
0
Views
270
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 😢
Replies
2
Boosts
1
Views
823
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!
Replies
5
Boosts
0
Views
1.3k
Activity
Feb ’26
ModelEntity position values are stale after world recenter (Crown long press)
Hi everyone, I’m working with RealityKit on visionOS and I’m seeing unexpected behavior when the user long-presses the Digital Crown, which recenters the world. Observed behavior: When the world is recentered via long-pressing the Crown, the models remain visually in the correct place (as expected). However, if I query the model’s position or transform immediately after recentering (e.g. entity.position or similar), I still get the old values from before recenter. As soon as I interact with the model using a gesture (drag/rotate/scale), the position updates and then querying it returns the correct, updated values. So effectively: Recenter happens Visual position is correct Programmatic position remains stale First gesture causes the position to “snap” to the correct updated value Questions: Is there any event, notification, or callback that fires when the world is recentered due to a long press of the Crown button? Is there a recommended way to get the updated world-space transform immediately after recenter, without waiting for a gesture? Is this expected behavior due to deferred/lazy transform updates in RealityKit? Right now it feels like recentering updates the coordinate system but doesn’t immediately commit new transform values to entities until some interaction occurs. Any guidance or best-practice patterns for handling this would be appreciated. Thanks!
Replies
2
Boosts
0
Views
918
Activity
Feb ’26
Guided Access - Detect when setup (Eyes + Hands) is done
Hello, I am building a kiosk-style app for VisionOS which will be used in Guided Access mode, to be given to various visitors. So each of them will do hands + eyes setup, standard Guided Access thing. I want my experience to auto-start playing content when setup is done. I looked everywhere, but found no way do detect whether setup is complete? Also adding any kind of interface to start the app manually is risky, since buttons etc remain visible an interactable WHILE setup takes place. Delay-based approach also wont work, since setup can be skipped, or failed, or be done quickly, slowly... So it takes between 10 seconds and a few minutes. So the question is - is there any way to get notification, or check some bool or something that will tell me that Hands + Eyes setup in Guided mode is complete (or skipped)? Thanks in advance!
Replies
2
Boosts
1
Views
773
Activity
Feb ’26
Connect external disk using developer strap
I got more than 1 TB Immersive videos, and I want to play from them. Is there a way I can connect a ssd to Vision Pro via developer strap? Or is it possible to connect to a 10G Ethernet ad, and then using Ethernet to connect to a disk/NAS and attach the drive via ip?
Replies
1
Boosts
0
Views
602
Activity
Jan ’26
How to cast shadow on OcclusionMaterial in visionOS
I have a ModelEntity with GroundingShadowComponent entity.enumerateHierarchy { child, stop in child.components.set(GroundingShadowComponent(castsShadow: true)) } When I set it on the table, I can see the shadow on the table, even if I disable plane detection. However, when I enable plane detection, and the plane's material is OcclusionMaterial. I can not see the shadow on the table. As far as I know, receivesDynamicLighting is not usable in VisionOS. So how can I cast shadow on OcclusionMaterial in VisionOS? Or rather, is it possible to have the shadow properly displayed on the tabletop while ensuring that I cannot see objects beneath the table through it?
Replies
1
Boosts
0
Views
807
Activity
Jan ’26
Extending or disabling the 1.5-meter boundary in ImmersiveSpace
I’m currently developing an app for visionOS and working with an ImmersiveSpace. I’ve noticed that the system automatically enforces a safety boundary at approximately 1.5 meters. If the user moves beyond this limit, the content fades out or the system reverts to Passthrough. Is there any way to disable this boundary or extend its radius? This app is currently in the experimental/verification phase, and it is intended to be run on a Vision Pro in Developer Mode. Since the primary goal is to test large-scale spatial interactions during development, I am looking for any way—including developer-specific settings or configurations—to bypass or expand this limit. If there isn't a direct API to change the boundary size, are there any recommended workarounds for testing movement within large environments? Any insights would be greatly appreciated!
Replies
1
Boosts
0
Views
738
Activity
Jan ’26
Slowness in Developer Strap 2
Hi I’m using Vision Pro m5 and developer strap 2. When I connect it to my Mac, it still shows 480M… all systems are using latest firmware… Anyone knows why?
Replies
1
Boosts
0
Views
744
Activity
Jan ’26
Low-latency live streaming using APMP Wide FoV
Is it possible to achieve sub-second end-to-end latency when displaying live streaming video using APMP (Apple Projected Media Profile) with Wide FoV? APMP supports HLS playback, but my understanding is that standard HLS introduces several seconds of latency. I would like to know whether APMP (especially Wide FoV) supports Low-Latency HLS, or if there are inherent limitations that make sub-second latency impractical. If APMP is not suitable for this use case, are there any recommended alternatives within AVFoundation or related frameworks for rendering wide-FoV live video with very low latency? Thank you for any insights.
Replies
1
Boosts
0
Views
727
Activity
Jan ’26
Feature / Workaround wanted: Seamless, Automated AirPlay Screen Streaming on visionOS for Demos
Hello Apple team and developer community, I am preparing a visionOS app for a fair environment, where we want to automatically stream the current experience to a nearby monitor via AirPlay, without requiring guests or staff to manually interact with the Control Center or AirPlay pickers all the time. The goal is to provide a smooth, frictionless setup so attendees can focus on the demo, not the configuration. Feature Request: A supported API or method to programmatically start/stop AirPlay video streaming (mirroring or external playback) from within a visionOS app, allowing the current experience to be instantly displayed on an external monitor or Apple TV for the audience. Context & Rationale: In a trade fair or exhibition setting, rapid guest turnaround and minimal staff intervention are crucial. Having to manually guide each visitor through AirPlay setup is impractical. As I understood, AVRoutePickerView can be used for this on iOS/macOS, but this is not available in visionOS. Enabling similar automated streaming on visionOS would make the device far more suitable for live demos and public showcases. Questions: Are there any supported workarounds or best practices for enabling automated screen streaming or AirPlay initiation on visionOS in public demo environments that I missed? Is Apple considering adding programmatic AirPlay control or accessibility features to support such use cases in future visionOS releases? Thank you for considering this request! If there are recommended patterns, entitlements, or accessibility solutions we could explore for trade fair scenarios, your guidance would be greatly appreciated. Best regards, Julian Zürn - IPI, HS Kempten
Replies
4
Boosts
0
Views
1k
Activity
Jan ’26
How to Renew visionOS Enterprise API Entitlements?
How can I renew visionOS Enterprise API? I've spent so much time contacting Apple Developer Support. They said they don't know the renewal process either and are "checking with the internal operations team" - but it's been 2 months with no updates. The official documentation (https://developer.apple.com/documentation/visionOS/building-spatial-experiences-for-business-apps-with-enterprise-apis#Request-the-entitlements) says: "The license file comes with an expiration date, so you need to renew it before then to ensure your entitlements continue to function." But it doesn't explain HOW to renew. When I asked Apple Support about this, they told me: "After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions." But I never received any instructions when I was first approved, and I still don't know how to renew. There's also no direct way to contact the Enterprise API team. Now my visionOS Enterprise API license has been expired for 2 months. I submitted a renewal request, but I still haven't heard anything back. Is it normal to take more than 2 months for approval? Any advice or shared experiences would be really helpful. Thanks!
Replies
1
Boosts
0
Views
625
Activity
Jan ’26
How do you incorporate SharePlay into an Immersive scene in VisionOS?
I've got an Immersive scene that I want to be able to bring additional users into via SharePlay where each user would be able to see (and hopefully interact) with the Immersive scene. How does one implement that?
Replies
2
Boosts
1
Views
1k
Activity
Jan ’26
Question about Apple Vision Pro audio input sampling rate for research
I am a graduate student conducting research in speech/audio signal processing and multimodal interaction. Apple Vision Pro is widely recognized as a multimodal interactive system supporting voice, eye, and gesture inputs. However, I could not find detailed specifications or documentation about the audio input sampling rate used by the device’s built-in microphone array when capturing user audio. Specifically, I would like to understand: What is the default audio input sampling rate (e.g., 16 kHz, 44.1 kHz, 48 kHz, etc.) for the Vision Pro’s microphones? When developing with visionOS / AVAudioSession / AVAudioEngine, is there a documented or recommended sampling rate for audio capture? Are there any best practices or settings for enabling high-quality voice capture on Vision Pro (especially for voice research tasks)? For context, my work involves voice processing, analysis, and possibly on-device real-time speech recognition. Any pointers to relevant APIs, documentation or examples (especially regarding audio capture buffer size or available formats on visionOS) would be very helpful. Thank you in advance! Best regards.
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316
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Jan ’26
Displaying Gaussian splats in visionOS
Apple's new Spatial Personas use Gaussian Splatting, but I have not found any APIs for visionOS to display a Gaussian Splat like a PLY file. Am I just missing the Apple documentation? If not, are there common practices developers are using for displaying Gaussian Splats in visionOS?
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1k
Activity
Jan ’26
LiveKit SDK + VisionPro
I’m developing an app for visionOS and testing it on AVP (visionOS 26), on iOS 17 and 26 devices, and in simulators (visionOS 2.5). The idea of the app is random video calls. For video calls I use LiveKit SDK. At the moment, SDK the version is 2.11.0. Maybe this will help clarify where the problem is: A user presses the "Start" button, which calls matchingViewModel.startMatching(). After that, matchingViewModel.connectionState changes to .searching. Another user presses "Start" and the same thing happens. Then the API returns information for both users (myInfo, partners, roomId, myLiveKitToken). When a user receives the room information, matchingViewModel.connectionState changes to .connecting. At this point, the connection to LiveKit should happen. In the MatchingWrapperView file, the handleChangeRoomIdOrPartners method checks whether it should connect to LiveKit (when partner information and a room ID are available) or disconnect from the room (when the partner ends the call). The connectRoom method handles connecting to the LiveKit room, enables the camera, and runs emitHasConnectedToLiveKit() (matchingViewModel.connectionState changes to .connected, and information is sent to the other partner that the user has joined LiveKit). When testing visionOS device + visionOS device or iPhone or visionOS simulator, most of the time the video from the iPhone is not shown on the visionOS device. Less often, the video from the visionOS device is not shown on the iPhone or in the simulator. When testing iPhone + iPhone + visionOS simulator, everything usually works fine. Occasionally the video doesn’t appear, but this happens much less often. Maybe you know why this issue occurs much more frequently on visionOS? Here is all the code for the core functionality. If you need any additional code, please let me know. RoomModel.swift
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433
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Jan ’26
onWorldRecenter memory leak and duplicate callbacks in ImmersiveSpace
Posting this here in case this information is helpful to other developers: As of visionOS 26.3 beta 1, onWorldRecenter has two significant issues: (FB21557639) Memory Leak: When onWorldRecenter is assigned to a RealityView within an ImmersiveSpace, it appears to retain a strong reference to the view's internal SwiftUI context. When the immersive space is dismissed, the view's @State objects will not be deallocated. Also, each time the immersive space view's body is executed, additional state storage will be allocated and leaked. Multiple Callbacks: When the user long-presses the Digital Crown, the onWorldRecenter closure will be called multiple times, once for each past view body execution, including those of immersive space views that have been previously dismissed. Although these issues seem to be most prevalent when onWorldRecenter is used with an ImmersiveSpace, they may also occur in the context of a WindowGroup under certain circumstances. It's possible to work around this problem by moving onWorldRecenter to an empty overlay view within the app's primary WindowGroup and forwarding the world recenter events to ImmersiveSpace views through a notification system, coupled with a debouncer as an extra precaution.
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Jan ’26
Debugging help: BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API
Hi, we've been developing an XR application for Apple Vision Pro which has worked fine so far. Now that the SDKs have updated to 26.2 (for Xcode and AVP versions) we've run into an error that prevents the app from launching. I get the following error when running the application in the AVP Simulator (building for destination Apple Vision Pro (26.2), and my colleague gets the same error when building for the device itself and launching there. BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API Type: Error | Timestamp: 2026-01-13 09:21:57.242191+02:00 | Process: My XR App | Library: CompositorNonUI | TID: 0x75e2c (copied with "all metadata") How can we debug this further? The error in the console doesn't seem to give any stack trace or clear pointer to the code which relates to it. I've tried searching for CompositorNonUI, but that doesn't yield any results in our project (nor Google nor the Apple developer forums). There is one post in the forum that has a similar error (https://developer.apple.com/forums/thread/788500?answerId=845039022#845039022) but searching in our project and it's dependencies, we don't seem to use ".tangent" anywhere either. Any help in either debugging to find more details on where the issue happens or pointers to fixing it much appreciated, thanks!
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214
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Jan ’26