Discuss Spatial Computing on Apple Platforms.

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Setting immerstionStyle while in immersive space breaks all entities.
I have my immersive space set up like: ImmersiveSpace(id: "Theater") { ImmersiveTeleopView() .environment(appModel) .onAppear() { appModel.immersiveSpaceState = .open } .onDisappear { appModel.immersiveSpaceState = .closed } } .immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full) Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities. My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this: public enum IStyle: String, CaseIterable, Identifiable { case mixedStyle, fullStyle public var id: Self { self } var style: ImmersionStyle { switch self { case .mixedStyle: return .mixed case .fullStyle: return .full } } } /// Maintains app-wide state @MainActor @Observable class AppModel { // Immersion Style public var immersionStyle: IStyle = .mixedStyle
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230
Oct ’25
Setting clip shape of a RealityView
I am following this example to create a stereoscopic image: https://developer.apple.com/documentation/visionos/creating-stereoscopic-image-in-visionos I would also like to add corner radius to the stereoscopic RealityView. With ordinary SwiftUI views, we typically just use .clipShape(RoundedRectangle(cornerRadius: 32)): struct StereoImage: View { var body: some View { let spacing: CGFloat = 10.0 let padding: CGFloat = 40.0 VStack(spacing: spacing) { Text("Stereoscopic Image Example") .font(.largeTitle) RealityView { content in let creator = StereoImageCreator() guard let entity = await creator.createImageEntity() else { print("Failed to create the stereoscopic image entity.") return } content.add(entity) } .frame(depth: .zero) } .padding(padding) .clipShape(RoundedRectangle(cornerRadius: 32)) // <= HERE! } } This doesn't seem to actually clip the RealityView shown in the sample above. I am guessing this is due to the fact that the box in the RealityView has a non-zero z scale, which means it isn't on the same "layer" as its SwiftUI containers, and thus isn't clipped by the modifiers apply to the containers. How can I properly apply a clipshape to RealityViews like this? Thanks!
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491
Feb ’25
iOS needs to allow for background bluetooth scanning. I can't fully build my app.
iOS currently restricts background Bluetooth advertising and scanning in order to preserve battery life and protect user privacy. While these restrictions serve important purposes, they also limit legitimate use cases where users have explicitly opted in to proximity-based experiences. The core challenge is that modern social applications need a way to detect when users are physically present at the same location or event without requiring every participant to keep their app in the foreground. Under the current system, background BLE advertising is heavily throttled and can only transmit a limited payload, background scanning intervals are sparse and unpredictable, peer-to-peer proximity detection cannot be maintained reliably when apps are in the background, and Background App Refresh is non-deterministic, making any kind of time-based proximity validation impossible. A proposed enhancement would be to introduce an “Enhanced Proximity Permission.” This would allow developers to enable reliable background BLE advertising and scanning for declared time windows, such as a maximum of eight hours. It would also allow devices running the same app to detect each other’s proximity using ephemeral, rotating identifiers that preserve privacy, with clear user consent and prominent indicators whenever the feature is active. Unlocking this capability would open up new categories of applications. Live events could offer automatic attendance tracking at concerts, conferences, or sports venues. Retail environments could support opt-in foot traffic analysis and dwell-time insights. Social apps could allow users to find friends at festivals, campuses, or other large venues. Safety applications could extend to crowd density monitoring and contact tracing beyond COVID-era needs. Gaming could offer real-world multiplayer experiences based on physical proximity, and transportation providers could verify rideshare pickups or measure public transit flows automatically. Privacy safeguards would remain central. Permissions would be time-boxed and expire after an event or session. A mandatory visual indicator would be displayed whenever proximity tracking is active. A user-facing dashboard would show all apps granted enhanced proximity access. Permissions would automatically be revoked after a period of non-use, and only ephemeral tokens not permanent identifiers would be broadcast. The industry impact would be significant. With this enhancement, iOS could power the next generation of location-aware social platforms while maintaining Apple’s leadership in privacy through explicit user control and transparency. Current alternatives, such as requiring users to keep apps in the foreground or deploying dedicated hardware beacons, produce poor user experiences and constrain innovation in spatial computing and social applications. Can anyone from Apple consider this change? Having to buy iBeacons is brutal and means slower adoption. Please reconsider this for users who opt in.
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1.1k
Sep ’25
Vision Pro stucks on "Retrieving configuration"
Hi, after upgrading to 2.4.1 (from 1.0) my vision stucks on "Retrieving configuration" screen. Apple Store didn't support my case since it has been sold in USA and the product isn't still present in italian market. I don't have dev strap, how can I manage the issue? Thank you
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111
May ’25
How to create a MultiplayerDelegate and use TabletopNetworkSession features?
When building a multiplayer Tabletop game, the documentation includes how to attach a custom TabletopNetworkSessionCoordinator, which could be used in addition to TabletopGame.MultiplayerDelegate. But so far, we have been unable to create these types of custom coordinators or have a delegate that works. Our current setup with our generic GroupActivity works by sending the session to TabletopGame's coordinateWithSession method (like in the current sample project), but we didn't find a way to access and control, for example, the arbiter, seats, player events, among other features mentioned on https://developer.apple.com/documentation/tabletopkit/tabletopnetworksession. Is correct to expect having access to the participants, messenger, or journal without having to maintain a parallel coordinator?   possibly we are missing something here; any suggestions?
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269
Apr ’25
Depth matrix accuracy with the iPhone 14 Pro and Lidar
Hello Community, I’m currently working with the sample code “CapturingDepthUsingTheLiDARCamera” and using it to capture the depth map of an image taken with the iPhone 14 Pro. From this depth map, I generate a point cloud using the intrinsic camera parameters. I've noticed that objects not facing the camera directly appear distorted in the resulting point cloud. For example: An object with surfaces that are perpendicular to each other appears with a sharper angle in the point cloud — around 60° instead of 90°. My question is: Is this due to the general accuracy limitations of the LiDAR sensor? Or could it be related to the sample code? To obtain the depth map, I’m using: AVCapturePhoto.depthData.converting(toDepthDataType: kCVPixelFormatType_DepthFloat32) Thanks in advance for your help!
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115
Apr ’25
Header Blur Effect on visionOS SwiftUI
Hi, I'm looking to build something similar to the header blur in the App Store and Apple TV app settings. Does anyone know the best way to achieve this so that when there is nothing behind the header it looks the same as the rest of the view background but when content goes underneath it has a blur effect. I've seen .scrollEdgeEffect on IOS26 is there something similar for visionOS? Thanks!
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133
Sep ’25
HoverEffectStyle in visionOS 26.0
This is no longer highlighting my entity when looking at it: RealityView { content let hoverComponent = HoverEffectComponent(.spotlight( HoverEffectComponent.SpotlightHoverEffectStyle( color: .white, strength: 2.0 ) )) entity.components.set(hoverComponent) The entity is in a window. The same code works in an immersive view. Collision Component and Input type are set in RCP. It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device. If I use a 2.x simulator, it works. Is this a bug or is there something I'm missing? Thanks.
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855
Oct ’25
Hidden window/volume system overlays in Full Space
When I show a window while a sky sphere is shown, the handles to drag/close/resize the window are hidden. The colliders still work, so they are there, but only the visuals are hidden. I already know from another project, that this also happens to volumes. They only appear once you get closer to the window or if the sky sphere gets removed. Is this a known issue or is there a fix for that? .persistentSystemOverlays(.visible)does not fix it Xcode 16.3.0 Beta, visionOS 2.4
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357
Mar ’25
Creating a voxel mesh and render it using metal within a RealityKit ImmersiveView
Hi everyone, I'm creating an educational App that allows doing computational design in an immersive environment with the Vision Pro. The App is free and can be found here: https://apps.apple.com/us/app/arcade-topology/id6742103633 The problem I have is that the mesh of voxels I currently create use ModelEntity and I recently read that this is horrible for scalability. I already start to see issues when I try to use thousands of voxels. I also read somewhere that I should then take advantage of GPUs and use metal to that end. I was wondering if someone could point me to a tutorial or article that discusses this. In essence, I need to create a 3D voxel mesh, and those voxels have to update their opacity within an iterative loop. Thanks! —Alejandro
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140
Jun ’25
visionOS 2.0 – Persist room‑fixed RealityKit entities on walls across app launches (WorldAnchor?)
I want to let users place 2D/3D “artworks” on detected walls and have them reappear in exactly the same real‑world spot after quitting and relaunching the app (like widgets do, but for my own entities).Environment: Xcode 26, visionOS 2.0, RealityKit + ARKitSession/WorldTrackingProvider Entities are parented to a holder that’s aligned to a wall via plane/mesh raycasts What I’ve tried: Create a WorldAnchor at placement, save UUID + full 4×4 transform On next launch, re-create the WorldAnchor (or set the saved transform) and attach the entity Gate restore on relocalization/mesh updates and disable all raycast/search after restore Issue: After relaunch, placement still resolves relative to current device pose, not the same wall position. Questions: Is there a public API in visionOS 2.0 to persist app‑managed world anchors across sessions (room‑fixed), e.g., AnchorStore or equivalent? If not, what’s the recommended pattern to reliably restore wall‑anchored content? Are persistence features mentioned for widgets/windows available to third‑party RealityKit entities?
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185
Oct ’25
The multiview video screen turns blank when returning
I am encountering an issue while using the multiview video demo provided at this link "https://developer.apple.com/documentation/avkit/creating-a-multiview-video-playback-experience-in-visionos/". Specifically, when running on versions of visionOS prior to 2.2, navigating back results in a blank screen. Has anyone else experienced this problem and found a solution? Any advice or workaround would be greatly appreciated.
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377
Feb ’25
AVPlayer stutters when using AVPlayerItemVideoOutput
We’re trying to build a custom player for Unity. For this, we’re using AVPlayer with AVPlayerItemVideoOutput to get textures. However, we noticed that playback is not smooth and the stream often freezes. For testing, we used this 8K video: https://deovr.com/nwfnq1 The video was played using the following code: @objc public func playVideo(urlString: String) { guard let url = URL(string: urlString) else { return } let pItem = AVPlayerItem(url: url) playerItem = pItem pItem.preferredForwardBufferDuration = 10.0 let pixelBufferAttributes: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, kCVPixelBufferMetalCompatibilityKey as String: true, ] let output = AVPlayerItemVideoOutput( pixelBufferAttributes: pixelBufferAttributes ) pItem.add(output) playerItemObserver = pItem.observe(\.status) { [weak self] pItem, _ in guard pItem.status == .readyToPlay else { return } self?.playerItemObserver = nil self?.player.play() } player = AVPlayer(playerItem: pItem) player.currentItem?.preferredPeakBitRate = 35_000_000 } When AVPlayerItemVideoOutput is attached, the video stutters and the log looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: -0.07s | buffer: 0.00s 🟡 Buffer ahead: 2.94s | buffer: 3.49s 🟡 Buffer ahead: 2.50s | buffer: 4.06s 🟡 Buffer ahead: 1.74s | buffer: 4.30s 🟡 Buffer ahead: 0.74s | buffer: 4.30s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.09s | buffer: 4.30s 🟠 Playback may stall 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.07s | buffer: 1.43s 🟣 Buffer full 🟡 Buffer ahead: 0.47s | buffer: 1.65s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.10s | buffer: 1.65s 🟠 Playback may stall 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟣 Buffer full 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 2.00s 🟡 Buffer ahead: 0.68s | buffer: 2.27s 🟡 Buffer ahead: 0.09s | buffer: 2.27s 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall When we remove AVPlayerItemVideoOutput from the player, the video plays smoothly, and the output looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.22s | buffer: 2.22s 🟡 Buffer ahead: 1.05s | buffer: 3.05s 🟡 Buffer ahead: 1.12s | buffer: 4.12s 🟡 Buffer ahead: 1.18s | buffer: 5.18s 🟡 Buffer ahead: 0.72s | buffer: 5.72s 🟡 Buffer ahead: 1.27s | buffer: 7.28s 🟡 Buffer ahead: 2.09s | buffer: 3.03s 🟡 Buffer ahead: 4.16s | buffer: 6.10s 🟡 Buffer ahead: 6.66s | buffer: 7.09s 🟡 Buffer ahead: 5.66s | buffer: 7.09s 🟡 Buffer ahead: 4.66s | buffer: 7.09s 🟡 Buffer ahead: 4.02s | buffer: 7.45s 🟡 Buffer ahead: 3.62s | buffer: 8.05s 🟡 Buffer ahead: 2.62s | buffer: 8.05s 🟡 Buffer ahead: 2.49s | buffer: 3.53s 🟡 Buffer ahead: 2.43s | buffer: 3.38s 🟡 Buffer ahead: 1.90s | buffer: 3.85s We’ve tried different attribute settings for AVPlayerItemVideoOutput. We also removed all logic related to reading frame data, but the choppy playback still remained. Can you advise whether this is a player issue or if we’re doing something wrong?
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402
Oct ’25
How to configure Spatial Audio on a Video Material?, Compile error.
I've tried following apple's documentation to apply a video material on a Model Entity, but I have encountered a compile error while attempting to specify the Spatial Audio type. It is a 360 video on a Sphere which plays just fine, but the audio is too quiet compared to the volume I get when I preview the video on Xcode. So I tried tried to configure audio playback mode on the material but it gives me a compile error: "audioInputMode' is unavailable in visionOS audioInputMode' has been explicitly marked unavailable here RealityFoundation.VideoPlaybackController.audioInputMode)" https://developer.apple.com/documentation/realitykit/videomaterial/ Code: let player = AVPlayer(url: url) // Instantiate and configure the video material. let material = VideoMaterial(avPlayer: player) // Configure audio playback mode. material.controller.audioInputMode = .spatial // this line won’t compile. VisionOS 2.4, Xcode 16.4, also tried Xcode 26 beta 2. The videos are HEVC MPEG-4 codecs. Is there any other way to do this, or is there a workaround available? Thank you.
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246
Jul ’25