Discuss Spatial Computing on Apple Platforms.

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RealityKit fullscreen layer
Hi! I'm currently trying to render another XR scene in front of a RealityKit one. Actually, I'm anchoring a plane to the head with a shader to display for left/right eye side-by-side images. By default, the camera has a near plane so I can directly draw at z=0. Is there a way to change the camera near plane? Or maybe there is a better solution to overlay image/texture for left/right eyes? Ideally, I would layer some kind of CompositorLayer on RealityKit, but that's sadly not possible from what I know. Thanks in advance and have a good day!
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335
Jul ’25
Logitech Muse: OS-level support?
I've been experimenting with the Muse pen and understand that it can be accessed by my app through a SpatialTrackingSession, but is there any current or planned support for devices like this as for general UI input like game controllers are? For example, using the button as a tap analogue for SwiftUI views.
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114
Oct ’25
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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249
Oct ’25
VisionOs Development: Seeking Advice on Key Strategic Crossroads
I am a developer working on developing a space journal application. During the development process, I encountered several crucial strategic and technical decisions, and I would like to hear the experiences of those who have gone through similar situations. Here are the simplified versions of several questions I have. Resource allocation: Which problem should I address first? Design direction: In terms of interaction and UI design, how should I balance "immersion" and "usability"? Market selection: Was it easier for a business to survive in the early stages as a B2B or B2C entity? Cost estimation: How can I reasonably present to my investors the development costs of this project? In order to avoid relying solely on intuition in my decisions, I created a short questionnaire, hoping to gather more structured opinions from my colleagues. If you are also exploring VisionOS, I sincerely hope you can take a few minutes to fill it out. The results are extremely important to me, and I would be more than happy to share the final summary findings with you.
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178
Feb ’26
ARKit Eye Tracking Calibration Issues - Word-Level Reading Tracking Feasibility
Hi Apple Developer Community, I'm developing an eye-tracking application using ARKit's ARFaceTrackingConfiguration and ARFaceAnchor.blendShapes for gaze detection using Xcode. I'm experiencing several calibration and accuracy issues and would appreciate insights from the community. Current Implementation Using ARFaceAnchor.blendShapes (.eyeLookUpLeft, .eyeLookDownLeft, .eyeLookInLeft, .eyeLookOutLeft, etc.) Implementing custom sensitivity curves and smoothing algorithms Applying baseline correction and coordinate mapping Using quadratic regression for calibration point mapping Issues I'm Facing 1. Calibration Mismatch Red dot position doesn't align with where I'm actually looking Significant offset between intended gaze point and actual cursor position Calibration seems to drift or become inaccurate over time 2. Extreme Eye Movement Requirements Need to make exaggerated eye movements to reach screen edges/corners Natural eye movements don't translate to proportional cursor movement Difficulty reaching certain screen regions even with calibration 3. Sensitivity and Stability Issues Cursor jitters or jumps around when looking at center Too much sensitivity to micro-movements Inconsistent behavior between calibration and normal operation 4. I also noticed that tracking on calibration screen as well as tracking on reading screen works better as expected when head movement is there, but I do not want much head movement. I want tracking with normal eye movement while reading an Ebook. Primary Question: Word-Level Eye Tracking Feasibility Is word-level eye tracking (tracking gaze as users read through individual words in an ebook) technically feasible with current iPhone/iPad hardware? I understand that Apple's built-in eye tracking is primarily an accessibility feature for UI navigation. However, I'm wondering if the TrueDepth camera and ARKit's eye tracking capabilities are sufficient for: Tracking natural reading patterns (left-to-right, line-by-line progression) Detecting which specific words a user is looking at Maintaining accuracy for sustained reading sessions (15-30 minutes) Working reliably across different users and lighting conditions Questions for the Community Hardware Limitations: Are iPhone/iPad TrueDepth cameras capable of the precision needed for word-level tracking, or is this beyond current hardware capabilities? Calibration Best Practices: What calibration strategies have worked best for accurate gaze mapping? How many calibration points are typically needed? Reading-Specific Challenges: Are there particular challenges when tracking reading behavior vs. general gaze tracking? Alternative Approaches: Are there better approaches than ARKit blend shapes for this use case? Current Setup Devices: iPhone 14 Pro iOS Version: iOS 18.3 ARKit Version: Latest available Any insights, experiences, or technical guidance would be greatly appreciated. I'm particularly interested in hearing from developers who have worked on similar eye tracking applications or have experience with the limitations and capabilities of ARKit's eye tracking features. Thank you for your time and expertise!
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745
Oct ’25
Issue: Closing Bounded Volume Never Re-Opens
Greetings. I am having this issue with a Unity Polyspatial VisionOS app. We have our main Bounded Volume for our app. We have other Native UI windows that appear when we interact with objects in our Bounded Volume. If a user closes our main Bounded Volume...sometimes it quits the app. Sometimes it doesn't. If we go back to the home screen and reopen the app, our main Bounded Volume doesn't always appear, and just the Native UI windows we left open are visible. But, we can sometimes still hear sounds that are playing in our Bounded Volume. What solutions are there to make sure our Bounded Volume always appears when the app is open?
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Jun ’25
version update in Vision Pro
Hi, I'm developing an app for Vision Pro using Xcode, while updating the latest update, things that worked in my app suddenly didn't. in my app flow I'm tapping spheres to get their positions, from some reason I get an offset from where I tap to where a marker on that position is showing up. here's the part of code that does that, and a part that is responsible for an alignment that happens afterwards: func loadMainScene(at position: SIMD3) async { guard let content = self.content else { return } do { let rootEntity = try await Entity(named: "surgery 16.09", in: realityKitContentBundle) rootEntity.scale = SIMD3<Float>(repeating: 0.5) rootEntity.generateCollisionShapes(recursive: true) self.modelRootEntity = rootEntity let bounds = rootEntity.visualBounds(relativeTo: nil) print("📏 Model bounds: center=\(bounds.center), extents=\(bounds.extents)") let pivotEntity = Entity() pivotEntity.addChild(rootEntity) self.pivotEntity = pivotEntity let modelAnchor = AnchorEntity(world: [1, 1.3, -0.8]) modelAnchor.addChild(pivotEntity) content.add(modelAnchor) updateModelOpacity(0.5) self.modelAnchor = modelAnchor rootEntity.visit { entity in print("👀 Entity in model: \(entity.name)") if entity.name.lowercased().hasPrefix("focus") { entity.generateCollisionShapes(recursive: true) entity.components.set(InputTargetComponent()) print("🎯 Made tappable: \(entity.name)") } } print("✅ Model loaded with collisions") guard let sphere = placementSphere else { return } let sphereWorldXform = sphere.transformMatrix(relativeTo: nil) var newXform = sphereWorldXform newXform.columns.3.y += 0.1 // move up by 20 cm let gridAnchor = AnchorEntity(world: newXform) self.gridAnchor = gridAnchor content.add(gridAnchor) let baseScene = try await Entity(named: "Scene", in: realityKitContentBundle) let gridSizeX = 18 let gridSizeY = 10 let gridSizeZ = 10 let spacing: Float = 0.05 let startX: Float = -Float(gridSizeX - 1) * spacing * 0.5 + 0.3 let startY: Float = -Float(gridSizeY - 1) * spacing * 0.5 - 0.1 let startZ: Float = -Float(gridSizeZ - 1) * spacing * 0.5 for i in 0..<gridSizeX { for j in 0..<gridSizeY { for k in 0..<gridSizeZ { if j < 2 || j > gridSizeY - 5 { continue } // remove 2 bottom, 4 top let cell = baseScene.clone(recursive: true) cell.name = "Sphere" cell.scale = .one * 0.02 cell.position = [ startX + Float(i) * spacing, startY + Float(j) * spacing, startZ + Float(k) * spacing ] cell.generateCollisionShapes(recursive: true) gridCells.append(cell) gridAnchor.addChild(cell) } } } content.add(gridAnchor) print("✅ Grid added") } catch { print("❌ Failed to load: \(error)") } } private func handleModelOrGridTap(_ tappedEntity: Entity) { guard let modelRootEntity = modelRootEntity else { return } let localPosition = tappedEntity.position(relativeTo: modelRootEntity) let worldPosition = tappedEntity.position(relativeTo: nil) switch tapStep { case 0: modelPointA = localPosition modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0, 0])) print("📍 Model point A: \(localPosition)") tapStep += 1 case 1: modelPointB = localPosition modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0.5, 0])) print("📍 Model point B: \(localPosition)") tapStep += 1 case 2: targetPointA = worldPosition targetMarkerA = createMarker(at: worldPosition,color: [0, 1, 0]) modelAnchor?.addChild(targetMarkerA!) print("✅ Target point A: \(worldPosition)") tapStep += 1 case 3: targetPointB = worldPosition targetMarkerB = createMarker(at: worldPosition,color: [0, 0, 1]) modelAnchor?.addChild(targetMarkerB!) print("✅ Target point B: \(worldPosition)") alignmentReady = true tapStep += 1 default: print("⚠️ Unexpected tap on model helper at step \(tapStep)") } } func alignModel2Points() { guard let modelPointA = modelPointA, let modelPointB = modelPointB, let targetPointA = targetPointA, let targetPointB = targetPointB, let modelRootEntity = modelRootEntity, let pivotEntity = pivotEntity, let modelAnchor = modelAnchor else { print("❌ Missing data for alignment") return } let modelVec = modelPointB - modelPointA let targetVec = targetPointB - targetPointA let modelLength = length(modelVec) let targetLength = length(targetVec) let scale = targetLength / modelLength let modelDir = normalize(modelVec) let targetDir = normalize(targetVec) var axis = cross(modelDir, targetDir) let axisLength = length(axis) var rotation = simd_quatf() if axisLength < 1e-6 { if dot(modelDir, targetDir) > 0 { rotation = simd_quatf(angle: 0, axis: [0,1,0]) } else { let up: SIMD3<Float> = [0,1,0] axis = cross(modelDir, up) if length(axis) < 1e-6 { axis = cross(modelDir, [1,0,0]) } rotation = simd_quatf(angle: .pi, axis: normalize(axis)) } } else { let dotProduct = dot(modelDir, targetDir) let clampedDot = max(-1.0, min(dotProduct, 1.0)) let angle = acos(clampedDot) rotation = simd_quatf(angle: angle, axis: normalize(axis)) } modelRootEntity.scale = .one * scale modelRootEntity.orientation = rotation let transformedPointA = rotation.act(modelPointA * scale) pivotEntity.position = -transformedPointA modelAnchor.position = targetPointA alignedModelPosition = modelAnchor.position print("✅ Aligned with scale \(scale), rotation \(rotation)")
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Oct ’25
RealityKit_DirectionalLight_Question
My application calculates three distinct Meesus Double [x, y, z] Radian values to light a sphere in RealityKit with DirectionalLight. It is my understanding that I must use (simd_quatf) for each radian value to properly light the sphere in the view. The code correctly [orientates] the sphere with the combined (simd_quatf) DirectionalLight in the view, but the illumination (Z-axis) fails to properly illuminate the sphere with the expected result, compared to associated Meesus web page images. For the moment, I do not know how to correct the (Z-axis). Curious for a suggestion ... :] // Location values. let theLatitude: Double = 51.13107260 let theLongitude: Double = -114.01127910 let currentDate: Date = Date() struct TheCalculatedMoonPhaseTest_ContentView: View { var body: some View { VStack { if #available(macOS 15.0, *) { RealityView { content in let moonSphere_Entity = Entity.createSphere(radius: 0.90, color: .black) moonSphere.Entity.name = "MoonSphere" moonSphere.Entity.position = SIMD3<Float>(x: 0, y: 0, z: 0) content.add(moonSphere.Entity) let sunLight_Entity = createDirectionalLight(latitude: theLatitude, longitude: theLongitude, date: currentDate) content.add(sunLight_Entity) } // End of [RealityView] } else { // Earlier version required. } // End of [if #available(macOS 15.0, *)] } // End of [VStack] .background(Color.black) } // End of [var body: some View] // MARK: - 🟠🟠🟠🟠 [SET THE BACKGROUND COLOUR] 🟠🟠🟠🟠 var backgroundColor: Color = Color.init(.black) // MARK: - 🟠🟠🟠🟠 [CREATE THE DIRECTIONAL LIGHT FOR THE SPHERE] 🟠🟠🟠🟠 func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity { let directionalLight = DirectionalLight() directionalLight.light.color = .white directionalLight.light.intensity = 1000000 directionalLight.shadow = DirectionalLightComponent.Shadow() directionalLight.shadow?.maximumDistance = 5 directionalLight.shadow?.depthBias = 1 // MARK: 🟠🟠🟠🟠 Retrieve the [MEESUS MOON AGE VALUES] from the [CONSTANT FOLDER] 🟠🟠🟠🟠 let theMeesusMoonAge_LunarAgeDaysValue = 25.90567592898601 if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00) { let someCalculatedX_WestEastRadian: Float = Float(1.00) // Identify the sphere’s DirectionalLight Tilt Angle (Y) radian value :: // Note :: The following Tilt Angle is corrected to [Zenith] with the [MeesusCalculatedTilt_Angle] minus the [MeesusCalculatedPar_Angle]. let someCalculatedY_TiltAngleRadian: Float = Float(1.3396086) // Identify the sphere’s DirectionalLight Illumination (Z) radian Value :: // Note :: The Meesus calculated illumination fraction is converted to degrees, then converted to a radian value. let someCalculatedZ_IlluminationAngleRadian: Float = Float(0.45176168630244457) // <=== 14.3800% Illumination. // Define rotation angles in radians for X, Y, and Z axes. let x_Radians = someCalculatedX_WestEastRadian let y_Radians = someCalculatedY_TiltAngleRadian let z_Radians = someCalculatedZ_IlluminationAngleRadian // Identify and separate the quaternion [simd_quatf] for each Radian. let q_X = simd_quatf(angle: x_Radians, axis: SIMD3<Float>(1, 0, 0)) let q_Y = simd_quatf(angle: y_Radians, axis: SIMD3<Float>(0, 1, 0)) let q_Z = simd_quatf(angle: z_Radians, axis: SIMD3<Float>(0, 0, 1)) // Apply and combine the rotations, where order matters. let combinedRotation = q_Z * q_Y * q_X // Identify the [Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [combinedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Normalize the [combinedRotation]. let theNormalizesRotation = simd_normalize(combinedRotation) // Identify the [Normalized Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [normalizedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Assume the [theNormalizesRotation] appears reversed. let theCorrectedRotation = theNormalizesRotation.inverse // Identify the [Reversed Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [correctedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(-0.24427173, -0.61516714, 0.13599981)) ° Radians // Apply the [Corrected Rotation] to the entity. directionalLight.transform.rotation *= theCorrectedRotation // Add the [directionalLight] to the scene :: let anchor = AnchorEntity() anchor.addChild(directionalLight) } // End of [if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00)] return directionalLight } // End of [func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity] } // End of [struct TheCalculatedMoonPhaseTest_ContentView: View] // MARK: 🟠🟠🟠🟠 [ENTITY HELPER EXTENSION] 🟠🟠🟠🟠 extension Entity { static func createSphere(radius: Float, color: NSColor) -> Entity { let mesh = MeshResource.generateSphere(radius: radius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: color) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) entity.components.set(Transform()) return entity } // End of [static func createSphere(radius: Float, color: NSColor) -> Entity] } // End of [extension Entity] // Application Image :: Calgary // Website Image :: timeanddate // mooncalc.org
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Feb ’26
Nearby Sharing a Volume won't work
Hi, we've developed an app for Vision Pro that utilises the GroupActivitites SDK to provide shared experiences for our users. Remote Participation works great, but we can't get nearby sharing to work. The behaviour we're observing: User 1 engages share sheet from Volume, 2nd Vision Pro is visible. User 1 starts nearby sharing Session initialisation runs for approx. 30 seconds, then fails Sometimes, the nearby participant doesn't show up at all after the initialisation has failed once. As stated in the Configure your visionOS app for sharing with people nearby article, we didn't make any changes to our implementation to support nearby sharing. Any help would be greatly appreciated. Kind regards, David
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978
Jan ’26
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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259
Jul ’25
I built apple.PHASE with Unity and targeted with visionOS, but Reverb does not sound.
Environment Versions ・macOS15.6.1 ・visionOS26.0.1 ・Xcode16.1 or 26.0.1 ・unity6000.2.9f1 ・Apple.core3.2.0 ・Apple.PHASE1.2.7 ・polyspatial2.4.2 With the above environment, after installing Apple.PHASE into unity and building to a visionOS device, Audio is available and distance attention works, but Early Reflection and Late Reverb produce no audible change even when checked and their parameters are adjusted. What is required to make Early Reflection and Late Reverb take effect on a visionOS device build? action taken ・created a SoundEvent. ・in composer, created a Sampler and a SpatialMixer; attached an AudioClip to the Sampler; enabled Direct Path, Early Reflection, and Late Reverb on the SpatialMixer. ・attached a PHASE Source to the object to be played, attached the created SoundEvent to it, and set non-zero values for Early Reflection and Late Reverb. ・attached a PHASE Listener to the mainCamera and set the ReverbPreset to a value other than None. ・in project settings > Audio, set Spatializer plugin to PHASE Spatializer. ・from there, build for visionOS.
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848
Nov ’25
Can't establish spatial connection after visionOS update
After updating to visionOS 26.2 Beta 2 (and Beta 3), I'm unable to establish a spatial connection to Vision Pro. This was working fine before the update. To test, I've created a fresh spatialApp project from the Xcode template with zero modifications, but I'm hitting the same issue - the Vision Pro is discovered but won't connect. Am I forgetting to update the config somewhere? Any ideas what might be causing this and how to fix it? Thanks! Warning: -[NSWindow makeKeyWindow] called on <NSWindow: 0xa1f811900> windowNumber=1b9 which returned NO from -[NSWindow canBecomeKeyWindow]. ((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - /AppleInternal/Library/BuildRoots/4~CBS0ugAIF7BrQZjLe6r0lhPXO4GJmNDTovxYoV0/Library/Caches/com.apple.xbs/Sources/ExtensionKit/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 415: (os/kern) failure (0x5) CCContextDeviceGroup.mm(291):+[CCContextDeviceGroup checkBinaryArchivesForDevice:withBundle:]: Failed to find any binary shader archive
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125
Nov ’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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159
Jun ’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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150
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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869
Oct ’25
Asaf production suite AAX 2.91.9
Hi. I am mixing content destined for Vision Pro. Locked to video. I have the AAX installer and the ASAF video player demonstrated in the quicktimes is nit included in the install package for pro tools. Would it be possible to post a link ?
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0
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650
Activity
Oct ’25
RealityKit fullscreen layer
Hi! I'm currently trying to render another XR scene in front of a RealityKit one. Actually, I'm anchoring a plane to the head with a shader to display for left/right eye side-by-side images. By default, the camera has a near plane so I can directly draw at z=0. Is there a way to change the camera near plane? Or maybe there is a better solution to overlay image/texture for left/right eyes? Ideally, I would layer some kind of CompositorLayer on RealityKit, but that's sadly not possible from what I know. Thanks in advance and have a good day!
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2
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0
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335
Activity
Jul ’25
some meet with apple videos not appearing on developer app, but in YouTube
Hi, Few days ago, Apple had another "Meet with Apple" event regarding immersive video : Create immersive media experiences for visionOS | Meet with Apple days one and 2 and it is not appearing on my Developer app in Mac. The same happened to IETF HLS Interest Day | Meet with Apple. Any tip? Kind regards , Bruno
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1
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309
Activity
Nov ’25
visionOS 26 startup after install is glacially slow
The initial startup of visionOS 26 after install is glacially slow.
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1
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0
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201
Activity
Jun ’25
Logitech Muse: OS-level support?
I've been experimenting with the Muse pen and understand that it can be accessed by my app through a SpatialTrackingSession, but is there any current or planned support for devices like this as for general UI input like game controllers are? For example, using the button as a tap analogue for SwiftUI views.
Replies
0
Boosts
0
Views
114
Activity
Oct ’25
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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1
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0
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249
Activity
Oct ’25
VisionOs Development: Seeking Advice on Key Strategic Crossroads
I am a developer working on developing a space journal application. During the development process, I encountered several crucial strategic and technical decisions, and I would like to hear the experiences of those who have gone through similar situations. Here are the simplified versions of several questions I have. Resource allocation: Which problem should I address first? Design direction: In terms of interaction and UI design, how should I balance "immersion" and "usability"? Market selection: Was it easier for a business to survive in the early stages as a B2B or B2C entity? Cost estimation: How can I reasonably present to my investors the development costs of this project? In order to avoid relying solely on intuition in my decisions, I created a short questionnaire, hoping to gather more structured opinions from my colleagues. If you are also exploring VisionOS, I sincerely hope you can take a few minutes to fill it out. The results are extremely important to me, and I would be more than happy to share the final summary findings with you.
Replies
1
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0
Views
178
Activity
Feb ’26
ARKit Eye Tracking Calibration Issues - Word-Level Reading Tracking Feasibility
Hi Apple Developer Community, I'm developing an eye-tracking application using ARKit's ARFaceTrackingConfiguration and ARFaceAnchor.blendShapes for gaze detection using Xcode. I'm experiencing several calibration and accuracy issues and would appreciate insights from the community. Current Implementation Using ARFaceAnchor.blendShapes (.eyeLookUpLeft, .eyeLookDownLeft, .eyeLookInLeft, .eyeLookOutLeft, etc.) Implementing custom sensitivity curves and smoothing algorithms Applying baseline correction and coordinate mapping Using quadratic regression for calibration point mapping Issues I'm Facing 1. Calibration Mismatch Red dot position doesn't align with where I'm actually looking Significant offset between intended gaze point and actual cursor position Calibration seems to drift or become inaccurate over time 2. Extreme Eye Movement Requirements Need to make exaggerated eye movements to reach screen edges/corners Natural eye movements don't translate to proportional cursor movement Difficulty reaching certain screen regions even with calibration 3. Sensitivity and Stability Issues Cursor jitters or jumps around when looking at center Too much sensitivity to micro-movements Inconsistent behavior between calibration and normal operation 4. I also noticed that tracking on calibration screen as well as tracking on reading screen works better as expected when head movement is there, but I do not want much head movement. I want tracking with normal eye movement while reading an Ebook. Primary Question: Word-Level Eye Tracking Feasibility Is word-level eye tracking (tracking gaze as users read through individual words in an ebook) technically feasible with current iPhone/iPad hardware? I understand that Apple's built-in eye tracking is primarily an accessibility feature for UI navigation. However, I'm wondering if the TrueDepth camera and ARKit's eye tracking capabilities are sufficient for: Tracking natural reading patterns (left-to-right, line-by-line progression) Detecting which specific words a user is looking at Maintaining accuracy for sustained reading sessions (15-30 minutes) Working reliably across different users and lighting conditions Questions for the Community Hardware Limitations: Are iPhone/iPad TrueDepth cameras capable of the precision needed for word-level tracking, or is this beyond current hardware capabilities? Calibration Best Practices: What calibration strategies have worked best for accurate gaze mapping? How many calibration points are typically needed? Reading-Specific Challenges: Are there particular challenges when tracking reading behavior vs. general gaze tracking? Alternative Approaches: Are there better approaches than ARKit blend shapes for this use case? Current Setup Devices: iPhone 14 Pro iOS Version: iOS 18.3 ARKit Version: Latest available Any insights, experiences, or technical guidance would be greatly appreciated. I'm particularly interested in hearing from developers who have worked on similar eye tracking applications or have experience with the limitations and capabilities of ARKit's eye tracking features. Thank you for your time and expertise!
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745
Activity
Oct ’25
Issue: Closing Bounded Volume Never Re-Opens
Greetings. I am having this issue with a Unity Polyspatial VisionOS app. We have our main Bounded Volume for our app. We have other Native UI windows that appear when we interact with objects in our Bounded Volume. If a user closes our main Bounded Volume...sometimes it quits the app. Sometimes it doesn't. If we go back to the home screen and reopen the app, our main Bounded Volume doesn't always appear, and just the Native UI windows we left open are visible. But, we can sometimes still hear sounds that are playing in our Bounded Volume. What solutions are there to make sure our Bounded Volume always appears when the app is open?
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117
Activity
Jun ’25
version update in Vision Pro
Hi, I'm developing an app for Vision Pro using Xcode, while updating the latest update, things that worked in my app suddenly didn't. in my app flow I'm tapping spheres to get their positions, from some reason I get an offset from where I tap to where a marker on that position is showing up. here's the part of code that does that, and a part that is responsible for an alignment that happens afterwards: func loadMainScene(at position: SIMD3) async { guard let content = self.content else { return } do { let rootEntity = try await Entity(named: "surgery 16.09", in: realityKitContentBundle) rootEntity.scale = SIMD3<Float>(repeating: 0.5) rootEntity.generateCollisionShapes(recursive: true) self.modelRootEntity = rootEntity let bounds = rootEntity.visualBounds(relativeTo: nil) print("📏 Model bounds: center=\(bounds.center), extents=\(bounds.extents)") let pivotEntity = Entity() pivotEntity.addChild(rootEntity) self.pivotEntity = pivotEntity let modelAnchor = AnchorEntity(world: [1, 1.3, -0.8]) modelAnchor.addChild(pivotEntity) content.add(modelAnchor) updateModelOpacity(0.5) self.modelAnchor = modelAnchor rootEntity.visit { entity in print("👀 Entity in model: \(entity.name)") if entity.name.lowercased().hasPrefix("focus") { entity.generateCollisionShapes(recursive: true) entity.components.set(InputTargetComponent()) print("🎯 Made tappable: \(entity.name)") } } print("✅ Model loaded with collisions") guard let sphere = placementSphere else { return } let sphereWorldXform = sphere.transformMatrix(relativeTo: nil) var newXform = sphereWorldXform newXform.columns.3.y += 0.1 // move up by 20 cm let gridAnchor = AnchorEntity(world: newXform) self.gridAnchor = gridAnchor content.add(gridAnchor) let baseScene = try await Entity(named: "Scene", in: realityKitContentBundle) let gridSizeX = 18 let gridSizeY = 10 let gridSizeZ = 10 let spacing: Float = 0.05 let startX: Float = -Float(gridSizeX - 1) * spacing * 0.5 + 0.3 let startY: Float = -Float(gridSizeY - 1) * spacing * 0.5 - 0.1 let startZ: Float = -Float(gridSizeZ - 1) * spacing * 0.5 for i in 0..<gridSizeX { for j in 0..<gridSizeY { for k in 0..<gridSizeZ { if j < 2 || j > gridSizeY - 5 { continue } // remove 2 bottom, 4 top let cell = baseScene.clone(recursive: true) cell.name = "Sphere" cell.scale = .one * 0.02 cell.position = [ startX + Float(i) * spacing, startY + Float(j) * spacing, startZ + Float(k) * spacing ] cell.generateCollisionShapes(recursive: true) gridCells.append(cell) gridAnchor.addChild(cell) } } } content.add(gridAnchor) print("✅ Grid added") } catch { print("❌ Failed to load: \(error)") } } private func handleModelOrGridTap(_ tappedEntity: Entity) { guard let modelRootEntity = modelRootEntity else { return } let localPosition = tappedEntity.position(relativeTo: modelRootEntity) let worldPosition = tappedEntity.position(relativeTo: nil) switch tapStep { case 0: modelPointA = localPosition modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0, 0])) print("📍 Model point A: \(localPosition)") tapStep += 1 case 1: modelPointB = localPosition modelAnchor?.addChild(createMarker(at: worldPosition, color: [1, 0.5, 0])) print("📍 Model point B: \(localPosition)") tapStep += 1 case 2: targetPointA = worldPosition targetMarkerA = createMarker(at: worldPosition,color: [0, 1, 0]) modelAnchor?.addChild(targetMarkerA!) print("✅ Target point A: \(worldPosition)") tapStep += 1 case 3: targetPointB = worldPosition targetMarkerB = createMarker(at: worldPosition,color: [0, 0, 1]) modelAnchor?.addChild(targetMarkerB!) print("✅ Target point B: \(worldPosition)") alignmentReady = true tapStep += 1 default: print("⚠️ Unexpected tap on model helper at step \(tapStep)") } } func alignModel2Points() { guard let modelPointA = modelPointA, let modelPointB = modelPointB, let targetPointA = targetPointA, let targetPointB = targetPointB, let modelRootEntity = modelRootEntity, let pivotEntity = pivotEntity, let modelAnchor = modelAnchor else { print("❌ Missing data for alignment") return } let modelVec = modelPointB - modelPointA let targetVec = targetPointB - targetPointA let modelLength = length(modelVec) let targetLength = length(targetVec) let scale = targetLength / modelLength let modelDir = normalize(modelVec) let targetDir = normalize(targetVec) var axis = cross(modelDir, targetDir) let axisLength = length(axis) var rotation = simd_quatf() if axisLength < 1e-6 { if dot(modelDir, targetDir) > 0 { rotation = simd_quatf(angle: 0, axis: [0,1,0]) } else { let up: SIMD3<Float> = [0,1,0] axis = cross(modelDir, up) if length(axis) < 1e-6 { axis = cross(modelDir, [1,0,0]) } rotation = simd_quatf(angle: .pi, axis: normalize(axis)) } } else { let dotProduct = dot(modelDir, targetDir) let clampedDot = max(-1.0, min(dotProduct, 1.0)) let angle = acos(clampedDot) rotation = simd_quatf(angle: angle, axis: normalize(axis)) } modelRootEntity.scale = .one * scale modelRootEntity.orientation = rotation let transformedPointA = rotation.act(modelPointA * scale) pivotEntity.position = -transformedPointA modelAnchor.position = targetPointA alignedModelPosition = modelAnchor.position print("✅ Aligned with scale \(scale), rotation \(rotation)")
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Activity
Oct ’25
RealityKit_DirectionalLight_Question
My application calculates three distinct Meesus Double [x, y, z] Radian values to light a sphere in RealityKit with DirectionalLight. It is my understanding that I must use (simd_quatf) for each radian value to properly light the sphere in the view. The code correctly [orientates] the sphere with the combined (simd_quatf) DirectionalLight in the view, but the illumination (Z-axis) fails to properly illuminate the sphere with the expected result, compared to associated Meesus web page images. For the moment, I do not know how to correct the (Z-axis). Curious for a suggestion ... :] // Location values. let theLatitude: Double = 51.13107260 let theLongitude: Double = -114.01127910 let currentDate: Date = Date() struct TheCalculatedMoonPhaseTest_ContentView: View { var body: some View { VStack { if #available(macOS 15.0, *) { RealityView { content in let moonSphere_Entity = Entity.createSphere(radius: 0.90, color: .black) moonSphere.Entity.name = "MoonSphere" moonSphere.Entity.position = SIMD3<Float>(x: 0, y: 0, z: 0) content.add(moonSphere.Entity) let sunLight_Entity = createDirectionalLight(latitude: theLatitude, longitude: theLongitude, date: currentDate) content.add(sunLight_Entity) } // End of [RealityView] } else { // Earlier version required. } // End of [if #available(macOS 15.0, *)] } // End of [VStack] .background(Color.black) } // End of [var body: some View] // MARK: - 🟠🟠🟠🟠 [SET THE BACKGROUND COLOUR] 🟠🟠🟠🟠 var backgroundColor: Color = Color.init(.black) // MARK: - 🟠🟠🟠🟠 [CREATE THE DIRECTIONAL LIGHT FOR THE SPHERE] 🟠🟠🟠🟠 func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity { let directionalLight = DirectionalLight() directionalLight.light.color = .white directionalLight.light.intensity = 1000000 directionalLight.shadow = DirectionalLightComponent.Shadow() directionalLight.shadow?.maximumDistance = 5 directionalLight.shadow?.depthBias = 1 // MARK: 🟠🟠🟠🟠 Retrieve the [MEESUS MOON AGE VALUES] from the [CONSTANT FOLDER] 🟠🟠🟠🟠 let theMeesusMoonAge_LunarAgeDaysValue = 25.90567592898601 if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00) { let someCalculatedX_WestEastRadian: Float = Float(1.00) // Identify the sphere’s DirectionalLight Tilt Angle (Y) radian value :: // Note :: The following Tilt Angle is corrected to [Zenith] with the [MeesusCalculatedTilt_Angle] minus the [MeesusCalculatedPar_Angle]. let someCalculatedY_TiltAngleRadian: Float = Float(1.3396086) // Identify the sphere’s DirectionalLight Illumination (Z) radian Value :: // Note :: The Meesus calculated illumination fraction is converted to degrees, then converted to a radian value. let someCalculatedZ_IlluminationAngleRadian: Float = Float(0.45176168630244457) // <=== 14.3800% Illumination. // Define rotation angles in radians for X, Y, and Z axes. let x_Radians = someCalculatedX_WestEastRadian let y_Radians = someCalculatedY_TiltAngleRadian let z_Radians = someCalculatedZ_IlluminationAngleRadian // Identify and separate the quaternion [simd_quatf] for each Radian. let q_X = simd_quatf(angle: x_Radians, axis: SIMD3<Float>(1, 0, 0)) let q_Y = simd_quatf(angle: y_Radians, axis: SIMD3<Float>(0, 1, 0)) let q_Z = simd_quatf(angle: z_Radians, axis: SIMD3<Float>(0, 0, 1)) // Apply and combine the rotations, where order matters. let combinedRotation = q_Z * q_Y * q_X // Identify the [Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [combinedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Normalize the [combinedRotation]. let theNormalizesRotation = simd_normalize(combinedRotation) // Identify the [Normalized Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [normalizedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(0.24427173, 0.61516714, -0.13599981)) ° Radians // Assume the [theNormalizesRotation] appears reversed. let theCorrectedRotation = theNormalizesRotation.inverse // Identify the [Reversed Combined Rotation]. // The [MyMoonMeesus] :: [WANING CRESCENT] calculated [correctedRotation] :: simd_quatf(real: 0.73715997, imag: SIMD3<Float>(-0.24427173, -0.61516714, 0.13599981)) ° Radians // Apply the [Corrected Rotation] to the entity. directionalLight.transform.rotation *= theCorrectedRotation // Add the [directionalLight] to the scene :: let anchor = AnchorEntity() anchor.addChild(directionalLight) } // End of [if theMeesusMoonAge_LunarAgeDaysValue >= 23.10 && theMeesusMoonAge_LunarAgeDaysValue < (29.530588853 - 1.00)] return directionalLight } // End of [func createDirectionalLight(latitude: Double, longitude: Double, date: Date) -> Entity] } // End of [struct TheCalculatedMoonPhaseTest_ContentView: View] // MARK: 🟠🟠🟠🟠 [ENTITY HELPER EXTENSION] 🟠🟠🟠🟠 extension Entity { static func createSphere(radius: Float, color: NSColor) -> Entity { let mesh = MeshResource.generateSphere(radius: radius) var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: color) let modelComponent = ModelComponent(mesh: mesh, materials: [material]) let entity = Entity() entity.components.set(modelComponent) entity.components.set(Transform()) return entity } // End of [static func createSphere(radius: Float, color: NSColor) -> Entity] } // End of [extension Entity] // Application Image :: Calgary // Website Image :: timeanddate // mooncalc.org
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190
Activity
Feb ’26
Nearby Sharing a Volume won't work
Hi, we've developed an app for Vision Pro that utilises the GroupActivitites SDK to provide shared experiences for our users. Remote Participation works great, but we can't get nearby sharing to work. The behaviour we're observing: User 1 engages share sheet from Volume, 2nd Vision Pro is visible. User 1 starts nearby sharing Session initialisation runs for approx. 30 seconds, then fails Sometimes, the nearby participant doesn't show up at all after the initialisation has failed once. As stated in the Configure your visionOS app for sharing with people nearby article, we didn't make any changes to our implementation to support nearby sharing. Any help would be greatly appreciated. Kind regards, David
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978
Activity
Jan ’26
Mirroring MacBook screen onto app
Hello all, I saw this interesting VisionOS app: https://apps.apple.com/us/app/splitscreen-multi-display/id6478007837 I was wondering if there was any documentation on the Swift APIs that were used to create this app.
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225
Activity
Jun ’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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259
Activity
Jul ’25
I built apple.PHASE with Unity and targeted with visionOS, but Reverb does not sound.
Environment Versions ・macOS15.6.1 ・visionOS26.0.1 ・Xcode16.1 or 26.0.1 ・unity6000.2.9f1 ・Apple.core3.2.0 ・Apple.PHASE1.2.7 ・polyspatial2.4.2 With the above environment, after installing Apple.PHASE into unity and building to a visionOS device, Audio is available and distance attention works, but Early Reflection and Late Reverb produce no audible change even when checked and their parameters are adjusted. What is required to make Early Reflection and Late Reverb take effect on a visionOS device build? action taken ・created a SoundEvent. ・in composer, created a Sampler and a SpatialMixer; attached an AudioClip to the Sampler; enabled Direct Path, Early Reflection, and Late Reverb on the SpatialMixer. ・attached a PHASE Source to the object to be played, attached the created SoundEvent to it, and set non-zero values for Early Reflection and Late Reverb. ・attached a PHASE Listener to the mainCamera and set the ReverbPreset to a value other than None. ・in project settings > Audio, set Spatializer plugin to PHASE Spatializer. ・from there, build for visionOS.
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848
Activity
Nov ’25
MeshInstancesComponent VisionOS 26 Beta 2
Has anyone had success with MeshInstancesComponent? I tried to follow the sample code from What's New in RealityKit but it wouldn't compile. I was able to use one of the init overloads to get it to compile, but using it crashes both my device and the simulator. Even with one instance.
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164
Activity
Jun ’25
Can't establish spatial connection after visionOS update
After updating to visionOS 26.2 Beta 2 (and Beta 3), I'm unable to establish a spatial connection to Vision Pro. This was working fine before the update. To test, I've created a fresh spatialApp project from the Xcode template with zero modifications, but I'm hitting the same issue - the Vision Pro is discovered but won't connect. Am I forgetting to update the config somewhere? Any ideas what might be causing this and how to fix it? Thanks! Warning: -[NSWindow makeKeyWindow] called on <NSWindow: 0xa1f811900> windowNumber=1b9 which returned NO from -[NSWindow canBecomeKeyWindow]. ((processConfiguration != nil && configuration != nil) || (processConfiguration == nil && configuration == nil)) - /AppleInternal/Library/BuildRoots/4~CBS0ugAIF7BrQZjLe6r0lhPXO4GJmNDTovxYoV0/Library/Caches/com.apple.xbs/Sources/ExtensionKit/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 415: (os/kern) failure (0x5) CCContextDeviceGroup.mm(291):+[CCContextDeviceGroup checkBinaryArchivesForDevice:withBundle:]: Failed to find any binary shader archive
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125
Activity
Nov ’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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3
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159
Activity
Jun ’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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150
Activity
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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869
Activity
Oct ’25