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Tapping once with both hands only works sometimes in visionOS
Hello! I have an iOS app where I am looking into support for visionOS. I have a whole bunch of gestures set up using UIGestureRecognizer and so far most of them work great in visionOS! But I do see something odd that I am not sure can be fixed on my end. I have a UITapGestureRecognizer which is set up with numberOfTouchesRequired = 2 which I am assuming translates in visionOS to when you tap your thumb and index finger on both hands. When I tap with both hands sometimes this tap gesture gets kicked off and other times it doesn't and it says it only received one touch when it should be two. Interestingly, I see this behavior in Apple Maps where tapping once with both hands should zoom out the map, which only works sometimes. Can anyone explain this or am I missing something?
6
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1.7k
Apr ’26
How to renew visionOS Enterprise API entitlement / license?
Hi everyone, I’m currently using the visionOS Enterprise APIs, and I noticed in the official documentation that: However, I couldn’t find any clear instructions on how to actually renew the license. What is the correct process to renew a visionOS Enterprise API license? Do I need to submit a new entitlement request again to renew? Is there any official step-by-step guide or documentation for renewal? Any advice or shared experience would be greatly appreciated 🙏 Thank you!
1
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1.6k
Mar ’26
Help with visionOS pushWindow issues requested
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.
2
3
1.5k
Mar ’26
Website environment disappears suddenly
After I updated to visionOS 26.4, I noticed my website environment would suddenly turn off occasionally while I was watching YouTube in Safari. My M2 AVP was still warm after the update. Is turning off a website environment expected behavior when the headset gets warm (e.g., perhaps to reduce load)? If not, anyone have an idea this might happen?
1
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914
Mar ’26
Immersive API
After updating to visionOS 26.4, I went to Safari's Feature Flags page to reenable Website environment, and I found the Website environment switch had been moved from the top and into the list of switches below. In its place is "Immersive API". I could not find any documentation on this. Anyone know what it is for or can point me to documentation?
1
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867
Mar ’26
Official visionOS sample "Creating an interactive 3D model in visionOS" fails to restore/show the car model when relaunched from Home
Environment: Device: Apple Vision Pro visionOS: 26.3.1 Xcode: 26.2 (17C52) Sample: Creating an interactive 3D model in visionOS Repro steps: Build and run the official sample from Xcode Confirm the car model displays correctly Quit the app Relaunch the app from Home Observe that the official car model no longer appears / fails to restore correctly Expected: The official car model should display normally after relaunching from Home Actual: The sample works when launched from Xcode, but fails when relaunched from Home
1
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342
Mar ’26
RoomCaptureView runs on the latest system with a serious bug causing errors
I am using RoomCaptureView for house scanning and modeling On the latest iOS 26, the following issues were encountered The program runs well on iOS 26 and below, but on iOS 26 and above, the probability of scene localization failure becomes abnormally high, and accurate indoor localization cannot be obtained. Additionally, the probability of using RoomBuilder to merge models is also high After compiling the program using xcode 26 or above, a necessary bug appeared when running it on iOS 26, RoomCaptureView is completely unable to run The error message is {RoomCaptureSession. Capture Error's' Internal error '} And the camera interface of RoomCaptureView has turned into a splash screen Another Debug error occurred:{ -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation Fragment Function(realitykit::fsSurfaceShadow): incorrect type of texture (MTLTextureType2D) bound at Texture binding at index 14 (expect MTLTextureType1D) for tonemapLUT[0]. } When using programs compiled under xcode 26 and running on iOS 26, this issue will not occur
1
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594
Mar ’26
Cannot find devices in RemoteImmersiveSpace
Hi, I'm running the Spatial Rendering App sample on a Macbook Pro running 26.4 Beta and the Vision Pro running visionOS 26.3.1. Handoff and SharePlay are on, both devices are on the same Apple ID and network, and SharePlay screen sharing works fine between the two devices. However, when calling openImmersiveSpace, the device picker fails to present and no devices are found. Errors from console: ((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - .../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 638: (os/kern) failure (0x5) Unable to present an ImmersiveSpace for Scene id 'Compositor Services' Is this a known bug or I'm I missing something? Thanks!
2
1
1.8k
Mar ’26
[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?
12
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4.5k
Mar ’26
Position and orientation of a window in an immersive space
Is it possible to retrieve the position and orientation of a window that is opened in an immersive space? The following code: struct MyWindow: View { var body: some View { VStack { Text("Hello") } .onGeometryChange3D(for: Point3D.self) { proxy in try! proxy .coordinateSpace3D() .convert(value: Point3D.zero, to: .worldReference) } action : { point in print(point) } } } seems to work for the position, but I also need the orientation.
0
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1.2k
Mar ’26
ImageAnchoringSource from URL
Hello, I was wondering how I can initialize an ImageAnchoringSource using https://developer.apple.com/documentation/realitykit/anchoringcomponent/imageanchoringsource/init(_:) When I construct one using a URL, it doesn't seem to be tracked and I see in the following when I debug print the component: ▿ 0 : AnchoringComponent ▿ target : Target ▿ referenceImage : 1 element ▿ from : ImageAnchoringSource ▿ url : Optional<URL> ▿ some : file:///var/mobile/Containers/Data/Application/D1126EA0-A1D7-468F-A40C-8578B7F5BDDF/Library/Caches/CodeCache/0E457AA7-2195-48B9-9DD4-58CEB9397F69.png - _url : file:///var/mobile/Containers/Data/Application/D1126EA0-A1D7-468F-A40C-8578B7F5BDDF/Library/Caches/CodeCache/0E457AA7-2195-48B9-9DD4-58CEB9397F69.png - _parseInfo : nil - _baseParseInfo : nil - name : nil - group : nil ▿ trackingMode : TrackingMode - trackingMode : 2 Is there a specific format for the parseInfo? When I use the same image to make an image anchoring source by group and name in AR Resources, it is tracked. Thank you!
2
1
1.6k
Mar ’26
Possible Bug - Hover Effects/Spatial Event Compatibilty with PSVR2 Controllers?
Hi, I would like clarification on whether the new hover effects feature introduced in vision os 26 supported pinch gestures through the psvr 2 controllers. In your sample application, I found that this was not working. Pulling the trigger on the controller whilst looking at the 3d object did not activate the hover effect spatial event in the sample application. (The object is showing the highlight though), only pinch clicking with my fingers seem to be registering/triggering the spatial event. I am using Vision OS 26.3 This is inconsistent with how the psvr2 controller behaves on swift ui views and ui view elements, where the trigger press does count as a button click. The sample I used was this one: https://developer.apple.com/documentation/compositorservices/rendering_hover_effects_in_metal_immersive_apps
2
0
1.4k
Mar ’26
Draw An Outline Around a Model Entity
Hi, Is there a resource or sample code about how to draw an outline around a mesh in RealityKit? Typically, this is useful for visualizing a selection, like in Reality Composer Pro. How to achieve such effect? A shader material? A post-process effect in ARView or RealityRenderer? Methods such as duplicating the entity mesh, scaling it, and using material.faceCulling = .front did not look good in my experiments. Thank you.
1
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945
Feb ’26
Reality Kit Scene
Hi, I’m wondering whether RealityKit has its own scene management system, since it uses ARView (backed by ARKit) to present AR content. Does RealityKit manage scenes independently, or does it rely entirely on ARKit’s scene handling? Thank you.
1
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480
Feb ’26
360° video playback Issue
When rendering an equirectangular video on a sphere using VideoMaterial and MeshResource.generateSphere(), there is a visible black seam line running vertically on the sphere. This appears to be at the UV seam where the texture coordinates wrap from 1.0 back to 0.0. The same video file plays without any visible seam in other 360° video players on Vision Pro, so the issue is not with the video content itself. Here is the relevant code: private func createVideoSphere(content: RealityViewContent, player: AVPlayer) { let sphere = MeshResource.generateSphere(radius: 1000) let material = VideoMaterial(avPlayer: player) let entity = ModelEntity(mesh: sphere, materials: [material]) entity.scale *= .init(x: -1, y: 1, z: 1) // Flip to render on inside content.add(entity) player.play() } The setup is straightforward: MeshResource.generateSphere(radius: 1000) generates the sphere mesh VideoMaterial(avPlayer:) provides the video texture X scale is flipped to -1 so the texture renders on the inside of the sphere The video is a standard equirectangular 360° MP4 file What I've tried: I attempted to create a custom sphere mesh using MeshDescriptor with duplicate vertices at the UV seam (longitude 0°/360°) to ensure proper UV continuity. However, VideoMaterial did not render any video on the custom mesh (only audio played), and the app eventually crashed. It seems VideoMaterial may have specific mesh requirements. Questions: Is the black seam a known limitation of MeshResource.generateSphere() when used with VideoMaterial for 360° video? Is there a recommended way to eliminate this UV seam — for example, a texture addressing mode or a specific mesh configuration that works with VideoMaterial? Is there an official sample project or code example for playing 360° equirectangular video in a fully immersive space on visionOS? That would be extremely helpful as a reference. Any guidance would be greatly appreciated. Thank you!
0
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831
Feb ’26
RealityKit_DirectionalLight_Question
My application calculates three distinct Meesus Double [x, y, z] Radian values to light a sphere in RealityKit with DirectionalLight. It is my understanding that I must use (simd_quatf) for each radian value to properly light the sphere in the view. The code correctly [orientates] the sphere with the combined (simd_quatf) DirectionalLight in the view, but the illumination (Z-axis) fails to properly illuminate the sphere with the expected result, compared to associated Meesus web page images. For the moment, I do not know how to correct the (Z-axis). Curious for a suggestion ... :] // Location values. let theLatitude: Double = 51.13107260 let theLongitude: Double = -114.01127910 let currentDate: Date = Date() struct TheCalculatedMoonPhaseTest_ContentView: View { var body: some View { VStack { if #available(macOS 15.0, *) { RealityView { content in let moonSphere_Entity = Entity.createSphere(radius: 0.90, color: .black) moonSphere.Entity.name = "MoonSphere" moonSphere.Entity.position = SIMD3<Float>(x: 0, y: 0, z: 0) content.add(moonSphere.Entity) let sunLight_Entity = createDirectionalLight(latitude: theLatitude, longitude: theLongitude, date: currentDate) content.add(sunLight_Entity) } // End of [RealityView] } else { // Earlier version required. } // End of [if #available(macOS 15.0, *)] } // End of [VStack] .background(Color.black) } // End of [var body: some View] // MARK: - 🟠🟠🟠🟠 [SET THE BACKGROUND COLOUR] 🟠🟠🟠🟠 var backgroundColor: Color = Color.init(.black) // MARK: - 🟠🟠🟠🟠 [CREATE THE DIRECTIONAL LIGHT FOR THE SPHERE] 🟠🟠🟠🟠 func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity { let directionalLight = DirectionalLight() directionalLight.light.color = .white directionalLight.light.intensity = 1000000 directionalLight.shadow = DirectionalLightComponent.Shadow() directionalLight.shadow?.maximumDistance = 5 directionalLight.shadow?.depthBias = 1 // MARK: 🟠🟠🟠🟠 Retrieve the [MEESUS MOON AGE VALUES] from the [CONSTANT FOLDER] 🟠🟠🟠🟠 let theMeesusMoonAge_LunarAgeDaysValue = 25.90567592898601 if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00) { let someCalculatedX_WestEastRadian: Float = Float(1.00) // Identify the sphere’s DirectionalLight Tilt Angle (Y) radian value :: // Note :: The following Tilt Angle is corrected to [Zenith] with the [MeesusCalculatedTilt_Angle] minus the [MeesusCalculatedPar_Angle]. let someCalculatedY_TiltAngleRadian: Float = Float(1.3396086) // Identify the sphere’s DirectionalLight Illumination (Z) radian Value :: // Note :: The Meesus calculated illumination fraction is converted to degrees, then converted to a radian value. let someCalculatedZ_IlluminationAngleRadian: Float = Float(0.45176168630244457) // <=== 14.3800% Illumination. // Define rotation angles in radians for X, Y, and Z axes. let x_Radians = someCalculatedX_WestEastRadian let y_Radians = someCalculatedY_TiltAngleRadian let z_Radians = someCalculatedZ_IlluminationAngleRadian // Identify and separate the quaternion [simd_quatf] for each Radian. let q_X = simd_quatf(angle: x_Radians, axis: SIMD3<Float>(1, 0, 0)) let q_Y = simd_quatf(angle: y_Radians, axis: SIMD3<Float>(0, 1, 0)) let q_Z = simd_quatf(angle: z_Radians, axis: SIMD3<Float>(0, 0, 1)) // Apply and combine the rotations, where order matters. let combinedRotation = q_Z * q_Y * q_X // Identify the [Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [combinedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Normalize the [combinedRotation]. let theNormalizesRotation = simd_normalize(combinedRotation) // Identify the [Normalized Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [normalizedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Assume the [theNormalizesRotation] appears reversed. let theCorrectedRotation = theNormalizesRotation.inverse // Identify the [Reversed Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [correctedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(-0.24427173, -0.61516714, 0.13599981)) ° Radians // Apply the [Corrected Rotation] to the entity. directionalLight.transform.rotation *= theCorrectedRotation // Add the [directionalLight] to the scene :: let anchor = AnchorEntity() anchor.addChild(directionalLight) } // End of [if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00)] return directionalLight } // End of [func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity] } // End of [struct TheCalculatedMoonPhaseTest_ContentView: View] // MARK: 🟠🟠🟠🟠 [ENTITY HELPER EXTENSION] 🟠🟠🟠🟠 extension Entity { static func createSphere(radius: Float, color: NSColor) -> Entity { let mesh = MeshResource.generateSphere(radius: radius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: color) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) entity.components.set(Transform()) return entity } // End of [static func createSphere(radius: Float, color: NSColor) -> Entity] } // End of [extension Entity] // Application Image :: Calgary // Website Image :: timeanddate // mooncalc.org
1
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514
Feb ’26
VisionOs Development: Seeking Advice on Key Strategic Crossroads
I am a developer working on developing a space journal application. During the development process, I encountered several crucial strategic and technical decisions, and I would like to hear the experiences of those who have gone through similar situations. Here are the simplified versions of several questions I have. Resource allocation: Which problem should I address first? Design direction: In terms of interaction and UI design, how should I balance "immersion" and "usability"? Market selection: Was it easier for a business to survive in the early stages as a B2B or B2C entity? Cost estimation: How can I reasonably present to my investors the development costs of this project? In order to avoid relying solely on intuition in my decisions, I created a short questionnaire, hoping to gather more structured opinions from my colleagues. If you are also exploring VisionOS, I sincerely hope you can take a few minutes to fill it out. The results are extremely important to me, and I would be more than happy to share the final summary findings with you.
1
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360
Feb ’26
Tapping once with both hands only works sometimes in visionOS
Hello! I have an iOS app where I am looking into support for visionOS. I have a whole bunch of gestures set up using UIGestureRecognizer and so far most of them work great in visionOS! But I do see something odd that I am not sure can be fixed on my end. I have a UITapGestureRecognizer which is set up with numberOfTouchesRequired = 2 which I am assuming translates in visionOS to when you tap your thumb and index finger on both hands. When I tap with both hands sometimes this tap gesture gets kicked off and other times it doesn't and it says it only received one touch when it should be two. Interestingly, I see this behavior in Apple Maps where tapping once with both hands should zoom out the map, which only works sometimes. Can anyone explain this or am I missing something?
Replies
6
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0
Views
1.7k
Activity
Apr ’26
How to renew visionOS Enterprise API entitlement / license?
Hi everyone, I’m currently using the visionOS Enterprise APIs, and I noticed in the official documentation that: However, I couldn’t find any clear instructions on how to actually renew the license. What is the correct process to renew a visionOS Enterprise API license? Do I need to submit a new entitlement request again to renew? Is there any official step-by-step guide or documentation for renewal? Any advice or shared experience would be greatly appreciated 🙏 Thank you!
Replies
1
Boosts
0
Views
1.6k
Activity
Mar ’26
Help with visionOS pushWindow issues requested
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.
Replies
2
Boosts
3
Views
1.5k
Activity
Mar ’26
Website environment disappears suddenly
After I updated to visionOS 26.4, I noticed my website environment would suddenly turn off occasionally while I was watching YouTube in Safari. My M2 AVP was still warm after the update. Is turning off a website environment expected behavior when the headset gets warm (e.g., perhaps to reduce load)? If not, anyone have an idea this might happen?
Replies
1
Boosts
0
Views
914
Activity
Mar ’26
Immersive API
After updating to visionOS 26.4, I went to Safari's Feature Flags page to reenable Website environment, and I found the Website environment switch had been moved from the top and into the list of switches below. In its place is "Immersive API". I could not find any documentation on this. Anyone know what it is for or can point me to documentation?
Replies
1
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0
Views
867
Activity
Mar ’26
Official visionOS sample "Creating an interactive 3D model in visionOS" fails to restore/show the car model when relaunched from Home
Environment: Device: Apple Vision Pro visionOS: 26.3.1 Xcode: 26.2 (17C52) Sample: Creating an interactive 3D model in visionOS Repro steps: Build and run the official sample from Xcode Confirm the car model displays correctly Quit the app Relaunch the app from Home Observe that the official car model no longer appears / fails to restore correctly Expected: The official car model should display normally after relaunching from Home Actual: The sample works when launched from Xcode, but fails when relaunched from Home
Replies
1
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0
Views
342
Activity
Mar ’26
How do you collect eye gaze data from vision pro
Hello, I know that Apple bans user from accessing to raw gaze data like gaze vector (x,y,z) or eye position. But when you do research on gaze data, how did you collect them from vision pro? Is there any App to solve this problem?
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0
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0
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253
Activity
Mar ’26
RoomCaptureView runs on the latest system with a serious bug causing errors
I am using RoomCaptureView for house scanning and modeling On the latest iOS 26, the following issues were encountered The program runs well on iOS 26 and below, but on iOS 26 and above, the probability of scene localization failure becomes abnormally high, and accurate indoor localization cannot be obtained. Additionally, the probability of using RoomBuilder to merge models is also high After compiling the program using xcode 26 or above, a necessary bug appeared when running it on iOS 26, RoomCaptureView is completely unable to run The error message is {RoomCaptureSession. Capture Error's' Internal error '} And the camera interface of RoomCaptureView has turned into a splash screen Another Debug error occurred:{ -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation Fragment Function(realitykit::fsSurfaceShadow): incorrect type of texture (MTLTextureType2D) bound at Texture binding at index 14 (expect MTLTextureType1D) for tonemapLUT[0]. } When using programs compiled under xcode 26 and running on iOS 26, this issue will not occur
Replies
1
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0
Views
594
Activity
Mar ’26
Cannot find devices in RemoteImmersiveSpace
Hi, I'm running the Spatial Rendering App sample on a Macbook Pro running 26.4 Beta and the Vision Pro running visionOS 26.3.1. Handoff and SharePlay are on, both devices are on the same Apple ID and network, and SharePlay screen sharing works fine between the two devices. However, when calling openImmersiveSpace, the device picker fails to present and no devices are found. Errors from console: ((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - .../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 638: (os/kern) failure (0x5) Unable to present an ImmersiveSpace for Scene id 'Compositor Services' Is this a known bug or I'm I missing something? Thanks!
Replies
2
Boosts
1
Views
1.8k
Activity
Mar ’26
[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?
Replies
12
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6
Views
4.5k
Activity
Mar ’26
Apple Vision Pro Usecase
Use case proposal: immersive mental visualisation and manifestation experiences on visionOS I'd like to open a discussion around a use case I believe is currently missing from the visionOS ecosystem
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0
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0
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391
Activity
Mar ’26
Position and orientation of a window in an immersive space
Is it possible to retrieve the position and orientation of a window that is opened in an immersive space? The following code: struct MyWindow: View { var body: some View { VStack { Text("Hello") } .onGeometryChange3D(for: Point3D.self) { proxy in try! proxy .coordinateSpace3D() .convert(value: Point3D.zero, to: .worldReference) } action : { point in print(point) } } } seems to work for the position, but I also need the orientation.
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0
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0
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1.2k
Activity
Mar ’26
Foveated Streaming - Can I stream Immersive Video from Mac
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?
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1
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0
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1.1k
Activity
Mar ’26
ImageAnchoringSource from URL
Hello, I was wondering how I can initialize an ImageAnchoringSource using https://developer.apple.com/documentation/realitykit/anchoringcomponent/imageanchoringsource/init(_:) When I construct one using a URL, it doesn't seem to be tracked and I see in the following when I debug print the component: ▿ 0 : AnchoringComponent ▿ target : Target ▿ referenceImage : 1 element ▿ from : ImageAnchoringSource ▿ url : Optional<URL> ▿ some : file:///var/mobile/Containers/Data/Application/D1126EA0-A1D7-468F-A40C-8578B7F5BDDF/Library/Caches/CodeCache/0E457AA7-2195-48B9-9DD4-58CEB9397F69.png - _url : file:///var/mobile/Containers/Data/Application/D1126EA0-A1D7-468F-A40C-8578B7F5BDDF/Library/Caches/CodeCache/0E457AA7-2195-48B9-9DD4-58CEB9397F69.png - _parseInfo : nil - _baseParseInfo : nil - name : nil - group : nil ▿ trackingMode : TrackingMode - trackingMode : 2 Is there a specific format for the parseInfo? When I use the same image to make an image anchoring source by group and name in AR Resources, it is tracked. Thank you!
Replies
2
Boosts
1
Views
1.6k
Activity
Mar ’26
Possible Bug - Hover Effects/Spatial Event Compatibilty with PSVR2 Controllers?
Hi, I would like clarification on whether the new hover effects feature introduced in vision os 26 supported pinch gestures through the psvr 2 controllers. In your sample application, I found that this was not working. Pulling the trigger on the controller whilst looking at the 3d object did not activate the hover effect spatial event in the sample application. (The object is showing the highlight though), only pinch clicking with my fingers seem to be registering/triggering the spatial event. I am using Vision OS 26.3 This is inconsistent with how the psvr2 controller behaves on swift ui views and ui view elements, where the trigger press does count as a button click. The sample I used was this one: https://developer.apple.com/documentation/compositorservices/rendering_hover_effects_in_metal_immersive_apps
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Activity
Mar ’26
Draw An Outline Around a Model Entity
Hi, Is there a resource or sample code about how to draw an outline around a mesh in RealityKit? Typically, this is useful for visualizing a selection, like in Reality Composer Pro. How to achieve such effect? A shader material? A post-process effect in ARView or RealityRenderer? Methods such as duplicating the entity mesh, scaling it, and using material.faceCulling = .front did not look good in my experiments. Thank you.
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945
Activity
Feb ’26
Reality Kit Scene
Hi, I’m wondering whether RealityKit has its own scene management system, since it uses ARView (backed by ARKit) to present AR content. Does RealityKit manage scenes independently, or does it rely entirely on ARKit’s scene handling? Thank you.
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480
Activity
Feb ’26
360° video playback Issue
When rendering an equirectangular video on a sphere using VideoMaterial and MeshResource.generateSphere(), there is a visible black seam line running vertically on the sphere. This appears to be at the UV seam where the texture coordinates wrap from 1.0 back to 0.0. The same video file plays without any visible seam in other 360° video players on Vision Pro, so the issue is not with the video content itself. Here is the relevant code: private func createVideoSphere(content: RealityViewContent, player: AVPlayer) { let sphere = MeshResource.generateSphere(radius: 1000) let material = VideoMaterial(avPlayer: player) let entity = ModelEntity(mesh: sphere, materials: [material]) entity.scale *= .init(x: -1, y: 1, z: 1) // Flip to render on inside content.add(entity) player.play() } The setup is straightforward: MeshResource.generateSphere(radius: 1000) generates the sphere mesh VideoMaterial(avPlayer:) provides the video texture X scale is flipped to -1 so the texture renders on the inside of the sphere The video is a standard equirectangular 360° MP4 file What I've tried: I attempted to create a custom sphere mesh using MeshDescriptor with duplicate vertices at the UV seam (longitude 0°/360°) to ensure proper UV continuity. However, VideoMaterial did not render any video on the custom mesh (only audio played), and the app eventually crashed. It seems VideoMaterial may have specific mesh requirements. Questions: Is the black seam a known limitation of MeshResource.generateSphere() when used with VideoMaterial for 360° video? Is there a recommended way to eliminate this UV seam — for example, a texture addressing mode or a specific mesh configuration that works with VideoMaterial? Is there an official sample project or code example for playing 360° equirectangular video in a fully immersive space on visionOS? That would be extremely helpful as a reference. Any guidance would be greatly appreciated. Thank you!
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831
Activity
Feb ’26
RealityKit_DirectionalLight_Question
My application calculates three distinct Meesus Double [x, y, z] Radian values to light a sphere in RealityKit with DirectionalLight. It is my understanding that I must use (simd_quatf) for each radian value to properly light the sphere in the view. The code correctly [orientates] the sphere with the combined (simd_quatf) DirectionalLight in the view, but the illumination (Z-axis) fails to properly illuminate the sphere with the expected result, compared to associated Meesus web page images. For the moment, I do not know how to correct the (Z-axis). Curious for a suggestion ... :] // Location values. let theLatitude: Double = 51.13107260 let theLongitude: Double = -114.01127910 let currentDate: Date = Date() struct TheCalculatedMoonPhaseTest_ContentView: View { var body: some View { VStack { if #available(macOS 15.0, *) { RealityView { content in let moonSphere_Entity = Entity.createSphere(radius: 0.90, color: .black) moonSphere.Entity.name = "MoonSphere" moonSphere.Entity.position = SIMD3<Float>(x: 0, y: 0, z: 0) content.add(moonSphere.Entity) let sunLight_Entity = createDirectionalLight(latitude: theLatitude, longitude: theLongitude, date: currentDate) content.add(sunLight_Entity) } // End of [RealityView] } else { // Earlier version required. } // End of [if #available(macOS 15.0, *)] } // End of [VStack] .background(Color.black) } // End of [var body: some View] // MARK: - 🟠🟠🟠🟠 [SET THE BACKGROUND COLOUR] 🟠🟠🟠🟠 var backgroundColor: Color = Color.init(.black) // MARK: - 🟠🟠🟠🟠 [CREATE THE DIRECTIONAL LIGHT FOR THE SPHERE] 🟠🟠🟠🟠 func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity { let directionalLight = DirectionalLight() directionalLight.light.color = .white directionalLight.light.intensity = 1000000 directionalLight.shadow = DirectionalLightComponent.Shadow() directionalLight.shadow?.maximumDistance = 5 directionalLight.shadow?.depthBias = 1 // MARK: 🟠🟠🟠🟠 Retrieve the [MEESUS MOON AGE VALUES] from the [CONSTANT FOLDER] 🟠🟠🟠🟠 let theMeesusMoonAge_LunarAgeDaysValue = 25.90567592898601 if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00) { let someCalculatedX_WestEastRadian: Float = Float(1.00) // Identify the sphere’s DirectionalLight Tilt Angle (Y) radian value :: // Note :: The following Tilt Angle is corrected to [Zenith] with the [MeesusCalculatedTilt_Angle] minus the [MeesusCalculatedPar_Angle]. let someCalculatedY_TiltAngleRadian: Float = Float(1.3396086) // Identify the sphere’s DirectionalLight Illumination (Z) radian Value :: // Note :: The Meesus calculated illumination fraction is converted to degrees, then converted to a radian value. let someCalculatedZ_IlluminationAngleRadian: Float = Float(0.45176168630244457) // <=== 14.3800% Illumination. // Define rotation angles in radians for X, Y, and Z axes. let x_Radians = someCalculatedX_WestEastRadian let y_Radians = someCalculatedY_TiltAngleRadian let z_Radians = someCalculatedZ_IlluminationAngleRadian // Identify and separate the quaternion [simd_quatf] for each Radian. let q_X = simd_quatf(angle: x_Radians, axis: SIMD3<Float>(1, 0, 0)) let q_Y = simd_quatf(angle: y_Radians, axis: SIMD3<Float>(0, 1, 0)) let q_Z = simd_quatf(angle: z_Radians, axis: SIMD3<Float>(0, 0, 1)) // Apply and combine the rotations, where order matters. let combinedRotation = q_Z * q_Y * q_X // Identify the [Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [combinedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Normalize the [combinedRotation]. let theNormalizesRotation = simd_normalize(combinedRotation) // Identify the [Normalized Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [normalizedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Assume the [theNormalizesRotation] appears reversed. let theCorrectedRotation = theNormalizesRotation.inverse // Identify the [Reversed Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [correctedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(-0.24427173, -0.61516714, 0.13599981)) ° Radians // Apply the [Corrected Rotation] to the entity. directionalLight.transform.rotation *= theCorrectedRotation // Add the [directionalLight] to the scene :: let anchor = AnchorEntity() anchor.addChild(directionalLight) } // End of [if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00)] return directionalLight } // End of [func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity] } // End of [struct TheCalculatedMoonPhaseTest_ContentView: View] // MARK: 🟠🟠🟠🟠 [ENTITY HELPER EXTENSION] 🟠🟠🟠🟠 extension Entity { static func createSphere(radius: Float, color: NSColor) -> Entity { let mesh = MeshResource.generateSphere(radius: radius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: color) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) entity.components.set(Transform()) return entity } // End of [static func createSphere(radius: Float, color: NSColor) -> Entity] } // End of [extension Entity] // Application Image :: Calgary // Website Image :: timeanddate // mooncalc.org
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514
Activity
Feb ’26
VisionOs Development: Seeking Advice on Key Strategic Crossroads
I am a developer working on developing a space journal application. During the development process, I encountered several crucial strategic and technical decisions, and I would like to hear the experiences of those who have gone through similar situations. Here are the simplified versions of several questions I have. Resource allocation: Which problem should I address first? Design direction: In terms of interaction and UI design, how should I balance "immersion" and "usability"? Market selection: Was it easier for a business to survive in the early stages as a B2B or B2C entity? Cost estimation: How can I reasonably present to my investors the development costs of this project? In order to avoid relying solely on intuition in my decisions, I created a short questionnaire, hoping to gather more structured opinions from my colleagues. If you are also exploring VisionOS, I sincerely hope you can take a few minutes to fill it out. The results are extremely important to me, and I would be more than happy to share the final summary findings with you.
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360
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Feb ’26