Posts under Spatial Computing topic

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Reality Composer Pro 3 Beta 2: Unable to configure Assistant model provider
In Reality Composer Pro 3 Beta 2 so version 3.0 (75.0.21.500.2), I’m unable to connect any model provider or complete setup for the Assistant feature. I tried the following API endpoints: OpenAI: https://api.openai.com/v1 https://api.openai.com/v1/responses https://api.openai.com/v1/chat/completions Anthropic / Claude: https://api.anthropic.com/v1 https://api.anthropic.com/v1/messages None of these allow the Assistant setup to complete. It is unclear what endpoint format Reality Composer Pro expects, or whether provider setup is currently broken in Beta 2. Ticket with a video showing the issue can be found here: FB23493842
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Reality Composer Pro 3 is unable to properly import my .usdz file
Hi, I’m running into an issue when importing a .usdz asset into Reality Composer Pro 3. The exact same asset was working perfectly in Reality Composer Pro 2, and it also works correctly when previewed in Xcode 27.0 beta or loaded directly in RealityKit from code. However, in Reality Composer Pro 3, the asset does not import correctly: The material appears completely broken and looks different from the original asset. The animations are not working. The same .usdz works as expected in Reality Composer Pro 2, including materials and animations. The same .usdz also works as expected in Xcode / RealityKit. I also noticed that the Preview app does not seem to import the asset correctly either. In Preview, the asset has the wrong orientation and it looks like the skeleton and animations may not be recognized properly. Here are a few screenshots showing how the asset appears in each app: Reality Composer Pro 2: asset works correctly, including materials and animations. Xcode 27.0 beta preview: asset works correctly, including materials and animations. Reality Composer Pro 3: material is broken and animations are not working. Preview app: wrong orientation, possible skeleton / animation import issue. I filed a ticket FB23214120 that contains an example Xcode project and RCP2 & RCP3 projects. Is there anything specific that changed in the USDZ import pipeline in Composer Pro 3 that could explain this behavior? Thanks!
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Can a RealityKit ShaderGraph read a custom-named USD primvar?
In Reality Composer Pro I try to read it with a Primvar Reader / Geometric Property node (type float), setting the name field to AttributeTest and also to primvars:AttributeTest. In both cases the node only returns its fallback value never the actual per-vertex data. No error or warning. If I instead author the data as a vertex Color Attribute so it exports as primvars:displayColor, the Geometry Color node reads it correctly. So the data pipeline works for the color slot, but not for a custom-named primvar. I actually verified in RCP 3 too i have the same issue, but at least you can see in RCP 3 that the attribute does actually live on the mesh when selecting it. Thanks.
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Access main camera on Apple Vision Pro
From visionOS 2.0 we can access Apple Vision Pro's main camera but only for Enterprise account as it is enterprise API only, I have a normal Developer account and I want to use main camera and want to have a video call feature in app by using main camera of AVP, is it possible to do it using developer account only. Currently using that account I am not able to create entitlement certificate as there is no option.
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How do I dismiss a presented sheet?
I'm developing an app requiring data entry across several devices. My SwiftUI app runs on iOS and iPadOS but I also want to run it on visionOS. I'm using the visionOS simulator. When I enter data in one of my views I use a Form within a .sheet and this works perfectly well on iOS and iPadOS and I can dismiss the sheet by simply tapping the view behind the sheet. On visionOS I click my + button, the sheet appears, I enter the data as usual but after that there is no gesture in the app I can perform with keyboard or mouse that will make the sheet disappear! Do I have to add a "Close" button for visionOS or is there a way to enable the same interaction that works on iPadOS?
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WorldAnchor instantly removed when SpatialTrackingSession and ARKitSession run together
Bug: When SpatialTrackingSession and ARKitSession + WorldTrackingProvider are running concurrently, any WorldAnchor added via WorldTrackingProvider.addAnchor() triggers .added followed immediately by .removed—without any user call to removeAnchor(). The anchor never persists in allAnchors. import SwiftUI import RealityKit import ARKit struct ImmersiveView: View { @State private var worldTracking: WorldTrackingProvider? @State private var arSession: ARKitSession? @State private var processWorldTrackingUpdatesTask: Task<Void, Never>? var body: some View { RealityView { content in let configuration = SpatialTrackingSession.Configuration(tracking: [.world]) if let unavailableCapabilities = await SpatialTrackingSession().run(configuration) { if unavailableCapabilities.anchor.contains(.world) { fatalError("World tracking is not available on this device.") } } let worldTracking = WorldTrackingProvider() let arSession = ARKitSession() self.arSession = arSession try! await arSession.run([worldTracking]) self.worldTracking = worldTracking processWorldTrackingUpdatesTask = Task { @MainActor [weak worldTracking] in guard let worldTracking else { return } for await update in worldTracking.anchorUpdates { let worldAnchor = update.anchor switch update.event { case .added: print("Anchor added: \(worldAnchor.id)") case .updated: print("Anchor updated: \(worldAnchor.id)") case .removed: fatalError("Anchor removed unexpectedly — this should not happen in this demo scenario.") } } } } .task { try? await Task.sleep(for: .seconds(3)) guard let worldTracking else { return } do { try await worldTracking.addAnchor(.init(originFromAnchorTransform: Transform.identity.matrix)) } catch { print("Error adding anchor: \(error)") } } } } Expected: Anchors persist until explicitly removed or out of range. Actual: SpatialTrackingSession interferes with WorldTrackingProvider's anchor lifecycle, causing immediate removal. This was originally reported in 2025 (https://developer.apple.com/forums/thread/773351) , but remains unfixed in visionOS 27.0 beta. I've re-filed as FB23420195.
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Gaussian Splat demo changed, supports USDZ?
Today, I picked up on my work on the Gaussian Splats demo from Apple I was working with last weekend, and it didn't work (I've updated everything to beta 2 this week). I tried downloading a fresh copy of the demo (in case I screwed mine up), and not only does it work, it can load Gaussian Splats data from a USDZ file. Am I mis-remembering what the demo was like last week vs. this week? This feels like major new functionality I haven't heard mentioned anywhere. Is there any documentation/guidance on how to package up Gaussian Splat data (e.g., originally from a PLY file) into a USDZ file?
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Allow External Apps to Remain Visible in an Immersive Space
Many apps utilize ImmersiveSpace simply to render large-scale, custom geometry (such as curved screens, wide-canvas media players, or specialized data visualizations) that cannot be achieved within a standard volumetric window limitations. However, users often still want to multitask—check Messages, reference Safari, access YouTube, etc. Forcing the user to exit the immersive space just to see their other apps breaks their workflow and creates a disjointed user experience. Proposed Solution: I propose adding a property to ImmersionStyle (or a similar API configuration) such as allowSharedSpaceVisibility. When enabled, this would: Allow the ImmersiveSpace to render its custom RealityKit content as usual and prevent the system from automatically hiding the user's existing Shared Space windows. Do me a solid here VisionOS team and please consider this feedback request. 🙏 FB: FB22973973 FB: FB21630340
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Backwards Compatibility
No technical justification is strong enough to erase months of developer work through incompatible project migrations without a reliable upgrade path. Reality Composer Pro has evolved quickly, but projects built around timelines, behaviors, transforms, spin, orbit, hide actions, and synchronized audio represent hundreds of hours of creative work. When those projects import with missing actions or stripped timelines, the cost isn’t just technical—it is developer time, money, and eduction that cannot be recovered. Please prioritize migration tools or compatibility layers that preserve existing timeline projects. Backward compatibility is not just about code; it is about respecting the investment developers make in your platform. Xcode 27 Beta 2 Reality Composer Pro 3 Import reports: Missing Transform To Missing Transform By Missing Spin Missing Orbit Missing Hide Missing timelines and behavior Audio synchronization no longer present 60 others. Basically any movement or action. For a new developer, this isn’t the loss of a feature. It’s the loss of two years of blindly learning, invested in a workflow that no longer exists. That work now survives only in memories of an app that never had the chance to be approved. Can i revert to the previous version? Thank you for any replies and the time taken.
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How do you get continuous eye-gaze coordinates on visionOS? (accessibility AAC app — all hover APIs return zero events)
Building Dasher (eye-gaze text-entry system for people with motor impairments — ALS, cerebral palsy, etc.) for visionOS. See https://github.com/dasher-project/Dasher-Apple The app needs continuous (x, y) gaze coordinates to steer a zooming alphabet interface. Vision Pro has incredible eye tracking hardware built in — this should be the perfect platform — but I can't get gaze coordinates through any API I've tried. What I've tested (all deliver zero events in a windowed app): UIHoverGestureRecognizer — Apple's docs say it "detects when the user is looking at a view" on visionOS. Added it to a UIView inside UIViewRepresentable. Looked at the view for 2+ minutes on real hardware. Console.app shows zero began/changed/ended callbacks. .onContinuousHover (SwiftUI) — zero .active phases delivered, whether attached to the canvas view or the ZStack root. UIPointerInteraction with a delegate — regionFor callback never fires. The system clearly is tracking gaze — I can see beginScrollingWithRegion events in Console.app with the correct window rect, and the visual hover highlight appears on buttons. But the coordinates are routed to scroll handling, not exposed as a usable pointer position. What does work: pinch-and-drag follows the hand position (where the pinch is in 3D space), not gaze. That's fine for general apps but doesn't help users who need eye-only control. What I'm wondering: Has anyone successfully received continuous gaze coordinates in a windowed (non-immersive) visionOS app? If so, which API? Is UIHoverGestureRecognizer supposed to work on UIView inside UIViewRepresentable, or does it require a pure UIKit view hierarchy? Is there an ARKit provider for eye tracking that I'm missing? I see HandTrackingProvider but no EyeTrackingProvider in the capability list. Could the issue be that my SwiftUI overlay (toolbar VStack) is intercepting hover events before they reach the canvas underneath? If so, how do you make a SwiftUI overlay pass-through for hover? Dasher is a well-established accessibility tool that lets people type using only their eyes. Its the fastest text entry method for eyegaze and head controlled systems. On every other platform (iOS with external trackers, Windows with Tobii, etc.) it reads continuous gaze coordinates and zooms toward wherever the user is looking. Vision Pro should be the best hardware for this — the tracking is already there, we just can't read it. If there's no public API for this, I'd love to know so I can scrap my feedback assistant entry!. If there IS a way and I've missed it, I'd be grateful for a pointer. Thanks!
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Reality Composer Pro should expose Assistant and project automation through MCP or a CLI
Reality Composer Pro 3 Assistant appears to have useful project-aware tool categories for working with scenes, assets, materials, animation, behavior trees, navigation, skeletons, audio, planning, documentation, and ShaderGraph material creation. It would be very helpful if a supported subset of these capabilities could be exposed to external developer tools through an Apple-provided MCP server, command-line tool, or similar local automation interface. Similar to what's possible with Xcode: https://developer.apple.com/documentation/Xcode/giving-external-agents-access-to-xcode Possible exposed capabilities could include: Querying and modifying scene hierarchy, entities, and components. Inspecting and managing project assets and structure. Working with materials and ShaderGraph/SSL material creation. Reading and editing animation libraries, timelines, skeletons, and rigs. Inspecting behavior trees and navigation data. Reading audio components and playback settings. Querying Reality Composer Pro documentation through the Assistant. Returning structured JSON responses for external tools. Letting external coding agents request project-aware plans or safe editor actions. Expected Result: Reality Composer Pro provides a documented, permission-aware MCP server, CLI, or similar interface that allows external developer tools to safely use supported Assistant/project capabilities. Actual Result: Reality Composer Pro Assistant is available only inside the app UI. External coding agents such as Codex or Claude Code cannot reliably inspect or automate Reality Composer Pro projects except through unsupported package/file manipulation. Why This Matters: Many developers now use coding agents alongside Xcode and Reality Composer Pro. A supported interface would make app development smoother by allowing those tools to coordinate Swift code, RealityKit assets, scene state, materials, animations, and Assistant workflows through an official integration point. Feedback ticket: FB23276072
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Jun ’26
Reality Composer Pro Assistant should support current provider APIs and latest frontier models
Reality Composer Pro Assistant currently appears limited to a fixed OpenAI model list and the legacy /v1/chat/completions endpoint. On Reality Composer Pro 3.0 (75.0.14.500.1), the OpenAI provider exposes only a small set of models such as gpt-4.1, gpt-4o, gpt-4o-mini, o1, and o3-mini. Newer models available through OpenAI’s current APIs are not usable. It would be nice to add support for current provider APIs, including OpenAI’s /v1/responses endpoint, and allow dynamic model discovery or manual custom model IDs. Feedback ticket: FB23274502
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Jun ’26
Reality Composer Pro exports to 'reality' file
I had planned on using the new version of Reality Composer Pro to export USDZ files for interactivity, but I noticed it can only export selected objects, and they export to a new '.reality' file type. I can't open these on MacOS26.6 or MacOS27. On the old version of Reality Composer Pro you could export the entire project as a USZ file, which was really cool since it was kind of universal and maintained many of the interactions. is this something that just hasn't been integrated yet?
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Jun ’26
How complicated should a tap-to-open animation for a box be in RCP3?
Before WWDC I had built a fairly simple tap-to-open suitcase where you could tap on an object inside to activate it. (Play audio, no are, etc) all of this was managed in the timeline, which no longer exists. This was really nice because the usdz file was easily shared as a storytelling tool. in the new version… do I really need a model with a closed state, an open state and an opening and closing animations to do something like this? Is there a transform I can perform on an object with a tap instead of creating a specific animation separately? And then using script graphing and animation graphing? I appreciate the in-depth tutorials to showcase the awesomefeatures, but I’m finding it hard to take the information for something as basic like this out of them. even a simple description of how to tap and open a door would make things easier to understand.
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Jun ’26
visionOS nearby SharePlay blocks local microphone capture
I created a minimal sample project that reproduces a microphone issue with nearby SharePlay / Window Sharing on Apple Vision Pro. Sample project: https://github.com/JerryNee/mic-demo Screen recording: https://youtu.be/aMj_A_leJWU Issue I first implemented SharePlay through FaceTime and found that local microphone capture was unavailable. That seemed understandable because FaceTime itself uses the microphone. I then moved the app to a nearby SharePlay / Window Sharing session specifically to avoid a FaceTime call, but local microphone capture still fails. Local microphone capture works before starting nearby SharePlay. After starting a nearby SharePlay / Window Sharing session with GroupActivities, the same app fails at: try audioEngine.start() This does not require a FaceTime call. It happens with an in-room nearby SharePlay / Window Sharing session. The screen recording also goes silent when the Share Window UI appears. I checked the MP4 audio track with ffmpeg silencedetect; audio becomes silent at about 00:00:22.60, matching the moment nearby sharing starts: silence_start: 22.600612 silence_end: 55.051927 | silence_duration: 32.451315 Environment Two nearby Apple Vision Pro devices Xcode device list: visionOS 27.0 and visionOS 26.5 Xcode 27.0, build 27A5194q Frameworks: GroupActivities, AVFoundation, Speech Entitlement: com.apple.developer.group-session Microphone and speech recognition permissions granted Steps Run the sample on Apple Vision Pro. Tap Start Listening and speak. Transcription works. Tap Stop Listening. Tap Start Nearby Session. Share with another nearby Apple Vision Pro. Tap Start Listening again while the nearby session is active. audioEngine.start() fails. Ending the nearby session makes microphone capture work again. Minimal microphone code let recognizer = SFSpeechRecognizer() let audioEngine = AVAudioEngine() let request = SFSpeechAudioBufferRecognitionRequest() request.shouldReportPartialResults = true let session = AVAudioSession.sharedInstance() try session.setCategory(.record, mode: .measurement, options: [.duckOthers]) try session.setActive(true) let input = audioEngine.inputNode let format = input.outputFormat(forBus: 0) input.installTap(onBus: 0, bufferSize: 1024, format: format) { buffer, _ in request.append(buffer) } audioEngine.prepare() try audioEngine.start() Minimal nearby SharePlay code struct MicDemoActivity: Codable, GroupActivity, Transferable { static let activityIdentifier = "com.example.mic-demo.nearby-mic-repro" static var transferRepresentation: some TransferRepresentation { CodableRepresentation(contentType: .micDemoActivity) } var metadata: GroupActivityMetadata { var metadata = GroupActivityMetadata() metadata.type = .generic metadata.title = "Mic Demo Nearby Session" return metadata } } for await session in MicDemoActivity.sessions() { session.join() } _ = try await MicDemoActivity().activate() Questions Is local microphone capture expected to be unavailable during a nearby SharePlay / Window Sharing session? Is screen recording audio expected to become silent during nearby sharing? What is the recommended way to support nearby shared UI/state while still allowing local voice input?
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Jun ’26
re-entering website environment fails
I have been working with visionOS 27's website environment features, and I have found when entering a website environment, leaving the website environment, waiting 10 seconds, and then trying to re-enter the website environment, the attempt fails. The thrown error reports: AbortError: Immersive request was superseded by another request Strangely, if I try to immediately re-enter the website environment, I succeed. I have to wait several seconds before trying to re-enter the environment to experience the failure. The workaround is to reload the page. Anyone know why this is occurring or how to avoid it? Anyone know a more graceful workaround than asking the user to reload the page? I have filed a feedback on this: FB23208345
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Jun ’26
EnvironmentBlendingComponent(.occluded(by: .surroundings)) culling entities entirely?
Hi there! While building my visionOS app, I’ve encountered some strange behaviour with EnvironmentBlendingComponent. Entities using .occluded(by: .surroundings) are culled entirely whenever a Mac Virtual Display or Apple Immersive Environment is behind them, regardless of the entities’ actual depth, and even when the environment is set to coexist. This feels like it could be a bug, although I’m fairly new to visionOS development, so I may be missing something! In a .mixed immersive space with plain passthrough, the component behaves as I would expect: an entity is occluded accurately when a real-world object is placed in front of it. However, when either of the following is visible behind the entity: a Mac Virtual Display window; or an Apple Immersive Environment enabled using the Digital Crown, the entity carrying EnvironmentBlendingComponent disappears completely. This happens even when the entity is physically closer to the viewer than the virtual surface. An otherwise identical entity without the component remains visible. Moving the virtual surface out of the line of sight, disabling the Immersive Environment, or removing the component immediately makes the entity visible again. Is it intended that .occluded(by: .surroundings) treats Mac Virtual Display and Apple Immersive Environments as occluders? The documentation describes this mode as depth-based occlusion against static “real-world objects”, so it isn’t clear whether these system-rendered virtual surfaces should participate. Even if they are intended to participate, the observed behaviour appears depth-independent: the entire entity is hidden when the virtual surface is behind it, rather than only when the surface is closer to the viewer. That seems inconsistent with the documented depth-based behaviour. I can reproduce this on an M5 Apple Vision Pro running visionOS 26.5 using the following minimal example: import SwiftUI import RealityKit import UIKit @main struct OcclusionReproApp: App { var body: some SwiftUI.Scene { WindowGroup { OcclusionReproLauncher() } ImmersiveSpace(id: "immersive") { RealityView { content in // Control: opaque, no component — proves the bare setup renders. let control = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .green, isMetallic: false)] ) control.position = [-0.25, 1.2, -1.3] // ~1.3 m ahead, eye height // Under test: identical opaque sphere plus the occlusion component. let occluded = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) occluded.position = [0.25, 1.2, -1.3] occluded.components.set( EnvironmentBlendingComponent(preferredBlendingMode: .occluded(by: .surroundings)) ) content.add(control) content.add(occluded) } } .immersionStyle(selection: .constant(.mixed), in: .mixed) // Let the app's mixed space coexist with an Apple Immersive Environment, // as visionOS suppresses Environments while an immersive space is open otherwise. // The same bug can be reproduced with just a Mac Virtual Display, but // this provides a second way to reproduce the same behaviour: .immersiveEnvironmentBehavior(.coexist) } } struct OcclusionReproLauncher: View { @Environment(\.openImmersiveSpace) private var openImmersiveSpace var body: some View { Button("Open immersive space") { Task { await openImmersiveSpace(id: "immersive") } } .padding() } } To reproduce (on a Vision Pro, as the Simulator won't provide passthrough): Open the immersive space in plain passthrough. Both spheres should be visible. Place a real object in front of the red sphere. It should be occluded correctly according to depth. Open a Mac Virtual Display or enable an Apple Immersive Environment, with its visible surface behind the red sphere. The red sphere disappears entirely, despite being in front of that surface. The green control sphere remains visible. Move the virtual surface out of view or disable it, and the red sphere reappears. Please let me know if this is expected behaviour, or if I'm doing something wrong - thanks! Jack
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Reality Composer Pro 3 Beta 2: Unable to configure Assistant model provider
In Reality Composer Pro 3 Beta 2 so version 3.0 (75.0.21.500.2), I’m unable to connect any model provider or complete setup for the Assistant feature. I tried the following API endpoints: OpenAI: https://api.openai.com/v1 https://api.openai.com/v1/responses https://api.openai.com/v1/chat/completions Anthropic / Claude: https://api.anthropic.com/v1 https://api.anthropic.com/v1/messages None of these allow the Assistant setup to complete. It is unclear what endpoint format Reality Composer Pro expects, or whether provider setup is currently broken in Beta 2. Ticket with a video showing the issue can be found here: FB23493842
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Reality Composer Pro 3 is unable to properly import my .usdz file
Hi, I’m running into an issue when importing a .usdz asset into Reality Composer Pro 3. The exact same asset was working perfectly in Reality Composer Pro 2, and it also works correctly when previewed in Xcode 27.0 beta or loaded directly in RealityKit from code. However, in Reality Composer Pro 3, the asset does not import correctly: The material appears completely broken and looks different from the original asset. The animations are not working. The same .usdz works as expected in Reality Composer Pro 2, including materials and animations. The same .usdz also works as expected in Xcode / RealityKit. I also noticed that the Preview app does not seem to import the asset correctly either. In Preview, the asset has the wrong orientation and it looks like the skeleton and animations may not be recognized properly. Here are a few screenshots showing how the asset appears in each app: Reality Composer Pro 2: asset works correctly, including materials and animations. Xcode 27.0 beta preview: asset works correctly, including materials and animations. Reality Composer Pro 3: material is broken and animations are not working. Preview app: wrong orientation, possible skeleton / animation import issue. I filed a ticket FB23214120 that contains an example Xcode project and RCP2 & RCP3 projects. Is there anything specific that changed in the USDZ import pipeline in Composer Pro 3 that could explain this behavior? Thanks!
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Can a RealityKit ShaderGraph read a custom-named USD primvar?
In Reality Composer Pro I try to read it with a Primvar Reader / Geometric Property node (type float), setting the name field to AttributeTest and also to primvars:AttributeTest. In both cases the node only returns its fallback value never the actual per-vertex data. No error or warning. If I instead author the data as a vertex Color Attribute so it exports as primvars:displayColor, the Geometry Color node reads it correctly. So the data pipeline works for the color slot, but not for a custom-named primvar. I actually verified in RCP 3 too i have the same issue, but at least you can see in RCP 3 that the attribute does actually live on the mesh when selecting it. Thanks.
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Access main camera on Apple Vision Pro
From visionOS 2.0 we can access Apple Vision Pro's main camera but only for Enterprise account as it is enterprise API only, I have a normal Developer account and I want to use main camera and want to have a video call feature in app by using main camera of AVP, is it possible to do it using developer account only. Currently using that account I am not able to create entitlement certificate as there is no option.
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878
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How do I dismiss a presented sheet?
I'm developing an app requiring data entry across several devices. My SwiftUI app runs on iOS and iPadOS but I also want to run it on visionOS. I'm using the visionOS simulator. When I enter data in one of my views I use a Form within a .sheet and this works perfectly well on iOS and iPadOS and I can dismiss the sheet by simply tapping the view behind the sheet. On visionOS I click my + button, the sheet appears, I enter the data as usual but after that there is no gesture in the app I can perform with keyboard or mouse that will make the sheet disappear! Do I have to add a "Close" button for visionOS or is there a way to enable the same interaction that works on iPadOS?
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WorldAnchor instantly removed when SpatialTrackingSession and ARKitSession run together
Bug: When SpatialTrackingSession and ARKitSession + WorldTrackingProvider are running concurrently, any WorldAnchor added via WorldTrackingProvider.addAnchor() triggers .added followed immediately by .removed—without any user call to removeAnchor(). The anchor never persists in allAnchors. import SwiftUI import RealityKit import ARKit struct ImmersiveView: View { @State private var worldTracking: WorldTrackingProvider? @State private var arSession: ARKitSession? @State private var processWorldTrackingUpdatesTask: Task<Void, Never>? var body: some View { RealityView { content in let configuration = SpatialTrackingSession.Configuration(tracking: [.world]) if let unavailableCapabilities = await SpatialTrackingSession().run(configuration) { if unavailableCapabilities.anchor.contains(.world) { fatalError("World tracking is not available on this device.") } } let worldTracking = WorldTrackingProvider() let arSession = ARKitSession() self.arSession = arSession try! await arSession.run([worldTracking]) self.worldTracking = worldTracking processWorldTrackingUpdatesTask = Task { @MainActor [weak worldTracking] in guard let worldTracking else { return } for await update in worldTracking.anchorUpdates { let worldAnchor = update.anchor switch update.event { case .added: print("Anchor added: \(worldAnchor.id)") case .updated: print("Anchor updated: \(worldAnchor.id)") case .removed: fatalError("Anchor removed unexpectedly — this should not happen in this demo scenario.") } } } } .task { try? await Task.sleep(for: .seconds(3)) guard let worldTracking else { return } do { try await worldTracking.addAnchor(.init(originFromAnchorTransform: Transform.identity.matrix)) } catch { print("Error adding anchor: \(error)") } } } } Expected: Anchors persist until explicitly removed or out of range. Actual: SpatialTrackingSession interferes with WorldTrackingProvider's anchor lifecycle, causing immediate removal. This was originally reported in 2025 (https://developer.apple.com/forums/thread/773351) , but remains unfixed in visionOS 27.0 beta. I've re-filed as FB23420195.
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Gaussian Splat demo changed, supports USDZ?
Today, I picked up on my work on the Gaussian Splats demo from Apple I was working with last weekend, and it didn't work (I've updated everything to beta 2 this week). I tried downloading a fresh copy of the demo (in case I screwed mine up), and not only does it work, it can load Gaussian Splats data from a USDZ file. Am I mis-remembering what the demo was like last week vs. this week? This feels like major new functionality I haven't heard mentioned anywhere. Is there any documentation/guidance on how to package up Gaussian Splat data (e.g., originally from a PLY file) into a USDZ file?
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267
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3w
Allow External Apps to Remain Visible in an Immersive Space
Many apps utilize ImmersiveSpace simply to render large-scale, custom geometry (such as curved screens, wide-canvas media players, or specialized data visualizations) that cannot be achieved within a standard volumetric window limitations. However, users often still want to multitask—check Messages, reference Safari, access YouTube, etc. Forcing the user to exit the immersive space just to see their other apps breaks their workflow and creates a disjointed user experience. Proposed Solution: I propose adding a property to ImmersionStyle (or a similar API configuration) such as allowSharedSpaceVisibility. When enabled, this would: Allow the ImmersiveSpace to render its custom RealityKit content as usual and prevent the system from automatically hiding the user's existing Shared Space windows. Do me a solid here VisionOS team and please consider this feedback request. 🙏 FB: FB22973973 FB: FB21630340
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275
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Backwards Compatibility
No technical justification is strong enough to erase months of developer work through incompatible project migrations without a reliable upgrade path. Reality Composer Pro has evolved quickly, but projects built around timelines, behaviors, transforms, spin, orbit, hide actions, and synchronized audio represent hundreds of hours of creative work. When those projects import with missing actions or stripped timelines, the cost isn’t just technical—it is developer time, money, and eduction that cannot be recovered. Please prioritize migration tools or compatibility layers that preserve existing timeline projects. Backward compatibility is not just about code; it is about respecting the investment developers make in your platform. Xcode 27 Beta 2 Reality Composer Pro 3 Import reports: Missing Transform To Missing Transform By Missing Spin Missing Orbit Missing Hide Missing timelines and behavior Audio synchronization no longer present 60 others. Basically any movement or action. For a new developer, this isn’t the loss of a feature. It’s the loss of two years of blindly learning, invested in a workflow that no longer exists. That work now survives only in memories of an app that never had the chance to be approved. Can i revert to the previous version? Thank you for any replies and the time taken.
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231
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Will the Chaparral Village sample code be available for download?
Hi, several WWDC26 sessions this year feature the Chaparral Village project. However, I can't find a download for it anywhere. Will the Chaparral Village project be published as downloadable sample code? Thanks!
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3w
How do you get continuous eye-gaze coordinates on visionOS? (accessibility AAC app — all hover APIs return zero events)
Building Dasher (eye-gaze text-entry system for people with motor impairments — ALS, cerebral palsy, etc.) for visionOS. See https://github.com/dasher-project/Dasher-Apple The app needs continuous (x, y) gaze coordinates to steer a zooming alphabet interface. Vision Pro has incredible eye tracking hardware built in — this should be the perfect platform — but I can't get gaze coordinates through any API I've tried. What I've tested (all deliver zero events in a windowed app): UIHoverGestureRecognizer — Apple's docs say it "detects when the user is looking at a view" on visionOS. Added it to a UIView inside UIViewRepresentable. Looked at the view for 2+ minutes on real hardware. Console.app shows zero began/changed/ended callbacks. .onContinuousHover (SwiftUI) — zero .active phases delivered, whether attached to the canvas view or the ZStack root. UIPointerInteraction with a delegate — regionFor callback never fires. The system clearly is tracking gaze — I can see beginScrollingWithRegion events in Console.app with the correct window rect, and the visual hover highlight appears on buttons. But the coordinates are routed to scroll handling, not exposed as a usable pointer position. What does work: pinch-and-drag follows the hand position (where the pinch is in 3D space), not gaze. That's fine for general apps but doesn't help users who need eye-only control. What I'm wondering: Has anyone successfully received continuous gaze coordinates in a windowed (non-immersive) visionOS app? If so, which API? Is UIHoverGestureRecognizer supposed to work on UIView inside UIViewRepresentable, or does it require a pure UIKit view hierarchy? Is there an ARKit provider for eye tracking that I'm missing? I see HandTrackingProvider but no EyeTrackingProvider in the capability list. Could the issue be that my SwiftUI overlay (toolbar VStack) is intercepting hover events before they reach the canvas underneath? If so, how do you make a SwiftUI overlay pass-through for hover? Dasher is a well-established accessibility tool that lets people type using only their eyes. Its the fastest text entry method for eyegaze and head controlled systems. On every other platform (iOS with external trackers, Windows with Tobii, etc.) it reads continuous gaze coordinates and zooms toward wherever the user is looking. Vision Pro should be the best hardware for this — the tracking is already there, we just can't read it. If there's no public API for this, I'd love to know so I can scrap my feedback assistant entry!. If there IS a way and I've missed it, I'd be grateful for a pointer. Thanks!
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2
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250
Activity
3w
Surface Snapping in visionOS Simulator
How do I snap a window to a surface in the visionOS Simulator?
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245
Activity
4w
Reality Composer Pro should expose Assistant and project automation through MCP or a CLI
Reality Composer Pro 3 Assistant appears to have useful project-aware tool categories for working with scenes, assets, materials, animation, behavior trees, navigation, skeletons, audio, planning, documentation, and ShaderGraph material creation. It would be very helpful if a supported subset of these capabilities could be exposed to external developer tools through an Apple-provided MCP server, command-line tool, or similar local automation interface. Similar to what's possible with Xcode: https://developer.apple.com/documentation/Xcode/giving-external-agents-access-to-xcode Possible exposed capabilities could include: Querying and modifying scene hierarchy, entities, and components. Inspecting and managing project assets and structure. Working with materials and ShaderGraph/SSL material creation. Reading and editing animation libraries, timelines, skeletons, and rigs. Inspecting behavior trees and navigation data. Reading audio components and playback settings. Querying Reality Composer Pro documentation through the Assistant. Returning structured JSON responses for external tools. Letting external coding agents request project-aware plans or safe editor actions. Expected Result: Reality Composer Pro provides a documented, permission-aware MCP server, CLI, or similar interface that allows external developer tools to safely use supported Assistant/project capabilities. Actual Result: Reality Composer Pro Assistant is available only inside the app UI. External coding agents such as Codex or Claude Code cannot reliably inspect or automate Reality Composer Pro projects except through unsupported package/file manipulation. Why This Matters: Many developers now use coding agents alongside Xcode and Reality Composer Pro. A supported interface would make app development smoother by allowing those tools to coordinate Swift code, RealityKit assets, scene state, materials, animations, and Assistant workflows through an official integration point. Feedback ticket: FB23276072
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260
Activity
Jun ’26
Reality Composer Pro Assistant should support current provider APIs and latest frontier models
Reality Composer Pro Assistant currently appears limited to a fixed OpenAI model list and the legacy /v1/chat/completions endpoint. On Reality Composer Pro 3.0 (75.0.14.500.1), the OpenAI provider exposes only a small set of models such as gpt-4.1, gpt-4o, gpt-4o-mini, o1, and o3-mini. Newer models available through OpenAI’s current APIs are not usable. It would be nice to add support for current provider APIs, including OpenAI’s /v1/responses endpoint, and allow dynamic model discovery or manual custom model IDs. Feedback ticket: FB23274502
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256
Activity
Jun ’26
Reality Composer Pro exports to 'reality' file
I had planned on using the new version of Reality Composer Pro to export USDZ files for interactivity, but I noticed it can only export selected objects, and they export to a new '.reality' file type. I can't open these on MacOS26.6 or MacOS27. On the old version of Reality Composer Pro you could export the entire project as a USZ file, which was really cool since it was kind of universal and maintained many of the interactions. is this something that just hasn't been integrated yet?
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4
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534
Activity
Jun ’26
How complicated should a tap-to-open animation for a box be in RCP3?
Before WWDC I had built a fairly simple tap-to-open suitcase where you could tap on an object inside to activate it. (Play audio, no are, etc) all of this was managed in the timeline, which no longer exists. This was really nice because the usdz file was easily shared as a storytelling tool. in the new version… do I really need a model with a closed state, an open state and an opening and closing animations to do something like this? Is there a transform I can perform on an object with a tap instead of creating a specific animation separately? And then using script graphing and animation graphing? I appreciate the in-depth tutorials to showcase the awesomefeatures, but I’m finding it hard to take the information for something as basic like this out of them. even a simple description of how to tap and open a door would make things easier to understand.
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5
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362
Activity
Jun ’26
visionOS nearby SharePlay blocks local microphone capture
I created a minimal sample project that reproduces a microphone issue with nearby SharePlay / Window Sharing on Apple Vision Pro. Sample project: https://github.com/JerryNee/mic-demo Screen recording: https://youtu.be/aMj_A_leJWU Issue I first implemented SharePlay through FaceTime and found that local microphone capture was unavailable. That seemed understandable because FaceTime itself uses the microphone. I then moved the app to a nearby SharePlay / Window Sharing session specifically to avoid a FaceTime call, but local microphone capture still fails. Local microphone capture works before starting nearby SharePlay. After starting a nearby SharePlay / Window Sharing session with GroupActivities, the same app fails at: try audioEngine.start() This does not require a FaceTime call. It happens with an in-room nearby SharePlay / Window Sharing session. The screen recording also goes silent when the Share Window UI appears. I checked the MP4 audio track with ffmpeg silencedetect; audio becomes silent at about 00:00:22.60, matching the moment nearby sharing starts: silence_start: 22.600612 silence_end: 55.051927 | silence_duration: 32.451315 Environment Two nearby Apple Vision Pro devices Xcode device list: visionOS 27.0 and visionOS 26.5 Xcode 27.0, build 27A5194q Frameworks: GroupActivities, AVFoundation, Speech Entitlement: com.apple.developer.group-session Microphone and speech recognition permissions granted Steps Run the sample on Apple Vision Pro. Tap Start Listening and speak. Transcription works. Tap Stop Listening. Tap Start Nearby Session. Share with another nearby Apple Vision Pro. Tap Start Listening again while the nearby session is active. audioEngine.start() fails. Ending the nearby session makes microphone capture work again. Minimal microphone code let recognizer = SFSpeechRecognizer() let audioEngine = AVAudioEngine() let request = SFSpeechAudioBufferRecognitionRequest() request.shouldReportPartialResults = true let session = AVAudioSession.sharedInstance() try session.setCategory(.record, mode: .measurement, options: [.duckOthers]) try session.setActive(true) let input = audioEngine.inputNode let format = input.outputFormat(forBus: 0) input.installTap(onBus: 0, bufferSize: 1024, format: format) { buffer, _ in request.append(buffer) } audioEngine.prepare() try audioEngine.start() Minimal nearby SharePlay code struct MicDemoActivity: Codable, GroupActivity, Transferable { static let activityIdentifier = "com.example.mic-demo.nearby-mic-repro" static var transferRepresentation: some TransferRepresentation { CodableRepresentation(contentType: .micDemoActivity) } var metadata: GroupActivityMetadata { var metadata = GroupActivityMetadata() metadata.type = .generic metadata.title = "Mic Demo Nearby Session" return metadata } } for await session in MicDemoActivity.sessions() { session.join() } _ = try await MicDemoActivity().activate() Questions Is local microphone capture expected to be unavailable during a nearby SharePlay / Window Sharing session? Is screen recording audio expected to become silent during nearby sharing? What is the recommended way to support nearby shared UI/state while still allowing local voice input?
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201
Activity
Jun ’26
How to make RCP start playing Timeline from scratch when receiving OnNotification.
How to make RCP start playing Timeline from scratch when receiving OnNotification. At present, I have only played the timeline once after receiving the OnNotification, and cannot replay it again after receiving the OnNotification again.
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229
Activity
Jun ’26
re-entering website environment fails
I have been working with visionOS 27's website environment features, and I have found when entering a website environment, leaving the website environment, waiting 10 seconds, and then trying to re-enter the website environment, the attempt fails. The thrown error reports: AbortError: Immersive request was superseded by another request Strangely, if I try to immediately re-enter the website environment, I succeed. I have to wait several seconds before trying to re-enter the environment to experience the failure. The workaround is to reload the page. Anyone know why this is occurring or how to avoid it? Anyone know a more graceful workaround than asking the user to reload the page? I have filed a feedback on this: FB23208345
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230
Activity
Jun ’26
EnvironmentBlendingComponent(.occluded(by: .surroundings)) culling entities entirely?
Hi there! While building my visionOS app, I’ve encountered some strange behaviour with EnvironmentBlendingComponent. Entities using .occluded(by: .surroundings) are culled entirely whenever a Mac Virtual Display or Apple Immersive Environment is behind them, regardless of the entities’ actual depth, and even when the environment is set to coexist. This feels like it could be a bug, although I’m fairly new to visionOS development, so I may be missing something! In a .mixed immersive space with plain passthrough, the component behaves as I would expect: an entity is occluded accurately when a real-world object is placed in front of it. However, when either of the following is visible behind the entity: a Mac Virtual Display window; or an Apple Immersive Environment enabled using the Digital Crown, the entity carrying EnvironmentBlendingComponent disappears completely. This happens even when the entity is physically closer to the viewer than the virtual surface. An otherwise identical entity without the component remains visible. Moving the virtual surface out of the line of sight, disabling the Immersive Environment, or removing the component immediately makes the entity visible again. Is it intended that .occluded(by: .surroundings) treats Mac Virtual Display and Apple Immersive Environments as occluders? The documentation describes this mode as depth-based occlusion against static “real-world objects”, so it isn’t clear whether these system-rendered virtual surfaces should participate. Even if they are intended to participate, the observed behaviour appears depth-independent: the entire entity is hidden when the virtual surface is behind it, rather than only when the surface is closer to the viewer. That seems inconsistent with the documented depth-based behaviour. I can reproduce this on an M5 Apple Vision Pro running visionOS 26.5 using the following minimal example: import SwiftUI import RealityKit import UIKit @main struct OcclusionReproApp: App { var body: some SwiftUI.Scene { WindowGroup { OcclusionReproLauncher() } ImmersiveSpace(id: "immersive") { RealityView { content in // Control: opaque, no component — proves the bare setup renders. let control = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .green, isMetallic: false)] ) control.position = [-0.25, 1.2, -1.3] // ~1.3 m ahead, eye height // Under test: identical opaque sphere plus the occlusion component. let occluded = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) occluded.position = [0.25, 1.2, -1.3] occluded.components.set( EnvironmentBlendingComponent(preferredBlendingMode: .occluded(by: .surroundings)) ) content.add(control) content.add(occluded) } } .immersionStyle(selection: .constant(.mixed), in: .mixed) // Let the app's mixed space coexist with an Apple Immersive Environment, // as visionOS suppresses Environments while an immersive space is open otherwise. // The same bug can be reproduced with just a Mac Virtual Display, but // this provides a second way to reproduce the same behaviour: .immersiveEnvironmentBehavior(.coexist) } } struct OcclusionReproLauncher: View { @Environment(\.openImmersiveSpace) private var openImmersiveSpace var body: some View { Button("Open immersive space") { Task { await openImmersiveSpace(id: "immersive") } } .padding() } } To reproduce (on a Vision Pro, as the Simulator won't provide passthrough): Open the immersive space in plain passthrough. Both spheres should be visible. Place a real object in front of the red sphere. It should be occluded correctly according to depth. Open a Mac Virtual Display or enable an Apple Immersive Environment, with its visible surface behind the red sphere. The red sphere disappears entirely, despite being in front of that surface. The green control sphere remains visible. Move the virtual surface out of view or disable it, and the red sphere reappears. Please let me know if this is expected behaviour, or if I'm doing something wrong - thanks! Jack
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241
Activity
Jun ’26