Discuss Spatial Computing on Apple Platforms.

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RealityView attachment draw order
My visionOS 26.3 app displays a diorama-like scene in a RealityView in a mixed immersive space, about 1 meter square, with view attachments floating above the scene. Each view attachment fades out after user interaction, by animating the view's opacity. What I'm observing is that depending on the position of a view attachment relative to the scene and the camera, an unwanted cutout effect is observed (presumably because of draw order issues), as shown in the right column in the screenshots below. YouTube video link of these sequences: https://youtu.be/oTuo0okKCkc (19 seconds) My question: How does visionOS determine the view attachment draw order relative to the RealityView scene? If I better understood how the draw order is determined, I could modify my scene to ensure that the view attachments were always drawn after the scene, fixing the unwanted cutout effect. I've successfully used ModelSortGroupComponent to control the draw order of entities within the RealityView scene, but my understanding is that this approach cannot be used with view attachments. I've submitted FB22014370 about this issue. Thank you.
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1w
Website environment disappears suddenly
After I updated to visionOS 26.4, I noticed my website environment would suddenly turn off occasionally while I was watching YouTube in Safari. My M2 AVP was still warm after the update. Is turning off a website environment expected behavior when the headset gets warm (e.g., perhaps to reduce load)? If not, anyone have an idea this might happen?
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419
Mar ’26
Buttons become unresponsive after using .windowStyle(.plain) with auto-hiding menu
I'm developing a visionOS panorama viewer app where I need to implement an auto-hiding floating menu in immersive space. The menu should: Show for 3 seconds when entering immersive mode Auto-hide after 3 seconds, Reappear when user taps anywhere (using SpatialTapGesture). Buttons should respond to gaze + pinch interaction The Problem: When I add .windowStyle(.plain) to achieve transparent window background for the auto-hide effect, all buttons in the menu become completely unresponsive to gaze + pinch interaction. The buttons only respond to direct finger touch (poking). Without .windowStyle(.plain): Buttons work correctly with gaze + pinch, but I cannot achieve transparent window background for hiding. With .windowStyle(.plain): Window can be transparent, but buttons lose gaze + pinch interaction. Code: App.swift: @main struct MyApp: App { @StateObject private var model = AppModel() var body: some Scene { WindowGroup(id: "MainWindow") { ContentView() .environmentObject(model) } .defaultSize(width: 900, height: 700) .windowResizability(.contentSize) .windowStyle(.plain) // <-- This causes the interaction issue ImmersiveSpace(id: "ImmersiveSpace") { ImmersiveView() .environmentObject(model) } } } ContentView.swift (simplified): struct ContentView: View { @EnvironmentObject var model: AppModel @State private var isMenuVisible: Bool = true var body: some View { VStack { if model.isImmersiveViewActive { if isMenuVisible { // This menu's buttons don't respond to gaze+pinch immersiveControlMenu } } else { mainMenuButtons } } .glassBackgroundEffect() } private var immersiveControlMenu: some View { HStack { Button("Exit") { exitImmersiveSpace() } .buttonStyle(.bordered) // Also tried .plain, same issue } .padding() .glassBackgroundEffect() } } ImmersiveView.swift: struct ImmersiveView: View { @EnvironmentObject var model: AppModel var body: some View { RealityView { content in // Panorama sphere let sphere = ModelEntity(mesh: .generateSphere(radius: 1000), materials: [material]) content.add(sphere) // Tap detector for menu toggle let tapDetector = Entity() tapDetector.components.set(CollisionComponent(shapes: [.generateSphere(radius: 900)])) tapDetector.components.set(InputTargetComponent()) content.add(tapDetector) } .gesture( SpatialTapGesture() .targetedToAnyEntity() .onEnded { _ in model.shouldShowMenu = true } ) } } Environment: Xcode 26.2 visionOS 26.3 Vision Pro device Questions: Is .windowStyle(.plain) expected to affect button interaction behavior? What is the recommended approach to achieve a transparent/hidden window in immersive mode while maintaining button interactivity? Is there an alternative to .windowStyle(.plain) for hiding window chrome in visionOS? Thank you for any guidance!
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Feb ’26
Accessing LiDAR Depth Data and Scene Reconstruction on Apple Vision Pro
Hello, I'm developing a visionOS application for Apple Vision Pro that aims to scan unknown physical objects, capture their 3D data (such as meshes or point clouds), and export them as 3D models. Ideally, I'd also like to visualize these reconstructions in real-time within the headset. This functionality is similar to what's available in Reality Composer on iPad and iPhone, but I'm seeking to implement it natively on Vision Pro. I've reviewed the visionOS documentation but haven't found clear guidance on accessing LiDAR depth data or performing scene reconstruction. Specifically, I'm interested in: 1.Accessing LiDAR or depth data from Vision Pro's sensors. 2.Utilizing ARKit's scene reconstruction capabilities on visionOS. 3.Exporting captured 3D data as models (e.g., USDZ or OBJ formats). Are there APIs or frameworks in visionOS that support these features?
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159
May ’25
PSVR2 controller button quirks
I have an open Feedback conversation with Apple on this topic, but I am curious if others have run into this, or want to try out my sample code in their set up. there are two API’s for reading controller buttons, axis, and D pads: GCPhysicalInputProfile and GCControllerLiveInput. There are inconsistencies in behaviour between the two of them. Apple recommends we use GCControllerLiveInput, however, there are some capabilities on these controllers that are only accessible through GCPhysicalInputProfile, as I’ll discuss below. PSVR2 R2/L2 buttons, a.k.a. triggers, have force input analogue values. These can only be accessed on GCPhysicalInputProfile PSVR2 thumbstick direction values are read through “axes” on GCPhysicalInputProfile, but only “dpads” on GCControllerLiveInput on both GCPhysicalInputProfile and GCControllerLiveInput, All pressed events of all buttons are fired properly using generic aliases ( Trigger, Grip ,Menu, Right Thumbstick, Left Thumbstick, Right Button A & B (Circle & Cross), Left Button A&B (Triangle and Square) ). Apple reserves the system button as the equivalent of a home button for the OS. on GCPhysicalInputProfile, touch events are fired when the button is also pressed, but not for only touches. on GCControllerLiveInput , Touch events only works for the following buttons: Left Thumbstick, Right Thumbstick, Right Button A (Circle), and Right Button B (Cross). But Right Button B touch event isn’t labelled correctly, it fires as the Right Button A event. I observed this inside ALVR which uses a polling based approach to event processing: https://github.com/alvr-org/alvr-visionos/blob/17b5968f9d894944b53e97134b39dfce0993302a/ALVRClient/WorldTracker.swift#L301 To simplify to see this on a very simple app, I used the Apple example TrackingAccessories application: https://developer.apple.com/documentation/ARKit/tracking-accessories-in-volumetric-windows I’ve attached the code that replaces the AccessoryTrackingModel class. I added code that prints out what is touched/pressed, see the trackAllConnectedSpatialControllers method: https://github.com/svrc/TrackingAccessories
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888
Dec ’25
RealityKit / visionOS – Memory not released after dismissing ImmersiveSpace with USDZ models
Hi everyone, I’m encountering a memory overflow issue in my visionOS app and I’d like to confirm if this is expected behavior or if I’m missing something in cleanup. App Context The app showcases apartments in real scale using AR. Apartments are heavy USDZ models (hundreds of thousands of triangles, high-resolution textures). Users can walk inside the apartments, and performance is good even close to hardware limits. Flow The app starts in a full immersive space (RealityView) for selecting the apartment. When an apartment is selected, a new ImmersiveSpace opens and the apartment scene loads. The scene includes multiple USDZ models, EnvironmentResources, and dynamic textures for skyboxes. When the user dismisses the experience, we attempt cleanup: Nulling out all entity references. Removing ModelComponents. Clearing cached textures and skyboxes. Forcing dictionaries/collections to empty. Despite this cleanup, memory usage remains very high. Problem After dismissing the ImmersiveSpace, memory does not return to baseline. Check the attached screenshot of the profiling made using Instruments: Initial state: ~30MB (main menu). After loading models sequentially: ~3.3GB. Skybox textures bring it near ~4GB. After dismissing the experience (at ~01:00 mark): memory only drops slightly (to ~2.66GB). When loading the second apartment, memory continues to increase until ~5GB, at which point the app crashes due to memory pressure. The issue is consistently visible under VM: IOSurface in Instruments. No leaks are detected. So it looks like RealityKit (or lower-level frameworks) keeps caching meshes and textures, and does not free them when RealityView is ended. But for my use case, these resources should be fully released once the ImmersiveSpace is dismissed, since new apartments will load entirely different models and textures. Cleanup Code Example Here’s a simplified version of the cleanup I’m doing: func clearAllRoomEntities() { for (entityName, entity) in entityFromMarker { entity.removeFromParent() if let modelEntity = entity as? ModelEntity { modelEntity.components.removeAll() modelEntity.children.forEach { $0.removeFromParent() } modelEntity.clearTexturesAndMaterials() } entityFromMarker[entityName] = nil removeSkyboxPortals(from: entityName) } entityFromMarker.removeAll() } extension ModelEntity { func clearTexturesAndMaterials() { guard var modelComponent = self.model else { return } for index in modelComponent.materials.indices { removeTextures(from: &modelComponent.materials[index]) } modelComponent.materials.removeAll() self.model = modelComponent self.model = nil } private func removeTextures(from material: inout any Material) { if var pbr = material as? PhysicallyBasedMaterial { pbr.baseColor.texture = nil pbr.emissiveColor.texture = nil pbr.metallic.texture = nil pbr.roughness.texture = nil pbr.normal.texture = nil pbr.ambientOcclusion.texture = nil pbr.clearcoat.texture = nil material = pbr } else if var simple = material as? SimpleMaterial { simple.color.texture = nil material = simple } } } Questions Is this expected RealityKit behavior (textures/meshes cached internally)? Is there a way to force RealityKit to release GPU resources tied to USDZ models when they’re no longer used? Should dismissing the ImmersiveSpace automatically free those IOSurfaces, or do I need to handle this differently? Any guidance, best practices, or confirmation would be hugely appreciated. Thanks in advance!
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2.2k
Jan ’26
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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1.2k
Dec ’25
RealityView content disappears when selecting Lock In Place on visionOS
Hi, I'm experiencing an issue where all RealityView content disappears when the user selects "Lock In Place" from the window management menu (long press on close button). "Follow Me" works correctly and this happens in Testflight builds only not reproducible when I run locally I have reproduced this with a minimal project containing nothing but a simple red cube — no custom anchors, no app state, no dependencies. Steps to Reproduce: Open an ImmersiveSpace. A red cube is placed 1m in front of the user via RealityView. Long press the X button on any floating window Select "Lock In Place". The cube disappears immediately. Expected: Cube remains visible after window is locked Actual: Cube disappears. Minimal reproducible code: var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3<Float>(0, 1.5, -1), relativeTo: nil) content.add(cube) } } } Device: Apple Vision Pro visionOS version: Vision OS 26.2 (23N301) Xcode version: Version 26.3 (17C529) Is this a known issue? Is there a recommended workaround to preserve RealityView content during Lock In Place transitions? Thank you!
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2w
WWDC 25 RemoteImmersiveSpace - Support for Passthrough Mode? RealityKit?
This is related to the WWDC presentation, What's new in Metal rendering for immersive apps.. Specifically, the macOS spatial streaming to visionOS feature: For reference: the page in the docs. The presentation demonstrates it using a full immersive space and Metal rendering using compositor services. I'd like clarity on a few things: Is the remote device wireless, or must the visionOS device be connected via a wired connected? Is there a limit to the number of remote devices, and if not, could macOS render different things per remote device simultaneously? Can I also use mixed mode with passthrough enabled, instead of just a fully-immersive mode? Can I use RealityKit instead of Metal? If so, may I have an example, or would someone point to an example?
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722
Sep ’25
SharePlay on the VisionOS with remote participants.
Hi everyone, I’m building a visualization app for VisionPro that uses SharePlay and GroupActivities to explore datasets collaboratively. I’ve successfully implemented the new SharedWorldAnchor feature, and everything works well with nearby, local participants. However, I’m stuck on one point: How can I share a world anchor with remote participants who join via FaceTime as spatial personas? Apple’s demo app (where multiple users move a plane model around) seems to suggest that this is possible. For context, I’m building an immersive app with Metal rendering. Any guidance or examples would be greatly appreciated! Thanks, Jens
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Sep ’25
Does Apple Spatial Audio Format documentation exist
The WWDC25 video and notes titled “Learn About Apple Immersive Video Technologies” introduced the Apple Spatial Audio Format (ASAF) and codec (APAC). However, despite references throughout on using immersive video, there is scant information on ASAF/APAC (including no code examples and no framework references), and I’ve found no documentation in Apple’s APIs/Frameworks about its implementation and use months on. I want to leverage ambisonic audio in my app. I don’t want to write a custom AU if APAC will be opened up to developers. If you read the notes below along with the iPhone 17 advertising (“Video is captured with Spatial Audio for immersive listening”), it sounds like this is very much a live feature in iOS26. Anyone know the state of play? I’m across how the PHASE engine works, which is unrelated to what I’m asking about here. Original quote from video referenced above: “ASAF enables truly externalized audio experiences by ensuring acoustic cues are used to render the audio. It’s composed of new metadata coupled with linear PCM, and a powerful new spatial renderer that’s built into Apple platforms. It produces high resolution Spatial Audio through numerous point sources and high resolution sound scenes, or higher order ambisonics.” ”ASAF is carried inside of broadcast Wave files with linear PCM signals and metadata. You typically use ASAF in production, and to stream ASAF audio, you will need to encode that audio as an mp4 APAC file.” ”APAC efficiently distributes ASAF, and APAC is required for any Apple immersive video experience. APAC playback is available on all Apple platforms except watchOS, and supports Channels, Objects, Higher Order Ambisonics, Dialogue, Binaural audio, interactive elements, as well as provisioning for extendable metadata.”
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735
Sep ’25
Request File Access from Unity for Apple Vision Pro
Hi, I am trying to load files from the Apple Vision Pro's storage into a Unity App (using Apple visionOS XR Plugin and not PolySpatial package). So far, I've tried using UnitySimpleFileBrowser and UnityStandaloneFileBrowser (both aren't made for the Vision Pro and don't work there), and then implemented my own naive file browser that at least allows me to view directories (that I can see from the App Sandbox). This is of course very limited: Gray folders can't be accessed, the only 3 available ones don't contain anything where a user would put files through the "Files" app. I know that an app can request access to these "Files & Folders": So my question is: Is there a way to request this access for a Unity-built app at the moment? If yes, what do I need to do? I've looked into the generated Xcode project's "Capabilities", but did not find anything related to file access. Any help is appreciated!
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450
Oct ’25
When placing a TextField within a RealityViewAttachment, the virtual keyboard does not appear in front of the user as expected.
Hello, Thank you for your time. I have a question regarding visionOS app development. When placing a SwiftUI TextField inside RealityView.attachments, we found that focusing on the field does not bring up the virtual keyboard in front of the user. Instead, the keyboard appears around the user’s lower abdomen area. However, when placing the same TextField in a regular SwiftUI layer outside of RealityView, the keyboard appears in the correct position as expected. This suggests that the issue is specific to RealityView.attachments. We are currently exploring ways to have the virtual keyboard appear directly in front of the user when using TextField inside RealityViewAttachments. If there is any method to explicitly control the keyboard position or any known workarounds—including alternative UI approaches—we would greatly appreciate your guidance. Best regards, Sadao Tokuyama
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Jul ’25
Displaying multiple immersive movies in spheres in an immersive environment
In visionOS, I'm trying to create an immersive environment which would feature several spheres in which immersive movies are visible. I'm starting from a sample code which creates a sphere, sets an immersive movie as its material, and opens it as an immersive environment. This works fine. But if I create a sphere in an open immersive environment using Reality Composer Pro and sets its material to an immersive movie, I can see the movie on the sphere while I move outside of it but if I try to get inside the sphere, it disappears. What would be the right way of doing this ?
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740
Oct ’25
Loading USDZ asset into Model3D causes visionOS 2.0 beta 5 to crash
We've recently discovered that our app crashes on startup on the latest visionOS 2.0 beta 5 (22N5297g) build. In fact, the entire field of view would dim down and visionOS would then restart, showing the Apple logo. Interestingly, no app crash is reported by Xcode during debug. After investigation, we have isolated the issue to a specific USDZ asset in our app. Loading it in a sample, blank project also causes visionOS to reliably crash, or become extremely unresponsive with rendering artifacts everywhere. This looks like a potentially serious issue. Even if the asset is problematic, loading it should not crash the entire OS. We have filed feedback FB14756285, along with a demo project. Hopefully someone can take a look. Thanks!
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625
Jul ’25
How to update TextureResource with MTLTexture?
Hi I have a monitoring app, that will take input video from uvc and process it using Metal, and eventually get a MTLTexture. The problem I'm facing is I have to convert MTLTexture to CGImage then call TextureResource.replace, which is super slow. Metal processing speed is same as input frame rate(50pfs), but MTLTexture -> CGImage -> TextureResource only got 7fps... Is there any way I can make it faster?
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565
Oct ’25
WWDC no mention of roomplan. Abandoned?
Has Roomplan been abandoned? Two years have gone by without comments from Apple on improvements. Are the improvements behind the scenes? Is there going to be any major updates?
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2
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2
Views
287
Activity
Jun ’25
RealityView attachment draw order
My visionOS 26.3 app displays a diorama-like scene in a RealityView in a mixed immersive space, about 1 meter square, with view attachments floating above the scene. Each view attachment fades out after user interaction, by animating the view's opacity. What I'm observing is that depending on the position of a view attachment relative to the scene and the camera, an unwanted cutout effect is observed (presumably because of draw order issues), as shown in the right column in the screenshots below. YouTube video link of these sequences: https://youtu.be/oTuo0okKCkc (19 seconds) My question: How does visionOS determine the view attachment draw order relative to the RealityView scene? If I better understood how the draw order is determined, I could modify my scene to ensure that the view attachments were always drawn after the scene, fixing the unwanted cutout effect. I've successfully used ModelSortGroupComponent to control the draw order of entities within the RealityView scene, but my understanding is that this approach cannot be used with view attachments. I've submitted FB22014370 about this issue. Thank you.
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4
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0
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1.5k
Activity
1w
Website environment disappears suddenly
After I updated to visionOS 26.4, I noticed my website environment would suddenly turn off occasionally while I was watching YouTube in Safari. My M2 AVP was still warm after the update. Is turning off a website environment expected behavior when the headset gets warm (e.g., perhaps to reduce load)? If not, anyone have an idea this might happen?
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1
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0
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419
Activity
Mar ’26
Buttons become unresponsive after using .windowStyle(.plain) with auto-hiding menu
I'm developing a visionOS panorama viewer app where I need to implement an auto-hiding floating menu in immersive space. The menu should: Show for 3 seconds when entering immersive mode Auto-hide after 3 seconds, Reappear when user taps anywhere (using SpatialTapGesture). Buttons should respond to gaze + pinch interaction The Problem: When I add .windowStyle(.plain) to achieve transparent window background for the auto-hide effect, all buttons in the menu become completely unresponsive to gaze + pinch interaction. The buttons only respond to direct finger touch (poking). Without .windowStyle(.plain): Buttons work correctly with gaze + pinch, but I cannot achieve transparent window background for hiding. With .windowStyle(.plain): Window can be transparent, but buttons lose gaze + pinch interaction. Code: App.swift: @main struct MyApp: App { @StateObject private var model = AppModel() var body: some Scene { WindowGroup(id: "MainWindow") { ContentView() .environmentObject(model) } .defaultSize(width: 900, height: 700) .windowResizability(.contentSize) .windowStyle(.plain) // <-- This causes the interaction issue ImmersiveSpace(id: "ImmersiveSpace") { ImmersiveView() .environmentObject(model) } } } ContentView.swift (simplified): struct ContentView: View { @EnvironmentObject var model: AppModel @State private var isMenuVisible: Bool = true var body: some View { VStack { if model.isImmersiveViewActive { if isMenuVisible { // This menu's buttons don't respond to gaze+pinch immersiveControlMenu } } else { mainMenuButtons } } .glassBackgroundEffect() } private var immersiveControlMenu: some View { HStack { Button("Exit") { exitImmersiveSpace() } .buttonStyle(.bordered) // Also tried .plain, same issue } .padding() .glassBackgroundEffect() } } ImmersiveView.swift: struct ImmersiveView: View { @EnvironmentObject var model: AppModel var body: some View { RealityView { content in // Panorama sphere let sphere = ModelEntity(mesh: .generateSphere(radius: 1000), materials: [material]) content.add(sphere) // Tap detector for menu toggle let tapDetector = Entity() tapDetector.components.set(CollisionComponent(shapes: [.generateSphere(radius: 900)])) tapDetector.components.set(InputTargetComponent()) content.add(tapDetector) } .gesture( SpatialTapGesture() .targetedToAnyEntity() .onEnded { _ in model.shouldShowMenu = true } ) } } Environment: Xcode 26.2 visionOS 26.3 Vision Pro device Questions: Is .windowStyle(.plain) expected to affect button interaction behavior? What is the recommended approach to achieve a transparent/hidden window in immersive mode while maintaining button interactivity? Is there an alternative to .windowStyle(.plain) for hiding window chrome in visionOS? Thank you for any guidance!
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5
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0
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1.2k
Activity
Feb ’26
Curved/panorama window in visionOS 2?
The new Mac virtual display feature on visionOS 2 offers a curved/panoramic window. I was wondering if this is simply a property that can be applied to a window, or if it involves an immersive mode or SceneKit/RealityKit?
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5
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0
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1.5k
Activity
Nov ’25
Accessing LiDAR Depth Data and Scene Reconstruction on Apple Vision Pro
Hello, I'm developing a visionOS application for Apple Vision Pro that aims to scan unknown physical objects, capture their 3D data (such as meshes or point clouds), and export them as 3D models. Ideally, I'd also like to visualize these reconstructions in real-time within the headset. This functionality is similar to what's available in Reality Composer on iPad and iPhone, but I'm seeking to implement it natively on Vision Pro. I've reviewed the visionOS documentation but haven't found clear guidance on accessing LiDAR depth data or performing scene reconstruction. Specifically, I'm interested in: 1.Accessing LiDAR or depth data from Vision Pro's sensors. 2.Utilizing ARKit's scene reconstruction capabilities on visionOS. 3.Exporting captured 3D data as models (e.g., USDZ or OBJ formats). Are there APIs or frameworks in visionOS that support these features?
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0
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2
Views
159
Activity
May ’25
PSVR2 controller button quirks
I have an open Feedback conversation with Apple on this topic, but I am curious if others have run into this, or want to try out my sample code in their set up. there are two API’s for reading controller buttons, axis, and D pads: GCPhysicalInputProfile and GCControllerLiveInput. There are inconsistencies in behaviour between the two of them. Apple recommends we use GCControllerLiveInput, however, there are some capabilities on these controllers that are only accessible through GCPhysicalInputProfile, as I’ll discuss below. PSVR2 R2/L2 buttons, a.k.a. triggers, have force input analogue values. These can only be accessed on GCPhysicalInputProfile PSVR2 thumbstick direction values are read through “axes” on GCPhysicalInputProfile, but only “dpads” on GCControllerLiveInput on both GCPhysicalInputProfile and GCControllerLiveInput, All pressed events of all buttons are fired properly using generic aliases ( Trigger, Grip ,Menu, Right Thumbstick, Left Thumbstick, Right Button A & B (Circle & Cross), Left Button A&B (Triangle and Square) ). Apple reserves the system button as the equivalent of a home button for the OS. on GCPhysicalInputProfile, touch events are fired when the button is also pressed, but not for only touches. on GCControllerLiveInput , Touch events only works for the following buttons: Left Thumbstick, Right Thumbstick, Right Button A (Circle), and Right Button B (Cross). But Right Button B touch event isn’t labelled correctly, it fires as the Right Button A event. I observed this inside ALVR which uses a polling based approach to event processing: https://github.com/alvr-org/alvr-visionos/blob/17b5968f9d894944b53e97134b39dfce0993302a/ALVRClient/WorldTracker.swift#L301 To simplify to see this on a very simple app, I used the Apple example TrackingAccessories application: https://developer.apple.com/documentation/ARKit/tracking-accessories-in-volumetric-windows I’ve attached the code that replaces the AccessoryTrackingModel class. I added code that prints out what is touched/pressed, see the trackAllConnectedSpatialControllers method: https://github.com/svrc/TrackingAccessories
Replies
6
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0
Views
888
Activity
Dec ’25
RealityKit / visionOS – Memory not released after dismissing ImmersiveSpace with USDZ models
Hi everyone, I’m encountering a memory overflow issue in my visionOS app and I’d like to confirm if this is expected behavior or if I’m missing something in cleanup. App Context The app showcases apartments in real scale using AR. Apartments are heavy USDZ models (hundreds of thousands of triangles, high-resolution textures). Users can walk inside the apartments, and performance is good even close to hardware limits. Flow The app starts in a full immersive space (RealityView) for selecting the apartment. When an apartment is selected, a new ImmersiveSpace opens and the apartment scene loads. The scene includes multiple USDZ models, EnvironmentResources, and dynamic textures for skyboxes. When the user dismisses the experience, we attempt cleanup: Nulling out all entity references. Removing ModelComponents. Clearing cached textures and skyboxes. Forcing dictionaries/collections to empty. Despite this cleanup, memory usage remains very high. Problem After dismissing the ImmersiveSpace, memory does not return to baseline. Check the attached screenshot of the profiling made using Instruments: Initial state: ~30MB (main menu). After loading models sequentially: ~3.3GB. Skybox textures bring it near ~4GB. After dismissing the experience (at ~01:00 mark): memory only drops slightly (to ~2.66GB). When loading the second apartment, memory continues to increase until ~5GB, at which point the app crashes due to memory pressure. The issue is consistently visible under VM: IOSurface in Instruments. No leaks are detected. So it looks like RealityKit (or lower-level frameworks) keeps caching meshes and textures, and does not free them when RealityView is ended. But for my use case, these resources should be fully released once the ImmersiveSpace is dismissed, since new apartments will load entirely different models and textures. Cleanup Code Example Here’s a simplified version of the cleanup I’m doing: func clearAllRoomEntities() { for (entityName, entity) in entityFromMarker { entity.removeFromParent() if let modelEntity = entity as? ModelEntity { modelEntity.components.removeAll() modelEntity.children.forEach { $0.removeFromParent() } modelEntity.clearTexturesAndMaterials() } entityFromMarker[entityName] = nil removeSkyboxPortals(from: entityName) } entityFromMarker.removeAll() } extension ModelEntity { func clearTexturesAndMaterials() { guard var modelComponent = self.model else { return } for index in modelComponent.materials.indices { removeTextures(from: &modelComponent.materials[index]) } modelComponent.materials.removeAll() self.model = modelComponent self.model = nil } private func removeTextures(from material: inout any Material) { if var pbr = material as? PhysicallyBasedMaterial { pbr.baseColor.texture = nil pbr.emissiveColor.texture = nil pbr.metallic.texture = nil pbr.roughness.texture = nil pbr.normal.texture = nil pbr.ambientOcclusion.texture = nil pbr.clearcoat.texture = nil material = pbr } else if var simple = material as? SimpleMaterial { simple.color.texture = nil material = simple } } } Questions Is this expected RealityKit behavior (textures/meshes cached internally)? Is there a way to force RealityKit to release GPU resources tied to USDZ models when they’re no longer used? Should dismissing the ImmersiveSpace automatically free those IOSurfaces, or do I need to handle this differently? Any guidance, best practices, or confirmation would be hugely appreciated. Thanks in advance!
Replies
9
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0
Views
2.2k
Activity
Jan ’26
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!
Replies
7
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2
Views
1.2k
Activity
Dec ’25
RealityView content disappears when selecting Lock In Place on visionOS
Hi, I'm experiencing an issue where all RealityView content disappears when the user selects "Lock In Place" from the window management menu (long press on close button). "Follow Me" works correctly and this happens in Testflight builds only not reproducible when I run locally I have reproduced this with a minimal project containing nothing but a simple red cube — no custom anchors, no app state, no dependencies. Steps to Reproduce: Open an ImmersiveSpace. A red cube is placed 1m in front of the user via RealityView. Long press the X button on any floating window Select "Lock In Place". The cube disappears immediately. Expected: Cube remains visible after window is locked Actual: Cube disappears. Minimal reproducible code: var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3<Float>(0, 1.5, -1), relativeTo: nil) content.add(cube) } } } Device: Apple Vision Pro visionOS version: Vision OS 26.2 (23N301) Xcode version: Version 26.3 (17C529) Is this a known issue? Is there a recommended workaround to preserve RealityView content during Lock In Place transitions? Thank you!
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2w
WWDC 25 RemoteImmersiveSpace - Support for Passthrough Mode? RealityKit?
This is related to the WWDC presentation, What's new in Metal rendering for immersive apps.. Specifically, the macOS spatial streaming to visionOS feature: For reference: the page in the docs. The presentation demonstrates it using a full immersive space and Metal rendering using compositor services. I'd like clarity on a few things: Is the remote device wireless, or must the visionOS device be connected via a wired connected? Is there a limit to the number of remote devices, and if not, could macOS render different things per remote device simultaneously? Can I also use mixed mode with passthrough enabled, instead of just a fully-immersive mode? Can I use RealityKit instead of Metal? If so, may I have an example, or would someone point to an example?
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722
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Sep ’25
SharePlay on the VisionOS with remote participants.
Hi everyone, I’m building a visualization app for VisionPro that uses SharePlay and GroupActivities to explore datasets collaboratively. I’ve successfully implemented the new SharedWorldAnchor feature, and everything works well with nearby, local participants. However, I’m stuck on one point: How can I share a world anchor with remote participants who join via FaceTime as spatial personas? Apple’s demo app (where multiple users move a plane model around) seems to suggest that this is possible. For context, I’m building an immersive app with Metal rendering. Any guidance or examples would be greatly appreciated! Thanks, Jens
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2
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499
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Sep ’25
Does Apple Spatial Audio Format documentation exist
The WWDC25 video and notes titled “Learn About Apple Immersive Video Technologies” introduced the Apple Spatial Audio Format (ASAF) and codec (APAC). However, despite references throughout on using immersive video, there is scant information on ASAF/APAC (including no code examples and no framework references), and I’ve found no documentation in Apple’s APIs/Frameworks about its implementation and use months on. I want to leverage ambisonic audio in my app. I don’t want to write a custom AU if APAC will be opened up to developers. If you read the notes below along with the iPhone 17 advertising (“Video is captured with Spatial Audio for immersive listening”), it sounds like this is very much a live feature in iOS26. Anyone know the state of play? I’m across how the PHASE engine works, which is unrelated to what I’m asking about here. Original quote from video referenced above: “ASAF enables truly externalized audio experiences by ensuring acoustic cues are used to render the audio. It’s composed of new metadata coupled with linear PCM, and a powerful new spatial renderer that’s built into Apple platforms. It produces high resolution Spatial Audio through numerous point sources and high resolution sound scenes, or higher order ambisonics.” ”ASAF is carried inside of broadcast Wave files with linear PCM signals and metadata. You typically use ASAF in production, and to stream ASAF audio, you will need to encode that audio as an mp4 APAC file.” ”APAC efficiently distributes ASAF, and APAC is required for any Apple immersive video experience. APAC playback is available on all Apple platforms except watchOS, and supports Channels, Objects, Higher Order Ambisonics, Dialogue, Binaural audio, interactive elements, as well as provisioning for extendable metadata.”
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4
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735
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Sep ’25
Request File Access from Unity for Apple Vision Pro
Hi, I am trying to load files from the Apple Vision Pro's storage into a Unity App (using Apple visionOS XR Plugin and not PolySpatial package). So far, I've tried using UnitySimpleFileBrowser and UnityStandaloneFileBrowser (both aren't made for the Vision Pro and don't work there), and then implemented my own naive file browser that at least allows me to view directories (that I can see from the App Sandbox). This is of course very limited: Gray folders can't be accessed, the only 3 available ones don't contain anything where a user would put files through the "Files" app. I know that an app can request access to these "Files & Folders": So my question is: Is there a way to request this access for a Unity-built app at the moment? If yes, what do I need to do? I've looked into the generated Xcode project's "Capabilities", but did not find anything related to file access. Any help is appreciated!
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450
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Oct ’25
When placing a TextField within a RealityViewAttachment, the virtual keyboard does not appear in front of the user as expected.
Hello, Thank you for your time. I have a question regarding visionOS app development. When placing a SwiftUI TextField inside RealityView.attachments, we found that focusing on the field does not bring up the virtual keyboard in front of the user. Instead, the keyboard appears around the user’s lower abdomen area. However, when placing the same TextField in a regular SwiftUI layer outside of RealityView, the keyboard appears in the correct position as expected. This suggests that the issue is specific to RealityView.attachments. We are currently exploring ways to have the virtual keyboard appear directly in front of the user when using TextField inside RealityViewAttachments. If there is any method to explicitly control the keyboard position or any known workarounds—including alternative UI approaches—we would greatly appreciate your guidance. Best regards, Sadao Tokuyama
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3
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674
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Jul ’25
Spatial Web and Safari
Is there any interest in this forum for those developing for the spatial web and safari. I can't seem to find any posts that are relevant here.
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242
Activity
Dec ’25
Displaying multiple immersive movies in spheres in an immersive environment
In visionOS, I'm trying to create an immersive environment which would feature several spheres in which immersive movies are visible. I'm starting from a sample code which creates a sphere, sets an immersive movie as its material, and opens it as an immersive environment. This works fine. But if I create a sphere in an open immersive environment using Reality Composer Pro and sets its material to an immersive movie, I can see the movie on the sphere while I move outside of it but if I try to get inside the sphere, it disappears. What would be the right way of doing this ?
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740
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Oct ’25
Loading USDZ asset into Model3D causes visionOS 2.0 beta 5 to crash
We've recently discovered that our app crashes on startup on the latest visionOS 2.0 beta 5 (22N5297g) build. In fact, the entire field of view would dim down and visionOS would then restart, showing the Apple logo. Interestingly, no app crash is reported by Xcode during debug. After investigation, we have isolated the issue to a specific USDZ asset in our app. Loading it in a sample, blank project also causes visionOS to reliably crash, or become extremely unresponsive with rendering artifacts everywhere. This looks like a potentially serious issue. Even if the asset is problematic, loading it should not crash the entire OS. We have filed feedback FB14756285, along with a demo project. Hopefully someone can take a look. Thanks!
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625
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Jul ’25
How to update TextureResource with MTLTexture?
Hi I have a monitoring app, that will take input video from uvc and process it using Metal, and eventually get a MTLTexture. The problem I'm facing is I have to convert MTLTexture to CGImage then call TextureResource.replace, which is super slow. Metal processing speed is same as input frame rate(50pfs), but MTLTexture -> CGImage -> TextureResource only got 7fps... Is there any way I can make it faster?
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565
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Oct ’25
How do you incorporate SharePlay into an Immersive scene in VisionOS?
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?
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Jan ’26