So with the new ManipulationComponent, we can choose "stay" and then if you drag it out of your volume, once you let go it will instantly disappear.
We can "animate" it back to inside the volume, eg.:
content.subscribe(to: ManipulationEvents.WillRelease.self) { event in
Entity.animate(
.easeInOut(duration: 1),
body: { event.entity.position = [0, 0.2, 0] },
completion: {}
)
},
Howeve,r for the duration that it travels outside of the volume it's invisible the whole time.
In this apple video, it seems to be visible when dragging and when letting go, but perhaps that's not a volume they're dragging it out of?
https://youtu.be/VtenPKrvPOU?si=y1zoZOs2IMyDzOm6&t=1748
Does anyone know how to keep the entity visible even when after letting the entity go while you animate it back towards inside of your volume?
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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
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)
}
}
}
I got more than 1 TB Immersive videos, and I want to play from them. Is there a way I can connect a ssd to Vision Pro via developer strap? Or is it possible to connect to a 10G Ethernet ad, and then using Ethernet to connect to a disk/NAS and attach the drive via ip?
This post documents an issue I reported in feedback FB19610114 and see if anyone knows of a workaround. Here is a copy of the feedback.
Short version
Manipulation (SwiftUI OR RealityKit) fails to translate entities after changing rooms. By changing rooms, I mean a human wearing an Apple Vision Pro leaving one room and entering another room. Once this issue occurs, it impacts all apps that use these features. A device restart is the only solution I have to fix it.
Feedback FB19610114
This is an odd one. I'm using the new Manipulation Component in visionOS 26. Most of the time this works well. Sometime it stops working and when it does the only way to get it working again is to reboot the headset.
When this happens, I can continue to rotate and scale items, but translation no longer works. It is as if the item is stuck to a fixed point in the parent scene (window, volume, etc). When this bug occurs, it affects every app across the entire operating system that is using manipulation, including the RealityKit component AND the SwiftUI version. This is not limited to one app and is not limited to apps that I am working on. Once this error occurs, it affects literally any application across the operating system that is using this API, including apps from Apple.
I won't speculate on the cause of this, but I do know of one way where I can always get it to happen.
Here is how to reproduce it:
Make an Xcode project with a single entity that uses the Manipulation Component. There is no need to customize the configuration of this component. The default implementation will work.
Build and run this app on device. You can keep running from device or quit and launch the app like normal on device.
Open the app and manipulate the entity - it should work as expected.
Physically walk into another room. It is vital that you leave the current room that you are in and enter a different room entirely.
Use the digital crown to recenter your view and bring your window or volume to you.
Test the manipulation on the entity again - it should still be working as expected at this point.
Physically, move yourself and your headset into the original room where you started.
Use the digital crown to recenter your view and bring your window or volume to you.
Test the manipulation on the entity again - you should now see the issue.
When I follow the steps above, then 100% of the time manipulation translation stops working at this point. It will impact any application using this API. The only way to fix it is to restart my headset.
A few points to keep in mind
It does not matter if an app is actively being run from Xcode.
When this occurs, it impacts every single app, not just one.
When this occurs, rotation and scaling continue to work, but the entity/view cannot be translated.
This impacts BOTH the SwiftUI version and the RealityKit version.
When this occurs, the only way to "fix" it is to reboot the device.
I’m currently developing an app for visionOS and working with an ImmersiveSpace. I’ve noticed that the system automatically enforces a safety boundary at approximately 1.5 meters. If the user moves beyond this limit, the content fades out or the system reverts to Passthrough.
Is there any way to disable this boundary or extend its radius?
This app is currently in the experimental/verification phase, and it is intended to be run on a Vision Pro in Developer Mode. Since the primary goal is to test large-scale spatial interactions during development, I am looking for any way—including developer-specific settings or configurations—to bypass or expand this limit.
If there isn't a direct API to change the boundary size, are there any recommended workarounds for testing movement within large environments?
Any insights would be greatly appreciated!
Hi I’m using Vision Pro m5 and developer strap 2. When I connect it to my Mac, it still shows 480M… all systems are using latest firmware…
Anyone knows why?
Is it possible to achieve sub-second end-to-end latency when displaying live streaming video using APMP (Apple Projected Media Profile) with Wide FoV?
APMP supports HLS playback, but my understanding is that standard HLS introduces several seconds of latency. I would like to know whether APMP (especially Wide FoV) supports Low-Latency HLS, or if there are inherent limitations that make sub-second latency impractical.
If APMP is not suitable for this use case, are there any recommended alternatives within AVFoundation or related frameworks for rendering wide-FoV live video with very low latency?
Thank you for any insights.
How can I renew visionOS Enterprise API?
I've spent so much time contacting Apple Developer Support. They said they don't know the renewal process either and are "checking with the internal operations team" - but it's been 2 months with no updates.
The official documentation (https://developer.apple.com/documentation/visionOS/building-spatial-experiences-for-business-apps-with-enterprise-apis#Request-the-entitlements) says:
"The license file comes with an expiration date, so you need to renew it before then to ensure your entitlements continue to function."
But it doesn't explain HOW to renew.
When I asked Apple Support about this, they told me:
"After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions."
But I never received any instructions when I was first approved, and I still don't know how to renew. There's also no direct way to contact the Enterprise API team.
Now my visionOS Enterprise API license has been expired for 2 months. I submitted a renewal request, but I still haven't heard anything back. Is it normal to take more than 2 months for approval? Any advice or shared experiences would be really helpful.
Thanks!
I've got an Immersive scene that I want to be able to bring additional users into via SharePlay where each user would be able to see (and hopefully interact) with the Immersive scene. How does one implement that?
Apple's new Spatial Personas use Gaussian Splatting,
but I have not found any APIs for visionOS to display a Gaussian Splat like a PLY file.
Am I just missing the Apple documentation? If not, are there common practices developers are using for displaying Gaussian Splats in visionOS?
We have been using RoomPlan in our app for 2+ years. Through a combination of in-app and manual coaching on scanning best practices, most users are able to achieve high-quality scans on a consistent basis.
In recent weeks, however, we have observed an increase in reports of degraded scanning performance, even from veteran users who had not previously encountered issues. The RoomCaptureView overlay is jittery and crooked, and the resulting scan file has significant issues, even for simple, well-lit rectangular rooms.
It is difficult to troubleshoot these issues given the number of variables at play, and the overall volume of reports is still relatively low, but we'd appreciate any guidance on known issues or workarounds that could help unblock our users who are being affected by this. I noticed that this post includes an acknowledgement of FB14454922 and FB15035788. Our issues seem slightly different as the scans are simply inaccurate and jittery without failing outright. I haven't found any other threads on similar issues.
Posting this here in case this information is helpful to other developers:
As of visionOS 26.3 beta 1, onWorldRecenter has two significant issues: (FB21557639)
Memory Leak: When onWorldRecenter is assigned to a RealityView within an ImmersiveSpace, it appears to retain a strong reference to the view's internal SwiftUI context. When the immersive space is dismissed, the view's @State objects will not be deallocated. Also, each time the immersive space view's body is executed, additional state storage will be allocated and leaked.
Multiple Callbacks: When the user long-presses the Digital Crown, the onWorldRecenter closure will be called multiple times, once for each past view body execution, including those of immersive space views that have been previously dismissed.
Although these issues seem to be most prevalent when onWorldRecenter is used with an ImmersiveSpace, they may also occur in the context of a WindowGroup under certain circumstances.
It's possible to work around this problem by moving onWorldRecenter to an empty overlay view within the app's primary WindowGroup and forwarding the world recenter events to ImmersiveSpace views through a notification system, coupled with a debouncer as an extra precaution.
Hi,
I wanted to ask if you are familiar with a way of making the Logitech Muse sterile for operation room use?
Topic:
Spatial Computing
SubTopic:
General
BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API
Type: Error | Timestamp: 2026-01-13 09:21:57.242191+02:00 | Process: Neuron XR | Library: CompositorNonUI | TID: 0x75e2c
Topic:
Spatial Computing
SubTopic:
General
Happy new year to all!
I have created an iOS app that also runs on Apple Vision Pro.
On iOS, when you activate the fileImporter modal, you can swipe down the modal in iOS to dismiss.
However, in visionOS, this same modal CANNOT be swiped down to cancel/dismiss. If you are drilled deep into a file hierarchy, you have to navigate back to the top level to tap X to dismiss.
Is there a way to add swipe down to the visionOS implementation of fileImporter, or any other workaround so the user doesn't have to navigate back to the top to dismiss?
Again, this is not a visionOS app but an iOS app compatible for use in Vision Pro.
Thanks!
We seen to have found an issue when using the pushWindow action on visionOS. The issue occurs if the app is backgrounded then reopened by selecting the apps icon on the home screen. Any window that is opened via the pushWindow action is then dismissed. We've been able to replicate the issue in a small sample project.
Replication steps
Open app
Open window via the push action
Press the digital crown
On the home screen select the apps icon again
The pushed window will now be dismissed.
There is a sample project linked here that shows off the issue, including a video of the bug in progress
I am beginner to spacial computing and would like to build an enterprise solution for my enterprise on VisionOS. How can I accomplish that?
Topic:
Spatial Computing
SubTopic:
General
Tags:
Enterprise
SwiftUI
Business and Enterprise
visionOS
Hello,
I am currently considering developing a Full Space app that enables a shared visionOS experience with nearby users.
Intended Features
A Mixed Full Space app in which dozens of 3D models are placed in the space.
These 3D models may play embedded animations when tapped, be programmatically moved or rotated, or be controlled via Reality Composer Pro timelines.
The app also includes audio, spatial audio, videos with audio, and videos without audio, which are rendered as VideoTextures on planes and played back in the space.
Some media elements play automatically, while others are triggered by user interaction.
However, it is unclear whether AVPlaybackCoordinator supports shared playback across multiple types of media, such as:
audio only
spatial audio
video without audio
video with audio
I am also unsure whether there are alternative or recommended approaches for synchronizing playback in this scenario.
Questions
Is it technically possible to implement the experience described above using visionOS?
Are there any important implementation considerations or limitations that should be taken into account?
For example, when two participants experience the app simultaneously, how is the content positioned for each participant?
Is the spatial placement of content shared across participants, or is it positioned relative to each participant’s viewpoint?
For nearby participants, is it necessary to register a spatial Persona? My understanding is that spatial Personas are not visible for nearby users during the experience; is this correct?
When experiencing SharePlay with nearby users, is it possible to share the experience without registering the other participant’s contact information?
I have watched the following session, but I was unable to fully understand the feasibility of the above use case or the concrete implementation details:
https://developer.apple.com/videos/play/wwdc2025/318/
Thank you.
The purpose is to create a simple web-based gallery of spatial photos and videos using static html files. I have successfully displayed spatial photos using the img tag and IMG.heic files. I can tap and hold the image to bring up the contextual menu and from there select View Spatial Photo. Is there any way to add a control to the image, like a link or overlay on the image itself, that a user can simply tap to show the image in 3D? And how to host a video file on a web page without going through a CDN/streaming service? Sample html would be much appreciated.
Topic:
Spatial Computing
SubTopic:
General