visionOS

RSS for tag

Discuss developing for spatial computing and Apple Vision Pro.

Posts under visionOS tag

200 Posts

Post

Replies

Boosts

Views

Activity

How to apply the same SystemImage to both mainEmitter and spawnedEmitter without clipping in ParticleEmitterComponent?
Hi everyone, I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation. In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues: The image applied to mainEmitter appears clipped or cropped. The image on spawnedEmitter does not update to the selected SystemImage. What I want to achieve: Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping. Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size. Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated. Thanks in advance!
0
0
487
Sep ’25
Unable to play .aivu with VideoPlayerComponent
I’m trying to play an Apple Immersive video in the .aivu format using VideoPlayerComponent using the official documentation found here: https://developer.apple.com/documentation/RealityKit/VideoPlayerComponent Here is a simplified version of the code I'm running in another application: import SwiftUI import RealityKit import AVFoundation struct ImmersiveView: View { var body: some View { RealityView { content in let player = AVPlayer(url: Bundle.main.url(forResource: "Apple_Immersive_Video_Beach", withExtension: "aivu")!) let videoEntity = Entity() var videoPlayerComponent = VideoPlayerComponent(avPlayer: player) videoPlayerComponent.desiredImmersiveViewingMode = .full videoPlayerComponent.desiredViewingMode = .stereo player.play() videoEntity.components.set(videoPlayerComponent) content.add(videoEntity) } } } Full code is here: https://github.com/tomkrikorian/AIVU-VideoPlayerComponentIssueSample But the video does not play in my project even though the file is correct (It can be played in Apple Immersive Video Utility) and I’m getting this error when the app crashes: App VideoPlayer+Component Caption: onComponentDidUpdate Media Type is invalid Domain=SpatialAudioServicesErrorDomain Code=2020631397 "xpc error" UserInfo={NSLocalizedDescription=xpc error} CA_UISoundClient.cpp:436 Got error -4 attempting to SetIntendedSpatialAudioExperience [0x101257490|InputElement #0|Initialize] Number of channels = 0 in AudioChannelLayout does not match number of channels = 2 in stream format. Video I’m using is the official sample that can be found here but tried several different files shot from my clients and the same error are displayed so the issue is definitely not the files but on the RealityKit side of things: https://developer.apple.com/documentation/immersivemediasupport/authoring-apple-immersive-video Steps to reproduce the issue: - Open AIVUPlayerSample project and run. Look at the logs. All code can be found in ImmersiveView.swift Sample file is included in the project Expected results: If I followed the documentation and samples provided, I should see my video played in full immersive mode inside my ImmersiveSpace. Am i doing something wrong in the code? I'm basically following the documentation here. Feedback ticket: FB19971306
3
0
864
Aug ’25
Looking for solutions to build a video chat app (Omegle/Chatroulette style) on Vision Pro
Hi everyone, We are working on a prototype app for Apple Vision Pro that is similar in functionality to Omegle or Chatroulette, but exclusively for Vision Pro owners. The core idea is: – a matching system where one user connects to another through a virtual persona; – real-time video and audio transmission; – time limits for sessions with the ability to extend them; – users can skip a match and move on to the next one. We have explored WebRTC and Twilio, but unfortunately, they don’t fit our use case. Question: What alternative services or SDKs are available for implementing real-time video/audio communication on Vision Pro that would work with this scenario? Has anyone encountered a similar challenge and can recommend which technologies or tools to use? Thanks in advance!
2
0
282
Aug ’25
Unity PolySpatia
Hello, We are experiencing an issue with apparent lag or latency when interacting with objects in Unity using the XR Interaction Toolkit. Even when interactables are configured with the Movement Type set to Instantaneous, objects exhibit a noticeable delay when following hand movement. This issue is particularly apparent when the hand moves at higher speeds. We would like to know: is any additional configuration required, or is there something else we need to do to resolve this? Thank you very much for your assistance.
2
0
552
Aug ’25
VisionOS: WKWebView stops rendering after WindowGroup is closed
I'm building a visionOS app where users can place canvases into the 3D environment. These canvases are RealityKit entities that render web content using a WKWebView. The web view is regularly snapshotted, and its image is applied as a texture on the canvas surface. When the user taps on a canvas, a WindowGroup is opened that displays the same shared WKWebView instance. This works great: both the canvas in 3D and the WindowGroup reflect the same live web content. The canvas owns the WKWebView and keeps a strong reference to it. Problem: Once the user closes the WindowGroup, the 3D canvas stops receiving snapshot updates. The snapshot loop task is still running (verified via logs), but WKWebView.takeSnapshot(...) never returns — the continuation hangs forever. No error is thrown, no image is returned. If the user taps the canvas again (reopening the window), snapshots resume and everything works again. @MainActor private func getSnapshot() async -> UIImage? { guard !webView.isLoading else { return nil } let config = WKSnapshotConfiguration() config.rect = webView.bounds config.afterScreenUpdates = true return await withCheckedContinuation { continuation in webView.takeSnapshot(with: config) { image, _ in continuation.resume(returning: image) } } } What I’ve already verified: The WKWebView is still in memory. The snapshot loop (Task) is still running; it just gets stuck inside takeSnapshot(...). I tried keeping the WKWebView inside a hidden UIWindow (with .alpha = 0.01, .windowLevel = .alert + 1, and isHidden = false). Suspicion It seems that once a WKWebView is passed into SwiftUI and rendered (e.g., via UIViewRepresentable), SwiftUI takes full control over its lifecycle. SwiftUI tells WebKit "This view got closed" and WebKit reacts by stopping the WKWebView. Even though it still exists in memory and is being hold by a strong reference to it in the Canvas-Entity. Right now, this feels like a one-way path: Starting from the canvas, tapping it to open the WindowGroup works fine. But once the WindowGroup is closed, the WebView freezes, and snapshots stop until the view is reopened. Questions Is there any way under visionOS to: Keep a WKWebView rendering after its SwiftUI view (WindowGroup) is dismissed? Prevent WebKit from suspending or freezing the view? Embed the view in a persistent system-rendered context to keep snapshotting functional? For context, here's the relevant SwiftUI setup struct MyWebView: View { var body: some View { if let webView = WebViewManager.shared.getWebView() { WebViewContainer(webView: webView) } } } struct WebViewContainer: UIViewRepresentable { let webView: WKWebView func makeUIView(context: Context) -> UIView { return webView } func updateUIView(_ uiView: UIView, context: Context) {} }
1
0
194
Aug ’25
Scan IBeacons on VisionPro
I'm trying to scan for Beacon's in a visionos app iBeacon detection via CoreLocation (like CLBeacon or CLBeaconRegion) isn't supported on visionOS, so I went for CoreBluetooth + Manual Beacon Parsing Problem is I don't get my beacons scanned, only the other bluetooth devices central.scanForPeripherals(withServices: nil, options: [CBCentralManagerScanOptionAllowDuplicatesKey:true]) what should I do?
1
0
112
Aug ’25
Perspective problem
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model. When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same. Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5. I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
3
0
268
Aug ’25
How to Obtain License File for Main Camera Access Entitlement in visionOS (Email Was Deactivated During Approval)
Hi everyone, I'm developing a visionOS application using Unity with an enterprise developer account. I applied for the Main Camera Access entitlement, but at the time of submission, the email address associated with my Apple ID was deactivated, so I couldn’t receive any email communication from Apple. Later, I updated the email address for my Apple ID. Now, in the Apple Developer portal under Identifiers, I can see that my app has been granted Main Camera Access, and I can also add the corresponding capability in Xcode. However, according to Apple’s documentation(https://developer.apple.com/documentation/visionos/building-spatial-experiences-for-business-apps-with-enterprise-apis): “To use entitlements, you need to include both the entitlement file and a corresponding license file in your app. After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions.” I never received this license file, possibly due to the deactivated email. I don't know where to find it or how to retrieve it now. What exactly is this license file? If it was originally sent to an unreachable email, how can I request it again or get it resent? Where in the Apple Developer portal (or elsewhere) can I access or download this file? Any help or guidance would be greatly appreciated! Thanks in advance.
2
0
125
Aug ’25
Unexpected lines appear in PDFView on visionOS 26 beta
I’m attempting to display a PDF file in a visionOS application using the PDFView in PDFKit. When running on device with visionOS 26, a horizontal solid line appears on some pages, while on other pages, both a horizontal and vertical solid line appear. These lines do not appear in Xcode preview canvas (macOS, visionOS) on device running visionOS 2.5 on Mac running macOS 15.6 I thought that this could possibly be the page breaks, but setting displaysPageBreaks = false did not appear to be effective. Are there any other settings that could be causing the lines to display? Code Example struct ContentView: View { @State var pdf: PDFDocument? = nil var body: some View { PDFViewWrapper(pdf: pdf) .padding() } } #Preview(windowStyle: .automatic) { ContentView(pdf: PDFDocument(url: Bundle.main.url(forResource: "SampleApple", withExtension: "pdf")!)) .environment(AppModel()) } struct PDFViewWrapper: UIViewRepresentable { let pdf: PDFDocument? func makeUIView(context: Context) -> PDFView { let view = PDFView() view.document = pdf view.displaysPageBreaks = false return view } func updateUIView(_ uiView: PDFView, context: Context) { uiView.document = pdf } } Tested with Xcode Version 16.4 (16F6) Xcode Version 26.0 beta 5 (17A5295f) visionOS 2.5 visionOS 26 Beta 5 I
2
0
178
Aug ’25
visionOS: Unable to programmatically close child WindowGroup when parent window closes
Hi , I'm struggling with visionOS window management and need help with closing child windows programmatically. App Structure My app has a Main-Sub window hierarchy: AWindow (Home/Main) BWindow (Main feature window) CWindow (Tool window - child of BWindow) Navigation flow: AWindow → BWindow (switch, 1 window on screen) BWindow → CWindow (opens child, 2 windows on screen) I want BWindow and CWindow to be separate movable windows (not sheet/popover) so users can position them independently in space. The Problem CWindow doesn't close when BWindow closes by tapping the X button below the app (next to the window bar) User clicks X on BWindow → BWindow closes but CWindow remains CWindow becomes orphaned on screen Can close CWindow programmatically when switching BWindow back to AWindow App launch issue After closing both windows, CWindow is remembered as last window Reopening app shows only CWindow instead of BWindow User gets stuck in CWindow with no way back to BWindow I've Tried Environment dismissWindow in cleanup but its not working. // In BWindow.swift .onDisappear { if windowManager.isWindowOpen("cWindow") { dismissWindow(id: "cWindow") } } My App Structure Code Now // in MyNameApp.swift @main struct MyNameApp: App { var body: some Scene { WindowGroup(id: "aWindow") { AWindow() } WindowGroup(id: "bWindow") { BWindow() } WindowGroup(id: "cWindow") { CWindow() } } } // WindowStateManager.swift class WindowStateManager: ObservableObject { static let shared = WindowStateManager() @Published private var openWindows: Set<String> = [] @Published private var windowDependencies: [String: String] = [:] private init() {} func markWindowAsOpen(_ id: String) { markWindowAsOpen(id, parent: nil) } func markWindowAsClosed(_ id: String) { openWindows.remove(id) windowDependencies[id] = nil } func isWindowOpen(_ id: String) -> Bool { let isOpen = openWindows.contains(id) return isOpen } func markWindowAsOpen(_ id: String, parent: String? = nil) { openWindows.insert(id) if let parentId = parent { windowDependencies[id] = parentId } } func getParentWindow(of childId: String) -> String? { let parent = windowDependencies[childId] return parent } func getChildWindows(of parentId: String) -> [String] { let children = windowDependencies.compactMap { key, value in value == parentId ? key : nil } return children } func setNextWindowParent(_ parentId: String) { UserDefaults.standard.set(parentId, forKey: "nextWindowParent") } func getAndClearNextWindowParent() -> String? { let parent = UserDefaults.standard.string(forKey: "nextWindowParent") UserDefaults.standard.removeObject(forKey: "nextWindowParent") return parent } func forceCloseChildWindows(of parentId: String) { let children = getChildWindows(of: parentId) for child in children { markWindowAsClosed(child) NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) forceCloseChildWindows(of: child) } } func hasMainWindowOpen() -> Bool { let mainWindows = ["main", "bWindow"] return mainWindows.contains { isWindowOpen($0) } } func cleanupOrphanWindows() { for (child, parent) in windowDependencies { if isWindowOpen(child) && !isWindowOpen(parent) { NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) markWindowAsClosed(child) } } } } // BWindow.swift struct BWindow: View { @Environment(\.dismissWindow) private var dismissWindow @ObservedObject private var windowManager = WindowStateManager.shared var body: some View { VStack { Button("Open C Window") { windowManager.setNextWindowParent("bWindow") openWindow(id: "cWindow") } } .onAppear { windowManager.markWindowAsOpen("bWindow") } .onDisappear { windowManager.markWindowAsClosed("bWindow") windowManager.forceCloseChildWindows(of: "bWindow") } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background || newValue == .inactive { windowManager.forceCloseChildWindows(of: "bWindow") } } } } // CWindow.swift import SwiftUI struct cWindow: View { @ObservedObject private var windowManager = WindowStateManager.shared @State private var shouldClose = false var body: some View { // Content } .onDisappear { windowManager.markWindowAsClosed("cWindow") NotificationCenter.default.removeObserver( self, name: Notification.Name("ForceCloseWindow"), object: nil ) } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background { } } .onAppear { let parent = windowManager.getAndClearNextWindowParent() windowManager.markWindowAsOpen("cWindow", parent: parent) NotificationCenter.default.addObserver( forName: Notification.Name("ForceCloseWindow"), object: nil, queue: .main) { notification in if let windowId = notification.userInfo?["windowId"] as? String, windowId == "cWindow" { shouldClose = true } } } .onChange(of: shouldClose) { _, newValue in if newValue { dismissWindow() } } } The logs show everything executes correctly, but CWindow remains visible on screen. Questions Why doesn't dismissWindow(id:) work in cleanup scenarios? Is there a proper way to create a window relationships like parent-child relationships in visionOS? How can I ensure main windows open on app launch instead of tool windows? What's the recommended pattern for dependent windows in visionOS? Environment: Xcode 16.2, visionOS 2.0, SwiftUI
2
0
367
Aug ’25
MultipeerConnectivity Connection Issue in visionOS 26.0 Beta 3/4 - Connection Requests Not Reaching iPad
Hello everyone, I'm encountering a MultipeerConnectivity connection issue while developing a visionOS app and would like to ask if other developers have experienced similar problems. Problem Description In visionOS 26.0 Beta 3 and Beta 4, when a visionOS device attempts to connect to an iPad via MultipeerConnectivity, the iPad side completely fails to receive connection requests, resulting in connection establishment failure. Specific Symptoms After executing serviceBrowser?.invitePeer(peerID, to: mcSession, withContext: nil, timeout: 10.0) on the visionOS side The iPad side shows no response and receives no connection invitation Connection request times out after 10 seconds and is automatically rejected No error logs or exception information are generated Environment Information visionOS version: 26.0 Beta 3 and Beta 4 Development environment: macOS Tahoe 26.0 Beta (25A5306g) Target device: iPad (iOS 17.x) Network environment: Same WiFi network Comparative Test Results visionOS 2.6 (22O785): Functionality completely normal visionOS 26.0 Beta 1/2: Functionality normal visionOS 26.0 Beta 3/4: Exhibits the above problems Attempted Solutions Checked network configuration and firewall settings Adjusted MultipeerConnectivity parameters Reinitialized MCSession and MCNearbyServiceBrowser Cleared app cache and reinstalled Reset network settings Temporary Workaround Currently, the only solution is to downgrade the visionOS device to version 2.6. Impact of the Problem This issue severely affects the development of cross-device collaboration features in visionOS apps, particularly scenarios requiring peer-to-peer communication with iOS/iPadOS devices. Questions for Help Have other developers encountered similar issues? Are there any known solutions or workarounds? Is this a known issue with visionOS 26.0 Beta? Are there other known issues related to MultipeerConnectivity? Relevant Code Snippet // Connection invitation code private var serviceBrowser: MCNearbyServiceBrowser? let mcSession: MCSession // Execute connection invitation serviceBrowser?.invitePeer(peerID, to: mcSession, withContext: nil, timeout: 10.0) Thank you for your help and suggestions! Development Environment: Xcode 15.x Target Platform: visionOS
3
0
200
Aug ’25
How to opt out of tinting widget content on visionOS
During the WWDC Session called "Design widgets for visionOS" the presenter says: You can choose whether the background of your widget participates in tinting. If you opted out, for example to preserve a photo or illustration, make sure it still looks good alongside the selected color palette. Unfortunately, this session has no example code. Can someone point me to the correct way to do this? Is there a modifier we can use on views? (reposting this in the correct topic/subtopic)
3
0
237
Aug ’25
Is it possible to live render CMTaggedBuffer / MV-HEVC frames in visionOS?
Hey all, I'm working on a visionOS app that captures live frames from the left and right cameras of Apple Vision Pro using cameraFrame.sample(for: .left/.right). Apple provides documentation on encoding side-by-side frames into MV-HEVC spatial video using CMTaggedBuffer: Converting Side-by-Side 3D Video to MV-HEVC My question: Is there any way to render tagged frames (e.g. CMTaggedBuffer with .stereoView(.leftEye/.rightEye)) live, directly to a surface in RealityKit or Metal, without saving them to a file? I’d like to create a true stereoscopic (spatial) live video preview, not just render two images side-by-side. Any advice or insights would be greatly appreciated!
2
0
252
Aug ’25
How to apply the same SystemImage to both mainEmitter and spawnedEmitter without clipping in ParticleEmitterComponent?
Hi everyone, I’m currently learning about ParticleEmitterComponentParticleEmitterComponent and exploring the sample app provided in the Simulating particles in your visionOS app documentation. In the sample app, when I set the EmitterPreset to fireworks from the settings panel on the left side of the window and choose SystemImage, I noticed two issues: The image applied to mainEmitter appears clipped or cropped. The image on spawnedEmitter does not update to the selected SystemImage. What I want to achieve: Apply the same SystemImage to both mainEmittermainEmitter and spawnedEmitterspawnedEmitter so that it displays correctly without clipping. Remove the animation that changes the size of spawnedEmitterspawnedEmitter over time and keep it at a constant size. Could someone explain which properties should be adjusted to achieve this behavior? Any guidance or examples would be greatly appreciated. Thanks in advance!
Replies
0
Boosts
0
Views
487
Activity
Sep ’25
How to break the progress of Entity.animate()
Entity.animate() makes entity animation much easier, but in many cases, I want to break the progress because of some gestures, I couldn't find any way to do this, including tried entity.stopAllAnimations(), I have to wait till Entity.animate() completes. iOS 26 / visionOS 26
Replies
1
Boosts
0
Views
367
Activity
Sep ’25
Unable to play .aivu with VideoPlayerComponent
I’m trying to play an Apple Immersive video in the .aivu format using VideoPlayerComponent using the official documentation found here: https://developer.apple.com/documentation/RealityKit/VideoPlayerComponent Here is a simplified version of the code I'm running in another application: import SwiftUI import RealityKit import AVFoundation struct ImmersiveView: View { var body: some View { RealityView { content in let player = AVPlayer(url: Bundle.main.url(forResource: "Apple_Immersive_Video_Beach", withExtension: "aivu")!) let videoEntity = Entity() var videoPlayerComponent = VideoPlayerComponent(avPlayer: player) videoPlayerComponent.desiredImmersiveViewingMode = .full videoPlayerComponent.desiredViewingMode = .stereo player.play() videoEntity.components.set(videoPlayerComponent) content.add(videoEntity) } } } Full code is here: https://github.com/tomkrikorian/AIVU-VideoPlayerComponentIssueSample But the video does not play in my project even though the file is correct (It can be played in Apple Immersive Video Utility) and I’m getting this error when the app crashes: App VideoPlayer+Component Caption: onComponentDidUpdate Media Type is invalid Domain=SpatialAudioServicesErrorDomain Code=2020631397 "xpc error" UserInfo={NSLocalizedDescription=xpc error} CA_UISoundClient.cpp:436 Got error -4 attempting to SetIntendedSpatialAudioExperience [0x101257490|InputElement #0|Initialize] Number of channels = 0 in AudioChannelLayout does not match number of channels = 2 in stream format. Video I’m using is the official sample that can be found here but tried several different files shot from my clients and the same error are displayed so the issue is definitely not the files but on the RealityKit side of things: https://developer.apple.com/documentation/immersivemediasupport/authoring-apple-immersive-video Steps to reproduce the issue: - Open AIVUPlayerSample project and run. Look at the logs. All code can be found in ImmersiveView.swift Sample file is included in the project Expected results: If I followed the documentation and samples provided, I should see my video played in full immersive mode inside my ImmersiveSpace. Am i doing something wrong in the code? I'm basically following the documentation here. Feedback ticket: FB19971306
Replies
3
Boosts
0
Views
864
Activity
Aug ’25
Looking for solutions to build a video chat app (Omegle/Chatroulette style) on Vision Pro
Hi everyone, We are working on a prototype app for Apple Vision Pro that is similar in functionality to Omegle or Chatroulette, but exclusively for Vision Pro owners. The core idea is: – a matching system where one user connects to another through a virtual persona; – real-time video and audio transmission; – time limits for sessions with the ability to extend them; – users can skip a match and move on to the next one. We have explored WebRTC and Twilio, but unfortunately, they don’t fit our use case. Question: What alternative services or SDKs are available for implementing real-time video/audio communication on Vision Pro that would work with this scenario? Has anyone encountered a similar challenge and can recommend which technologies or tools to use? Thanks in advance!
Replies
2
Boosts
0
Views
282
Activity
Aug ’25
Does RealityKit support mesh based animation?
I have a mesh based animation 3D model, that means every frame it’s a new mesh. I import it into RealityView, but can’t play it‘s animation, RealityKit tells me this model has no animations by using print(entity.availableAnimations).
Replies
1
Boosts
0
Views
675
Activity
Aug ’25
visionOS Tab Bar Split Separate button below
Is it possible to add an ornament below a tab bar like this? Or does the whole side bar have to be an ornament to build this?
Replies
1
Boosts
0
Views
104
Activity
Aug ’25
Unity PolySpatia
Hello, We are experiencing an issue with apparent lag or latency when interacting with objects in Unity using the XR Interaction Toolkit. Even when interactables are configured with the Movement Type set to Instantaneous, objects exhibit a noticeable delay when following hand movement. This issue is particularly apparent when the hand moves at higher speeds. We would like to know: is any additional configuration required, or is there something else we need to do to resolve this? Thank you very much for your assistance.
Replies
2
Boosts
0
Views
552
Activity
Aug ’25
VisionOS: WKWebView stops rendering after WindowGroup is closed
I'm building a visionOS app where users can place canvases into the 3D environment. These canvases are RealityKit entities that render web content using a WKWebView. The web view is regularly snapshotted, and its image is applied as a texture on the canvas surface. When the user taps on a canvas, a WindowGroup is opened that displays the same shared WKWebView instance. This works great: both the canvas in 3D and the WindowGroup reflect the same live web content. The canvas owns the WKWebView and keeps a strong reference to it. Problem: Once the user closes the WindowGroup, the 3D canvas stops receiving snapshot updates. The snapshot loop task is still running (verified via logs), but WKWebView.takeSnapshot(...) never returns — the continuation hangs forever. No error is thrown, no image is returned. If the user taps the canvas again (reopening the window), snapshots resume and everything works again. @MainActor private func getSnapshot() async -> UIImage? { guard !webView.isLoading else { return nil } let config = WKSnapshotConfiguration() config.rect = webView.bounds config.afterScreenUpdates = true return await withCheckedContinuation { continuation in webView.takeSnapshot(with: config) { image, _ in continuation.resume(returning: image) } } } What I’ve already verified: The WKWebView is still in memory. The snapshot loop (Task) is still running; it just gets stuck inside takeSnapshot(...). I tried keeping the WKWebView inside a hidden UIWindow (with .alpha = 0.01, .windowLevel = .alert + 1, and isHidden = false). Suspicion It seems that once a WKWebView is passed into SwiftUI and rendered (e.g., via UIViewRepresentable), SwiftUI takes full control over its lifecycle. SwiftUI tells WebKit "This view got closed" and WebKit reacts by stopping the WKWebView. Even though it still exists in memory and is being hold by a strong reference to it in the Canvas-Entity. Right now, this feels like a one-way path: Starting from the canvas, tapping it to open the WindowGroup works fine. But once the WindowGroup is closed, the WebView freezes, and snapshots stop until the view is reopened. Questions Is there any way under visionOS to: Keep a WKWebView rendering after its SwiftUI view (WindowGroup) is dismissed? Prevent WebKit from suspending or freezing the view? Embed the view in a persistent system-rendered context to keep snapshotting functional? For context, here's the relevant SwiftUI setup struct MyWebView: View { var body: some View { if let webView = WebViewManager.shared.getWebView() { WebViewContainer(webView: webView) } } } struct WebViewContainer: UIViewRepresentable { let webView: WKWebView func makeUIView(context: Context) -> UIView { return webView } func updateUIView(_ uiView: UIView, context: Context) {} }
Replies
1
Boosts
0
Views
194
Activity
Aug ’25
How to give spatial photo a custom corner radius?
Spatial photo in RealityView has a default corner radius. I made a parallel effect with spatial photos in ScrollView(like Spatial Gallery), but the corner radius disappeared on left and right spatial photos. I've tried .clipShape and .mask modifiers, but they did't work. How to clip or mask spatial photo with corner radius effect?
Replies
0
Boosts
1
Views
482
Activity
Aug ’25
Scan IBeacons on VisionPro
I'm trying to scan for Beacon's in a visionos app iBeacon detection via CoreLocation (like CLBeacon or CLBeaconRegion) isn't supported on visionOS, so I went for CoreBluetooth + Manual Beacon Parsing Problem is I don't get my beacons scanned, only the other bluetooth devices central.scanForPeripherals(withServices: nil, options: [CBCentralManagerScanOptionAllowDuplicatesKey:true]) what should I do?
Replies
1
Boosts
0
Views
112
Activity
Aug ’25
Issues creating a spatial gallery, how to sync a ImagePresentationComponent size and a SwiftUI overlay ?
Post can be removed.
Replies
2
Boosts
0
Views
259
Activity
Aug ’25
Perspective problem
Hi, I called it "perspective problem", but I'm not quite sure what it is. I have a tag that I track with builtin camera. I calculate its pose, then use extrinsics and device anchor to calculate where to place entity with model. When I place an entity that overlaps with physical object and start to look at it from different angles, the virtual object begins to move. Initially I thought that it's something wrong with calculations, or some image distortion closer to camera edges is affecting tag detection. To check, I calculated the position only once and displayed entity there, the physical tracked object is not moving. Now, when I move my head, so the object is more to the left, or right in my field of view, the virtual object becomes misaligned to the left, or right. It feels like a parallax effect, but distance from me to entity and to physical object are exactly the same. Is that expected, because of some passthrough correction magic? And if so, can I somehow correct it back, so the entity always overlaps with object? I'm currently on v26 beta 5. I also don't quite understand the camera extrinsics, because it seems that I need to flip it around X by 180 degrees to make it work in deviceAnchor * extrinsics.inverse * tag (shouldn't it be in same coordinates as all other RealityKit things?).
Replies
3
Boosts
0
Views
268
Activity
Aug ’25
Can't observe Entity's orientation properties in Slider
On Xcode 26 and visionOS 26, apple provides observable property for Entity, so we can easily interact with Entity between RealityScene and SwiftUI, but there is a issue: It's fine to observe Entity's position and scale properties in Slider, but can't observe orientation properties in Slider. MacBook Air M2 / Xcode 26 beta6
Replies
1
Boosts
0
Views
218
Activity
Aug ’25
RealityView content.add Called Twice Automatically
I’m working with RealityView in visionOS and noticed that the content closure seems to run twice, causing content.add to be called twice automatically. This results in duplicate entities being added to the scene unless I manually check for duplicates. How can I fix that? Thanks.
Replies
4
Boosts
0
Views
247
Activity
Aug ’25
How to Obtain License File for Main Camera Access Entitlement in visionOS (Email Was Deactivated During Approval)
Hi everyone, I'm developing a visionOS application using Unity with an enterprise developer account. I applied for the Main Camera Access entitlement, but at the time of submission, the email address associated with my Apple ID was deactivated, so I couldn’t receive any email communication from Apple. Later, I updated the email address for my Apple ID. Now, in the Apple Developer portal under Identifiers, I can see that my app has been granted Main Camera Access, and I can also add the corresponding capability in Xcode. However, according to Apple’s documentation(https://developer.apple.com/documentation/visionos/building-spatial-experiences-for-business-apps-with-enterprise-apis): “To use entitlements, you need to include both the entitlement file and a corresponding license file in your app. After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions.” I never received this license file, possibly due to the deactivated email. I don't know where to find it or how to retrieve it now. What exactly is this license file? If it was originally sent to an unreachable email, how can I request it again or get it resent? Where in the Apple Developer portal (or elsewhere) can I access or download this file? Any help or guidance would be greatly appreciated! Thanks in advance.
Replies
2
Boosts
0
Views
125
Activity
Aug ’25
Unexpected lines appear in PDFView on visionOS 26 beta
I’m attempting to display a PDF file in a visionOS application using the PDFView in PDFKit. When running on device with visionOS 26, a horizontal solid line appears on some pages, while on other pages, both a horizontal and vertical solid line appear. These lines do not appear in Xcode preview canvas (macOS, visionOS) on device running visionOS 2.5 on Mac running macOS 15.6 I thought that this could possibly be the page breaks, but setting displaysPageBreaks = false did not appear to be effective. Are there any other settings that could be causing the lines to display? Code Example struct ContentView: View { @State var pdf: PDFDocument? = nil var body: some View { PDFViewWrapper(pdf: pdf) .padding() } } #Preview(windowStyle: .automatic) { ContentView(pdf: PDFDocument(url: Bundle.main.url(forResource: "SampleApple", withExtension: "pdf")!)) .environment(AppModel()) } struct PDFViewWrapper: UIViewRepresentable { let pdf: PDFDocument? func makeUIView(context: Context) -> PDFView { let view = PDFView() view.document = pdf view.displaysPageBreaks = false return view } func updateUIView(_ uiView: PDFView, context: Context) { uiView.document = pdf } } Tested with Xcode Version 16.4 (16F6) Xcode Version 26.0 beta 5 (17A5295f) visionOS 2.5 visionOS 26 Beta 5 I
Replies
2
Boosts
0
Views
178
Activity
Aug ’25
visionOS: Unable to programmatically close child WindowGroup when parent window closes
Hi , I'm struggling with visionOS window management and need help with closing child windows programmatically. App Structure My app has a Main-Sub window hierarchy: AWindow (Home/Main) BWindow (Main feature window) CWindow (Tool window - child of BWindow) Navigation flow: AWindow → BWindow (switch, 1 window on screen) BWindow → CWindow (opens child, 2 windows on screen) I want BWindow and CWindow to be separate movable windows (not sheet/popover) so users can position them independently in space. The Problem CWindow doesn't close when BWindow closes by tapping the X button below the app (next to the window bar) User clicks X on BWindow → BWindow closes but CWindow remains CWindow becomes orphaned on screen Can close CWindow programmatically when switching BWindow back to AWindow App launch issue After closing both windows, CWindow is remembered as last window Reopening app shows only CWindow instead of BWindow User gets stuck in CWindow with no way back to BWindow I've Tried Environment dismissWindow in cleanup but its not working. // In BWindow.swift .onDisappear { if windowManager.isWindowOpen("cWindow") { dismissWindow(id: "cWindow") } } My App Structure Code Now // in MyNameApp.swift @main struct MyNameApp: App { var body: some Scene { WindowGroup(id: "aWindow") { AWindow() } WindowGroup(id: "bWindow") { BWindow() } WindowGroup(id: "cWindow") { CWindow() } } } // WindowStateManager.swift class WindowStateManager: ObservableObject { static let shared = WindowStateManager() @Published private var openWindows: Set<String> = [] @Published private var windowDependencies: [String: String] = [:] private init() {} func markWindowAsOpen(_ id: String) { markWindowAsOpen(id, parent: nil) } func markWindowAsClosed(_ id: String) { openWindows.remove(id) windowDependencies[id] = nil } func isWindowOpen(_ id: String) -> Bool { let isOpen = openWindows.contains(id) return isOpen } func markWindowAsOpen(_ id: String, parent: String? = nil) { openWindows.insert(id) if let parentId = parent { windowDependencies[id] = parentId } } func getParentWindow(of childId: String) -> String? { let parent = windowDependencies[childId] return parent } func getChildWindows(of parentId: String) -> [String] { let children = windowDependencies.compactMap { key, value in value == parentId ? key : nil } return children } func setNextWindowParent(_ parentId: String) { UserDefaults.standard.set(parentId, forKey: "nextWindowParent") } func getAndClearNextWindowParent() -> String? { let parent = UserDefaults.standard.string(forKey: "nextWindowParent") UserDefaults.standard.removeObject(forKey: "nextWindowParent") return parent } func forceCloseChildWindows(of parentId: String) { let children = getChildWindows(of: parentId) for child in children { markWindowAsClosed(child) NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) forceCloseChildWindows(of: child) } } func hasMainWindowOpen() -> Bool { let mainWindows = ["main", "bWindow"] return mainWindows.contains { isWindowOpen($0) } } func cleanupOrphanWindows() { for (child, parent) in windowDependencies { if isWindowOpen(child) && !isWindowOpen(parent) { NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) markWindowAsClosed(child) } } } } // BWindow.swift struct BWindow: View { @Environment(\.dismissWindow) private var dismissWindow @ObservedObject private var windowManager = WindowStateManager.shared var body: some View { VStack { Button("Open C Window") { windowManager.setNextWindowParent("bWindow") openWindow(id: "cWindow") } } .onAppear { windowManager.markWindowAsOpen("bWindow") } .onDisappear { windowManager.markWindowAsClosed("bWindow") windowManager.forceCloseChildWindows(of: "bWindow") } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background || newValue == .inactive { windowManager.forceCloseChildWindows(of: "bWindow") } } } } // CWindow.swift import SwiftUI struct cWindow: View { @ObservedObject private var windowManager = WindowStateManager.shared @State private var shouldClose = false var body: some View { // Content } .onDisappear { windowManager.markWindowAsClosed("cWindow") NotificationCenter.default.removeObserver( self, name: Notification.Name("ForceCloseWindow"), object: nil ) } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background { } } .onAppear { let parent = windowManager.getAndClearNextWindowParent() windowManager.markWindowAsOpen("cWindow", parent: parent) NotificationCenter.default.addObserver( forName: Notification.Name("ForceCloseWindow"), object: nil, queue: .main) { notification in if let windowId = notification.userInfo?["windowId"] as? String, windowId == "cWindow" { shouldClose = true } } } .onChange(of: shouldClose) { _, newValue in if newValue { dismissWindow() } } } The logs show everything executes correctly, but CWindow remains visible on screen. Questions Why doesn't dismissWindow(id:) work in cleanup scenarios? Is there a proper way to create a window relationships like parent-child relationships in visionOS? How can I ensure main windows open on app launch instead of tool windows? What's the recommended pattern for dependent windows in visionOS? Environment: Xcode 16.2, visionOS 2.0, SwiftUI
Replies
2
Boosts
0
Views
367
Activity
Aug ’25
MultipeerConnectivity Connection Issue in visionOS 26.0 Beta 3/4 - Connection Requests Not Reaching iPad
Hello everyone, I'm encountering a MultipeerConnectivity connection issue while developing a visionOS app and would like to ask if other developers have experienced similar problems. Problem Description In visionOS 26.0 Beta 3 and Beta 4, when a visionOS device attempts to connect to an iPad via MultipeerConnectivity, the iPad side completely fails to receive connection requests, resulting in connection establishment failure. Specific Symptoms After executing serviceBrowser?.invitePeer(peerID, to: mcSession, withContext: nil, timeout: 10.0) on the visionOS side The iPad side shows no response and receives no connection invitation Connection request times out after 10 seconds and is automatically rejected No error logs or exception information are generated Environment Information visionOS version: 26.0 Beta 3 and Beta 4 Development environment: macOS Tahoe 26.0 Beta (25A5306g) Target device: iPad (iOS 17.x) Network environment: Same WiFi network Comparative Test Results visionOS 2.6 (22O785): Functionality completely normal visionOS 26.0 Beta 1/2: Functionality normal visionOS 26.0 Beta 3/4: Exhibits the above problems Attempted Solutions Checked network configuration and firewall settings Adjusted MultipeerConnectivity parameters Reinitialized MCSession and MCNearbyServiceBrowser Cleared app cache and reinstalled Reset network settings Temporary Workaround Currently, the only solution is to downgrade the visionOS device to version 2.6. Impact of the Problem This issue severely affects the development of cross-device collaboration features in visionOS apps, particularly scenarios requiring peer-to-peer communication with iOS/iPadOS devices. Questions for Help Have other developers encountered similar issues? Are there any known solutions or workarounds? Is this a known issue with visionOS 26.0 Beta? Are there other known issues related to MultipeerConnectivity? Relevant Code Snippet // Connection invitation code private var serviceBrowser: MCNearbyServiceBrowser? let mcSession: MCSession // Execute connection invitation serviceBrowser?.invitePeer(peerID, to: mcSession, withContext: nil, timeout: 10.0) Thank you for your help and suggestions! Development Environment: Xcode 15.x Target Platform: visionOS
Replies
3
Boosts
0
Views
200
Activity
Aug ’25
How to opt out of tinting widget content on visionOS
During the WWDC Session called "Design widgets for visionOS" the presenter says: You can choose whether the background of your widget participates in tinting. If you opted out, for example to preserve a photo or illustration, make sure it still looks good alongside the selected color palette. Unfortunately, this session has no example code. Can someone point me to the correct way to do this? Is there a modifier we can use on views? (reposting this in the correct topic/subtopic)
Replies
3
Boosts
0
Views
237
Activity
Aug ’25
Is it possible to live render CMTaggedBuffer / MV-HEVC frames in visionOS?
Hey all, I'm working on a visionOS app that captures live frames from the left and right cameras of Apple Vision Pro using cameraFrame.sample(for: .left/.right). Apple provides documentation on encoding side-by-side frames into MV-HEVC spatial video using CMTaggedBuffer: Converting Side-by-Side 3D Video to MV-HEVC My question: Is there any way to render tagged frames (e.g. CMTaggedBuffer with .stereoView(.leftEye/.rightEye)) live, directly to a surface in RealityKit or Metal, without saving them to a file? I’d like to create a true stereoscopic (spatial) live video preview, not just render two images side-by-side. Any advice or insights would be greatly appreciated!
Replies
2
Boosts
0
Views
252
Activity
Aug ’25