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Discuss developing for spatial computing and Apple Vision Pro.

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How to integrate Apple Immersive Video into the app you are developing.
Hello, Let me ask you a question about Apple Immersive Video. https://www.apple.com/newsroom/2024/07/new-apple-immersive-video-series-and-films-premiere-on-vision-pro/ I am currently considering implementing a feature to play Apple Immersive Video as a background scene in the app I developed, using 3DCG-created content converted into Apple Immersive Video format. First, I would like to know if it is possible to integrate Apple Immersive Video into an app. Could you provide information about the required software and the integration process for incorporating Apple Immersive Video into an app? It would be great if you could also share any helpful website resources. I am considering creating Apple Immersive Video content and would like to know about the necessary equipment and software for producing both live-action footage and 3DCG animation videos. As I mentioned earlier, I’m planning to play Apple Immersive Video as a background in the app. In doing so, I would also like to place some 3D models as RealityKit entities and spatial audio elements. I’m also planning to develop the visionOS app as a Full Space Mixed experience. Is it possible to have an immersive viewing experience with Apple Immersive Video in Full Space Mixed mode? Does Apple Immersive Video support Full Space Mixed? I’ve asked several questions, and that’s all for now. Thank you in advance!
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Nov ’25
Occlusion issues in Immersive Space - Breaking User Input Interaction
I'm developing a custom gesture-based visionOS project that uses hand tracking with collision detection spheres on fingers to register user interactions through collision components. I'm experiencing a critical occlusion issue where collision detection spheres are intermittently occluded by the background/depth buffer, causing fingers to pass through the 3D model entities without registering interactions. Detailed Description: I have added 3D entities in an immersive scene with collision spheres attached to fingers for detecting user interactions. Each sphere has: CollisionComponent with sphere shape Proper collision masks and groups configured Real-time position updates from hand joint transforms Each entity has: InputTarget components to register collisions The Issue: When users move their fingers to the entity to interact, some collision spheres (particularly on the pinkie and ring fingers) become occluded and pass directly through the 3D model without triggering collision events. Meanwhile, other fingers (like the index finger) continue to work correctly. This appears to be a depth perception/z-buffer issue between the model entity and the hand tracking collision spheres Questions: Is there a recommended approach for maintaining consistent depth ordering between hand-tracking entities and 3D models in immersive spaces to prevent occlusion issues? Should I be using AnchorEntities to anchor the entity to a plane or world position to establish a more stable depth reference? Are there specific RenderingComponent or material settings that could help ensure collision entities maintain their depth priority and don't get occluded? Could this be related to z-fighting when collision spheres and entity geometry occupy similar depth ranges? If so, what's the recommended depth bias approach? Is there a better architectural approach for implementing interactions with custom hand gesture tracking that avoids these depth perception issues? What Would Help: Implementation guidance for ensuring reliable collision detection between hand-tracked entities through custom gestures and 3D models. Best practices for depth management in immersive spaces with custom hand gesture tracking. Sample code demonstrating stable hand-to-object interaction patterns. Information about whether this is a known limitation or if there are specific APIs I should be leveraging This issue is significantly impacting the reliability of our app experience, as users cannot consistently interact with all model components. Any guidance from Apple engineers or developers who have solved similar depth/occlusion challenges would be greatly appreciated. Additional Context: This is for a productivity-focused application where accuracy and reliability are critical. Thank you for any assistance!
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Nov ’25
Severe Performance Issue with URLSessionConfiguration.background on Vision Pro (10× slower than default config)
Hi everyone, I’ve run into a consistent issue on multiple Apple Vision Pro devices where downloads using URLSessionConfiguration.background are between 4× and 10x slower than when using URLSessionConfiguration.default. This issue is systematic and can easily be reproduced. This only happens on device, in the simulator, both configurations download files at the expected speed with respect to the network speed. Details: Tested on visionOS 26.0.1 and 26.1 (public releases) Reproduced across 2 Vision Pro (currently testing on a third one) Reproduced on 2 different Wi-fi networks (50mb/s and 880mb/s) From my tests this speed issue seems to affects multiple apps on my device: Stobo Vision (our app), Immersive India, Amplium Not server-related (reproduces with Apple CDN, S3, and DigitalOcean) I’ve built a small sample project that makes this easy to reproduce, it downloads a large file (1.1 GB video) using two managers: One with URLSessionConfiguration.default One with URLSessionConfiguration.background You can also try it with your own file url (from an s3 for example) Expected behavior: Background sessions should behave similarly to default sessions in terms of throughput, just as they do in the simulator. To be clear I am comparing both config when running in the foreground, not in the background. Actual behavior: Background sessions on Vision Pro are significantly slower, making them less usable for large file downloads. On this screenshot it's even reaching 27x slower than the expected speed. Default config takes ~97s to download and Background config takes ~2640s. I do now have the fastest internet connection but 44min to download 90.5MB is extremely slow. Has anyone else seen this behavior or found a workaround? Or is this an expected behavior from URLSessionConfiguration.background? If I'm doing something wrong please let me know Repo link: https://github.com/stobo-app/DownloadConfigTesting
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Nov ’25
Sudden Drop in VPM5 Frame Rate
Hello, I'd like to consult everyone about abnormal frame rate issues encountered during Vision Pro usage, along with questions regarding refresh rates. I hope to gain insights or solutions: My VP (M5) device experiences sudden frame rate drops during operation, with the following specific symptoms: During initial operation, the frame rate is approximately 90 frames per second, providing a smooth and normal user experience; However, it subsequently drops unexpectedly to 45 FPS, causing noticeable lag that severely impacts usability. Actual usage logs provide a clear timeline: During the first session (23:47:35–23:57:41), the frame rate remained consistently stable at 90 FPS; After pausing usage for a period and restarting the device (00:22:30–00:30:47), the frame rate initially remained stable at 90 FPS. However, starting at 00:30:48, the frame rate suddenly dropped to 45 FPS and remained at this low rate until 00:36:18. Additionally, we have two further questions: What could cause this sudden, unexplained drop from 90 FPS to 45 FPS? Our team has multiple VP M2 devices of the same model and noticed that some default refresh rates are 90Hz while others are 100Hz. What factors determine the frame rate of these devices? Why do refresh rate differences occur among identical models? Have others encountered similar sudden frame rate drops? If so, could you share potential causes and troubleshooting approaches for resolving such issues? Thank you very much!
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Nov ’25
ARKit / visionOS - handtracking with 3D objects attached on hand
I use ARKit's hand tracking to attach a 3D model of a remote control to the left hand. The user is supposed to press buttons on the remote control. In the Vision Pro settings, I have removed the left hand from Hands & Eye Tracking. Only the right hand is used. The problem now is that the left hand appears and the 3D model of the remote control fades out. I want the remote control to be completely visible. The user should feel like they really have the remote control in their hand. Can I prevent the fading out?
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Nov ’25
visionOS 3d interactions like the native keyboard when no longer observed in passthrough
While using apple's vision pro, we noticed that we can continue to use the visionOS keyboard when we no longer actually see it in passthrough. In other words, when we focus on a field to type, visionOS displays the keyboard for us in such a way that we actually see it. Then, we noticed if we look away a little bit, either up, or down, or left, or right, in such a way that the keyboard is no longer visible by us in the passthrough, the keyboard still remains responsive to taps from our fingers at the location where it is. It seems the keyboard remains functional and responsive to taps even though we can no longer observe/see it. We are trying to figure out how to implement similar functionality in our app whereby the user can continue to manipulate a 3d entity when the user can no longer actually observe it in passthrough (like the visionOS keyboard appears to allow). I assume the visionOS keyboard has this functionality thanks to the downward facing sensors on the hardware that allow hand tracking even though the hands can no longer be observed by the user. That is likely how we can rest our hands on our lap is still be able to interact with visionOS. How can we implement a similar functionality for 3D entities? Is there a way to tap in, or to allow hand tracking, from those toward facing cameras? Is it possible to manipulate a 3D entity when it is no longer observed by the user for example when they shift their attention somewhere else in the field of vision? How does the visionOS keyboard achieve this?
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Nov ’25
Triangle Recommendation Limit for M5 Vision Pro
For the M2 Apple Vision Pro, there's "a general guideline, we recommend no more than 500 thousand triangles for an immersive scene, with 250 thousand for applications in the shared space." --https://developer.apple.com/videos/play/wwdc2024/10186/?time=147 Is there a revised recommendation for the M5 Apple Vision Pro?
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Nov ’25
visionOS 26 - Rendering Issues related to Transparency
Summary After updating to visionOS 26, we’ve encountered severe transparency rendering issues in RealityKit that did not exist in visionOS 2.6 and earlier. These regressions affect applications that dynamically control scene opacity (via OpacityComponent). Our app renders ultra-realistic apartment environments in real time, where users can walk or teleport inside 3D spaces. When the user moves above a speed threshold, we apply a global transparency effect to prevent physical collisions with real-world objects. Everything worked perfectly in visionOS 2.6 — the problems appeared only after upgrading to 26. Scene Setup Overview The environment consists of multiple USDZ models (e.g., architecture, rooms, furniture). We manage LODs manually for performance (e.g., walls and floors always visible in full-res, while rooms swap between low/high-res versions based on user position and field of view). Transparency is achieved using OpacityComponent, applied dynamically when the user moves. Some meshes (e.g., portals to skyboxes, glass windows) use alpha materials We also use OcclusionMaterials to prevent things to be seen through walls when scene is transparent Observed Behavior by Scenario (I can share a video showing the results of each scenario if needed.) Scenario 1 — Severe Flickering (Root Opacity) Setup: OpacityComponent applied to the root entity NO ModelSortGroupComponent used Symptoms: Strong flickering when transparency is active Triangles within the same mesh render at inconsistent opacity levels Appears as if per-triangle alpha sorting is broken Workaround: Moving the OpacityComponent from the root to each individual USDZ entity removes the per-triangle flicker Pros: No conflicts with portals or alpha materials Scenario 2 — Partially Stable, But Alpha Conflicts Setup: OpacityComponent applied per USDZ entity ModelSortGroupComponent(planarUIAlwaysBehind) applied to portal meshes Other entities have NO ModelSortGroupComponent Symptoms: Frequent alpha blending conflicts: Transparent surfaces behind other transparent surfaces flicker or disappear Example: Wine glasses behind glass doors — sometimes neither is rendered, or only one Even opaque meshes behind glass flicker due to depth buffer confusion Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Analysis: Appears related to internal changes in alpha sorting or depth pre-pass behavior introduced in visionOS 26 Pros: Most stable setup so far Cons: Still unreliable when OpacityComponent is active Scenario 3 — Layer Separation Attempt (Regression) Setup: Same as Scenario 2, but: Entities with alpha materials moved to separate USDZs Explicit ModelSortGroupComponent order set (alpha surfaces rendered last) Symptoms: Transparent surfaces behind other transparent surfaces flicker or disappear Depth is completely broken when there's a large transparent surface Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Workaround Attempt: Re-ordering and further separating models did not solve it Pros: None — this setup makes transparency unusable Conclusion There appears to be a regression in RealityKit’s handling of transparency and sorting in visionOS 26, particularly when: OpacityComponent is applied dynamically, and Scenes rely on multiple overlapping transparent materials. These issues did not exist prior to 26, and the same project (no code changes) behaves correctly on previous versions. Request We’d appreciate any insight or confirmation from Apple engineers regarding: Whether alpha sorting or opacity blending behavior changed in visionOS 26 If there are new recommended practices for combining OpacityComponent with transparent materials If a bug report already exists for this regression Thanks in advance!
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Nov ’25
How to best manage ARKitSession in concurrent code
I have a visionOS app where I instantiate ARKitSession and various providers (HandTrackingProvider and WorldTrackingProvider) in my appModel. That way, I can pass these providers to a Task which runs a gRPC server for sending the data from these providers to a client. When the users enters the immersive space of the app, the ARKitSession will run the providers if they are not running already. I am now trying to implement the AccessoryTrackingProvider with the PSVR sense controllers but it does not fit with my current framework because the controllers may not be connected when the ARKitSession.run function is called. So I need to find a new place to start the session. My question is, if I already have a session which is running the hand and world tracking providers, can I start another session to run the accessory tracking? Should they all be running on the same session? Is there a way to stop the session and restart it when the controllers are connected? When I tried this, I get an error that says "It is not possible to re-run a stopped data provider (<ar_hand_tracking_provider_t: " but if I instantiate a new HandTrackingProvider, then the one that got passed to the gRPC task would no longer be the one running in the new session. Any advice on how best to manage the various providers and ARKit sessions would be greatly appreciated.
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Nov ’25
How to speed up build time when placing large USDZ files in RCP scenes
I’m currently developing a visionOS app that includes an RCP scene with a large USDZ file (around 2GB). Each time I make adjustments to the CG model in Blender, I export it as USDZ again, place it in the RCP scene, and then build the app using Xcode. However, because the USDZ file is quite large, the build process takes a long time, significantly slowing down my development speed. For example, I’d like to know if there are any effective ways to: Improve overall build performance Reduce the time between updating the USDZ file and completing the build Any advice or best practices for optimizing this workflow would be greatly appreciated. Best regards, Sadao
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Nov ’25
Xcode shows alert about unknown com.apple.quicklook.preview extension point when running on Apple Vision Pro Simulator
I have an iOS app with a QuickLook extension. I also added Apple Vision Pro in the target's General > Supported Destinations section. About one year ago, I was able to run the app on iPhone, iPad and Apple Vision Pro Simulators. Today I tried running it again on Apple Vision Pro with Xcode 26.0.1, but Xcode shows this error: Try again later. Appex bundle at ~/Library/Developer/CoreSimulator/Devices/F6B3CCA8-82FA-485F-A306-CF85FF589096/data/Library/Caches/com.apple.mobile.installd.staging/temp.PWLT59/extracted/problem.app/PlugIns/problemQuickLook.appex with id org.example.problem.problemQuickLook specifies a value (com.apple.quicklook.preview) for the NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point. I tried again later a couple times, even after running Clean Build Folder Immediately, without any change. I can reproduce this with a fresh Xcode project to which I add a Quick Look Preview Extension and Apple Vision Pro as a supported destination. The error doesn't happen when running on Apple Vision Pro (Designed for iPad) or iPad Pro 13-inch (M4) destinations. What is the problem? I created FB20448815.
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Nov ’25
Why don’t the dinosaurs in “Encounter Dinosaurs” respond to real-world light intensity?
I have a question about Apple’s preinstalled visionOS app “Encounter Dinosaurs.” In this app, the dinosaurs are displayed over the real-world background, but the PhysicallyBasedMaterial (PBM) in RealityKit doesn’t appear to respond to the actual brightness of the environment. Even when I change the lighting in the room, the dinosaurs’ brightness and shading remain almost the same. If this behavior is intentional — for example, if the app disables real-world lighting influence or uses a fixed lighting setup — could someone explain how and why it’s implemented that way?
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Nov ’25
Game Controller Input Limitations in visionOS Volumetric Windows - Need Clarification
Game Controller Input Limitations in visionOS Volumetric Windows Hello Apple Developer Community, I'm developing a game for visionOS and have encountered significant limitations with game controller input when using volumetric windows (WindowGroup with .volumetric style). I'd appreciate clarification on whether this is expected behavior and any guidance on best practices. 🧩 Issue Summary When using a DualSense controller with a volumetric window in visionOS, only a subset of controller inputs are available to the app. The remaining inputs appear to be reserved by the system for UI navigation. ✅ Working Inputs (Volumetric Window) D-Pad (all directions) L3 (left thumbstick button click) R3 (right thumbstick button click) Menu button Options button ❌ Not Working Inputs (Volumetric Window) Left thumbstick analog movement (used for UI scrolling instead) Right thumbstick analog movement (used for UI scrolling instead) Face buttons (Cross, Circle, Square, Triangle / A, B, X, Y) Shoulder buttons (L1, R1) Triggers (L2, R2) Key observation: When moving the left thumbstick in a volumetric window, the window's UI scrolls vertically instead of sending input to my app's GameController handlers. Similarly, face buttons seem to be reserved for system UI interactions. ⚙️ Implementation Details I'm using the standard GameController framework: Connect to controller via GCController.controllers() Access extendedGamepad profile Set up valueChangedHandler and pressedChangedHandler for all inputs Handlers confirmed registered via logging Working inputs (D-Pad, L3, R3) trigger immediately and consistently Non-working inputs (thumbsticks, face buttons) never trigger 🧠 Critical Finding: ImmersiveSpace Works Perfectly When testing the exact same code in an ImmersiveSpace (.mixed immersion style), all controller inputs work perfectly: ✅ Both thumbsticks provide full analog input ✅ All face buttons trigger their handlers ✅ All shoulder buttons and triggers work correctly ✅ 100% success rate with no intermittent issues This suggests the issue isn't with my code, but rather how visionOS handles controller input differently between Volumetric Windows and ImmersiveSpace. 🧪 Test Environment I created a minimal test project (Controller-Playground) to isolate the issue: A simple ControllerTester class that registers all GameController handlers A visual UI showing real-time input state No game logic, RealityKit physics, or other complexity Results In volumetric window: Only D-Pad, L3, R3, Menu, Options work In ImmersiveSpace: All inputs work perfectly This confirms the limitation exists at the visionOS platform level, not in app code. 🧰 Attempted Workarounds I tried the following without success: Setting GCSupportsControllerUserInteraction = false in Info.plist Setting UIRequiresFullScreen = true Changing window styles (.plain, .volumetric) Polling vs. handler-based input approaches Various threading models (MainActor, separate thread) Result: The only way to enable full controller support is to switch to ImmersiveSpace. ❓ Questions for Apple Is this input reservation behavior in volumetric windows intended and documented? Are game controllers expected to have limited functionality in volumetric windows while full functionality is reserved for ImmersiveSpace? Is there a way to request full controller input access in a volumetric window, or is ImmersiveSpace the only option for complete controller support? Where can I find official documentation about controller input differences between window types? Are there any APIs or configuration options to disable system controller shortcuts in volumetric windows? 🎯 Impact This limitation has a significant effect on game design and architecture: Volumetric windows offer a multitasking-friendly, less immersive experience ImmersiveSpace provides full controller support but may be more immersive than some games require Games that only need basic D-Pad and button input can work fine in volumetric windows Games requiring analog sticks or face buttons must currently use ImmersiveSpace It would be very helpful if Apple could clarify or reference existing documentation regarding controller input handling in different visionOS window types. If such documentation doesn't exist yet, it might be valuable to include this information in future developer guides or best-practice documents. 🕹 Current Workaround For now, I'm using: D-Pad for character movement (digital 8-direction) R3 (right stick click) as a substitute for the "X" button This setup allows the game to function within a volumetric window, though full controller support still requires ImmersiveSpace. 📄 Request If this is expected behavior, I may have simply missed the relevant documentation — could you please point me to any existing resources that explain this design? If there isn't one yet, it would be great if future visionOS documentation could: Clearly outline controller input behavior across window types Provide guidance on when to use Volumetric Windows vs. ImmersiveSpace for games Consider adding an API option to request full controller access when appropriate If this is not expected behavior, I'm happy to file a detailed bug report with sample code. 💻 System Information visionOS: Latest Simulator Xcode: Latest version Controller: Sony DualSense Framework: GameController (standard extendedGamepad profile) Test project: Minimal reproducible example available Thank you for any clarification or guidance you can provide. This information would be valuable for many developers working on visionOS games.
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Oct ’25
Carousel Flicker
Hi, I've created an carousel using an Tabview component and it is divided in pages, each page has 7 items. Now we wan't to load the carousel page by page, but whenever I updated the list which Tabview uses to render, it flickers because it rerenders previous elements. I've tried to use a scroll view for this but this app is for Vision Pro and I added some 3D transformations (position/rotation) to the cards from the tabview and when I added this in the scrollview they becom unclickable. Do you have any sugestions what can I do? Bellow is a sample of the code, I put [items] just to suggest there is a list. VStack (spacing: 45) { TabView(selection: $navigationModel.carouselSelectedPage) { let orderedArtist = [items] let numberOfPages = Int((Double(orderedArtist.count) / Double(cardsPerPage)).rounded(.up)) if(numberOfPages != 1){ Spacer().tag(-1) } ForEach(0..<numberOfPages, id: \.self) { page in LazyHStack(alignment: .top, spacing: 16){ ForEach(0..<cardsPerPage, id: \.self) { index in if(page * cardsPerPage + index < orderedArtist.count){ let item = orderedArtist[page * cardsPerPage + index] GeometryReader{proxy in
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Oct ’25
Persistent Entity Position
I want to let users place 2D/3D “artworks” on detected walls and have them reappear in exactly the same real‑world spot after quitting and relaunching the app (like widgets do, but for my own entities).Environment: Xcode 26, visionOS 2.0, RealityKit + ARKitSession/WorldTrackingProvider Entities are parented to a holder that’s aligned to a wall via plane/mesh raycasts. What I’ve tried: Create a WorldAnchor at placement, save UUID + full 4×4 transform On next launch, re-create the WorldAnchor (or set the saved transform) and attach the entity Gate restore on relocalization/mesh updates and disable all raycast/search after restore Issue: After relaunch, placement still resolves relative to current device pose, not the same wall position. Questions: Is there a public API in visionOS 2.0 to persist app‑managed world anchors across sessions (room‑fixed), e.g., AnchorStore or equivalent? If not, what’s the recommended pattern to reliably restore wall‑anchored content? Are persistence features mentioned for widgets/windows available to third‑party RealityKit entities?
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Oct ’25
visionOS + Unity PolySpatial: Is 15,970 MeshFilters the True Upper Limit for Industrial Scenes?
Breaking Through PolySpatial's ~8k Object Limit – Seeking Alternative Approaches for Large-Scale Digital Twins Confirmed: PolySpatial make Doubles MeshFilter Count – Hard Limit at ~8k Active Objects (15.9k Total) Project Context & Research Goals I’m developing an industrial digital twin application for Apple Vision Pro using Unity’s PolySpatial framework (RealityKit rendering in Unbounded_Volume mode). The scene contains complex factory environments with: Production line equipment Many fragmented grid objects need to be merged.) Dynamic product racks (state-switchable assets) Animated worker avatars To optimize performance, I’m systematically testing visionOS’s rendering capacity limits. Through controlled stress tests, I’ve identified a critical threshold: Key Finding When the total MeshFilter count reaches 15,970 (system baseline + 7,985 user-created objects × 2 due to PolySpatial cloning), the application crashes consistently. This suggests: PolySpatial’s mirroring mechanism effectively doubles GameObject overhead An apparent hard limit exists around ~8k active mesh objects in practice Objectives for This Discussion Verify if others have encountered similar limits with PolySpatial/RealityKit Understand whether this is a: Memory constraint (per-app allocation) Render pipeline limit (Metal draw calls) Unity-specific PolySpatial behavior Explore optimization strategies beyond brute-force object reduction Why This Matters Industrial metaverse applications require rendering thousands of interactive objects . Confirming these limits will help our team: Design safer content guidelines Prioritize GPU instancing/LOD investments Potentially contribute back to PolySpatial’s optimization I’d appreciate insights from engineers who’ve: Pushed similar large-scale scenes in visionOS Worked around PolySpatial’s cloning overhead Discovered alternative capacity limits (vertices/draw calls)
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Oct ’25
How to integrate Apple Immersive Video into the app you are developing.
Hello, Let me ask you a question about Apple Immersive Video. https://www.apple.com/newsroom/2024/07/new-apple-immersive-video-series-and-films-premiere-on-vision-pro/ I am currently considering implementing a feature to play Apple Immersive Video as a background scene in the app I developed, using 3DCG-created content converted into Apple Immersive Video format. First, I would like to know if it is possible to integrate Apple Immersive Video into an app. Could you provide information about the required software and the integration process for incorporating Apple Immersive Video into an app? It would be great if you could also share any helpful website resources. I am considering creating Apple Immersive Video content and would like to know about the necessary equipment and software for producing both live-action footage and 3DCG animation videos. As I mentioned earlier, I’m planning to play Apple Immersive Video as a background in the app. In doing so, I would also like to place some 3D models as RealityKit entities and spatial audio elements. I’m also planning to develop the visionOS app as a Full Space Mixed experience. Is it possible to have an immersive viewing experience with Apple Immersive Video in Full Space Mixed mode? Does Apple Immersive Video support Full Space Mixed? I’ve asked several questions, and that’s all for now. Thank you in advance!
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Activity
Nov ’25
Occlusion issues in Immersive Space - Breaking User Input Interaction
I'm developing a custom gesture-based visionOS project that uses hand tracking with collision detection spheres on fingers to register user interactions through collision components. I'm experiencing a critical occlusion issue where collision detection spheres are intermittently occluded by the background/depth buffer, causing fingers to pass through the 3D model entities without registering interactions. Detailed Description: I have added 3D entities in an immersive scene with collision spheres attached to fingers for detecting user interactions. Each sphere has: CollisionComponent with sphere shape Proper collision masks and groups configured Real-time position updates from hand joint transforms Each entity has: InputTarget components to register collisions The Issue: When users move their fingers to the entity to interact, some collision spheres (particularly on the pinkie and ring fingers) become occluded and pass directly through the 3D model without triggering collision events. Meanwhile, other fingers (like the index finger) continue to work correctly. This appears to be a depth perception/z-buffer issue between the model entity and the hand tracking collision spheres Questions: Is there a recommended approach for maintaining consistent depth ordering between hand-tracking entities and 3D models in immersive spaces to prevent occlusion issues? Should I be using AnchorEntities to anchor the entity to a plane or world position to establish a more stable depth reference? Are there specific RenderingComponent or material settings that could help ensure collision entities maintain their depth priority and don't get occluded? Could this be related to z-fighting when collision spheres and entity geometry occupy similar depth ranges? If so, what's the recommended depth bias approach? Is there a better architectural approach for implementing interactions with custom hand gesture tracking that avoids these depth perception issues? What Would Help: Implementation guidance for ensuring reliable collision detection between hand-tracked entities through custom gestures and 3D models. Best practices for depth management in immersive spaces with custom hand gesture tracking. Sample code demonstrating stable hand-to-object interaction patterns. Information about whether this is a known limitation or if there are specific APIs I should be leveraging This issue is significantly impacting the reliability of our app experience, as users cannot consistently interact with all model components. Any guidance from Apple engineers or developers who have solved similar depth/occlusion challenges would be greatly appreciated. Additional Context: This is for a productivity-focused application where accuracy and reliability are critical. Thank you for any assistance!
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578
Activity
Nov ’25
Severe Performance Issue with URLSessionConfiguration.background on Vision Pro (10× slower than default config)
Hi everyone, I’ve run into a consistent issue on multiple Apple Vision Pro devices where downloads using URLSessionConfiguration.background are between 4× and 10x slower than when using URLSessionConfiguration.default. This issue is systematic and can easily be reproduced. This only happens on device, in the simulator, both configurations download files at the expected speed with respect to the network speed. Details: Tested on visionOS 26.0.1 and 26.1 (public releases) Reproduced across 2 Vision Pro (currently testing on a third one) Reproduced on 2 different Wi-fi networks (50mb/s and 880mb/s) From my tests this speed issue seems to affects multiple apps on my device: Stobo Vision (our app), Immersive India, Amplium Not server-related (reproduces with Apple CDN, S3, and DigitalOcean) I’ve built a small sample project that makes this easy to reproduce, it downloads a large file (1.1 GB video) using two managers: One with URLSessionConfiguration.default One with URLSessionConfiguration.background You can also try it with your own file url (from an s3 for example) Expected behavior: Background sessions should behave similarly to default sessions in terms of throughput, just as they do in the simulator. To be clear I am comparing both config when running in the foreground, not in the background. Actual behavior: Background sessions on Vision Pro are significantly slower, making them less usable for large file downloads. On this screenshot it's even reaching 27x slower than the expected speed. Default config takes ~97s to download and Background config takes ~2640s. I do now have the fastest internet connection but 44min to download 90.5MB is extremely slow. Has anyone else seen this behavior or found a workaround? Or is this an expected behavior from URLSessionConfiguration.background? If I'm doing something wrong please let me know Repo link: https://github.com/stobo-app/DownloadConfigTesting
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232
Activity
Nov ’25
Sudden Drop in VPM5 Frame Rate
Hello, I'd like to consult everyone about abnormal frame rate issues encountered during Vision Pro usage, along with questions regarding refresh rates. I hope to gain insights or solutions: My VP (M5) device experiences sudden frame rate drops during operation, with the following specific symptoms: During initial operation, the frame rate is approximately 90 frames per second, providing a smooth and normal user experience; However, it subsequently drops unexpectedly to 45 FPS, causing noticeable lag that severely impacts usability. Actual usage logs provide a clear timeline: During the first session (23:47:35–23:57:41), the frame rate remained consistently stable at 90 FPS; After pausing usage for a period and restarting the device (00:22:30–00:30:47), the frame rate initially remained stable at 90 FPS. However, starting at 00:30:48, the frame rate suddenly dropped to 45 FPS and remained at this low rate until 00:36:18. Additionally, we have two further questions: What could cause this sudden, unexplained drop from 90 FPS to 45 FPS? Our team has multiple VP M2 devices of the same model and noticed that some default refresh rates are 90Hz while others are 100Hz. What factors determine the frame rate of these devices? Why do refresh rate differences occur among identical models? Have others encountered similar sudden frame rate drops? If so, could you share potential causes and troubleshooting approaches for resolving such issues? Thank you very much!
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201
Activity
Nov ’25
ARKit / visionOS - handtracking with 3D objects attached on hand
I use ARKit's hand tracking to attach a 3D model of a remote control to the left hand. The user is supposed to press buttons on the remote control. In the Vision Pro settings, I have removed the left hand from Hands & Eye Tracking. Only the right hand is used. The problem now is that the left hand appears and the 3D model of the remote control fades out. I want the remote control to be completely visible. The user should feel like they really have the remote control in their hand. Can I prevent the fading out?
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331
Activity
Nov ’25
visionOS 3d interactions like the native keyboard when no longer observed in passthrough
While using apple's vision pro, we noticed that we can continue to use the visionOS keyboard when we no longer actually see it in passthrough. In other words, when we focus on a field to type, visionOS displays the keyboard for us in such a way that we actually see it. Then, we noticed if we look away a little bit, either up, or down, or left, or right, in such a way that the keyboard is no longer visible by us in the passthrough, the keyboard still remains responsive to taps from our fingers at the location where it is. It seems the keyboard remains functional and responsive to taps even though we can no longer observe/see it. We are trying to figure out how to implement similar functionality in our app whereby the user can continue to manipulate a 3d entity when the user can no longer actually observe it in passthrough (like the visionOS keyboard appears to allow). I assume the visionOS keyboard has this functionality thanks to the downward facing sensors on the hardware that allow hand tracking even though the hands can no longer be observed by the user. That is likely how we can rest our hands on our lap is still be able to interact with visionOS. How can we implement a similar functionality for 3D entities? Is there a way to tap in, or to allow hand tracking, from those toward facing cameras? Is it possible to manipulate a 3D entity when it is no longer observed by the user for example when they shift their attention somewhere else in the field of vision? How does the visionOS keyboard achieve this?
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365
Activity
Nov ’25
Triangle Recommendation Limit for M5 Vision Pro
For the M2 Apple Vision Pro, there's "a general guideline, we recommend no more than 500 thousand triangles for an immersive scene, with 250 thousand for applications in the shared space." --https://developer.apple.com/videos/play/wwdc2024/10186/?time=147 Is there a revised recommendation for the M5 Apple Vision Pro?
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2
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823
Activity
Nov ’25
visionOS 26 - Rendering Issues related to Transparency
Summary After updating to visionOS 26, we’ve encountered severe transparency rendering issues in RealityKit that did not exist in visionOS 2.6 and earlier. These regressions affect applications that dynamically control scene opacity (via OpacityComponent). Our app renders ultra-realistic apartment environments in real time, where users can walk or teleport inside 3D spaces. When the user moves above a speed threshold, we apply a global transparency effect to prevent physical collisions with real-world objects. Everything worked perfectly in visionOS 2.6 — the problems appeared only after upgrading to 26. Scene Setup Overview The environment consists of multiple USDZ models (e.g., architecture, rooms, furniture). We manage LODs manually for performance (e.g., walls and floors always visible in full-res, while rooms swap between low/high-res versions based on user position and field of view). Transparency is achieved using OpacityComponent, applied dynamically when the user moves. Some meshes (e.g., portals to skyboxes, glass windows) use alpha materials We also use OcclusionMaterials to prevent things to be seen through walls when scene is transparent Observed Behavior by Scenario (I can share a video showing the results of each scenario if needed.) Scenario 1 — Severe Flickering (Root Opacity) Setup: OpacityComponent applied to the root entity NO ModelSortGroupComponent used Symptoms: Strong flickering when transparency is active Triangles within the same mesh render at inconsistent opacity levels Appears as if per-triangle alpha sorting is broken Workaround: Moving the OpacityComponent from the root to each individual USDZ entity removes the per-triangle flicker Pros: No conflicts with portals or alpha materials Scenario 2 — Partially Stable, But Alpha Conflicts Setup: OpacityComponent applied per USDZ entity ModelSortGroupComponent(planarUIAlwaysBehind) applied to portal meshes Other entities have NO ModelSortGroupComponent Symptoms: Frequent alpha blending conflicts: Transparent surfaces behind other transparent surfaces flicker or disappear Example: Wine glasses behind glass doors — sometimes neither is rendered, or only one Even opaque meshes behind glass flicker due to depth buffer confusion Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Analysis: Appears related to internal changes in alpha sorting or depth pre-pass behavior introduced in visionOS 26 Pros: Most stable setup so far Cons: Still unreliable when OpacityComponent is active Scenario 3 — Layer Separation Attempt (Regression) Setup: Same as Scenario 2, but: Entities with alpha materials moved to separate USDZs Explicit ModelSortGroupComponent order set (alpha surfaces rendered last) Symptoms: Transparent surfaces behind other transparent surfaces flicker or disappear Depth is completely broken when there's a large transparent surface Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Workaround Attempt: Re-ordering and further separating models did not solve it Pros: None — this setup makes transparency unusable Conclusion There appears to be a regression in RealityKit’s handling of transparency and sorting in visionOS 26, particularly when: OpacityComponent is applied dynamically, and Scenes rely on multiple overlapping transparent materials. These issues did not exist prior to 26, and the same project (no code changes) behaves correctly on previous versions. Request We’d appreciate any insight or confirmation from Apple engineers regarding: Whether alpha sorting or opacity blending behavior changed in visionOS 26 If there are new recommended practices for combining OpacityComponent with transparent materials If a bug report already exists for this regression Thanks in advance!
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237
Activity
Nov ’25
Airplay content from Apple device to Vision Pro
Does anyone know if we will be able to airplay content from another Apple device, say an iPad or iPhone to the Vision Pro?
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1.3k
Activity
Nov ’25
How to best manage ARKitSession in concurrent code
I have a visionOS app where I instantiate ARKitSession and various providers (HandTrackingProvider and WorldTrackingProvider) in my appModel. That way, I can pass these providers to a Task which runs a gRPC server for sending the data from these providers to a client. When the users enters the immersive space of the app, the ARKitSession will run the providers if they are not running already. I am now trying to implement the AccessoryTrackingProvider with the PSVR sense controllers but it does not fit with my current framework because the controllers may not be connected when the ARKitSession.run function is called. So I need to find a new place to start the session. My question is, if I already have a session which is running the hand and world tracking providers, can I start another session to run the accessory tracking? Should they all be running on the same session? Is there a way to stop the session and restart it when the controllers are connected? When I tried this, I get an error that says "It is not possible to re-run a stopped data provider (<ar_hand_tracking_provider_t: " but if I instantiate a new HandTrackingProvider, then the one that got passed to the gRPC task would no longer be the one running in the new session. Any advice on how best to manage the various providers and ARKit sessions would be greatly appreciated.
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343
Activity
Nov ’25
How to speed up build time when placing large USDZ files in RCP scenes
I’m currently developing a visionOS app that includes an RCP scene with a large USDZ file (around 2GB). Each time I make adjustments to the CG model in Blender, I export it as USDZ again, place it in the RCP scene, and then build the app using Xcode. However, because the USDZ file is quite large, the build process takes a long time, significantly slowing down my development speed. For example, I’d like to know if there are any effective ways to: Improve overall build performance Reduce the time between updating the USDZ file and completing the build Any advice or best practices for optimizing this workflow would be greatly appreciated. Best regards, Sadao
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407
Activity
Nov ’25
Xcode shows alert about unknown com.apple.quicklook.preview extension point when running on Apple Vision Pro Simulator
I have an iOS app with a QuickLook extension. I also added Apple Vision Pro in the target's General > Supported Destinations section. About one year ago, I was able to run the app on iPhone, iPad and Apple Vision Pro Simulators. Today I tried running it again on Apple Vision Pro with Xcode 26.0.1, but Xcode shows this error: Try again later. Appex bundle at ~/Library/Developer/CoreSimulator/Devices/F6B3CCA8-82FA-485F-A306-CF85FF589096/data/Library/Caches/com.apple.mobile.installd.staging/temp.PWLT59/extracted/problem.app/PlugIns/problemQuickLook.appex with id org.example.problem.problemQuickLook specifies a value (com.apple.quicklook.preview) for the NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point. I tried again later a couple times, even after running Clean Build Folder Immediately, without any change. I can reproduce this with a fresh Xcode project to which I add a Quick Look Preview Extension and Apple Vision Pro as a supported destination. The error doesn't happen when running on Apple Vision Pro (Designed for iPad) or iPad Pro 13-inch (M4) destinations. What is the problem? I created FB20448815.
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316
Activity
Nov ’25
Why don’t the dinosaurs in “Encounter Dinosaurs” respond to real-world light intensity?
I have a question about Apple’s preinstalled visionOS app “Encounter Dinosaurs.” In this app, the dinosaurs are displayed over the real-world background, but the PhysicallyBasedMaterial (PBM) in RealityKit doesn’t appear to respond to the actual brightness of the environment. Even when I change the lighting in the room, the dinosaurs’ brightness and shading remain almost the same. If this behavior is intentional — for example, if the app disables real-world lighting influence or uses a fixed lighting setup — could someone explain how and why it’s implemented that way?
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768
Activity
Nov ’25
Curved/panorama window in visionOS 2?
The new Mac virtual display feature on visionOS 2 offers a curved/panoramic window. I was wondering if this is simply a property that can be applied to a window, or if it involves an immersive mode or SceneKit/RealityKit?
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1.6k
Activity
Nov ’25
Game Controller Input Limitations in visionOS Volumetric Windows - Need Clarification
Game Controller Input Limitations in visionOS Volumetric Windows Hello Apple Developer Community, I'm developing a game for visionOS and have encountered significant limitations with game controller input when using volumetric windows (WindowGroup with .volumetric style). I'd appreciate clarification on whether this is expected behavior and any guidance on best practices. 🧩 Issue Summary When using a DualSense controller with a volumetric window in visionOS, only a subset of controller inputs are available to the app. The remaining inputs appear to be reserved by the system for UI navigation. ✅ Working Inputs (Volumetric Window) D-Pad (all directions) L3 (left thumbstick button click) R3 (right thumbstick button click) Menu button Options button ❌ Not Working Inputs (Volumetric Window) Left thumbstick analog movement (used for UI scrolling instead) Right thumbstick analog movement (used for UI scrolling instead) Face buttons (Cross, Circle, Square, Triangle / A, B, X, Y) Shoulder buttons (L1, R1) Triggers (L2, R2) Key observation: When moving the left thumbstick in a volumetric window, the window's UI scrolls vertically instead of sending input to my app's GameController handlers. Similarly, face buttons seem to be reserved for system UI interactions. ⚙️ Implementation Details I'm using the standard GameController framework: Connect to controller via GCController.controllers() Access extendedGamepad profile Set up valueChangedHandler and pressedChangedHandler for all inputs Handlers confirmed registered via logging Working inputs (D-Pad, L3, R3) trigger immediately and consistently Non-working inputs (thumbsticks, face buttons) never trigger 🧠 Critical Finding: ImmersiveSpace Works Perfectly When testing the exact same code in an ImmersiveSpace (.mixed immersion style), all controller inputs work perfectly: ✅ Both thumbsticks provide full analog input ✅ All face buttons trigger their handlers ✅ All shoulder buttons and triggers work correctly ✅ 100% success rate with no intermittent issues This suggests the issue isn't with my code, but rather how visionOS handles controller input differently between Volumetric Windows and ImmersiveSpace. 🧪 Test Environment I created a minimal test project (Controller-Playground) to isolate the issue: A simple ControllerTester class that registers all GameController handlers A visual UI showing real-time input state No game logic, RealityKit physics, or other complexity Results In volumetric window: Only D-Pad, L3, R3, Menu, Options work In ImmersiveSpace: All inputs work perfectly This confirms the limitation exists at the visionOS platform level, not in app code. 🧰 Attempted Workarounds I tried the following without success: Setting GCSupportsControllerUserInteraction = false in Info.plist Setting UIRequiresFullScreen = true Changing window styles (.plain, .volumetric) Polling vs. handler-based input approaches Various threading models (MainActor, separate thread) Result: The only way to enable full controller support is to switch to ImmersiveSpace. ❓ Questions for Apple Is this input reservation behavior in volumetric windows intended and documented? Are game controllers expected to have limited functionality in volumetric windows while full functionality is reserved for ImmersiveSpace? Is there a way to request full controller input access in a volumetric window, or is ImmersiveSpace the only option for complete controller support? Where can I find official documentation about controller input differences between window types? Are there any APIs or configuration options to disable system controller shortcuts in volumetric windows? 🎯 Impact This limitation has a significant effect on game design and architecture: Volumetric windows offer a multitasking-friendly, less immersive experience ImmersiveSpace provides full controller support but may be more immersive than some games require Games that only need basic D-Pad and button input can work fine in volumetric windows Games requiring analog sticks or face buttons must currently use ImmersiveSpace It would be very helpful if Apple could clarify or reference existing documentation regarding controller input handling in different visionOS window types. If such documentation doesn't exist yet, it might be valuable to include this information in future developer guides or best-practice documents. 🕹 Current Workaround For now, I'm using: D-Pad for character movement (digital 8-direction) R3 (right stick click) as a substitute for the "X" button This setup allows the game to function within a volumetric window, though full controller support still requires ImmersiveSpace. 📄 Request If this is expected behavior, I may have simply missed the relevant documentation — could you please point me to any existing resources that explain this design? If there isn't one yet, it would be great if future visionOS documentation could: Clearly outline controller input behavior across window types Provide guidance on when to use Volumetric Windows vs. ImmersiveSpace for games Consider adding an API option to request full controller access when appropriate If this is not expected behavior, I'm happy to file a detailed bug report with sample code. 💻 System Information visionOS: Latest Simulator Xcode: Latest version Controller: Sony DualSense Framework: GameController (standard extendedGamepad profile) Test project: Minimal reproducible example available Thank you for any clarification or guidance you can provide. This information would be valuable for many developers working on visionOS games.
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721
Activity
Oct ’25
Asaf production suite AAX 2.91.9
Hi. I am mixing content destined for Vision Pro. Locked to video. I have the AAX installer and the ASAF video player demonstrated in the quicktimes is nit included in the install package for pro tools. Would it be possible to post a link ?
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664
Activity
Oct ’25
Carousel Flicker
Hi, I've created an carousel using an Tabview component and it is divided in pages, each page has 7 items. Now we wan't to load the carousel page by page, but whenever I updated the list which Tabview uses to render, it flickers because it rerenders previous elements. I've tried to use a scroll view for this but this app is for Vision Pro and I added some 3D transformations (position/rotation) to the cards from the tabview and when I added this in the scrollview they becom unclickable. Do you have any sugestions what can I do? Bellow is a sample of the code, I put [items] just to suggest there is a list. VStack (spacing: 45) { TabView(selection: $navigationModel.carouselSelectedPage) { let orderedArtist = [items] let numberOfPages = Int((Double(orderedArtist.count) / Double(cardsPerPage)).rounded(.up)) if(numberOfPages != 1){ Spacer().tag(-1) } ForEach(0..<numberOfPages, id: \.self) { page in LazyHStack(alignment: .top, spacing: 16){ ForEach(0..<cardsPerPage, id: \.self) { index in if(page * cardsPerPage + index < orderedArtist.count){ let item = orderedArtist[page * cardsPerPage + index] GeometryReader{proxy in
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2
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462
Activity
Oct ’25
Assigning ManipulationComponent to Entity triggers SceneEvents.WillRemoveEntity
When assigning a ManipulationComponent to an Entity SceneEvents.WillRemoveEntity will be called for that Entity. Expected Behavior: the Entity is not (even if temporarily) removed from the Scene and no SceneEvents will be triggered as a result of assigning a ManipulationComponent. FB20872220
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0
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258
Activity
Oct ’25
Persistent Entity Position
I want to let users place 2D/3D “artworks” on detected walls and have them reappear in exactly the same real‑world spot after quitting and relaunching the app (like widgets do, but for my own entities).Environment: Xcode 26, visionOS 2.0, RealityKit + ARKitSession/WorldTrackingProvider Entities are parented to a holder that’s aligned to a wall via plane/mesh raycasts. What I’ve tried: Create a WorldAnchor at placement, save UUID + full 4×4 transform On next launch, re-create the WorldAnchor (or set the saved transform) and attach the entity Gate restore on relocalization/mesh updates and disable all raycast/search after restore Issue: After relaunch, placement still resolves relative to current device pose, not the same wall position. Questions: Is there a public API in visionOS 2.0 to persist app‑managed world anchors across sessions (room‑fixed), e.g., AnchorStore or equivalent? If not, what’s the recommended pattern to reliably restore wall‑anchored content? Are persistence features mentioned for widgets/windows available to third‑party RealityKit entities?
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271
Activity
Oct ’25
visionOS + Unity PolySpatial: Is 15,970 MeshFilters the True Upper Limit for Industrial Scenes?
Breaking Through PolySpatial's ~8k Object Limit – Seeking Alternative Approaches for Large-Scale Digital Twins Confirmed: PolySpatial make Doubles MeshFilter Count – Hard Limit at ~8k Active Objects (15.9k Total) Project Context & Research Goals I’m developing an industrial digital twin application for Apple Vision Pro using Unity’s PolySpatial framework (RealityKit rendering in Unbounded_Volume mode). The scene contains complex factory environments with: Production line equipment Many fragmented grid objects need to be merged.) Dynamic product racks (state-switchable assets) Animated worker avatars To optimize performance, I’m systematically testing visionOS’s rendering capacity limits. Through controlled stress tests, I’ve identified a critical threshold: Key Finding When the total MeshFilter count reaches 15,970 (system baseline + 7,985 user-created objects × 2 due to PolySpatial cloning), the application crashes consistently. This suggests: PolySpatial’s mirroring mechanism effectively doubles GameObject overhead An apparent hard limit exists around ~8k active mesh objects in practice Objectives for This Discussion Verify if others have encountered similar limits with PolySpatial/RealityKit Understand whether this is a: Memory constraint (per-app allocation) Render pipeline limit (Metal draw calls) Unity-specific PolySpatial behavior Explore optimization strategies beyond brute-force object reduction Why This Matters Industrial metaverse applications require rendering thousands of interactive objects . Confirming these limits will help our team: Design safer content guidelines Prioritize GPU instancing/LOD investments Potentially contribute back to PolySpatial’s optimization I’d appreciate insights from engineers who’ve: Pushed similar large-scale scenes in visionOS Worked around PolySpatial’s cloning overhead Discovered alternative capacity limits (vertices/draw calls)
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4
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912
Activity
Oct ’25