Discuss Spatial Computing on Apple Platforms.

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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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Jan ’26
Extending or disabling the 1.5-meter boundary in ImmersiveSpace
I’m currently developing an app for visionOS and working with an ImmersiveSpace. I’ve noticed that the system automatically enforces a safety boundary at approximately 1.5 meters. If the user moves beyond this limit, the content fades out or the system reverts to Passthrough. Is there any way to disable this boundary or extend its radius? This app is currently in the experimental/verification phase, and it is intended to be run on a Vision Pro in Developer Mode. Since the primary goal is to test large-scale spatial interactions during development, I am looking for any way—including developer-specific settings or configurations—to bypass or expand this limit. If there isn't a direct API to change the boundary size, are there any recommended workarounds for testing movement within large environments? Any insights would be greatly appreciated!
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Jan ’26
Low-latency live streaming using APMP Wide FoV
Is it possible to achieve sub-second end-to-end latency when displaying live streaming video using APMP (Apple Projected Media Profile) with Wide FoV? APMP supports HLS playback, but my understanding is that standard HLS introduces several seconds of latency. I would like to know whether APMP (especially Wide FoV) supports Low-Latency HLS, or if there are inherent limitations that make sub-second latency impractical. If APMP is not suitable for this use case, are there any recommended alternatives within AVFoundation or related frameworks for rendering wide-FoV live video with very low latency? Thank you for any insights.
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Jan ’26
How to Renew visionOS Enterprise API Entitlements?
How can I renew visionOS Enterprise API? I've spent so much time contacting Apple Developer Support. They said they don't know the renewal process either and are "checking with the internal operations team" - but it's been 2 months with no updates. The official documentation (https://developer.apple.com/documentation/visionOS/building-spatial-experiences-for-business-apps-with-enterprise-apis#Request-the-entitlements) says: "The license file comes with an expiration date, so you need to renew it before then to ensure your entitlements continue to function." But it doesn't explain HOW to renew. When I asked Apple Support about this, they told me: "After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions." But I never received any instructions when I was first approved, and I still don't know how to renew. There's also no direct way to contact the Enterprise API team. Now my visionOS Enterprise API license has been expired for 2 months. I submitted a renewal request, but I still haven't heard anything back. Is it normal to take more than 2 months for approval? Any advice or shared experiences would be really helpful. Thanks!
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500
Jan ’26
Degraded RoomPlan performance
We have been using RoomPlan in our app for 2+ years. Through a combination of in-app and manual coaching on scanning best practices, most users are able to achieve high-quality scans on a consistent basis. In recent weeks, however, we have observed an increase in reports of degraded scanning performance, even from veteran users who had not previously encountered issues. The RoomCaptureView overlay is jittery and crooked, and the resulting scan file has significant issues, even for simple, well-lit rectangular rooms. It is difficult to troubleshoot these issues given the number of variables at play, and the overall volume of reports is still relatively low, but we'd appreciate any guidance on known issues or workarounds that could help unblock our users who are being affected by this. I noticed that this post includes an acknowledgement of FB14454922 and FB15035788. Our issues seem slightly different as the scans are simply inaccurate and jittery without failing outright. I haven't found any other threads on similar issues.
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Jan ’26
onWorldRecenter memory leak and duplicate callbacks in ImmersiveSpace
Posting this here in case this information is helpful to other developers: As of visionOS 26.3 beta 1, onWorldRecenter has two significant issues: (FB21557639) Memory Leak: When onWorldRecenter is assigned to a RealityView within an ImmersiveSpace, it appears to retain a strong reference to the view's internal SwiftUI context. When the immersive space is dismissed, the view's @State objects will not be deallocated. Also, each time the immersive space view's body is executed, additional state storage will be allocated and leaked. Multiple Callbacks: When the user long-presses the Digital Crown, the onWorldRecenter closure will be called multiple times, once for each past view body execution, including those of immersive space views that have been previously dismissed. Although these issues seem to be most prevalent when onWorldRecenter is used with an ImmersiveSpace, they may also occur in the context of a WindowGroup under certain circumstances. It's possible to work around this problem by moving onWorldRecenter to an empty overlay view within the app's primary WindowGroup and forwarding the world recenter events to ImmersiveSpace views through a notification system, coupled with a debouncer as an extra precaution.
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1k
Jan ’26
fileImporter issue in visionOS with iPhone app (that can run on visionOS)
Happy new year to all! I have created an iOS app that also runs on Apple Vision Pro. On iOS, when you activate the fileImporter modal, you can swipe down the modal in iOS to dismiss. However, in visionOS, this same modal CANNOT be swiped down to cancel/dismiss. If you are drilled deep into a file hierarchy, you have to navigate back to the top level to tap X to dismiss. Is there a way to add swipe down to the visionOS implementation of fileImporter, or any other workaround so the user doesn't have to navigate back to the top to dismiss? Again, this is not a visionOS app but an iOS app compatible for use in Vision Pro. Thanks!
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Jan ’26
visionOS pushWindow being dismissed on app foreground
We seen to have found an issue when using the pushWindow action on visionOS. The issue occurs if the app is backgrounded then reopened by selecting the apps icon on the home screen. Any window that is opened via the pushWindow action is then dismissed. We've been able to replicate the issue in a small sample project. Replication steps Open app Open window via the push action Press the digital crown On the home screen select the apps icon again The pushed window will now be dismissed. There is a sample project linked here that shows off the issue, including a video of the bug in progress
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Jan ’26
Building a Full Space app that enables sharing a visionOS experience with nearby users.
Hello, I am currently considering developing a Full Space app that enables a shared visionOS experience with nearby users. Intended Features A Mixed Full Space app in which dozens of 3D models are placed in the space. These 3D models may play embedded animations when tapped, be programmatically moved or rotated, or be controlled via Reality Composer Pro timelines. The app also includes audio, spatial audio, videos with audio, and videos without audio, which are rendered as VideoTextures on planes and played back in the space. Some media elements play automatically, while others are triggered by user interaction. However, it is unclear whether AVPlaybackCoordinator supports shared playback across multiple types of media, such as: audio only spatial audio video without audio video with audio I am also unsure whether there are alternative or recommended approaches for synchronizing playback in this scenario. Questions Is it technically possible to implement the experience described above using visionOS? Are there any important implementation considerations or limitations that should be taken into account? For example, when two participants experience the app simultaneously, how is the content positioned for each participant? Is the spatial placement of content shared across participants, or is it positioned relative to each participant’s viewpoint? For nearby participants, is it necessary to register a spatial Persona? My understanding is that spatial Personas are not visible for nearby users during the experience; is this correct? When experiencing SharePlay with nearby users, is it possible to share the experience without registering the other participant’s contact information? I have watched the following session, but I was unable to fully understand the feasibility of the above use case or the concrete implementation details: https://developer.apple.com/videos/play/wwdc2025/318/ Thank you.
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Jan ’26
Displaying spatial photos and videos on web pages in Safari
The purpose is to create a simple web-based gallery of spatial photos and videos using static html files. I have successfully displayed spatial photos using the img tag and IMG.heic files. I can tap and hold the image to bring up the contextual menu and from there select View Spatial Photo. Is there any way to add a control to the image, like a link or overlay on the image itself, that a user can simply tap to show the image in 3D? And how to host a video file on a web page without going through a CDN/streaming service? Sample html would be much appreciated.
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766
Jan ’26
RealityKit / visionOS – Memory not released after dismissing ImmersiveSpace with USDZ models
Hi everyone, I’m encountering a memory overflow issue in my visionOS app and I’d like to confirm if this is expected behavior or if I’m missing something in cleanup. App Context The app showcases apartments in real scale using AR. Apartments are heavy USDZ models (hundreds of thousands of triangles, high-resolution textures). Users can walk inside the apartments, and performance is good even close to hardware limits. Flow The app starts in a full immersive space (RealityView) for selecting the apartment. When an apartment is selected, a new ImmersiveSpace opens and the apartment scene loads. The scene includes multiple USDZ models, EnvironmentResources, and dynamic textures for skyboxes. When the user dismisses the experience, we attempt cleanup: Nulling out all entity references. Removing ModelComponents. Clearing cached textures and skyboxes. Forcing dictionaries/collections to empty. Despite this cleanup, memory usage remains very high. Problem After dismissing the ImmersiveSpace, memory does not return to baseline. Check the attached screenshot of the profiling made using Instruments: Initial state: ~30MB (main menu). After loading models sequentially: ~3.3GB. Skybox textures bring it near ~4GB. After dismissing the experience (at ~01:00 mark): memory only drops slightly (to ~2.66GB). When loading the second apartment, memory continues to increase until ~5GB, at which point the app crashes due to memory pressure. The issue is consistently visible under VM: IOSurface in Instruments. No leaks are detected. So it looks like RealityKit (or lower-level frameworks) keeps caching meshes and textures, and does not free them when RealityView is ended. But for my use case, these resources should be fully released once the ImmersiveSpace is dismissed, since new apartments will load entirely different models and textures. Cleanup Code Example Here’s a simplified version of the cleanup I’m doing: func clearAllRoomEntities() { for (entityName, entity) in entityFromMarker { entity.removeFromParent() if let modelEntity = entity as? ModelEntity { modelEntity.components.removeAll() modelEntity.children.forEach { $0.removeFromParent() } modelEntity.clearTexturesAndMaterials() } entityFromMarker[entityName] = nil removeSkyboxPortals(from: entityName) } entityFromMarker.removeAll() } extension ModelEntity { func clearTexturesAndMaterials() { guard var modelComponent = self.model else { return } for index in modelComponent.materials.indices { removeTextures(from: &modelComponent.materials[index]) } modelComponent.materials.removeAll() self.model = modelComponent self.model = nil } private func removeTextures(from material: inout any Material) { if var pbr = material as? PhysicallyBasedMaterial { pbr.baseColor.texture = nil pbr.emissiveColor.texture = nil pbr.metallic.texture = nil pbr.roughness.texture = nil pbr.normal.texture = nil pbr.ambientOcclusion.texture = nil pbr.clearcoat.texture = nil material = pbr } else if var simple = material as? SimpleMaterial { simple.color.texture = nil material = simple } } } Questions Is this expected RealityKit behavior (textures/meshes cached internally)? Is there a way to force RealityKit to release GPU resources tied to USDZ models when they’re no longer used? Should dismissing the ImmersiveSpace automatically free those IOSurfaces, or do I need to handle this differently? Any guidance, best practices, or confirmation would be hugely appreciated. Thanks in advance!
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Jan ’26
VisionOS 2 - Screen Capture with passthrough
We're trying to switch from using main camera access on Arkit to screen-capture with passthrough however we're facing some issues and it seems a bit complicated to debug. We have set up a broadcast Extension, set up some logs on the sample Handler but we get nothing in the console nor that the recording starts, we set up the picker as well and we can see our extension in the control center as one of the choices but clicking start, results in it stopping in less than one second after. The only message that is rather contradictory we see in the console.app is the following [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1333 Extension has passthrough license and just right after [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1336 Extension does not have passthrough license
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Dec ’25
多设备协同操作繁琐
直播过程中需同时操作 Vision Pro(拍摄)、Mac(推流)、中控台(画面切换),无统一控制入口,调节 3D 模型、校准画质等操作需在多设备间切换,易出错且效率低。 期望 针对直播场景,提供桌面端专属控制软件,支持一站式管理 Vision Pro 的拍摄参数、3D 模型切换、虚实融合效果等,实现多设备协同操作的可视化、便捷化。
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Dec ’25