Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.

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ARKit World Tracking Drift Regression on LiDAR-Equipped Devices - iOS 26.4+
Summary We have identified a reproducible world tracking drift regression in ARKit on LiDAR-equipped iOS devices running iOS 26.4 and later. A static virtual node anchored at the world origin visually drifts from its initial position as the user moves around a real-world scene, despite the scene remaining physically static. The same code produces stable, drift-free results on non-LiDAR devices running identical OS versions. Device & OS Observations Testing was performed across four devices on iOS 26.4 using the same application build and ARWorldTrackingConfiguration settings. Non-LiDAR devices — iPhone 14 and iPhone 15 — produced stable, drift-free tracking in all test runs. No world origin displacement was observed regardless of how long or how far the user walked. LiDAR-equipped devices — iPhone 14 Pro and iPhone 16 Pro — exhibited consistent, reproducible drift. A static node placed at the world origin visually shifted from its initial position as the user moved through the scene. The same devices were stable on earlier iOS versions, confirming this is a regression introduced in iOS 26.4. Technical Observations Nature of drift: A SCNNode placed statically at the ARKit world origin (SCNVector3(0, 0, 0)) visually displaces from its original position as the user walks around a static real-world scene. The displacement is not random — it accumulates directionally as the user moves, consistent with a sensor fusion or coordinate anchoring error. Trigger condition: The drift occurs during normal walking motion around a fixed point of interest, such as circling a parked vehicle. It does not appear when the device is held still. LiDAR specificity: The drift is exclusive to devices with a LiDAR scanner. Identical hardware configurations — same iOS build, same ARWorldTrackingConfiguration settings — on non-LiDAR devices produce no drift whatsoever. This isolates the regression to the LiDAR sensor's contribution to ARKit's internal Visual-Inertial Odometry (VIO) fusion pipeline. No API-level workaround found: There is currently no public ARKit API to selectively disable the LiDAR scanner's contribution to VIO. All available configuration-level options have been evaluated without resolving the drift. ARWorldTrackingConfiguration Options Evaluated The following configuration changes were applied individually and in combination. None resolved the drift on LiDAR devices: isAutoFocusEnabled = false — No improvement videoHDRAllowed = false (disabled) — No improvement planeDetection = [] (disabled) — No improvement sceneReconstruction = .mesh — No improvement worldAlignment: .gravity vs .gravityAndHeading — No improvement Minimal Reproduction Case The drift can be reproduced with a minimal ARKit scene: Create an ARSCNView with ARWorldTrackingConfiguration using default settings. Add a single static SCNNode (e.g., a small sphere or axes geometry) at SCNVector3(0, 0, 0) when the session starts. Run the app on a LiDAR-equipped device (iPhone Pro, iPad Pro with LiDAR) on iOS 26.4 or later. Walk in a circle around the node's approximate real-world position. Expected: The node remains visually fixed at its world position throughout the walkthrough. Actual: The node drifts from its initial position, increasingly displaced from its world origin anchor as walking continues. We want to know if Apple has made any internal updates to ARKit, particularly after the OS 26.4 upgrade. Thanks!
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AVAudioSession gets interrupted when closing a window
I have a visionOS app that plays audio using AVAudioEngine and presents both a window and an immersive space. If I close the window, the audio session gets interrupted and attempting to restart the session and audio engine has no effect. I need to dismiss the app, then reopen it, which reopens the main window, in order for audio to start playing again. This is in all visionOS 2 betas. Note that I have background audio enabled for my app.
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WebXR Augmented Reality Module
On visionOS 26.5, I noticed the Safari Extension 'WebXR Augmented Reality Module' option. I've enabled this option in Safari Settings, and restarted Safari, but when I try to launch a WebXR experience that supports immersive-ar as option (for example this one: https://www.viverse.com/dPASDhP I don't see the option to Play in AR (like I do with a Quest 3S headset) Does anyone have any examples of websites that can make use of this new WebXR Augmented Reality Module feature flag in Safari, on visionOS?
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SharePlay connection issues between gen 1 and gen 2 vision pro's
SharePlay Connectivity Issue: Asymmetric Connection Failures Between Vision Pro Generations Environment: Device 1: 2nd generation Vision Pro Device 2: 1st generation Vision Pro OS Version: visionOS 6 build 23O471 Custom App Version: Both devices running identical version Both devices fully updated to the same OS and app versions Issue Description: SharePlay connections exhibit asymmetric behavior based on invitation direction, despite successful FaceTime connectivity between devices: 2nd gen → 1st gen: SharePlay invitation fails consistently 1st gen → 2nd gen: SharePlay invitation succeeds consistently. FaceTime calls: Successful in both directions Impact: Users cannot reliably initiate SharePlay sessions from newer generation devices to older generation devices. The issue is isolated to SharePlay functionality, as standard FaceTime connectivity works bidirectionally and both devices run identical versions of the custom app.
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ARSession Error: Required sensor failed
Hi everyone, I’m currently using the RoomPlan API, which has been working reliably until recently. However, I’ve started encountering an intermittent error and I’m trying to understand what might be causing it. The error is triggered in the ARSession observer method: session(_ session: ARSession, didFailWithError error: Error) It has occurred on at least two devices: iPhone 14 Pro iPhone 17 Pro Here’s the full error message: ARSession failed domain=com.apple.arkit.error code=102 desc=Required sensor failed. userInfo=["NSLocalizedFailureReason": A sensor failed to deliver the required input., "NSUnderlyingError": Error Domain=AVFoundationErrorDomain Code=-11819 "Cannot Complete Action" UserInfo={NSLocalizedDescription=Cannot Complete Action, NSLocalizedRecoverySuggestion=Try again later.}, "NSLocalizedDescription": Required sensor failed.] This seems to indicate that a required sensor (likely LiDAR or camera) failed to provide input, but I’m not sure what’s causing it or why it happens only occasionally. Has anyone experienced something similar or has insight into possible causes or fixes? Thanks in advance!
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Regarding the camera API support available for developer accounts in the enterprise version
Hello Apple Developer Team, We are currently developing an enterprise medical navigation application for Apple Vision Pro and would like to request clarification regarding the currently available visionOS Enterprise APIs related to camera access. Our application scenario involves real-time medical/surgical navigation and instrument tracking in a professional enterprise environment. We would like to better understand the following: How many cameras on Apple Vision Pro are currently accessible through the Enterprise APIs? Which specific cameras are accessible? For example: Main RGB cameras Passthrough cameras Tracking cameras Front-facing cameras Depth sensors LiDAR or structured-light related sensors Are simultaneous multi-camera streams supported? Does the Enterprise API provide: Real-time image frames Camera intrinsic/extrinsic parameters Stereo camera data Depth information Low-latency tracking-related data Are there any restrictions regarding the use of Vision Pro cameras for: Medical navigation Surgical guidance Instrument tracking Enterprise healthcare software Is Apple Vision Pro currently permitted or recommended for medical enterprise spatial-navigation workflows under the Enterprise APIs? We would greatly appreciate any official clarification regarding the current capabilities and limitations of camera access on Apple Vision Pro for enterprise medical applications.
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How do I dismiss a presented sheet?
I'm developing an app requiring data entry across several devices. My SwiftUI app runs on iOS and iPadOS but I also want to run it on visionOS. I'm using the visionOS simulator. When I enter data in one of my views I use a Form within a .sheet and this works perfectly well on iOS and iPadOS and I can dismiss the sheet by simply tapping the view behind the sheet. On visionOS I click my + button, the sheet appears, I enter the data as usual but after that there is no gesture in the app I can perform with keyboard or mouse that will make the sheet disappear! Do I have to add a "Close" button for visionOS or is there a way to enable the same interaction that works on iPadOS?
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Vision Pro App Development Outside Supported Countries (Apple ID / Region Restrictions?)
Hello, does anyone have experience using Apple Vision Pro in countries where it has not yet been officially released? I work for a company in Austria, and we are interested in developing internal XR applications for Vision Pro. Since the device is not officially available in Austria, we are considering purchasing it in Germany. My main question is whether it is possible to develop and test Vision Pro apps using an Austrian Apple ID / developer account, or if there are any regional restrictions we should be aware of (e.g., related to App Store access, provisioning, or device functionality). Apple Support was unfortunately unable to provide a definitive answer and recommended asking here. Any insights or experiences would be greatly appreciated. Best regards, Don Appelonie
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Vision Pro App Development Outside Supported Countries (Apple ID / Region Restrictions?)
Hello, does anyone have experience using Apple Vision Pro in countries where it has not yet been officially released? I work for a company in Austria, and we are interested in developing internal XR applications for Vision Pro. Since the device is not officially available in Austria, we are considering purchasing it in Germany. My main question is whether it is possible to develop and test Vision Pro apps using an Austrian Apple ID / developer account, or if there are any regional restrictions we should be aware of (e.g., related to App Store access, provisioning, or device functionality). Apple Support was unfortunately unable to provide a definitive answer and recommended asking here. Any insights or experiences would be greatly appreciated. Best regards, Don Appelonie
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RealityView Camera Target Error when set while Orbiting
When interacting with RealityView’s realityViewCameraControls .orbit and setting a new RealityViewCameraContent .cameraTarget, the resulting camera target and camera orbit is incorrect. This can be demonstrated where one finger is orbiting the RealityView, and another pushes a button which changes the camera target. Instead of the camera facing the new target, some point in the scene is the new effective camera target and orbit point. This only occurs when an orbit interaction is currently taking place. If you stop interacting with the orbit, change target, then start orbit interacting again, everything works as expected. Though this example uses two-touches, any change of the camera target has this conflict with orbit interaction. This means interacting with orbit will result in the wrong camera view which is unexpected for users and difficult to reconcile or detect, for developers. Expected: Interacting (orbiting) the scene while setting a new camera target with the buttons on screen (at the same time), the camera’s new target shows centred in view the orbit revolves the new target and continues to match my gestures. Reality: Interacting (orbiting) the scene while setting a new camera target with the buttons on screen (at the same time), the camera’s new target is not centred in view, and camera is now orbiting an unexpected point in the scene, that is not my expected target. One imperfect workaround is to force a rebuild of the view after setting a new cameraTarget. This sets all targets correctly but results in a flicker, loss of orbit controls until re-touch and ultimately is a poor user experience, but is better than the wrong target being shown unexpectedly. Code Sample: import SwiftUI import RealityKit struct RKOribtTarget: View { @State private var target: Int = 0 @State private var rcContent: RealityViewCameraContent? @State private var rkID: UUID = UUID() let root = Entity() let center = ModelEntity(mesh: .generateSphere(radius: 0.05), materials: [UnlitMaterial(color: UIColor(.gray.opacity(0.5)))]) let red = ModelEntity(mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .red, isMetallic: false)]) let blue = ModelEntity(mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .blue, isMetallic: false)]) let green = ModelEntity(mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .green, isMetallic: false)]) var body: some View { VStack{ RealityView { content in red.position.x = 0.5 blue.position.z = 0.5 green.position.y = 0.5 center.position = .init(repeating: 0.25) content.cameraTarget = target == 0 ? root : blue root.addChild(red) root.addChild(blue) root.addChild(green) root.addChild(center) content.add(root) } update: { content in switch target{ case 0: content.cameraTarget = root case 1: content.cameraTarget = blue case 2: content.cameraTarget = red case 3: content.cameraTarget = green default: content.cameraTarget = root } } .id(rkID) .realityViewCameraControls(.orbit) VStack{ Text("Target") Button("Default") { target = 0 // Force rebuilding view resets orbit target and rotation // But shows a flicker, interaction requires touch reset // Not an ideal workaround // rkID = UUID() } .buttonStyle(.bordered) Button("Blue") { target = 1 // rkID = UUID() } .buttonStyle(.bordered) .tint(.blue) Button("Red") { target = 2 // rkID = UUID() } .buttonStyle(.bordered) .tint(.red) Button("Green") { target = 3 // rkID = UUID() } .buttonStyle(.bordered) .tint(.green) } } } } Xcode Version: Version 26.0 (17A324) iOS Version: iOS 26.5 (23F75) Tested on devices, iPhone 12 Pro, iPhone 15 Pro
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`ARCamera.unprojectPoint` and `ARCamera.TrackingState` behavior changes between iOS 26.3 and 26.4 under AR resource pressure
ARCamera.TrackingState questions: Did the threshold or sensitivity for transitioning ARCamera.TrackingState from .normal to .limited(.excessiveMotion) or .limited(.insufficientFeatures) change between iOS 26.3 and iOS 26.4? What does "ARWorldTrackingTechnique: resource constraints [33]" mean, and is it new in iOS 26.4? Does it correspond to a tracking state degradation? Is there a way for the client to detect or respond to ARKit entering a resource-constrained mode short of the full tracking state transition — for example, a lower-level notification or a flag on ARFrame — so that apps can take protective action without interpreting it as a full tracking failure? ARCamera.unprojectPoint questions: Did the behavior of ARCamera.unprojectPoint(_:ontoPlane:orientation:viewportSize:) change between iOS 26.3 and iOS 26.4 for near-parallel geometry? Specifically, on iOS 26.3 this method returns nil when the camera ray is nearly parallel to the target plane (denominator of the ray-plane intersection → 0 at ~90° of camera rotation). On iOS 26.4, with identical code and environment, it returns a large finite value instead — we observed z = −12.27m. Since the method's optional return type implies nil is the documented signal for no valid intersection, this reads as a behavioral regression rather than an intentional change. If returning the computed value for near-parallel geometry is now the intended behavior, is there a recommended way for the caller to guard against it? For example, should we check abs(dot(rayDirection, planeNormal)) against a threshold before calling, and if so, is there a documented epsilon Apple uses internally? Alternatively, is there a newer API we should prefer over unprojectPoint(:ontoPlane:) for this use case that handles degenerate geometry more gracefully — such as ARSession.raycast(:)? Are there any other ARKit API adjustments between OS 26.3 and 26.4? We are using the same codebase, but it behaves differently in between these 2 OS versions now. Thanks!
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WWDC25 Houdini VR Optimisation Toolkit Texture Baking
The texture baking section of the WWDC25 session "Optimize your custom environments for visionOS" (https://youtu.be/RELnRZmb02c?t=1485) moves very quickly and leaves a lot unexplained. Has anyone worked through this part of the toolkit in practice and can speak to what's actually going on, particularly around projection baking and how it addresses the reprojection artifacts the presenter briefly mentions? Thankyou
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RealityView content disappears when selecting Lock In Place on visionOS
I'm experiencing an issue where all RealityView content disappears when the user selects "Lock In Place" from the window management menu (long press on close button). "Follow Me" works correctly and this happens in Testflight builds only not reproducible when I run locally I have reproduced this with a minimal project containing nothing but a simple red cube — no custom anchors, no app state, no dependencies. Steps to Reproduce: Open an ImmersiveSpace A red cube is placed 1m in front of the user via RealityView Long press the X button on any floating window Select "Lock In Place" The cube disappears immediately Expected: Cube remains visible after window is locked Actual: Cube disappears. Note: "Follow Me" does NOT reproduce this issue. Minimal reproducible code: struct ImmersiveView: View { var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3(0, 1.5, -1), relativeTo: nil) content.add(cube) } } } Device: Apple Vision Pro visionOS version: Vision OS 26.2 (23N301) Xcode version: Version 26.3 (17C529) Is this a known issue? Is there a recommended workaround to preserve RealityView content during Lock In Place transitions? Thank you!
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ARKit World Tracking Drift Regression on LiDAR-Equipped Devices - iOS 26.4+
Summary We have identified a reproducible world tracking drift regression in ARKit on LiDAR-equipped iOS devices running iOS 26.4 and later. A static virtual node anchored at the world origin visually drifts from its initial position as the user moves around a real-world scene, despite the scene remaining physically static. The same code produces stable, drift-free results on non-LiDAR devices running identical OS versions. Device & OS Observations Testing was performed across four devices on iOS 26.4 using the same application build and ARWorldTrackingConfiguration settings. Non-LiDAR devices — iPhone 14 and iPhone 15 — produced stable, drift-free tracking in all test runs. No world origin displacement was observed regardless of how long or how far the user walked. LiDAR-equipped devices — iPhone 14 Pro and iPhone 16 Pro — exhibited consistent, reproducible drift. A static node placed at the world origin visually shifted from its initial position as the user moved through the scene. The same devices were stable on earlier iOS versions, confirming this is a regression introduced in iOS 26.4. Technical Observations Nature of drift: A SCNNode placed statically at the ARKit world origin (SCNVector3(0, 0, 0)) visually displaces from its original position as the user walks around a static real-world scene. The displacement is not random — it accumulates directionally as the user moves, consistent with a sensor fusion or coordinate anchoring error. Trigger condition: The drift occurs during normal walking motion around a fixed point of interest, such as circling a parked vehicle. It does not appear when the device is held still. LiDAR specificity: The drift is exclusive to devices with a LiDAR scanner. Identical hardware configurations — same iOS build, same ARWorldTrackingConfiguration settings — on non-LiDAR devices produce no drift whatsoever. This isolates the regression to the LiDAR sensor's contribution to ARKit's internal Visual-Inertial Odometry (VIO) fusion pipeline. No API-level workaround found: There is currently no public ARKit API to selectively disable the LiDAR scanner's contribution to VIO. All available configuration-level options have been evaluated without resolving the drift. ARWorldTrackingConfiguration Options Evaluated The following configuration changes were applied individually and in combination. None resolved the drift on LiDAR devices: isAutoFocusEnabled = false — No improvement videoHDRAllowed = false (disabled) — No improvement planeDetection = [] (disabled) — No improvement sceneReconstruction = .mesh — No improvement worldAlignment: .gravity vs .gravityAndHeading — No improvement Minimal Reproduction Case The drift can be reproduced with a minimal ARKit scene: Create an ARSCNView with ARWorldTrackingConfiguration using default settings. Add a single static SCNNode (e.g., a small sphere or axes geometry) at SCNVector3(0, 0, 0) when the session starts. Run the app on a LiDAR-equipped device (iPhone Pro, iPad Pro with LiDAR) on iOS 26.4 or later. Walk in a circle around the node's approximate real-world position. Expected: The node remains visually fixed at its world position throughout the walkthrough. Actual: The node drifts from its initial position, increasingly displaced from its world origin anchor as walking continues. We want to know if Apple has made any internal updates to ARKit, particularly after the OS 26.4 upgrade. Thanks!
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FB22720952 (ObjectCaptureSession fails with ARError.Code.sensorFailed on iOS 26.4.2 while RoomPlan and Measure continue to work)
FB22720952 (ObjectCaptureSession fails with ARError.Code.sensorFailed on iOS 26.4.2 while RoomPlan and Measure continue to work). 17 pro Max
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How to trigger hover events in UI in RealityView 3D space
attachments: { Attachment(id: "UI_Book_01") { Button { print("Tap...") } label: { Text("Tap me") .padding() .background(.ultraThinMaterial) }.hoverEffect { effect, isActive, _ in if isActive { print("hover...") //Unable to trigger } return effect } } }
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AVAudioSession gets interrupted when closing a window
I have a visionOS app that plays audio using AVAudioEngine and presents both a window and an immersive space. If I close the window, the audio session gets interrupted and attempting to restart the session and audio engine has no effect. I need to dismiss the app, then reopen it, which reopens the main window, in order for audio to start playing again. This is in all visionOS 2 betas. Note that I have background audio enabled for my app.
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WebXR Augmented Reality Module
On visionOS 26.5, I noticed the Safari Extension 'WebXR Augmented Reality Module' option. I've enabled this option in Safari Settings, and restarted Safari, but when I try to launch a WebXR experience that supports immersive-ar as option (for example this one: https://www.viverse.com/dPASDhP I don't see the option to Play in AR (like I do with a Quest 3S headset) Does anyone have any examples of websites that can make use of this new WebXR Augmented Reality Module feature flag in Safari, on visionOS?
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435
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SharePlay connection issues between gen 1 and gen 2 vision pro's
SharePlay Connectivity Issue: Asymmetric Connection Failures Between Vision Pro Generations Environment: Device 1: 2nd generation Vision Pro Device 2: 1st generation Vision Pro OS Version: visionOS 6 build 23O471 Custom App Version: Both devices running identical version Both devices fully updated to the same OS and app versions Issue Description: SharePlay connections exhibit asymmetric behavior based on invitation direction, despite successful FaceTime connectivity between devices: 2nd gen → 1st gen: SharePlay invitation fails consistently 1st gen → 2nd gen: SharePlay invitation succeeds consistently. FaceTime calls: Successful in both directions Impact: Users cannot reliably initiate SharePlay sessions from newer generation devices to older generation devices. The issue is isolated to SharePlay functionality, as standard FaceTime connectivity works bidirectionally and both devices run identical versions of the custom app.
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ARSession Error: Required sensor failed
Hi everyone, I’m currently using the RoomPlan API, which has been working reliably until recently. However, I’ve started encountering an intermittent error and I’m trying to understand what might be causing it. The error is triggered in the ARSession observer method: session(_ session: ARSession, didFailWithError error: Error) It has occurred on at least two devices: iPhone 14 Pro iPhone 17 Pro Here’s the full error message: ARSession failed domain=com.apple.arkit.error code=102 desc=Required sensor failed. userInfo=["NSLocalizedFailureReason": A sensor failed to deliver the required input., "NSUnderlyingError": Error Domain=AVFoundationErrorDomain Code=-11819 "Cannot Complete Action" UserInfo={NSLocalizedDescription=Cannot Complete Action, NSLocalizedRecoverySuggestion=Try again later.}, "NSLocalizedDescription": Required sensor failed.] This seems to indicate that a required sensor (likely LiDAR or camera) failed to provide input, but I’m not sure what’s causing it or why it happens only occasionally. Has anyone experienced something similar or has insight into possible causes or fixes? Thanks in advance!
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Regarding the camera API support available for developer accounts in the enterprise version
Hello Apple Developer Team, We are currently developing an enterprise medical navigation application for Apple Vision Pro and would like to request clarification regarding the currently available visionOS Enterprise APIs related to camera access. Our application scenario involves real-time medical/surgical navigation and instrument tracking in a professional enterprise environment. We would like to better understand the following: How many cameras on Apple Vision Pro are currently accessible through the Enterprise APIs? Which specific cameras are accessible? For example: Main RGB cameras Passthrough cameras Tracking cameras Front-facing cameras Depth sensors LiDAR or structured-light related sensors Are simultaneous multi-camera streams supported? Does the Enterprise API provide: Real-time image frames Camera intrinsic/extrinsic parameters Stereo camera data Depth information Low-latency tracking-related data Are there any restrictions regarding the use of Vision Pro cameras for: Medical navigation Surgical guidance Instrument tracking Enterprise healthcare software Is Apple Vision Pro currently permitted or recommended for medical enterprise spatial-navigation workflows under the Enterprise APIs? We would greatly appreciate any official clarification regarding the current capabilities and limitations of camera access on Apple Vision Pro for enterprise medical applications.
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645
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How do I dismiss a presented sheet?
I'm developing an app requiring data entry across several devices. My SwiftUI app runs on iOS and iPadOS but I also want to run it on visionOS. I'm using the visionOS simulator. When I enter data in one of my views I use a Form within a .sheet and this works perfectly well on iOS and iPadOS and I can dismiss the sheet by simply tapping the view behind the sheet. On visionOS I click my + button, the sheet appears, I enter the data as usual but after that there is no gesture in the app I can perform with keyboard or mouse that will make the sheet disappear! Do I have to add a "Close" button for visionOS or is there a way to enable the same interaction that works on iPadOS?
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868
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AVP Developer Strap
I'm trying to find where to buy the Vision Pro Developer Strap Gen 2. I've looked all around this site and cannot find it. Help
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658
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VirtualEnvironmentProbeComponent VS ImageBasedLightComponent
Hi. I want to know what's the difference between VirtualEnvironmentProbeComponent and ImageBasedLightComponent? It seems they both can achieve the same light and reflection effect of environment.
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Work with Reality Composer Pro content in Xcode
May I ask if there is a complete source code project for this instructional video that needs to be learned. Work with Reality Composer Pro content in Xcode
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Vision Pro App Development Outside Supported Countries (Apple ID / Region Restrictions?)
Hello, does anyone have experience using Apple Vision Pro in countries where it has not yet been officially released? I work for a company in Austria, and we are interested in developing internal XR applications for Vision Pro. Since the device is not officially available in Austria, we are considering purchasing it in Germany. My main question is whether it is possible to develop and test Vision Pro apps using an Austrian Apple ID / developer account, or if there are any regional restrictions we should be aware of (e.g., related to App Store access, provisioning, or device functionality). Apple Support was unfortunately unable to provide a definitive answer and recommended asking here. Any insights or experiences would be greatly appreciated. Best regards, Don Appelonie
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112
Activity
1w
Vision Pro App Development Outside Supported Countries (Apple ID / Region Restrictions?)
Hello, does anyone have experience using Apple Vision Pro in countries where it has not yet been officially released? I work for a company in Austria, and we are interested in developing internal XR applications for Vision Pro. Since the device is not officially available in Austria, we are considering purchasing it in Germany. My main question is whether it is possible to develop and test Vision Pro apps using an Austrian Apple ID / developer account, or if there are any regional restrictions we should be aware of (e.g., related to App Store access, provisioning, or device functionality). Apple Support was unfortunately unable to provide a definitive answer and recommended asking here. Any insights or experiences would be greatly appreciated. Best regards, Don Appelonie
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136
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RealityView Camera Target Error when set while Orbiting
When interacting with RealityView’s realityViewCameraControls .orbit and setting a new RealityViewCameraContent .cameraTarget, the resulting camera target and camera orbit is incorrect. This can be demonstrated where one finger is orbiting the RealityView, and another pushes a button which changes the camera target. Instead of the camera facing the new target, some point in the scene is the new effective camera target and orbit point. This only occurs when an orbit interaction is currently taking place. If you stop interacting with the orbit, change target, then start orbit interacting again, everything works as expected. Though this example uses two-touches, any change of the camera target has this conflict with orbit interaction. This means interacting with orbit will result in the wrong camera view which is unexpected for users and difficult to reconcile or detect, for developers. Expected: Interacting (orbiting) the scene while setting a new camera target with the buttons on screen (at the same time), the camera’s new target shows centred in view the orbit revolves the new target and continues to match my gestures. Reality: Interacting (orbiting) the scene while setting a new camera target with the buttons on screen (at the same time), the camera’s new target is not centred in view, and camera is now orbiting an unexpected point in the scene, that is not my expected target. One imperfect workaround is to force a rebuild of the view after setting a new cameraTarget. This sets all targets correctly but results in a flicker, loss of orbit controls until re-touch and ultimately is a poor user experience, but is better than the wrong target being shown unexpectedly. Code Sample: import SwiftUI import RealityKit struct RKOribtTarget: View { @State private var target: Int = 0 @State private var rcContent: RealityViewCameraContent? @State private var rkID: UUID = UUID() let root = Entity() let center = ModelEntity(mesh: .generateSphere(radius: 0.05), materials: [UnlitMaterial(color: UIColor(.gray.opacity(0.5)))]) let red = ModelEntity(mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .red, isMetallic: false)]) let blue = ModelEntity(mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .blue, isMetallic: false)]) let green = ModelEntity(mesh: .generateBox(size: 0.1), materials: [SimpleMaterial(color: .green, isMetallic: false)]) var body: some View { VStack{ RealityView { content in red.position.x = 0.5 blue.position.z = 0.5 green.position.y = 0.5 center.position = .init(repeating: 0.25) content.cameraTarget = target == 0 ? root : blue root.addChild(red) root.addChild(blue) root.addChild(green) root.addChild(center) content.add(root) } update: { content in switch target{ case 0: content.cameraTarget = root case 1: content.cameraTarget = blue case 2: content.cameraTarget = red case 3: content.cameraTarget = green default: content.cameraTarget = root } } .id(rkID) .realityViewCameraControls(.orbit) VStack{ Text("Target") Button("Default") { target = 0 // Force rebuilding view resets orbit target and rotation // But shows a flicker, interaction requires touch reset // Not an ideal workaround // rkID = UUID() } .buttonStyle(.bordered) Button("Blue") { target = 1 // rkID = UUID() } .buttonStyle(.bordered) .tint(.blue) Button("Red") { target = 2 // rkID = UUID() } .buttonStyle(.bordered) .tint(.red) Button("Green") { target = 3 // rkID = UUID() } .buttonStyle(.bordered) .tint(.green) } } } } Xcode Version: Version 26.0 (17A324) iOS Version: iOS 26.5 (23F75) Tested on devices, iPhone 12 Pro, iPhone 15 Pro
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566
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`ARCamera.unprojectPoint` and `ARCamera.TrackingState` behavior changes between iOS 26.3 and 26.4 under AR resource pressure
ARCamera.TrackingState questions: Did the threshold or sensitivity for transitioning ARCamera.TrackingState from .normal to .limited(.excessiveMotion) or .limited(.insufficientFeatures) change between iOS 26.3 and iOS 26.4? What does "ARWorldTrackingTechnique: resource constraints [33]" mean, and is it new in iOS 26.4? Does it correspond to a tracking state degradation? Is there a way for the client to detect or respond to ARKit entering a resource-constrained mode short of the full tracking state transition — for example, a lower-level notification or a flag on ARFrame — so that apps can take protective action without interpreting it as a full tracking failure? ARCamera.unprojectPoint questions: Did the behavior of ARCamera.unprojectPoint(_:ontoPlane:orientation:viewportSize:) change between iOS 26.3 and iOS 26.4 for near-parallel geometry? Specifically, on iOS 26.3 this method returns nil when the camera ray is nearly parallel to the target plane (denominator of the ray-plane intersection → 0 at ~90° of camera rotation). On iOS 26.4, with identical code and environment, it returns a large finite value instead — we observed z = −12.27m. Since the method's optional return type implies nil is the documented signal for no valid intersection, this reads as a behavioral regression rather than an intentional change. If returning the computed value for near-parallel geometry is now the intended behavior, is there a recommended way for the caller to guard against it? For example, should we check abs(dot(rayDirection, planeNormal)) against a threshold before calling, and if so, is there a documented epsilon Apple uses internally? Alternatively, is there a newer API we should prefer over unprojectPoint(:ontoPlane:) for this use case that handles degenerate geometry more gracefully — such as ARSession.raycast(:)? Are there any other ARKit API adjustments between OS 26.3 and 26.4? We are using the same codebase, but it behaves differently in between these 2 OS versions now. Thanks!
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Spatial Audio: <<<< FigAudioSession(AV) >>>> signalled err=-19224 at <>:612
Ok trying to play Spatial Audio on my VisionPro. OS26.4, using Xcode 26.4.1. Every attempt gives me the following error. <<<< FigAudioSession(AV) >>>> signalled err=-19224 at <>:612 I have tried the sample code at https://developer.apple.com/documentation/visionos/playing-spatial-audio-in-visionos and it gives the same error.
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Object Capture feature in visionOS
The object capture feature in Reality Composer App is only available in iOS and iPadOS at the moment, would this feature be available for visionOS in near future? Reality Composer App Store https://apps.apple.com/us/app/reality-composer/id1462358802
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WWDC25 Houdini VR Optimisation Toolkit Texture Baking
The texture baking section of the WWDC25 session "Optimize your custom environments for visionOS" (https://youtu.be/RELnRZmb02c?t=1485) moves very quickly and leaves a lot unexplained. Has anyone worked through this part of the toolkit in practice and can speak to what's actually going on, particularly around projection baking and how it addresses the reprojection artifacts the presenter briefly mentions? Thankyou
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RealityView content disappears when selecting Lock In Place on visionOS
I'm experiencing an issue where all RealityView content disappears when the user selects "Lock In Place" from the window management menu (long press on close button). "Follow Me" works correctly and this happens in Testflight builds only not reproducible when I run locally I have reproduced this with a minimal project containing nothing but a simple red cube — no custom anchors, no app state, no dependencies. Steps to Reproduce: Open an ImmersiveSpace A red cube is placed 1m in front of the user via RealityView Long press the X button on any floating window Select "Lock In Place" The cube disappears immediately Expected: Cube remains visible after window is locked Actual: Cube disappears. Note: "Follow Me" does NOT reproduce this issue. Minimal reproducible code: struct ImmersiveView: View { var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3(0, 1.5, -1), relativeTo: nil) content.add(cube) } } } Device: Apple Vision Pro visionOS version: Vision OS 26.2 (23N301) Xcode version: Version 26.3 (17C529) Is this a known issue? Is there a recommended workaround to preserve RealityView content during Lock In Place transitions? Thank you!
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4w