Discuss Spatial Computing on Apple Platforms.

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[WebXR] Support for AR module in VisionOS 2.x
Thank you again for pushing the web forward in VisionOS 2, super exciting! The latest WWDC24 video touched on VR experiences for VisionOS2.0 using WebXR, however there was no mention of passthrough AR experiences. Samples such as this one are not supported: https://immersive-web.github.io/webxr-samples/immersive-ar-session.html In Settings > Safari, there is a feature flag for the AR WebXR module, but enabling it did not seem to change anything. Is this the expected behavior at this time? Any developer preview(s) we could try?
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WebXR and PSVR2
We got very excited when we saw support for the PSVR2 on WWDC! Particularly interesting is WebXR to us, so we got the controllers to give it a try. Unfortunately they only register as gamepads in the navigator but not as XRInputDevice's We went through the experimental flags and didn't find something that is directly related. Is there a flag we missed? If not, when do you have PSVR2 support planned for WebXR?
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Jun ’25
How do we use the new Unified Coordinate Conversion features in visionOS 26?
The landing page for visionOS 26 mentions The Unified Coordinate Conversion API makes moving views and entities between scenes straightforward — even between views and ARKit accessory anchors. This WWDC session very briefly shows a single example of using this, but with no context. For example, they discuss a way to tell the distance between a Model3D and an entity in a RealityView. But they don't provide any details for how they are referencing the entity (bolts in the slide). The session used the BOT-anist example project that we saw in visionOS 2, but the version on in the Sample Code library has not been updated with these examples. I was able to put together a simple example where we can get the position of a window relative to the world origin. It even updates when the user recenters. struct Lab080: View { @State private var posX: Float = 0 @State private var posY: Float = 0 @State private var posZ: Float = 0 var body: some View { GeometryReader3D { geometry in VStack { Text("Unified Coordinate Conversion") .font(.largeTitle) .padding(24) VStack { Text("X: \(posX)") Text("Y: \(posY)") Text("Z: \(posZ)") } .font(.title) .padding(24) } .onGeometryChange3D(for: Point3D.self) { proxy in try! proxy .coordinateSpace3D() .convert(value: Point3D.zero, to: .worldReference) } action: { old, new in posX = Float(new.x) posY = Float(new.y) posZ = Float(new.z) } } } } This is all that I've been able to figure out so far. What other features are included in this new Unified Coordinate Conversion? Can we use this to get the position of one window relative to another? Can we use this to get the position of a view in a window relative to an entity in a RealityView, for example in a Volume or Immersive Space? What else can Unified Coordinate Conversion do? Are there documentation pages that I'm missing? I'm not sure what to search for. Are there any Sample projects that use these features? Any additional information would be very helpful.
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Sep ’25
Synchronizing Physical Properties of EntityEquipment in TableTopKi
I am working on adding synchronized physical properties to EntityEquipment in TableTopKit, allowing seamless coordination during GroupActivities sessions between players. Current Approach and Limitations I have tried setting EntityEquipment's state to DieState and treating it as a TossableRepresentation object. This approach achieves basic physical properties synchronized across players. However, it has several limitations: No Collision Detection Between Dice: Multiple dice do not collide with each other. Shape Limitations: Custom shapes, like parallelepipeds, cannot be configured. Below is my existing code for Base Entity Equipment without physical properties: struct CubeWithPhysics: EntityEquipment { let id: ID let entity: Entity var initialState: BaseEquipmentState init(id: ID, entity: Entity) { self.id = id self.entity = entity initialState = .init(parentID: .tableID, pose: .init(position: .zero, rotation: .zero), entity: self.entity) } } I’d appreciate any guidance on the recommended approach to adding synchronized physical properties to EntityEquipment.
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Nov ’24
Entities moved with Manipulation Component in visionOS Beta 4 are clipped by volume bounds
In Beta 1,2, and 3, we could pick up and inspect entities, bringing them closer while moving them outside of the bounds of a volume. As of Beta 4, these entities are now clipped by the bounds of the volume. I'm not sure if this is a bug or an intended change, but I files a Feedback report (FB19005083). The release notes don't mention a change in behavior–at least not that I can find. Is this an intentional change or a bug? Here is a video that shows the issue. https://youtu.be/ajBAaSxLL2Y In the previous versions of visionOS 26, I could move these entities out of the volume and inspect them close up. Releasing would return them to the volume. Now they are clipped as soon as they reach the end of the volume. I haven't had a chance to test with windows or with the SwiftUI modifier version of manipulation.
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Jul ’25
Developer Strap Gen 2 - Only USB2 Speeds
I am testing out the Gen 2 of the developer strap on my Vision Pro M2 and I have only been able to get USB 2 speeds when connecting it to my MacBook Pro Max M3. I used the official Apple Thunderbolt 4 cable, which does get Thunderbolt speeds on my T7 Touch drive. Has anyone figured out a solution for this issue? The Gen 2 developer strap does advertise 20 Gb/s speeds.
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ManipulationComponent Not Translating using indirect input
When using the new RealityKit Manipulation Component on Entities, indirect input will never translate the entity - no matter what settings are applied. Direct manipulation works as expected for both translation and rotation. Is this intended behaviour? This is different from how indirect manipulation works on Model3D. How else can we get translation from this component? visionOS 26 Beta 2 Build from macOS 26 Beta 2 and Xcode 26 Beta 2 Attached is replicable sample code, I have tried this in other projects with the same results. var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "MovieFilmReel", in: reelRCPBundle) { ManipulationComponent.configureEntity(immersiveContentEntity, allowedInputTypes: .all, collisionShapes: [ShapeResource.generateBox(width: 0.2, height: 0.2, depth: 0.2)]) immersiveContentEntity.position.y = 1 immersiveContentEntity.position.z = -0.5 var mc = ManipulationComponent() mc.releaseBehavior = .stay immersiveContentEntity.components.set(mc) content.add(immersiveContentEntity) } } }
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Oct ’25
visionOS – Starting GroupActivity FaceTime Call dismisses Immersive Space
Hello, I am in the process of implementing SharePlay support in my visionOS app. Everything runs fine when I test locally, but when my app is distributed via TestFlight, calling try await activity.activate() shows the SharePlay dialog as usual, but then when I start a new FaceTime call, my ImmersiveSpace gets dismissed. This is only happening when the app is distributed via TestFlight, when I run it locally the ImmersiveSpace stays active as expected. Looking at the console on my Mac I found this log: Invalid initial client settings class: UIApplicationSceneClientSettings; expected class: MRUISharedApplicationSceneClientSettings; bundle ID: com.apple.facetime; scene ID: com.apple.facetime:SFBSystemService-DDA8C751-C0C4-487E-AD85-59EF4E6C6050 Does anyone have an idea how I can fix this? It's driving me nuts and I wasted over a day looking for a workaround but so far been unsuccessful. Thanks!
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Can we access a "Locked in Place" value when a window has been locked without being snapped to a surface?
Starting in visionOS 26, users can snap windows to surfaces. These windows are locked in place and are later restored by visionOS. We can access the snapped data with surfaceSnappingInfo docs. Users can also lock a free-floating (unsnapped) window from a context menu in the window controls. Is there a way to tell when a window has been locked without being snapped to a surface?
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Jun ’25
TextComponent on iOS/macOS pixelated when viewed from short distance
Hello, I've been tinkering a bit with TextComponent. Based on the docs it seems like this component should always render sharp and nice text, no matter how close the user gets: RealityKit dynamically adjusts the backing size to a value that results in high-fidelity text at its current location. And it does on visionOS, but on iOS and macOS the text gets pixelated when I get close to it, as if its just rendering it once as a plain image texture. Can anyone tell me if this is expected behavior or a bug? Here two screenshots for comparison (iPhone and Vision Pro): Thanks!
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Aug ’25
Where can we access the new enterprise license files mentioned in the WWDC session?
Hi everyone, I’m trying to verify something mentioned in the WWDC session “Explore enhancements to your spatial business app.” At timestamp 3:36, the presenter states: “You can now access your enterprise license files directly within your Apple Developer account.” I’ve checked every section of my Developer account, including: • Membership and Agreements • Certificates, Identifiers & Profiles • App Store Connect • Additional Resources • Account settings …but no UI or section exposes these enterprise license files. Since the Vision Entitlement Services framework actively checks these licenses (for example, mainCameraAccess entitlement approval), I need to confirm the location of the new license file. Could someone from Apple or anyone who has seen this feature clarify: 1. Where exactly do these enterprise license files appear in the Developer account UI, or 2. Whether this feature has not rolled out yet? Any guidance or screenshots from those who have access would be invaluable. Thanks,
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Logitech Muse API?
Hello, I've pre-ordered the Logitech Muse with hopes of developing with it, but have yet to find any documentation relating to the capabilities it will have/any APIs that will be available to take advantage of the Muse. Is anyone aware of what might become available? Thank you in advance.
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Oct ’25
Reoccurring World Tracking / Scene Exceeded Limit Error
Hi, We’ve been successfully using the RoomPlan API in our application for over two years. Recently, however, users have reported encountering persistent capture errors during their sessions. Specifically, the errors observed are: CaptureError.worldTrackingFailure CaptureError.exceedSceneSizeLimit What we have observed: Persistent Errors: The errors continue to occur even after initiating new capture sessions. Normal Usage: Our implementation adheres to typical usage patterns of the RoomPlan API without exceeding any documented room size limits. Limited Feature Usage: We are not utilizing the WorldTracking feature for the StructureBuilder functionality to stitch rooms together. Potential State Caching: Given that these errors persist across sessions, we suspect that there might be memory or state cached between sessions that is not being cleared, particularly since we are not taking advantage of StructureBuilder. Request: Could you please advise if there is any internal caching or memory retention between capture sessions that might lead to these errors? Additionally, we would appreciate guidance on how to clear or manage this state when the StructureBuilder feature is not in use. Here is a generalised version of our capture session initialization code to help diagnose the issue. struct RoomARCaptureView: UIViewRepresentable { typealias Handler = (CapturedRoom, Error?) -> Void @Binding var stop: Bool @Binding var done: Bool let completion: Handler? func makeUIView(context: Self.Context) -> RoomCaptureView { let view = RoomCaptureView(frame: .zero) view.delegate = context.coordinator view.captureSession.run(configuration: .init()) return view } func updateUIView(_ uiView: RoomCaptureView, context: Self.Context) { if stop { // Stop the session only once, multiple times causes issues with the final presentation uiView.captureSession.stop() stop = false done = true } } static func dismantleUIView(_ uiView: RoomCaptureView, coordinator: Self.Coordinator) { uiView.captureSession.stop() } func makeCoordinator() -> ARViewCoordinator { ARViewCoordinator(completion) } @objc(ARViewCoordinator) class ARViewCoordinator: NSObject, RoomCaptureViewDelegate { var completion: Handler? public required init?(coder: NSCoder) {} public func encode(with coder: NSCoder) {} public init(_ completion: Handler?) { super.init() self.completion = completion } public func captureView(shouldPresent roomDataForProcessing: CapturedRoomData, error: (Error)?) -> Bool { return true } public func captureView(didPresent processedResult: CapturedRoom, error: (Error)?) { completion?(processedResult, error) } } } Thank you for your assistance.
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Oct ’25
How to prevent system windows occlusion when using OcclusionMaterial
We use SceneReconstructionProvider to detect meshes in the surrounding environment and apply an OcclusionMaterial to them. // Assuming `entity` represents one of the detected mesh in the environment entity.components.set(ModelComponent( mesh: mesh, materials: [OcclusionMaterial()] )) While this correctly occludes entities placed in the immersive space, it also occludes system windows. This becomes problematic when a window is dragged into an occluded area (before or after entering the immersive space), preventing interaction with its elements. In some cases, it also makes it impossible to focus on the window’s drag handle, since this might become occluded as well after moving the window nearby. More generally, system windows can be occluded when they come into proximity with a model that has OcclusionMaterial applied. I'm aware of a change introduced in visionOS 2 regarding how occlusions interact with UI elements (as noted in the release notes). I believe this change was intended to ensure windows do not remain visible when opened in another room. However, this also introduces some challenges, as described in the scenario above. Is there a way to prevent system window occlusion while still allowing entities to be occluded by environmental features? Perhaps not using OcclusionMaterial at all? Development environment: Xcode 16.2, macOS 15.2 Run-time configuration: visionOS 2.2 and 2.3
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Feb ’25
Xcode 26 - extremely long time to open immersive space
The issue reproducible with empty project. When you run it and tap "Open immersive space" it takes a couple of minutes to respond. The issue only reproducible on real device with debugger attached. Reproducible other developers too (not specific to my environment). Issue doesn't exists in Xcode 16. Afer initial long delay subsequent opens works fine. Console logs: nw_socket_copy_info [C1:2] getsockopt TCP_INFO failed [102: Operation not supported on socket] nw_socket_copy_info getsockopt TCP_INFO failed [102: Operation not supported on socket] Failed to set dependencies on asset 9303749952624825765 because NetworkAssetManager does not have an asset entity for that id. void * _Nullable NSMapGet(NSMapTable * _Nonnull, const void * _Nullable): map table argument is NULL PSO compilation completed for driver shader copyFromBufferToTexture so=0 sbpr=256 sbpi=16384 ss=(64, 64, 1) p=70 sc=1 ds=0 dl=0 do=(0, 0, 0) in 1997 XPC connection interrupted <<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606 Failed to load item AXCodeItem<0x14706f250> [Rank:6000] SpringBoardUIServices [AXBundle name:/System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle/SpringBoardUIServices] [Platforms and Targets:{ iOS = SpringBoardUIServices; } Framework] [Excluded: (null)]. error: Error Domain=AXLoading Code=0 "URL does not exist: file:///System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle" UserInfo={NSLocalizedDescription=URL does not exist: file:///System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle} Failed to load item AXCodeItem<0x14706f250> [Rank:6000] SpringBoardUIServices [AXBundle name:/System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle/SpringBoardUIServices] [Platforms and Targets:{ iOS = SpringBoardUIServices; } Framework] [Excluded: (null)]. error: Error Domain=AXLoading Code=0 "URL does not exist: file:///System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle" UserInfo={NSLocalizedDescription=URL does not exist: file:///System/Library/AccessibilityBundles/SpringBoardUIServices.axbundle} [b30780-MRUIFeedbackTypeButtonWithBackgroundTouchDown] Playback timed out before completion (after 3111 ms) Failed to set dependencies on asset 7089614247973236977 because NetworkAssetManager does not have an asset entity for that id.
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Oct ’25
Manipulation stops working when changing rooms
This post documents an issue I reported in feedback FB19610114 and see if anyone knows of a workaround. Here is a copy of the feedback. Short version Manipulation (SwiftUI OR RealityKit) fails to translate entities after changing rooms. By changing rooms, I mean a human wearing an Apple Vision Pro leaving one room and entering another room. Once this issue occurs, it impacts all apps that use these features. A device restart is the only solution I have to fix it. Feedback FB19610114 This is an odd one. I'm using the new Manipulation Component in visionOS 26. Most of the time this works well. Sometime it stops working and when it does the only way to get it working again is to reboot the headset. When this happens, I can continue to rotate and scale items, but translation no longer works. It is as if the item is stuck to a fixed point in the parent scene (window, volume, etc). When this bug occurs, it affects every app across the entire operating system that is using manipulation, including the RealityKit component AND the SwiftUI version. This is not limited to one app and is not limited to apps that I am working on. Once this error occurs, it affects literally any application across the operating system that is using this API, including apps from Apple. I won't speculate on the cause of this, but I do know of one way where I can always get it to happen. Here is how to reproduce it: Make an Xcode project with a single entity that uses the Manipulation Component. There is no need to customize the configuration of this component. The default implementation will work. Build and run this app on device. You can keep running from device or quit and launch the app like normal on device. Open the app and manipulate the entity - it should work as expected. Physically walk into another room. It is vital that you leave the current room that you are in and enter a different room entirely. Use the digital crown to recenter your view and bring your window or volume to you. Test the manipulation on the entity again - it should still be working as expected at this point. Physically, move yourself and your headset into the original room where you started. Use the digital crown to recenter your view and bring your window or volume to you. Test the manipulation on the entity again - you should now see the issue. When I follow the steps above, then 100% of the time manipulation translation stops working at this point. It will impact any application using this API. The only way to fix it is to restart my headset. A few points to keep in mind It does not matter if an app is actively being run from Xcode. When this occurs, it impacts every single app, not just one. When this occurs, rotation and scaling continue to work, but the entity/view cannot be translated. This impacts BOTH the SwiftUI version and the RealityKit version. When this occurs, the only way to "fix" it is to reboot the device.
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Oct ’25
Accessing LiDAR Depth Data and Scene Reconstruction on Apple Vision Pro
Hello, I'm developing a visionOS application for Apple Vision Pro that aims to scan unknown physical objects, capture their 3D data (such as meshes or point clouds), and export them as 3D models. Ideally, I'd also like to visualize these reconstructions in real-time within the headset. This functionality is similar to what's available in Reality Composer on iPad and iPhone, but I'm seeking to implement it natively on Vision Pro. I've reviewed the visionOS documentation but haven't found clear guidance on accessing LiDAR depth data or performing scene reconstruction. Specifically, I'm interested in: 1.Accessing LiDAR or depth data from Vision Pro's sensors. 2.Utilizing ARKit's scene reconstruction capabilities on visionOS. 3.Exporting captured 3D data as models (e.g., USDZ or OBJ formats). Are there APIs or frameworks in visionOS that support these features?
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May ’25