If I trigger the apple rating modal in an Immersive space it appears on the ground in (0,0,0) I need it to be in front of the user like push notification perimssion does or other permissions requests.
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I have discovered that RemoteImmersiveSpace is limited to utilizing the structure of the CompositorContent protocol, precluding direct invocation of RealityView. Consequently, I am interested in understanding the appropriate method for integrating CompositorContent within RemoteImmersiveSpace. Thanks.
Hi,
When viewing a spatial photo scene on the Apple Vision Pro Photos app, you can tap on the immersive icon on the top right corner to transaction from the window presenting the image as spatial3d to an immersive photo scene with spatial3DImmersive where the window borders disappear. Could someone explain how to achieve that? I tried to do it but once I transition from spatial3d to spatial3DImmersive I can see still see a rectangle around the spatial image.
Thanks.
https://developer.apple.com/cn/augmented-reality/tools/. Why is this address missing? Reality Converter, what should we use now to convert the model
Hi, are we allowed to push the default support in Package.swift up to iOS 18 to allow for the latest APIs?
And with the terms of the competition, can we use stock 3D USDZ assets?
Thank you!
Suppose there was an immersiveSpace, and an Entity() being added to the space as child entity of the content. This entity is responsible for playing background music by calling prepareAudio, gaining a controller and play the music. (check the basic code below)
When it was playing music, a .plain window and an immersiveSpace are both presented. I believe this immersiveSpace is holding the handle of the controller so as long as immersiveSpace is open, the music won't stop.
However if I close the .plain window (by closing system-level close button), the music just stopped. But the immersiveSpace is still open. If right now I check the value of controller.isPlaying, it was still true. But you just cannot hear the music anymore.
To reproduce, simply open an visionOS template App project, selecting volume and full immersive, and replace some code inImmersiveView.swift with the code below. Also simply drag any .mp3 file and replace the AudioFileResource's name. And you could reproduce this bug.
RealityView { content in
// Add the initial RealityKit content
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
// Put skybox here. See example in World project available at
// https://developer.apple.com/
if let audioResource = try? await AudioFileResource(named: "anyMP3file.mp3") {
let ent = Entity()
immersiveContentEntity.addChild(ent)
let controller = ent.prepareAudio(audioResource)
controller.play()
}
}
}
I wonder why this happen? I mean how should I keep the music playing when I close the .plain window?
Thanks!
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,
Topic:
Spatial Computing
SubTopic:
General
Tags:
Enterprise
Entitlements
Business and Enterprise
visionOS
prefetching logic for UICollectionView on VisionOS does not work.
I have set up a Standalone test repo to demonstrate this issue. This repo is basically a visionOS version of Apple's guide project on implementation of prefetching logic.
in repo you will see a simple ViewController that has UICollectionView, wrapped inside UIViewControllerRepresentable.
on scroll, it should print 🕊️ prefetch start on console to demonstrate func collectionView(_ collectionView: UICollectionView, prefetchItemsAt indexPaths: [IndexPath]) is called. However it never happens on VisionOS devices.
With the same code it behaves correctly on iOS devices
Topic:
Spatial Computing
SubTopic:
General
Tags:
SwiftUI
UIKit
visionOS
iPad and iOS apps on visionOS
my coworkers and i are guessing at what data defines an anchor. i tried searching but struggled to find anything helpful.
our best guess was a combination Triangular Irregular Networks (TIN), gps, magnetic compass direction and maybe elevation sensors.
is this documented anywhere? if not, can a definition or description be provided?
It's much easier to use custom material to bridge metal shader onto Reality model than using LowLevelTexture does the same thing.
Why VisionOS doesn't support this material:
I want to implement the functions in this video, how should I set the window
Game Controller Input Limitations in visionOS Volumetric Windows
Hello Apple Developer Community,
I'm developing a game for visionOS and have encountered significant limitations with game controller input when using volumetric windows (WindowGroup with .volumetric style). I'd appreciate clarification on whether this is expected behavior and any guidance on best practices.
🧩 Issue Summary
When using a DualSense controller with a volumetric window in visionOS, only a subset of controller inputs are available to the app. The remaining inputs appear to be reserved by the system for UI navigation.
✅ Working Inputs (Volumetric Window)
D-Pad (all directions)
L3 (left thumbstick button click)
R3 (right thumbstick button click)
Menu button
Options button
❌ Not Working Inputs (Volumetric Window)
Left thumbstick analog movement (used for UI scrolling instead)
Right thumbstick analog movement (used for UI scrolling instead)
Face buttons (Cross, Circle, Square, Triangle / A, B, X, Y)
Shoulder buttons (L1, R1)
Triggers (L2, R2)
Key observation: When moving the left thumbstick in a volumetric window, the window's UI scrolls vertically instead of sending input to my app's GameController handlers. Similarly, face buttons seem to be reserved for system UI interactions.
⚙️ Implementation Details
I'm using the standard GameController framework:
Connect to controller via GCController.controllers()
Access extendedGamepad profile
Set up valueChangedHandler and pressedChangedHandler for all inputs
Handlers confirmed registered via logging
Working inputs (D-Pad, L3, R3) trigger immediately and consistently
Non-working inputs (thumbsticks, face buttons) never trigger
🧠 Critical Finding: ImmersiveSpace Works Perfectly
When testing the exact same code in an ImmersiveSpace (.mixed immersion style), all controller inputs work perfectly:
✅ Both thumbsticks provide full analog input
✅ All face buttons trigger their handlers
✅ All shoulder buttons and triggers work correctly
✅ 100% success rate with no intermittent issues
This suggests the issue isn't with my code, but rather how visionOS handles controller input differently between Volumetric Windows and ImmersiveSpace.
🧪 Test Environment
I created a minimal test project (Controller-Playground) to isolate the issue:
A simple ControllerTester class that registers all GameController handlers
A visual UI showing real-time input state
No game logic, RealityKit physics, or other complexity
Results
In volumetric window: Only D-Pad, L3, R3, Menu, Options work
In ImmersiveSpace: All inputs work perfectly
This confirms the limitation exists at the visionOS platform level, not in app code.
🧰 Attempted Workarounds
I tried the following without success:
Setting GCSupportsControllerUserInteraction = false in Info.plist
Setting UIRequiresFullScreen = true
Changing window styles (.plain, .volumetric)
Polling vs. handler-based input approaches
Various threading models (MainActor, separate thread)
Result: The only way to enable full controller support is to switch to ImmersiveSpace.
❓ Questions for Apple
Is this input reservation behavior in volumetric windows intended and documented?
Are game controllers expected to have limited functionality in volumetric windows while full functionality is reserved for ImmersiveSpace?
Is there a way to request full controller input access in a volumetric window, or is ImmersiveSpace the only option for complete controller support?
Where can I find official documentation about controller input differences between window types?
Are there any APIs or configuration options to disable system controller shortcuts in volumetric windows?
🎯 Impact
This limitation has a significant effect on game design and architecture:
Volumetric windows offer a multitasking-friendly, less immersive experience
ImmersiveSpace provides full controller support but may be more immersive than some games require
Games that only need basic D-Pad and button input can work fine in volumetric windows
Games requiring analog sticks or face buttons must currently use ImmersiveSpace
It would be very helpful if Apple could clarify or reference existing documentation regarding controller input handling in different visionOS window types. If such documentation doesn't exist yet, it might be valuable to include this information in future developer guides or best-practice documents.
🕹 Current Workaround
For now, I'm using:
D-Pad for character movement (digital 8-direction)
R3 (right stick click) as a substitute for the "X" button
This setup allows the game to function within a volumetric window, though full controller support still requires ImmersiveSpace.
📄 Request
If this is expected behavior, I may have simply missed the relevant documentation — could you please point me to any existing resources that explain this design?
If there isn't one yet, it would be great if future visionOS documentation could:
Clearly outline controller input behavior across window types
Provide guidance on when to use Volumetric Windows vs. ImmersiveSpace for games
Consider adding an API option to request full controller access when appropriate
If this is not expected behavior, I'm happy to file a detailed bug report with sample code.
💻 System Information
visionOS: Latest Simulator
Xcode: Latest version
Controller: Sony DualSense
Framework: GameController (standard extendedGamepad profile)
Test project: Minimal reproducible example available
Thank you for any clarification or guidance you can provide. This information would be valuable for many developers working on visionOS games.
Hi, I am a new developer. I want to add articulated objects and deformable objects into my AR game. I haven't found any tutorial on this, I hope to interact with these objects. Please let me know if this is available in visionOS.
Is it possible to create a button in my app that will turn on the spatial personas for the user? Currently the only way I know of turning on spatial personas is by selecting the cube icon in the FaceTime window which is quite clunky for people unfamiliar with the Vision Pro's UI. Any help would be appreciated.
I am creating a vision pro app with a 3D model, it has a mesh hierarchy of head, hands, feet etc. I want the character to look towards the camera, but am not able to access head of character through sceneKit nor reality kit. when I try to print names of the child meshes, it only prints till the character, it does iterate through all the body parts. Can anyone help?
I started a new project using RealityKit and RealityView, intended as an AR app on iPhone and iPad, but eventually VisionOS as well. I'm challenged because I find much of the recent documentations, WWDC videos, etc, include features that are VisionOS only.
Right now, I would simply like to create some gesture functionality that is similar to AR Quick Look defaults, meaning drag to reposition, two fingers to rotate or zoom. In the past, this would be implemented with something like:
arView.installGestures([.all], for: entity)
however, with RealityView I don't know how (or if possible) to access an ARView.
In RealityKit, I have found this doc: https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
However, many of the features in that posting are VisionOS only, and I've found no good documentation on the topic that is specific or at least compatible with iOS.
I know reverting to an ARView is an option, but I want to use RealityView if at all possible as I see it as more forward-looking.
Topic:
Spatial Computing
SubTopic:
General
When you click the button in the background of three horizontal lines, when the view is about to appear, add buried event statistics, but click the button to close it, it will repeat the view will appear method API, equivalent to the view method repeated execution twice, resulting in incorrect buried event statistics
Hello! I’m excited to see that Look to Scroll has been included in visionOS 26 Beta. I’m aiming to achieve a feature where the user’s gaze at a specific edge automatically scrolls to that position. However, I’ve experimented with ScrollView and haven’t been able to trigger this functionality. Could you advise if additional API modifiers are necessary? Thank you!
Hi all,
I am currently developing a game in Unity for VisionOS and I'd prefer to use the PSVR2 controllers as a source of the raycast for menu selection instead of the default VisionOS gaze for my specific use case. Is there a way to access the IMU of PSVR2 controllers to do this instead of just using eyegaze + controller click for selection? Is there a specific configuration for GCController from within Unity maybe?
Thank you!
I want to step into portal world. I've know PortalCrossingComponent can make an entity to cross portal, but how to make device cross into portal world?