it looks like one week after accepting as a nearby other AVP device... it expires
since we are providing our clients for a timeless app to walk inside archtiecture, it's a shame that not technical staff should connect every week 5 devices to work together
is there any roundabout for this issue or straight to the wishlist ?
thanks for the support !!
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After updating to visionOS 26.2 Beta 2 (and Beta 3), I'm unable to establish a spatial connection to Vision Pro. This was working fine before the update.
To test, I've created a fresh spatialApp project from the Xcode template with zero modifications, but I'm hitting the same issue - the Vision Pro is discovered but won't connect.
Am I forgetting to update the config somewhere? Any ideas what might be causing this and how to fix it?
Thanks!
Warning: -[NSWindow makeKeyWindow] called on <NSWindow: 0xa1f811900> windowNumber=1b9 which returned NO from -[NSWindow canBecomeKeyWindow].
((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - /AppleInternal/Library/BuildRoots/4~CBS0ugAIF7BrQZjLe6r0lhPXO4GJmNDTovxYoV0/Library/Caches/com.apple.xbs/Sources/ExtensionKit/ExtensionKit/Source/HostViewController/Internal/EXHostSessionDriver.m:80: `processConfiguration` and `configuration` must be both non-nil or both nil
Unable to obtain a task name port right for pid 415: (os/kern) failure (0x5)
CCContextDeviceGroup.mm(291):+[CCContextDeviceGroup checkBinaryArchivesForDevice:withBundle:]:
Failed to find any binary shader archive
Topic:
Spatial Computing
SubTopic:
General
当我进入混合空间时,出现一个模型,但模型后面有一个 windowGroup,无法完全查看。如果我想点击进入 mix 空间,我需要使用代码将 windowGroup 移动到另一个位置,而不是手动移动

Topic:
Spatial Computing
SubTopic:
General
Hi guys,
In visionOS, when using a ZStack decorated with .glassBackgroundEffect(), you can see the 3D glass background from the front, but when viewed from the side, the view appears to have no thickness.
However, I noticed that in an app built by Apple, when viewing a glass background view from the side, it appears to have thickness.
I tried adding .frame(depth:) to a glass background view, but it appears as two separate layers spaced by the depth value.
My question is:
Is there a view modifier that adds visual thickness to a glass background view, as shown in the picture?
Or, if not, how should I write a custom view modifier to achieve this effect? Thanks!
Summary
After updating to visionOS 26, we’ve encountered severe transparency rendering issues in RealityKit that did not exist in visionOS 2.6 and earlier.
These regressions affect applications that dynamically control scene opacity (via OpacityComponent).
Our app renders ultra-realistic apartment environments in real time, where users can walk or teleport inside 3D spaces. When the user moves above a speed threshold, we apply a global transparency effect to prevent physical collisions with real-world objects.
Everything worked perfectly in visionOS 2.6 — the problems appeared only after upgrading to 26.
Scene Setup Overview
The environment consists of multiple USDZ models (e.g., architecture, rooms, furniture).
We manage LODs manually for performance (e.g., walls and floors always visible in full-res, while rooms swap between low/high-res versions based on user position and field of view).
Transparency is achieved using OpacityComponent, applied dynamically when the user moves.
Some meshes (e.g., portals to skyboxes, glass windows) use alpha materials
We also use OcclusionMaterials to prevent things to be seen through walls when scene is transparent
Observed Behavior by Scenario
(I can share a video showing the results of each scenario if needed.)
Scenario 1 — Severe Flickering (Root Opacity)
Setup:
OpacityComponent applied to the root entity
NO ModelSortGroupComponent used
Symptoms:
Strong flickering when transparency is active
Triangles within the same mesh render at inconsistent opacity levels
Appears as if per-triangle alpha sorting is broken
Workaround:
Moving the OpacityComponent from the root to each individual USDZ entity removes the per-triangle flicker
Pros:
No conflicts with portals or alpha materials
Scenario 2 — Partially Stable, But Alpha Conflicts
Setup:
OpacityComponent applied per USDZ entity
ModelSortGroupComponent(planarUIAlwaysBehind) applied to portal meshes
Other entities have NO ModelSortGroupComponent
Symptoms:
Frequent alpha blending conflicts:
Transparent surfaces behind other transparent surfaces flicker or disappear
Example: Wine glasses behind glass doors — sometimes neither is rendered, or only one
Even opaque meshes behind glass flicker due to depth buffer confusion
Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely
Analysis:
Appears related to internal changes in alpha sorting or depth pre-pass behavior introduced in visionOS 26
Pros:
Most stable setup so far
Cons:
Still unreliable when OpacityComponent is active
Scenario 3 — Layer Separation Attempt (Regression)
Setup:
Same as Scenario 2, but:
Entities with alpha materials moved to separate USDZs
Explicit ModelSortGroupComponent order set (alpha surfaces rendered last)
Symptoms:
Transparent surfaces behind other transparent surfaces flicker or disappear
Depth is completely broken when there's a large transparent surface
Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely
Workaround Attempt:
Re-ordering and further separating models did not solve it
Pros:
None — this setup makes transparency unusable
Conclusion
There appears to be a regression in RealityKit’s handling of transparency and sorting in visionOS 26, particularly when:
OpacityComponent is applied dynamically, and
Scenes rely on multiple overlapping transparent materials.
These issues did not exist prior to 26, and the same project (no code changes) behaves correctly on previous versions.
Request
We’d appreciate any insight or confirmation from Apple engineers regarding:
Whether alpha sorting or opacity blending behavior changed in visionOS 26
If there are new recommended practices for combining OpacityComponent with transparent materials
If a bug report already exists for this regression
Thanks in advance!
佩戴者头部自然晃动时,设备拍摄的画面会出现明显抖动,导致观看直播的用户产生眩晕感,严重影响直播沉浸体验和购物决策效率。
希望
优化设备内置防抖算法,降低头部常规晃动对画面稳定性的影响,提升直播画面的流畅度。
Hello,
There are odd artifacts (one looks like an image placeholder) appearing when dismissing an immersive space which is displaying an ImagePresentationComponent. Both artifacts look like widgets..
See below our simple code displaying the ImagePresentationComponent and the images of the odd artifacts that appear briefly when dismissing the immersive space.
import OSLog
import RealityKit
import SwiftUI
struct ImmersiveImageView: View {
let logger = Logger(subsystem: AppConstant.SUBSYSTEM, category: "ImmersiveImageView")
@Environment(AppModel.self) private var appModel
var body: some View {
RealityView { content in
if let currentMedia = appModel.currentMedia,
var imagePresentationComponent = currentMedia.imagePresentationComponent {
let imagePresentationComponentEntity = Entity()
switch currentMedia.type {
case .iphoneSpatialMovie:
logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))")
imagePresentationComponent.desiredViewingMode = .spatial3DImmersive
case .twoD:
logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))")
imagePresentationComponent.desiredViewingMode = .spatial3DImmersive
case .visionProConvertedSpatialPhoto:
logger.info("\(#function) \(#line) spatialStereoImmersive display for \(String(describing: currentMedia))")
imagePresentationComponent.desiredViewingMode = .spatialStereoImmersive
default :
logger.error("\(#function) \(#line) Unsupported media type \(currentMedia.type)")
assertionFailure("Unsupported media type \(currentMedia.type)")
}
imagePresentationComponentEntity.components.set(imagePresentationComponent)
imagePresentationComponentEntity.position = AppConstant.Position.spacialImagePosition
content.add(imagePresentationComponentEntity)
}
let toggleViewAttachmentComponent = ViewAttachmentComponent(rootView: ToggleImmersiveSpaceButton())
let toggleViewAttachmentComponentEntity = Entity(components: toggleViewAttachmentComponent)
toggleViewAttachmentComponentEntity.position = SIMD3<Float>(
AppConstant.Position.spacialImagePosition.x + 1,
AppConstant.Position.spacialImagePosition.y,
AppConstant.Position.spacialImagePosition.z
)
toggleViewAttachmentComponentEntity.scale = AppConstant.Scale.attachments
content.add(toggleViewAttachmentComponentEntity)
}
}
}
I'm placing sphere at finger tip and updating its position as hand move.
Finger joint tracking functions correctly, but I’ve observed noticeable latency in hand tracking updates whenever a UITextView becomes active. This lag happens intermittently during app usage, lasting about 5–10 seconds, after which the latency disappears and the sphere starts following the finger joints immediately.
When I open the immersive space for the first time, the profiler shows a large performance spike upto 328%. After that, it stabilizes and runs smoothly.
Note: I don’t observe any lag when CPU usage spikes to 300% (upon immersive view load)
yet the lag still occurs even when CPU usage remains below 100%.
I’m using the following code for hand tracking:
private func processHandTrackingUpdates() async {
for await update in handTracking.anchorUpdates {
let handAnchor = update.anchor
if handAnchor.isTracked {
switch handAnchor.chirality {
case .left:
leftHandAnchor = handAnchor
updateHandJoints(for: handAnchor, with: leftHandJointEntities)
case .right:
rightHandAnchor = handAnchor
updateHandJoints(for: handAnchor, with: rightHandJointEntities)
}
} else {
switch handAnchor.chirality {
case .left:
leftHandAnchor = nil
hideAllJoints(in: leftHandJointEntities)
case .right:
rightHandAnchor = nil
hideAllJoints(in: rightHandJointEntities)
}
}
await MainActor.run {
handTrackingData.processNewHandAnchors(
leftHand: self.leftHandAnchor,
rightHand: self.rightHandAnchor
)
}
}
}
And here’s the function I’m using to update the joint positions:
private func updateHandJoints(
for handAnchor: HandAnchor,
with jointEntities: [HandSkeleton.JointName: Entity]
) {
guard handAnchor.isTracked else {
hideAllJoints(in: jointEntities)
return
}
// Check if the little finger tip and intermediate base are both tracked.
if let tipJoint = handAnchor.handSkeleton?.joint(.littleFingerTip),
let intermediateBaseJoint = handAnchor.handSkeleton?.joint(.littleFingerIntermediateTip),
tipJoint.isTracked,
intermediateBaseJoint.isTracked,
let pinkySphere = jointEntities[.littleFingerTip] {
// Convert joint transforms to world space.
let tipTransform = handAnchor.originFromAnchorTransform * tipJoint.anchorFromJointTransform
let intermediateBaseTransform = handAnchor.originFromAnchorTransform * intermediateBaseJoint.anchorFromJointTransform
// Extract positions from the transforms.
let tipPosition = SIMD3<Float>(tipTransform.columns.3.x,
tipTransform.columns.3.y,
tipTransform.columns.3.z)
let intermediateBasePosition = SIMD3<Float>(intermediateBaseTransform.columns.3.x,
intermediateBaseTransform.columns.3.y,
intermediateBaseTransform.columns.3.z)
// Calculate the midpoint.
let midpointPosition = (tipPosition + intermediateBasePosition) / 2.0
// Position the sphere at the midpoint and make it visible.
pinkySphere.isEnabled = true
pinkySphere.transform.translation = midpointPosition
} else {
// If either joint is not tracked, hide the sphere.
jointEntities[.littleFingerTip]?.isEnabled = false
}
// Update the positions of all other hand joint spheres.
for (jointName, entity) in jointEntities {
if jointName == .littleFingerTip {
// Already handled the pinky above.
continue
}
guard let joint = handAnchor.handSkeleton?.joint(jointName),
joint.isTracked else {
entity.isEnabled = false
continue
}
entity.isEnabled = true
let jointTransform = handAnchor.originFromAnchorTransform * joint.anchorFromJointTransform
entity.transform.translation = SIMD3<Float>(jointTransform.columns.3.x,
jointTransform.columns.3.y,
jointTransform.columns.3.z)
}
}
I’ve attached both a profiler trace and a video recording from Vision Pro that clearly demonstrate the issue.
Profiler: https://drive.google.com/file/d/1fDWyGj_fgxud2ngkGH_IVmuH_kO-z0XZ
Vision Pro Recordings:
https://drive.google.com/file/d/17qo3U9ivwYBsbaSm26fjaOokkJApbkz-
https://drive.google.com/file/d/1LxTxgudMvWDhOqKVuhc3QaHfY_1x8iA0
Has anyone else experienced this behavior? My thought is that there might be some background calculations happening at the OS level causing this latency. Any guidance would be greatly appreciated.
Thanks!
I noticed in the latest macOS beta 3 that there was this update:
A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451)
I am not noticing any difference to before with the reconstructions I tested so I am assuming it's reverting to the old model but in the logs there is no way to see if it succeeds or fails to download that new model.
do you have any more information on what was improved here with some examples and what we should be looking for? also how can confirm the download of that new model has not failed?
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。
Currently I am using mixed style immersive view to place both my WindowView(plain style) and ImmersiveView content together. The issue is that the rendering depth testing may always let the virtual content block my normal WindowView. Is it possible to manually set windowedVIew always displays in the front of my virtual view in mixed style immersion? (I know modelSortGroup but it doesn't quite fits here)
Or if I can dynamically change the .progressive value when the immersive space is open (set the value to zero means .mixed itself right?)
Environment
Xcode: 16.2
VisionOS SDK 2.4
Swift 6.1
Targets: Apple Vision Pro (immersive space)
Frameworks: ARKit, RealityKit, SwiftUI
What I’m Trying to Do
I have a view-model class PlacementManager that holds two AR providers:
private var worldTracking: WorldTrackingProvider
private var planeDetection: PlaneDetectionProvider
I want to dynamically replace these providers in a setEnvironment(_:) method (so I can save/clear a JSON scene and restart ARKit).
What’s Happening
If I declare them as :
private let worldTracking = WorldTrackingProvider()
private let planeDetection = PlaneDetectionProvider()
I get compile-errors when I later do:
self.worldTracking = newWorldTracking // Cannot assign to property: 'worldTracking' is a 'let' constant
If I change them to un-initialized vars:
private var worldTracking: WorldTrackingProvider
private var planeDetection: PlaneDetectionProvider
then in my init() I get:
self used in property access 'worldTracking' before all stored properties are initialized
Code snipet
@Observable
final class PlacementManager : ObservableObject {
private var worldTracking: WorldTrackingProvider
private var planeDetection: PlaneDetectionProvider
// … other props …
@MainActor
init() {
// error: self.worldTracking used before init…
planeAnchorHandler = PlaneAnchorHandler(rootEntity: root)
persistenceManager = PersistenceManager(
worldTracking: worldTracking,
rootEntity: root
)
// …
}
@MainActor
func setEnvironment(env: Environnement) async {
let newWorldTracking = WorldTrackingProvider()
let newPlaneDetection = PlaneDetectionProvider()
try await appState!.arkitSession.run(
[ newWorldTracking, newPlaneDetection ]
)
self.worldTracking = newWorldTracking
self.planeDetection = newPlaneDetection
// …
}
}
What I’ve Tried
Giving them default values at declaration (= WorldTrackingProvider())
Initializing them at the top of init() before any use
Passing the new providers into arkitSession.run(...)
My Question
What is the recommended Swift-style pattern to declare and reassign these ARKit provider properties so that:
They’re fully initialized before use in init(), and
I can swap them out later in setEnvironment(...) without compiler errors?
Any pointers (or links to forum threads / docs) would be greatly appreciated!
I first started using the SwiftUI pushWindow API in visionOS 26.2, and I've reported several bugs I discovered, listed below.
Under certain circumstances, pushed window relationships may break, and this behavior affects all other apps, not just the app that caused the problem, until the next device reboot. In other cases, the system may crash and restart.
(FB21287011) When a window presented with pushWindow is dismissed, its parent window reappears in the wrong location
(FB21294645) Pinning a pushed window to a wall breaks pushWindow for all other apps on the system
(FB21594646) pushWindow interacts poorly with the window bar close app option
(FB21652261) If a window locked to a wall calls pushWindow, the original window becomes unlocked
(FB21652271) If a window locked in place calls pushWindow and the pushed window is closed, the system freezes
(FB21828413) pushWindow, UIApplication.open, and a dismissed immersive space result in multiple failures that require a device reboot
(FB21840747) visionOS randomly foregrounds a backgrounded immersive space app with a pushed window's parent window visible instead of the pushed window
(FB21864652) When a running app is selected in the visionOS home view, windows presented with pushWindow spontaneously close
(FB21873482) Pushed windows use the fixed scaling behavior instead of the dynamic scaling behavior
I'm posting the issues here in case this information is helpful to other developers. I'd also like to hear about other pushWindow issues developers have encountered, so I can watch out for them.
Questions:
I've discovered that some of the issues above can be partially worked around by applying the defaultLaunchBehavior and restorationBehavior scene modifiers to suppress window restoration and locking, which pushWindow appears to interact poorly with. Are there other recommended workarounds?
I've observed that the Photos and Settings apps, which predate the pushWindow API, are not affected by the issues I reported. Are there other more reliable ways I could achieve the same behavior as pushWindow without relying on that API?
I'd appreciate any guidance Apple engineers could provide. Thank you.
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?
Topic:
Spatial Computing
SubTopic:
General
Hi, I'm currently implementing 180° / 360° property for immersive video in my app.
I was able to implement 360° easily by just giving VideoMaterial to flipped sphere.
However, I'm bit stuck at 180°. I want to implement by setting VideoMaterial to hemisphere mesh. But since RealityKit doesn't provide default function such like MeshResource.generateHemisphere yet, I just want to apply VideoMaterial half front visible, and half back transparent. I thought this would make my sphere looks like hemisphere.
But I can't find my way to implement this method.. I would appreciate any advice / idea / information that might help.
I have an entity that was created using Mixamo, and it has an animation.
after the animation completes the mesh of the robot is not where the entity is positioned.
I want to do something like when the animation finishes, I set the root entity's transform to the mesh's transform. There are no transformations applied to any of the children of this root of the model, which means that the transformations are applied to the skeleton due the the playing of animations.
Is there a way where I can apply the final position of the root of the skeleton to the root entity to make sure to position the entity where the animation has ended just before the next animation plays?
Can I apply .scrollInputBehavior(.enabled, for: .look) to a WebView (wrapped UIViewRepresentable) in a visionOS 26 app?
I tried it myself, but I couldn't do it, so I would like to know if there is any way to do this.
Best regards.
I am running a Spatial Rendering App template demo, it shows “No People Found ” “There is no one nearby to share with”.
How can I stream videos rendered by Mac to my vision pro
I am using macOS 26.0, visionOS 26, Xcode 26
Topic:
Spatial Computing
SubTopic:
General
I created a new Spatial Rendering App from the template in Xcode 26.0.1. When I run the app, click 'Show Immersive Space' and select my Vision Pro from the pop-up dialog, the content in the dialog flickers (which seems to indicate something crashed) and nothing appears on my Vision Pro.
I'm running the released macOS 26.0 (25A354) and visionOS 26.0 (23M336). Filed as FB20397093.
This is a very exciting feature in 26.4 beta. But from the document, it seems can only integrate with NVIDIA CloudXR™ SDK.
I'm wondering if it's possible to use this tool to stream immersive video from Mac to Vision Pro?