visionOS

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Discuss developing for spatial computing and Apple Vision Pro.

Posts under visionOS tag

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Alert within Popover is clipped in height causing title to be hidden
When showing an Alert from within a Popover that has a fixed height, the newly presented Alert is in the same position but gets limited by the Popovers height causing the title of the Alert to be hidden. Is this intentional behavior or are Alerts not supported within Popovers and I'd have to pass it through to my main view? Code: // // DemoalertPopover.swift // ******** // // Created by Thilo on 26.06.2023. // import SwiftUI struct DemoAlertPopover: View { @Environment(\.dismiss) var dismiss @State private var showDeleteConfirmation = false let dateFormatter: DateFormatter = { let formatter = DateFormatter() formatter.dateFormat = "dd.MM.yyyy" return formatter }() var body: some View { VStack(alignment: .leading, spacing: 0) { HStack { Text("Title").font(.extraLargeTitle).lineLimit(1) Spacer() Button(action: { dismiss() }) { Label("Close", systemImage: "xmark").labelStyle(.iconOnly) } } HStack(alignment: .center) { Text("Content").font(.largeTitle) Text("Content2").foregroundStyle(.secondary) } LazyVGrid(columns: [GridItem(.flexible(), spacing: 10),GridItem(.flexible(), spacing: 10),], spacing: 10) { Button(action: { showDeleteConfirmation = true }) { ZStack{ Image(systemName: "trash.fill").resizable().foregroundColor(.primary) }.aspectRatio(1/1,contentMode: .fit) .frame(maxWidth: .infinity).padding(5) }.aspectRatio(3/1,contentMode: .fit) }.alert("Are you sure you want to delete ...?", isPresented: $showDeleteConfirmation) { Button("Trash",role: .destructive, action: { print("Deleted") dismiss() }) Button("Cancel", role: .cancel) {} } message: { Text("This is a small message below the title, just so you know.") } } .padding(.all, 10).frame(width: 300) } } #Preview { DemoAlertPopover() } Video: https://www.youtube.com/shorts/31Kl7qbJIiA
2
0
858
Oct ’25
Is there a `isiOSAppOnVision` flag to check iOS app on Vision Pro at runtime?
Hello, When an iOS app runs on Vision Pro in compatible mode, is there a flag such as isiOSAppOnVision to determine the underlying OS at runtime? Just like the ProcessInfo.isiOSAppOnMac. It will be useful to optimize the app for visionOS. Already checked but not useful: #if os(xrOS) does not work in compatible mode since no code is recompiled. UIDevice.userInterfaceIdiom returns .pad instead of .reality. Thanks.
9
3
3.1k
Oct ’25
visionOS Window launch size
Before visionOS Beta 4 it was possible to define the launch size in the Info.plist using PreferredLaunchSize like so: <key>UILaunchPlacementParameters</key> <dict> <key>PreferredLaunchSize</key> <dict> <key>Height</key> <integer>750</integer> <key>Width</key> <integer>750</integer> </dict> </dict> In visionOS Beta 4 this now doesn't work anymore and the window opens in a 16:9 format and then will scale down to the .defaultSize of the WindowGroup with an animation. Settings, Notes, Safari still open with a different default size though, including the launch screen. How are we supposed to do this now?
2
1
1.2k
Jul ’25
VisionOS VideoMaterial on 3D Mesh
I'm trying to get video material to work on an imported 3D asset, and this asset is a USDC file. There's actually an example in this WWDC video from Apple. You can see it running on the flag in this airplane, but there are no examples of this, and there are no other examples on the internet. Does anybody know how to do this? You can look at 10:34 in this video. https://developer.apple.com/documentation/realitykit/videomaterial
2
0
1.1k
Dec ’25
Viewbased stereoscopic drawing
Is there a way to render stereoscopic (left/right) images in a 2d plane that resides in a swiftUI view? I know this is possible in realityKit shaders, and in immersive metal composits, but is it possible via swiftUI shaders, CAMetalLayer, etc? I'd like to draw a 2d window with standard UI chrome (resize, move etc) that displays stereoscopic content on the flat plane of the window.
1
0
640
Feb ’26
MFMailComposeViewController in visionOS does not have a cancel button
When i use the MFMailComposeViewController in visionOS, there is no cancel button for the controller. The button at the bottom closes the app. Is anyone else experiencing this? if([MFMailComposeViewController canSendMail]) { MFMailComposeViewController* controller = [[MFMailComposeViewController alloc] init]; controller.mailComposeDelegate = (id <MFMailComposeViewControllerDelegate>)view; [controller setToRecipients:toAddresses]; [controller setSubject:subject]; [controller setMessageBody:body isHTML:isHtml]; [view presentViewController:controller animated:YES completion:nil]; }
8
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748
1w
RealityKit Instanced Rendering on visionOS
Hello, I've been trying to leverage instanced rendering in RealityKit on visionOS but have not had success. RealityKit states this is supported: https://developer.apple.com/documentation/realitykit/validating-usd-files https://developer.apple.com/videos/play/wwdc2021/10075/?time=1373 https://developer.apple.com/videos/play/wwdc2023/10099/?time=772 RealityKit Trace metrics Validating instancing is working: To test I made a base visionOS app with immersive space and the entity replaced with my test usdz file. I've been using the RealityKit Trace profiling template in xcode instruments in the immersive space and volume closed. This gets consistent draw call results. If I have a single sphere mesh with one material I get one draw call, but the number of draw calls grows linearly with mesh count no matter how my entity is configured. What I've tried Create a test scene in blender, export with instancing enabled Create a test scene in Reality Composer Pro using references Author usda files by hand based on the OpenUSD spec Programatically create a MeshResource with Contents at runtime References https://openusd.org/release/api/_usd__page__scenegraph_instancing.html https://developer.apple.com/documentation/realitykit/meshresource https://developer.apple.com/documentation/realitykit/meshresource/instance Thank you
4
4
1.5k
Oct ’25
VisionOS NavigationStack background cannot be removed?
I have a simple example to demonstrate... struct MyView: View { var body: some View { Text("WOW") } } struct MyOtherView: View { var body: some View { NavigationStack { Text("WOW") } } } On VisionOS, MyOtherView has a glass background effect that cannot be disabled. glassBackgroundEffect(displayMode: .never) .background(.clear), .foregroundColor(.clear), none of them work. I then resorted to the SwiftUIIntrospect package to try set .clear on various child objects of the NavigationStack but nothing is working. I am in control of my own glass containers. I have a couple with space between them, but with the NavigationStack it sets a background behind both of them ruining the effect. This is what MyOtherView renders as: I'm looking for it to be completely transparent except the text. Like the below layout. For now I will have to roll my own navigation.
4
2
1k
Apr ’25
Walking an entity around an immersive space in visionOS like the window drag bar
I'm trying to understand how Apple handles dragging windows around in an immersive space. 3d Gestures seem to be only half of the solution in that they are great if you're standing still and want to move the window an exaggerated amount around the environment, but if you then start walking while dragging, the amplified gesture sends the entity flying off into the distance. It seems they quickly transition from one coordinate system to another depending on if the user is physically moving. If you drag a window and start walking the movement suddenly matches your speed. When you stop moving, you can push and pull the windows around again like a super hero. Am I missing something obvious in how to copy this behavior? Hello world, which uses the 3d gesture has the same problem. You can move the world around but if you walk with it, it flies off. Are they tracking the head movement and if it's moved more than a certain amount it uses that offset instead? Is there anything out of the box that can do this before I try and hack my own solution?
2
0
1.3k
Dec ’25
Anchor an Reality scene on an image anchor
Developing a prototype Vision Pro app and would like to render a 3D scene made from Reality Composer Pro on an image anchor in a RealityView. But I have no luck so far to make it work and need some guidance to move on. I got the image file stored in the assets like below: And from below is the source codes: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @State var imageEntity: Entity = { let anchorEntity = AnchorEntity(.image(group: "AR Resources", name: "reanchor")) return anchorEntity }() var body: some View { RealityView { content in do { // Add the initial RealityKit content if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle) { imageEntity.addChild(scene) content.add(imageEntity) } } catch { print("Error occurs when adding reality view content: \(error)") } } } }
3
0
1.3k
Sep ’25
Alert within Popover is clipped in height causing title to be hidden
When showing an Alert from within a Popover that has a fixed height, the newly presented Alert is in the same position but gets limited by the Popovers height causing the title of the Alert to be hidden. Is this intentional behavior or are Alerts not supported within Popovers and I'd have to pass it through to my main view? Code: // // DemoalertPopover.swift // ******** // // Created by Thilo on 26.06.2023. // import SwiftUI struct DemoAlertPopover: View { @Environment(\.dismiss) var dismiss @State private var showDeleteConfirmation = false let dateFormatter: DateFormatter = { let formatter = DateFormatter() formatter.dateFormat = "dd.MM.yyyy" return formatter }() var body: some View { VStack(alignment: .leading, spacing: 0) { HStack { Text("Title").font(.extraLargeTitle).lineLimit(1) Spacer() Button(action: { dismiss() }) { Label("Close", systemImage: "xmark").labelStyle(.iconOnly) } } HStack(alignment: .center) { Text("Content").font(.largeTitle) Text("Content2").foregroundStyle(.secondary) } LazyVGrid(columns: [GridItem(.flexible(), spacing: 10),GridItem(.flexible(), spacing: 10),], spacing: 10) { Button(action: { showDeleteConfirmation = true }) { ZStack{ Image(systemName: "trash.fill").resizable().foregroundColor(.primary) }.aspectRatio(1/1,contentMode: .fit) .frame(maxWidth: .infinity).padding(5) }.aspectRatio(3/1,contentMode: .fit) }.alert("Are you sure you want to delete ...?", isPresented: $showDeleteConfirmation) { Button("Trash",role: .destructive, action: { print("Deleted") dismiss() }) Button("Cancel", role: .cancel) {} } message: { Text("This is a small message below the title, just so you know.") } } .padding(.all, 10).frame(width: 300) } } #Preview { DemoAlertPopover() } Video: https://www.youtube.com/shorts/31Kl7qbJIiA
Replies
2
Boosts
0
Views
858
Activity
Oct ’25
Is there a `isiOSAppOnVision` flag to check iOS app on Vision Pro at runtime?
Hello, When an iOS app runs on Vision Pro in compatible mode, is there a flag such as isiOSAppOnVision to determine the underlying OS at runtime? Just like the ProcessInfo.isiOSAppOnMac. It will be useful to optimize the app for visionOS. Already checked but not useful: #if os(xrOS) does not work in compatible mode since no code is recompiled. UIDevice.userInterfaceIdiom returns .pad instead of .reality. Thanks.
Replies
9
Boosts
3
Views
3.1k
Activity
Oct ’25
How to show an overlay on hover?
Hi, I'm trying to toggle the visibility of an overlay by using hovering. However, I found onHover() and onContinuousHover() don't work on visionOS. Is it intended? Is there an solution for my case?
Replies
10
Boosts
1
Views
4.2k
Activity
Oct ’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?
Replies
1
Boosts
0
Views
1.2k
Activity
Nov ’25
Is it possible to control visionOS window handle visibility?
In visionOS, is there a way to temporarily hide the window close/position handle at the bottom of a window? The Safari app does this, so it must be possible.
Replies
2
Boosts
0
Views
1.1k
Activity
Oct ’25
visionOS Window launch size
Before visionOS Beta 4 it was possible to define the launch size in the Info.plist using PreferredLaunchSize like so: <key>UILaunchPlacementParameters</key> <dict> <key>PreferredLaunchSize</key> <dict> <key>Height</key> <integer>750</integer> <key>Width</key> <integer>750</integer> </dict> </dict> In visionOS Beta 4 this now doesn't work anymore and the window opens in a 16:9 format and then will scale down to the .defaultSize of the WindowGroup with an animation. Settings, Notes, Safari still open with a different default size though, including the launch screen. How are we supposed to do this now?
Replies
2
Boosts
1
Views
1.2k
Activity
Jul ’25
Error message "Failed to set override status for bind point component member."
In my visionOS app, I'm seeing this error in the console dozens of times. Anyone know what it means, or how to troubleshoot it? Searching these forums and the usual other places hasn't come up with anything that seems relevant.
Replies
4
Boosts
6
Views
1.2k
Activity
Jul ’25
Gloves assets from wwdc2023-10111
Are the glove assets used in the sample from wwdc2023-10111 available somewhere? Thanks
Replies
4
Boosts
1
Views
612
Activity
Dec ’25
VisionOS VideoMaterial on 3D Mesh
I'm trying to get video material to work on an imported 3D asset, and this asset is a USDC file. There's actually an example in this WWDC video from Apple. You can see it running on the flag in this airplane, but there are no examples of this, and there are no other examples on the internet. Does anybody know how to do this? You can look at 10:34 in this video. https://developer.apple.com/documentation/realitykit/videomaterial
Replies
2
Boosts
0
Views
1.1k
Activity
Dec ’25
Viewbased stereoscopic drawing
Is there a way to render stereoscopic (left/right) images in a 2d plane that resides in a swiftUI view? I know this is possible in realityKit shaders, and in immersive metal composits, but is it possible via swiftUI shaders, CAMetalLayer, etc? I'd like to draw a 2d window with standard UI chrome (resize, move etc) that displays stereoscopic content on the flat plane of the window.
Replies
1
Boosts
0
Views
640
Activity
Feb ’26
how to show spatial photo on my Application
I tried to show spatial photo on my application by swiftUI's Image but it just show flat version of it even I Use Vision Pro, so, how can I show spatial photo to users, does there any options for this?
Replies
4
Boosts
0
Views
1.6k
Activity
Jul ’25
MFMailComposeViewController in visionOS does not have a cancel button
When i use the MFMailComposeViewController in visionOS, there is no cancel button for the controller. The button at the bottom closes the app. Is anyone else experiencing this? if([MFMailComposeViewController canSendMail]) { MFMailComposeViewController* controller = [[MFMailComposeViewController alloc] init]; controller.mailComposeDelegate = (id <MFMailComposeViewControllerDelegate>)view; [controller setToRecipients:toAddresses]; [controller setSubject:subject]; [controller setMessageBody:body isHTML:isHtml]; [view presentViewController:controller animated:YES completion:nil]; }
Replies
8
Boosts
0
Views
748
Activity
1w
RealityKit Instanced Rendering on visionOS
Hello, I've been trying to leverage instanced rendering in RealityKit on visionOS but have not had success. RealityKit states this is supported: https://developer.apple.com/documentation/realitykit/validating-usd-files https://developer.apple.com/videos/play/wwdc2021/10075/?time=1373 https://developer.apple.com/videos/play/wwdc2023/10099/?time=772 RealityKit Trace metrics Validating instancing is working: To test I made a base visionOS app with immersive space and the entity replaced with my test usdz file. I've been using the RealityKit Trace profiling template in xcode instruments in the immersive space and volume closed. This gets consistent draw call results. If I have a single sphere mesh with one material I get one draw call, but the number of draw calls grows linearly with mesh count no matter how my entity is configured. What I've tried Create a test scene in blender, export with instancing enabled Create a test scene in Reality Composer Pro using references Author usda files by hand based on the OpenUSD spec Programatically create a MeshResource with Contents at runtime References https://openusd.org/release/api/_usd__page__scenegraph_instancing.html https://developer.apple.com/documentation/realitykit/meshresource https://developer.apple.com/documentation/realitykit/meshresource/instance Thank you
Replies
4
Boosts
4
Views
1.5k
Activity
Oct ’25
are assets/gloves/LeftGlove_v001.usdz & RightGlove avaliable
in this great talk https://developer.apple.com/videos/play/wwdc2023/10111/ the code references usdz models to replace hands. e.g assets/gloves/LeftGlove_v001.usdz. Are these models available to download to explain rigging and how to make hand models (ideally in Blender )
Replies
4
Boosts
0
Views
655
Activity
Dec ’25
VisionOS NavigationStack background cannot be removed?
I have a simple example to demonstrate... struct MyView: View { var body: some View { Text("WOW") } } struct MyOtherView: View { var body: some View { NavigationStack { Text("WOW") } } } On VisionOS, MyOtherView has a glass background effect that cannot be disabled. glassBackgroundEffect(displayMode: .never) .background(.clear), .foregroundColor(.clear), none of them work. I then resorted to the SwiftUIIntrospect package to try set .clear on various child objects of the NavigationStack but nothing is working. I am in control of my own glass containers. I have a couple with space between them, but with the NavigationStack it sets a background behind both of them ruining the effect. This is what MyOtherView renders as: I'm looking for it to be completely transparent except the text. Like the below layout. For now I will have to roll my own navigation.
Replies
4
Boosts
2
Views
1k
Activity
Apr ’25
NavigationStack with clear background in VisionOS
how to get a clear background with navigationstack in visionOS app?
Replies
1
Boosts
0
Views
318
Activity
Jul ’25
Walking an entity around an immersive space in visionOS like the window drag bar
I'm trying to understand how Apple handles dragging windows around in an immersive space. 3d Gestures seem to be only half of the solution in that they are great if you're standing still and want to move the window an exaggerated amount around the environment, but if you then start walking while dragging, the amplified gesture sends the entity flying off into the distance. It seems they quickly transition from one coordinate system to another depending on if the user is physically moving. If you drag a window and start walking the movement suddenly matches your speed. When you stop moving, you can push and pull the windows around again like a super hero. Am I missing something obvious in how to copy this behavior? Hello world, which uses the 3d gesture has the same problem. You can move the world around but if you walk with it, it flies off. Are they tracking the head movement and if it's moved more than a certain amount it uses that offset instead? Is there anything out of the box that can do this before I try and hack my own solution?
Replies
2
Boosts
0
Views
1.3k
Activity
Dec ’25
What is the reason the hand-tracking joints have these axes? visionOS
What is the reason the hand-tracking joints have these axes? I'm trying to create a virtual hands model and that's a mess.
Replies
5
Boosts
0
Views
1.5k
Activity
Dec ’25
Anchor an Reality scene on an image anchor
Developing a prototype Vision Pro app and would like to render a 3D scene made from Reality Composer Pro on an image anchor in a RealityView. But I have no luck so far to make it work and need some guidance to move on. I got the image file stored in the assets like below: And from below is the source codes: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @State var imageEntity: Entity = { let anchorEntity = AnchorEntity(.image(group: "AR Resources", name: "reanchor")) return anchorEntity }() var body: some View { RealityView { content in do { // Add the initial RealityKit content if let scene = try? await Entity(named: "Scene", in: realityKitContentBundle) { imageEntity.addChild(scene) content.add(imageEntity) } } catch { print("Error occurs when adding reality view content: \(error)") } } } }
Replies
3
Boosts
0
Views
1.3k
Activity
Sep ’25
List Outline View Not Using Accent Color on Disclosure Caret for visionOS
I’ve submitted the following feedback: FB13820942 (List Outline View Not Using Accent Color on Disclosure Caret for visionOS) I’d appreciate help on this to see if I’m doing something wrong or indeed it’s the way visionOS currently works and it’s a suggested feedback.
Replies
3
Boosts
0
Views
725
Activity
Apr ’25