Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.

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visionOS – Starting GroupActivity FaceTime Call dismisses Immersive Space
Hello, I am in the process of implementing SharePlay support in my visionOS app. Everything runs fine when I test locally, but when my app is distributed via TestFlight, calling try await activity.activate() shows the SharePlay dialog as usual, but then when I start a new FaceTime call, my ImmersiveSpace gets dismissed. This is only happening when the app is distributed via TestFlight, when I run it locally the ImmersiveSpace stays active as expected. Looking at the console on my Mac I found this log: Invalid initial client settings class: UIApplicationSceneClientSettings; expected class: MRUISharedApplicationSceneClientSettings; bundle ID: com.apple.facetime; scene ID: com.apple.facetime:SFBSystemService-DDA8C751-C0C4-487E-AD85-59EF4E6C6050 Does anyone have an idea how I can fix this? It's driving me nuts and I wasted over a day looking for a workaround but so far been unsuccessful. Thanks!
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How to get multiple animations into USDZ
Most models are only available as glb or fbx, so I usually reexport them into usdz using Blender. When I import them into Reality Composer Pro, Mesh, Textures etc look great, but in the Animation Library subsection all I can see is one default subtree animation. In Blender I can see all available animations and play them individually. The default subtree animation just plays the default idle animation. In fact when I open the nonlinear animation view in Blender and select a different animation as the default animation, the exported usdz shows the newly selected animation as default subtree animation. I can see in the Apple sample apps models can have multiple animations in their Animation Library. I'm using the latest Blender 4.5 and the usdz exporter should be working properly?
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Oct ’25
Custom Material half visible..?
I'm currently implementing 180° / 360° immersive video for my app. I easily implemented 360° by just applying VideoMaterial to flipped sphere. But I'm stuck at 180°. I'm trying to implement by applying VideoMaterial to hemisphere (half sphere). I want to make VideoMaterial to be visible half front sphere and half back sphere transparent / clear. Would there be any advice / information / idea to implement this? Your help would be grateful.
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Oct ’25
Material showing only half?
Hi, I'm currently implementing 180° / 360° property for immersive video in my app. I was able to implement 360° easily by just giving VideoMaterial to flipped sphere. However, I'm bit stuck at 180°. I want to implement by setting VideoMaterial to hemisphere mesh. But since RealityKit doesn't provide default function such like MeshResource.generateHemisphere yet, I just want to apply VideoMaterial half front visible, and half back transparent. I thought this would make my sphere looks like hemisphere. But I can't find my way to implement this method.. I would appreciate any advice / idea / information that might help.
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Oct ’25
ARKit: Keep USDZ node fixed after image tracking is lost (prevent drifting)
0 I’m using ARKit + SceneKit (Swift) with ARWorldTrackingConfiguration and detectionImages to place a 3D object (USDZ via SCNScene(named:)) when a reference image is detected. While the image is tracked, the object stays correctly aligned. Goal: When the tracked image is no longer visible, I want the placed node to remain visible and fixed at its last known pose (no drifting) as I move the camera. What works so far: Detect image → add node → track updates When the image disappears → keep showing the node at its last pose Problem: After the image is no longer tracked, the node drifts as I move the device/camera. It looks like it’s still influenced by the (now unreliable) image anchor or accumulating small world-tracking errors. Question: What’s the correct way in ARKit to “freeze” the node at its last known world transform once ARImageAnchor stops tracking, so it doesn’t drift?
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Oct ’25
ManipulationComponent Not Translating using indirect input
When using the new RealityKit Manipulation Component on Entities, indirect input will never translate the entity - no matter what settings are applied. Direct manipulation works as expected for both translation and rotation. Is this intended behaviour? This is different from how indirect manipulation works on Model3D. How else can we get translation from this component? visionOS 26 Beta 2 Build from macOS 26 Beta 2 and Xcode 26 Beta 2 Attached is replicable sample code, I have tried this in other projects with the same results. var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "MovieFilmReel", in: reelRCPBundle) { ManipulationComponent.configureEntity(immersiveContentEntity, allowedInputTypes: .all, collisionShapes: [ShapeResource.generateBox(width: 0.2, height: 0.2, depth: 0.2)]) immersiveContentEntity.position.y = 1 immersiveContentEntity.position.z = -0.5 var mc = ManipulationComponent() mc.releaseBehavior = .stay immersiveContentEntity.components.set(mc) content.add(immersiveContentEntity) } } }
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Oct ’25
visionOS Simulator Rotate and Scale gestures difficult to register (capture)
We were having an issue wrb the system rotate and scale gestures (two-handed gestures / RotateGesture3D and MagnifyGesture) were extremely difficult to register (make work) in the visionOS simulator. The solution we found was to: Launch your app in the simulator Move the pointer on top of the 3D object for which you are testing rotation and scaling gestures. Press and hold the Option key to display touch points (ie: the two-handed gesture points). While maintaining the option key pressed, release the pointer and re-enable it again. I am using a track pad with tap-to-click enabled and three-finger to drag enabled in accessibility, so "release the pointer and re-enable it again" translates simply to removing the three finger and placing them again on the trackpad. If you have maintained the option key pressed, then you should now be able to rotate and scale the 3D object. Context if you are interested: Our issue was also occurring in Apple's own sample project relating to gestures "Transforming RealityKit entities using gestures", at below link. On Apple's article "Interacting with your app in the visionOS simulator" at the below link, for two-handed gestures it states "Press and hold the Option key to display touch points. Move the pointer while pressing the Option key to change the distance between the touch points. Move the pointer and hold the Shift and Option keys to reposition the touch points." This simply did not work anymore for rotation and scaling gestures. These gestures used to be a lot more responsive in Sonoma. Either the article should be updated to what I described above, or there is an issue. Our colleague who is using macOS Sonoma 14.6.1 with the latest release of Xcode is not having these issues. Here is the list of configurations (troubleshooting we tried!) where it is difficult to achieve rotation and scaling gestures in the visionOS simulator: macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.1 RC w visionOS 2.0 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.1 macOS Sequoia 16.1 Beta, Xcode 16.2 Beta 1 w visionOS 2.0 macOS Sequoia 16.1 Beta, remove all Xcodes and installed the build from AppStore (Xcode 16.1) macOS Sequoia 16.1 Beta, Xcode 16.0 w visionOS 2.0 completely wiped out, and reset entire development machine, re-installed latest releases of sequoia (15.1) and xcode (15.1)) Throughout these troubleshooting I often: restarted both xcode and sim erased all derived data erased all contents and settings from sims performed fresh git clones None of the above worked, only the workaround described above works atm. As you can maybe deduce, it was very time consuming to find the workaround, we also wasted some development effort thinking our gesture development was no-good. Hopefully this will help other devs. Article Link: https://developer.apple.com/documentation/xcode/interacting-with-your-app-in-the-visionos-simulator Gesture sample project link: https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
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1.1k
Oct ’25
Logitech Muse: OS-level support?
I've been experimenting with the Muse pen and understand that it can be accessed by my app through a SpatialTrackingSession, but is there any current or planned support for devices like this as for general UI input like game controllers are? For example, using the button as a tap analogue for SwiftUI views.
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Oct ’25
ARKit Body Tracking not detecting ARBodyAnchor on iOS 26.x (FB15128723)
Since updating to iOS 26.0 (and confirmed on 26.1), ARBodyTrackingConfiguration no longer detects a valid ARBodyAnchor on devices with LiDAR (e.g., iPhone 15 Pro, iPhone 17 Pro Max). This issue reproduces in custom projects and Apple’s official sample “Capturing Body Motion in 3D”. The AR session runs normally, but the delegate call: func session(_ session: ARSession, didUpdate anchors: [ARAnchor]) never yields an ARBodyAnchor with valid joint transforms. All joints return nil when calling: body.skeleton.modelTransform(for: jointName) resulting in 0 valid joints per frame. Environment • Device: iPhone 17 Pro Max (LiDAR) • iOS: 26.0 / 26.1 • Xcode: 16.0 (stable) • Framework: ARKit + RealityKit • Configuration used: config.worldAlignment = .gravityAndHeading config.isAutoFocusEnabled = true config.environmentTexturing = .none session.run(config) Also tested: with and without frameSemantics = .bodyDetection Expected Behavior ARBodyAnchor should be detected and body.skeleton should contain ~89 valid joints with continuous updates.
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Oct ’25
mipmapsMode trade-off?
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options). I noticed two situations here in terms of mipmaps options. When setting "mipmapsMode: .none": The graphic quality within the "gaze area" looks sharp and clear The two poles (top and bottom) are perfectly rendered Massive shimmer around the "gaze area" When setting "mipmapsMode: .allocateAndGenerateAll": The graphic looks slightly blurrier than in ".none" within the "gaze area" The two poles are very blurry and hard to recognize the texture Much less shimmer around the "gaze area" My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer? Thank you! Screenshots: mipmapsMode: .none mipmapsMode: .allocateAndGenerateAll
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Oct ’25
ManipulationComponent create parent/child crash
Hello, If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message: Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported. CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro The problem occurs precisely with this code: ManipulationComponent.configureEntity(object) I adapted Apple's ObjectPlacementExample and made the changes available via GitHub. The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly. GitHub Repo Thanks Andre
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Oct ’25
Request: Option to Disable PSVR2 Sense Controller Low-Power Mode on visionOS (ARKit + Vision Pro Development)
Hi everyone, We’re developing a Unity project for Apple Vision Pro that connects PSVR2 Sense controllers for advanced interaction and input. We’ve encountered a major limitation: when the controller is not held close to the designated hand (e.g., resting on a table or held by the non designated hand), the Sense controller enters a low-power or reduced-update mode. This results in noticeably reduced tracking update frequency and responsiveness until the controller is held again. For certain use cases, this behavior is undesirable. In our case, it prevents continuous real-time tracking of the controller even when it’s stationary or being tracked externally. Request: Please consider exposing an API flag or developer option in ARKit to disable and optionally delay the low-power mode when the app requires full-rate updates regardless of proximity or hand pose detection.
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Oct ’25
Nearby Sharing a Volume won't work
Hi, we've developed an app for Vision Pro that utilises the GroupActivitites SDK to provide shared experiences for our users. Remote Participation works great, but we can't get nearby sharing to work. The behaviour we're observing: User 1 engages share sheet from Volume, 2nd Vision Pro is visible. User 1 starts nearby sharing Session initialisation runs for approx. 30 seconds, then fails Sometimes, the nearby participant doesn't show up at all after the initialisation has failed once. As stated in the Configure your visionOS app for sharing with people nearby article, we didn't make any changes to our implementation to support nearby sharing. Any help would be greatly appreciated. Kind regards, David
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Oct ’25
Performance drop when particle emitter is combined with video play
Hi All, We're a studio building an app and as part of a scene we have a 3D asset with a smoke particle emitter and a curved mesh that plays video. I notice that when the video alone is played or the particle effect alone is done then the scene works fine but the frame rate drops drastically when both are turned on. How do I solve this because this is an important storytelling feature.
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Oct ’25
Is ARGeoTrackingConfiguration always more accurate than ARWorldTrackingConfiguration for world scale AR?
We are working on a world scale AR app that leverages the device location and heading to place objects in the streets, so that they are correctly and stably anchored to certain locations. Since the geo-tracking imagery is only available in certain cities and areas, we are trying to figure out how to fallback when geo-tracking is not available as the device move away, to still retain good AR camera accuracy. We might need to come up with some algorithm using the device GPS, to line up the ARCamera with our objects. Question: Does geo-tracking always provide greater than or equal to the accuracy of world tracking, for a GPS outdoor AR experience? If so, we can simply use the ARGeoTrackingConfiguration for the entire time, and rely on the ARView keeping itself aligned. Otherwise, we need to switch between it and ARWorldTrackingConfiguration when geo-tracking is not available and/or its accuracy is low, then roll our own algorithm to keep the camera aligned. Thanks.
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Oct ’25
VisionPro Enterprise.license file
I have read in the apple documentation and on forums that in order to access the camera and capture images on VisionPro, both an Entitlement and an Enterprise.license are required. I already have the Entitlement, but I don’t yet have the Enterprise.license. I would like to ask: is the Enterprise.license strictly required to gain camera access for capturing images? How can I obtain this file, and does it require an Enterprise account? Currently, my developer account is a regular Developer 99$, not an Enterprise account.
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Oct ’25
Logitech Muse API?
Hello, I've pre-ordered the Logitech Muse with hopes of developing with it, but have yet to find any documentation relating to the capabilities it will have/any APIs that will be available to take advantage of the Muse. Is anyone aware of what might become available? Thank you in advance.
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Oct ’25