Discuss Spatial Computing on Apple Platforms.

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visionOS pushWindow being dismissed on app foreground
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
3
1
890
Jan ’26
Photogrammetry Session - new model?
Hi Apple Team, We noticed the following exciting changelog in the latest macOS 26 beta: A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451) However after trying this on the latest beta and running some tests we do not see any differences on objects with low textures such as single coloured surfaces. Is there anything we are missing? the machine is definitely connected to the internet but we have no way of knowing from the logs if the new model is being used? thanks
5
1
714
Jul ’25
Can developers use spatial image in third App's Spatial widget
Spatial widget is a new feature of visionos 26. I notice The system’s Photo app can add a Spatial Image in the widget. I wonder if third apps can use spatial image or any 3D content in it's widget? I try to use RealityView in widget and it run with a crash. So does spatial Image in widget only supported by the system Photo app, and not available to developers now?
1
1
753
Jul ’25
LowLevelInstanceData & animation
AppleOS 26 introduces LowLevelInstanceData that can reduce CPU draw calls significantly by instancing. However, I have noticed trouble with animating each individual instance. As I wanted low-level control, I'm using a custom system and LowLevelInstanceData.replace(using:) to update the transform each frame. The update closure itself is extremely efficient (Xcode Instruments reports nearly no cost). But I noticed extremely high runloop time, reach around 20ms. Time Profiler shows that the CPU is blocked by kernel.release.t6401. I think it is caused by synchronization between CPU and GPU, however, as I am already using a MTLCommandBuffer to coordinate it, I don't understand why I am still seeing large CPU time.
3
0
642
1w
Game Controller Input Limitations in visionOS Volumetric Windows - Need Clarification
Game Controller Input Limitations in visionOS Volumetric Windows Hello Apple Developer Community, I'm developing a game for visionOS and have encountered significant limitations with game controller input when using volumetric windows (WindowGroup with .volumetric style). I'd appreciate clarification on whether this is expected behavior and any guidance on best practices. 🧩 Issue Summary When using a DualSense controller with a volumetric window in visionOS, only a subset of controller inputs are available to the app. The remaining inputs appear to be reserved by the system for UI navigation. ✅ Working Inputs (Volumetric Window) D-Pad (all directions) L3 (left thumbstick button click) R3 (right thumbstick button click) Menu button Options button ❌ Not Working Inputs (Volumetric Window) Left thumbstick analog movement (used for UI scrolling instead) Right thumbstick analog movement (used for UI scrolling instead) Face buttons (Cross, Circle, Square, Triangle / A, B, X, Y) Shoulder buttons (L1, R1) Triggers (L2, R2) Key observation: When moving the left thumbstick in a volumetric window, the window's UI scrolls vertically instead of sending input to my app's GameController handlers. Similarly, face buttons seem to be reserved for system UI interactions. ⚙️ Implementation Details I'm using the standard GameController framework: Connect to controller via GCController.controllers() Access extendedGamepad profile Set up valueChangedHandler and pressedChangedHandler for all inputs Handlers confirmed registered via logging Working inputs (D-Pad, L3, R3) trigger immediately and consistently Non-working inputs (thumbsticks, face buttons) never trigger 🧠 Critical Finding: ImmersiveSpace Works Perfectly When testing the exact same code in an ImmersiveSpace (.mixed immersion style), all controller inputs work perfectly: ✅ Both thumbsticks provide full analog input ✅ All face buttons trigger their handlers ✅ All shoulder buttons and triggers work correctly ✅ 100% success rate with no intermittent issues This suggests the issue isn't with my code, but rather how visionOS handles controller input differently between Volumetric Windows and ImmersiveSpace. 🧪 Test Environment I created a minimal test project (Controller-Playground) to isolate the issue: A simple ControllerTester class that registers all GameController handlers A visual UI showing real-time input state No game logic, RealityKit physics, or other complexity Results In volumetric window: Only D-Pad, L3, R3, Menu, Options work In ImmersiveSpace: All inputs work perfectly This confirms the limitation exists at the visionOS platform level, not in app code. 🧰 Attempted Workarounds I tried the following without success: Setting GCSupportsControllerUserInteraction = false in Info.plist Setting UIRequiresFullScreen = true Changing window styles (.plain, .volumetric) Polling vs. handler-based input approaches Various threading models (MainActor, separate thread) Result: The only way to enable full controller support is to switch to ImmersiveSpace. ❓ Questions for Apple Is this input reservation behavior in volumetric windows intended and documented? Are game controllers expected to have limited functionality in volumetric windows while full functionality is reserved for ImmersiveSpace? Is there a way to request full controller input access in a volumetric window, or is ImmersiveSpace the only option for complete controller support? Where can I find official documentation about controller input differences between window types? Are there any APIs or configuration options to disable system controller shortcuts in volumetric windows? 🎯 Impact This limitation has a significant effect on game design and architecture: Volumetric windows offer a multitasking-friendly, less immersive experience ImmersiveSpace provides full controller support but may be more immersive than some games require Games that only need basic D-Pad and button input can work fine in volumetric windows Games requiring analog sticks or face buttons must currently use ImmersiveSpace It would be very helpful if Apple could clarify or reference existing documentation regarding controller input handling in different visionOS window types. If such documentation doesn't exist yet, it might be valuable to include this information in future developer guides or best-practice documents. 🕹 Current Workaround For now, I'm using: D-Pad for character movement (digital 8-direction) R3 (right stick click) as a substitute for the "X" button This setup allows the game to function within a volumetric window, though full controller support still requires ImmersiveSpace. 📄 Request If this is expected behavior, I may have simply missed the relevant documentation — could you please point me to any existing resources that explain this design? If there isn't one yet, it would be great if future visionOS documentation could: Clearly outline controller input behavior across window types Provide guidance on when to use Volumetric Windows vs. ImmersiveSpace for games Consider adding an API option to request full controller access when appropriate If this is not expected behavior, I'm happy to file a detailed bug report with sample code. 💻 System Information visionOS: Latest Simulator Xcode: Latest version Controller: Sony DualSense Framework: GameController (standard extendedGamepad profile) Test project: Minimal reproducible example available Thank you for any clarification or guidance you can provide. This information would be valuable for many developers working on visionOS games.
1
0
683
Oct ’25
Looking for a way to implement the video display effect in Apple's 'Spatial Gallery'
Hi guys, I noticed that Apple created a really engaging visual effect for browsing spatial videos in the app. The video appears embedded in glass panel with glowing edges and even shows a parallax effect as you move around. When I tried to display the stereo video using RealityView, however, the video entity always floats above the panel. May I ask how does VisionOS implement this effect? Is there any approach to achieve this effect or example code I can use in my own code. Thanks!
3
1
271
Jun ’25
How to Achieve Volumetric Lighting (Light Shafts) in RealityKit on visionOS?
Hello everyone, I am currently developing an experience for visionOS using RealityKit and I would like to achieve volumetric light effects, such as visible light rays or shafts through fog or dust. I found this GitHub project: https://github.com/robcupisz/LightShafts, which demonstrates the kind of visual style I am aiming for. I would like to know if there is a way to create similar effects using RealityKit on visionOS. So far, I have experimented with DirectionalLight, SpotLight, ImageBasedLight, and custom materials (e.g., additive blending on translucent meshes), but none of these approaches can replicate the volumetric light shaft look shown in the repository above. Questions: Is there a recommended technique or workaround in RealityKit to simulate light shafts or volumetric lighting? Is creating a custom mesh (e.g., cone or volume geometry with gradient alpha and additive blending) the only feasible method? Are there any examples, best practices, or sample projects from Apple or other developers that showcase a similar visual style? Any advice or hints would be greatly appreciated. Thank you in advance!
9
1
990
Aug ’25
VisionOS 2 - Screen Capture with passthrough
We're trying to switch from using main camera access on Arkit to screen-capture with passthrough however we're facing some issues and it seems a bit complicated to debug. We have set up a broadcast Extension, set up some logs on the sample Handler but we get nothing in the console nor that the recording starts, we set up the picker as well and we can see our extension in the control center as one of the choices but clicking start, results in it stopping in less than one second after. The only message that is rather contradictory we see in the console.app is the following [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1333 Extension has passthrough license and just right after [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1336 Extension does not have passthrough license
2
1
612
Dec ’25
visualBounds ignores TextComponents set for Entity. Workarounds?
After adding TextComponents to my Entities on visionOS, I have observed that visualBounds will ignore the TextComponents. Documentation states that it should render a rounded rectangle mesh. These mashes are visible on the device, but not visible in the debugger ("Capture Entity Hierarchy") and ignored by visualBounds. Am I missing something? static func makeDirection(_ direction: Direction) -> Entity { let text = Entity() text.name = direction.rawValue text.setScale(SIMD3(repeating: 5), relativeTo: nil) text.transform.rotation = direction.rotation text.components.set(direction.textComponent) return text } My workaround is to add a disabled ModelEntity and take its bounds 😬
1
0
343
Dec ’25
Triangle Recommendation Limit for M5 Vision Pro
For the M2 Apple Vision Pro, there's "a general guideline, we recommend no more than 500 thousand triangles for an immersive scene, with 250 thousand for applications in the shared space." --https://developer.apple.com/videos/play/wwdc2024/10186/?time=147 Is there a revised recommendation for the M5 Apple Vision Pro?
2
1
807
Nov ’25
Real Time Spatial Video Streaming with Vision Pro
Hello, I am trying to build an AVP app for real-time "zero-latency" spatial video streaming. I am trying to figure out, on a high level, the best way to do this. Currently this is my method: Server sends stereo images via a WebRTC service (ie, livekit) The WebRTC stream is converted to a CVPixelBuffer, writes them to file, plays via AVPlayer, and applies a VideoMaterial to a plane entity. However, this is a bit hacky and it seems like this won't be compatible with Apple's spatial experinces. To my understanding, Apple supports HLS streaming for spatial experiences and APMP content. However, HLS (and even Low Latency HLS) introduces a second or more of latency, likely do to the segmentation nature of HLS. Thus, HLS will not work for us. Some other alternatives I've thought of are streaming the live stream video via webrtc from the server to a local computer in the AVP's network, and then using LL-HLS to stream from the local computer to the vision pro. Still, it seems like this would introduce latency on the order of seconds. Is my current approach the best way to implement this? Or could anyone suggest a better way, perhaps something compatible with AVP's spatial experiences
0
1
138
Dec ’25
Immersive API
After updating to visionOS 26.4, I went to Safari's Feature Flags page to reenable Website environment, and I found the Website environment switch had been moved from the top and into the list of switches below. In its place is "Immersive API". I could not find any documentation on this. Anyone know what it is for or can point me to documentation?
1
0
296
Mar ’26
Reality Kit Scene
Hi, I’m wondering whether RealityKit has its own scene management system, since it uses ARView (backed by ARKit) to present AR content. Does RealityKit manage scenes independently, or does it rely entirely on ARKit’s scene handling? Thank you.
1
0
187
Feb ’26
Cannot find devices in RemoteImmersiveSpace
Hi, I'm running the Spatial Rendering App sample on a Macbook Pro running 26.4 Beta and the Vision Pro running visionOS 26.3.1. Handoff and SharePlay are on, both devices are on the same Apple ID and network, and SharePlay screen sharing works fine between the two devices. However, when calling openImmersiveSpace, the device picker fails to present and no devices are found. Errors from console: ((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - .../ExtensionKit/Source/HostViewController/Internal/EXHostSessionDriver.m:80: `processConfiguration` and `configuration` must be both non-nil or both nil Unable to obtain a task name port right for pid 638: (os/kern) failure (0x5) Unable to present an ImmersiveSpace for Scene id 'Compositor Services' Is this a known bug or I'm I missing something? Thanks!
2
1
1.4k
Mar ’26
How to integrate Apple Immersive Video into the app you are developing.
Hello, Let me ask you a question about Apple Immersive Video. https://www.apple.com/newsroom/2024/07/new-apple-immersive-video-series-and-films-premiere-on-vision-pro/ I am currently considering implementing a feature to play Apple Immersive Video as a background scene in the app I developed, using 3DCG-created content converted into Apple Immersive Video format. First, I would like to know if it is possible to integrate Apple Immersive Video into an app. Could you provide information about the required software and the integration process for incorporating Apple Immersive Video into an app? It would be great if you could also share any helpful website resources. I am considering creating Apple Immersive Video content and would like to know about the necessary equipment and software for producing both live-action footage and 3DCG animation videos. As I mentioned earlier, I’m planning to play Apple Immersive Video as a background in the app. In doing so, I would also like to place some 3D models as RealityKit entities and spatial audio elements. I’m also planning to develop the visionOS app as a Full Space Mixed experience. Is it possible to have an immersive viewing experience with Apple Immersive Video in Full Space Mixed mode? Does Apple Immersive Video support Full Space Mixed? I’ve asked several questions, and that’s all for now. Thank you in advance!
2
1
1k
Nov ’25
visionOS pushWindow being dismissed on app foreground
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
Replies
3
Boosts
1
Views
890
Activity
Jan ’26
Photogrammetry Session - new model?
Hi Apple Team, We noticed the following exciting changelog in the latest macOS 26 beta: A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451) However after trying this on the latest beta and running some tests we do not see any differences on objects with low textures such as single coloured surfaces. Is there anything we are missing? the machine is definitely connected to the internet but we have no way of knowing from the logs if the new model is being used? thanks
Replies
5
Boosts
1
Views
714
Activity
Jul ’25
GestureComponent bug on visionOS
let component = GestureComponent(DragGesture()) iOS: ☑️ visionOS: ❌ This bug from beta to public, please fix it.
Replies
2
Boosts
0
Views
452
Activity
Sep ’25
Can developers use spatial image in third App's Spatial widget
Spatial widget is a new feature of visionos 26. I notice The system’s Photo app can add a Spatial Image in the widget. I wonder if third apps can use spatial image or any 3D content in it's widget? I try to use RealityView in widget and it run with a crash. So does spatial Image in widget only supported by the system Photo app, and not available to developers now?
Replies
1
Boosts
1
Views
753
Activity
Jul ’25
Is it possible to play Fisheye VR180 video directly?
Hi I know it's possible to play equirectangular VR180 video either SBS or MV-HEVC. And for fisheye video, the only way I know is to convert it into an AIVU for playback. Is there any way to directly play fisheye video using AVPlayer? Thanks a lot!
Replies
2
Boosts
0
Views
515
Activity
Oct ’25
LowLevelInstanceData & animation
AppleOS 26 introduces LowLevelInstanceData that can reduce CPU draw calls significantly by instancing. However, I have noticed trouble with animating each individual instance. As I wanted low-level control, I'm using a custom system and LowLevelInstanceData.replace(using:) to update the transform each frame. The update closure itself is extremely efficient (Xcode Instruments reports nearly no cost). But I noticed extremely high runloop time, reach around 20ms. Time Profiler shows that the CPU is blocked by kernel.release.t6401. I think it is caused by synchronization between CPU and GPU, however, as I am already using a MTLCommandBuffer to coordinate it, I don't understand why I am still seeing large CPU time.
Replies
3
Boosts
0
Views
642
Activity
1w
Assigning ManipulationComponent to Entity triggers SceneEvents.WillRemoveEntity
When assigning a ManipulationComponent to an Entity SceneEvents.WillRemoveEntity will be called for that Entity. Expected Behavior: the Entity is not (even if temporarily) removed from the Scene and no SceneEvents will be triggered as a result of assigning a ManipulationComponent. FB20872220
Replies
0
Boosts
1
Views
243
Activity
Oct ’25
Game Controller Input Limitations in visionOS Volumetric Windows - Need Clarification
Game Controller Input Limitations in visionOS Volumetric Windows Hello Apple Developer Community, I'm developing a game for visionOS and have encountered significant limitations with game controller input when using volumetric windows (WindowGroup with .volumetric style). I'd appreciate clarification on whether this is expected behavior and any guidance on best practices. 🧩 Issue Summary When using a DualSense controller with a volumetric window in visionOS, only a subset of controller inputs are available to the app. The remaining inputs appear to be reserved by the system for UI navigation. ✅ Working Inputs (Volumetric Window) D-Pad (all directions) L3 (left thumbstick button click) R3 (right thumbstick button click) Menu button Options button ❌ Not Working Inputs (Volumetric Window) Left thumbstick analog movement (used for UI scrolling instead) Right thumbstick analog movement (used for UI scrolling instead) Face buttons (Cross, Circle, Square, Triangle / A, B, X, Y) Shoulder buttons (L1, R1) Triggers (L2, R2) Key observation: When moving the left thumbstick in a volumetric window, the window's UI scrolls vertically instead of sending input to my app's GameController handlers. Similarly, face buttons seem to be reserved for system UI interactions. ⚙️ Implementation Details I'm using the standard GameController framework: Connect to controller via GCController.controllers() Access extendedGamepad profile Set up valueChangedHandler and pressedChangedHandler for all inputs Handlers confirmed registered via logging Working inputs (D-Pad, L3, R3) trigger immediately and consistently Non-working inputs (thumbsticks, face buttons) never trigger 🧠 Critical Finding: ImmersiveSpace Works Perfectly When testing the exact same code in an ImmersiveSpace (.mixed immersion style), all controller inputs work perfectly: ✅ Both thumbsticks provide full analog input ✅ All face buttons trigger their handlers ✅ All shoulder buttons and triggers work correctly ✅ 100% success rate with no intermittent issues This suggests the issue isn't with my code, but rather how visionOS handles controller input differently between Volumetric Windows and ImmersiveSpace. 🧪 Test Environment I created a minimal test project (Controller-Playground) to isolate the issue: A simple ControllerTester class that registers all GameController handlers A visual UI showing real-time input state No game logic, RealityKit physics, or other complexity Results In volumetric window: Only D-Pad, L3, R3, Menu, Options work In ImmersiveSpace: All inputs work perfectly This confirms the limitation exists at the visionOS platform level, not in app code. 🧰 Attempted Workarounds I tried the following without success: Setting GCSupportsControllerUserInteraction = false in Info.plist Setting UIRequiresFullScreen = true Changing window styles (.plain, .volumetric) Polling vs. handler-based input approaches Various threading models (MainActor, separate thread) Result: The only way to enable full controller support is to switch to ImmersiveSpace. ❓ Questions for Apple Is this input reservation behavior in volumetric windows intended and documented? Are game controllers expected to have limited functionality in volumetric windows while full functionality is reserved for ImmersiveSpace? Is there a way to request full controller input access in a volumetric window, or is ImmersiveSpace the only option for complete controller support? Where can I find official documentation about controller input differences between window types? Are there any APIs or configuration options to disable system controller shortcuts in volumetric windows? 🎯 Impact This limitation has a significant effect on game design and architecture: Volumetric windows offer a multitasking-friendly, less immersive experience ImmersiveSpace provides full controller support but may be more immersive than some games require Games that only need basic D-Pad and button input can work fine in volumetric windows Games requiring analog sticks or face buttons must currently use ImmersiveSpace It would be very helpful if Apple could clarify or reference existing documentation regarding controller input handling in different visionOS window types. If such documentation doesn't exist yet, it might be valuable to include this information in future developer guides or best-practice documents. 🕹 Current Workaround For now, I'm using: D-Pad for character movement (digital 8-direction) R3 (right stick click) as a substitute for the "X" button This setup allows the game to function within a volumetric window, though full controller support still requires ImmersiveSpace. 📄 Request If this is expected behavior, I may have simply missed the relevant documentation — could you please point me to any existing resources that explain this design? If there isn't one yet, it would be great if future visionOS documentation could: Clearly outline controller input behavior across window types Provide guidance on when to use Volumetric Windows vs. ImmersiveSpace for games Consider adding an API option to request full controller access when appropriate If this is not expected behavior, I'm happy to file a detailed bug report with sample code. 💻 System Information visionOS: Latest Simulator Xcode: Latest version Controller: Sony DualSense Framework: GameController (standard extendedGamepad profile) Test project: Minimal reproducible example available Thank you for any clarification or guidance you can provide. This information would be valuable for many developers working on visionOS games.
Replies
1
Boosts
0
Views
683
Activity
Oct ’25
Is it possible to load a WKWebView that has 3D rendering (like three.js) in a volumetric window?
I would like to translate info in a three.js based web app as a 3D model in a volumetric window. Is it possible to do this in a similar manner as loading a web page in a WKWebView?
Replies
1
Boosts
1
Views
730
Activity
Jul ’25
Looking for a way to implement the video display effect in Apple's 'Spatial Gallery'
Hi guys, I noticed that Apple created a really engaging visual effect for browsing spatial videos in the app. The video appears embedded in glass panel with glowing edges and even shows a parallax effect as you move around. When I tried to display the stereo video using RealityView, however, the video entity always floats above the panel. May I ask how does VisionOS implement this effect? Is there any approach to achieve this effect or example code I can use in my own code. Thanks!
Replies
3
Boosts
1
Views
271
Activity
Jun ’25
How to Achieve Volumetric Lighting (Light Shafts) in RealityKit on visionOS?
Hello everyone, I am currently developing an experience for visionOS using RealityKit and I would like to achieve volumetric light effects, such as visible light rays or shafts through fog or dust. I found this GitHub project: https://github.com/robcupisz/LightShafts, which demonstrates the kind of visual style I am aiming for. I would like to know if there is a way to create similar effects using RealityKit on visionOS. So far, I have experimented with DirectionalLight, SpotLight, ImageBasedLight, and custom materials (e.g., additive blending on translucent meshes), but none of these approaches can replicate the volumetric light shaft look shown in the repository above. Questions: Is there a recommended technique or workaround in RealityKit to simulate light shafts or volumetric lighting? Is creating a custom mesh (e.g., cone or volume geometry with gradient alpha and additive blending) the only feasible method? Are there any examples, best practices, or sample projects from Apple or other developers that showcase a similar visual style? Any advice or hints would be greatly appreciated. Thank you in advance!
Replies
9
Boosts
1
Views
990
Activity
Aug ’25
VisionOS 2 - Screen Capture with passthrough
We're trying to switch from using main camera access on Arkit to screen-capture with passthrough however we're facing some issues and it seems a bit complicated to debug. We have set up a broadcast Extension, set up some logs on the sample Handler but we get nothing in the console nor that the recording starts, we set up the picker as well and we can see our extension in the control center as one of the choices but clicking start, results in it stopping in less than one second after. The only message that is rather contradictory we see in the console.app is the following [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1333 Extension has passthrough license and just right after [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1336 Extension does not have passthrough license
Replies
2
Boosts
1
Views
612
Activity
Dec ’25
visualBounds ignores TextComponents set for Entity. Workarounds?
After adding TextComponents to my Entities on visionOS, I have observed that visualBounds will ignore the TextComponents. Documentation states that it should render a rounded rectangle mesh. These mashes are visible on the device, but not visible in the debugger ("Capture Entity Hierarchy") and ignored by visualBounds. Am I missing something? static func makeDirection(_ direction: Direction) -> Entity { let text = Entity() text.name = direction.rawValue text.setScale(SIMD3(repeating: 5), relativeTo: nil) text.transform.rotation = direction.rotation text.components.set(direction.textComponent) return text } My workaround is to add a disabled ModelEntity and take its bounds 😬
Replies
1
Boosts
0
Views
343
Activity
Dec ’25
Triangle Recommendation Limit for M5 Vision Pro
For the M2 Apple Vision Pro, there's "a general guideline, we recommend no more than 500 thousand triangles for an immersive scene, with 250 thousand for applications in the shared space." --https://developer.apple.com/videos/play/wwdc2024/10186/?time=147 Is there a revised recommendation for the M5 Apple Vision Pro?
Replies
2
Boosts
1
Views
807
Activity
Nov ’25
Real Time Spatial Video Streaming with Vision Pro
Hello, I am trying to build an AVP app for real-time "zero-latency" spatial video streaming. I am trying to figure out, on a high level, the best way to do this. Currently this is my method: Server sends stereo images via a WebRTC service (ie, livekit) The WebRTC stream is converted to a CVPixelBuffer, writes them to file, plays via AVPlayer, and applies a VideoMaterial to a plane entity. However, this is a bit hacky and it seems like this won't be compatible with Apple's spatial experinces. To my understanding, Apple supports HLS streaming for spatial experiences and APMP content. However, HLS (and even Low Latency HLS) introduces a second or more of latency, likely do to the segmentation nature of HLS. Thus, HLS will not work for us. Some other alternatives I've thought of are streaming the live stream video via webrtc from the server to a local computer in the AVP's network, and then using LL-HLS to stream from the local computer to the vision pro. Still, it seems like this would introduce latency on the order of seconds. Is my current approach the best way to implement this? Or could anyone suggest a better way, perhaps something compatible with AVP's spatial experiences
Replies
0
Boosts
1
Views
138
Activity
Dec ’25
Immersive API
After updating to visionOS 26.4, I went to Safari's Feature Flags page to reenable Website environment, and I found the Website environment switch had been moved from the top and into the list of switches below. In its place is "Immersive API". I could not find any documentation on this. Anyone know what it is for or can point me to documentation?
Replies
1
Boosts
0
Views
296
Activity
Mar ’26
Reality Kit Scene
Hi, I’m wondering whether RealityKit has its own scene management system, since it uses ARView (backed by ARKit) to present AR content. Does RealityKit manage scenes independently, or does it rely entirely on ARKit’s scene handling? Thank you.
Replies
1
Boosts
0
Views
187
Activity
Feb ’26
Cannot find devices in RemoteImmersiveSpace
Hi, I'm running the Spatial Rendering App sample on a Macbook Pro running 26.4 Beta and the Vision Pro running visionOS 26.3.1. Handoff and SharePlay are on, both devices are on the same Apple ID and network, and SharePlay screen sharing works fine between the two devices. However, when calling openImmersiveSpace, the device picker fails to present and no devices are found. Errors from console: ((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - .../ExtensionKit/Source/HostViewController/Internal/EXHostSessionDriver.m:80: `processConfiguration` and `configuration` must be both non-nil or both nil Unable to obtain a task name port right for pid 638: (os/kern) failure (0x5) Unable to present an ImmersiveSpace for Scene id 'Compositor Services' Is this a known bug or I'm I missing something? Thanks!
Replies
2
Boosts
1
Views
1.4k
Activity
Mar ’26
How to integrate Apple Immersive Video into the app you are developing.
Hello, Let me ask you a question about Apple Immersive Video. https://www.apple.com/newsroom/2024/07/new-apple-immersive-video-series-and-films-premiere-on-vision-pro/ I am currently considering implementing a feature to play Apple Immersive Video as a background scene in the app I developed, using 3DCG-created content converted into Apple Immersive Video format. First, I would like to know if it is possible to integrate Apple Immersive Video into an app. Could you provide information about the required software and the integration process for incorporating Apple Immersive Video into an app? It would be great if you could also share any helpful website resources. I am considering creating Apple Immersive Video content and would like to know about the necessary equipment and software for producing both live-action footage and 3DCG animation videos. As I mentioned earlier, I’m planning to play Apple Immersive Video as a background in the app. In doing so, I would also like to place some 3D models as RealityKit entities and spatial audio elements. I’m also planning to develop the visionOS app as a Full Space Mixed experience. Is it possible to have an immersive viewing experience with Apple Immersive Video in Full Space Mixed mode? Does Apple Immersive Video support Full Space Mixed? I’ve asked several questions, and that’s all for now. Thank you in advance!
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1k
Activity
Nov ’25
Object Tracking in RealityView for iOS
Hi, we've been through the Explore Object Tracking for visionOS and worked through the sample code ExploringObjectTrackingWithARKit. What we'd really like to see is Object Tracking for iOS using devices with either LiDAR or the TrueDepth/RGB cameras.
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2
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1
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260
Activity
Jun ’25