Discuss Spatial Computing on Apple Platforms.

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Spatial-backdrop standards process
Apple's WWDC video What’s new for the spatial web says the spatial-backdrop markup may change as it goes through the standards process (at 27:26 mark). I have started adding spatial-backdrops to web pages, so I want to keep an eye out for status updates by Apple and follow the standards progress. Is there any place I can keep an eye on this standards process? Has Apple announced any feature updates or news on spatial-backdrops?
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174
Nov ’25
Safari-like toolbar in visionOS
I like the toolbar visionOS's Safari uses for back & forward page, share, etc. It floats above the window. My attempt to do this with ornaments isn't as satisfying as they partially cover the window. My attempts with toolbar haven't produced visible results. Is this Safari-style toolbar for visionOS exposed by Apple in the API's? If so, could someone point me to documentation or sample code? Thanks!
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296
Oct ’25
Getting the world position of a QR code
Hi, would love for your help in that matter. I try to get the position in space of two QR codes to make an alignment to their positions in space. The detection shows that the QR codes position is always 0,0,0 and I don't understand why. Here's my code: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @ObservedObject var qrCoordinator: QRCoordinator @ObservedObject var coordinator: ImmersiveCoordinator let qrName: String @Binding var startQRDetection: Bool @State private var anchor: AnchorEntity? = nil @State private var detectionTask: Task<Void, Never>? = nil var body: some View { RealityView { content in // Add the QR anchor once (must exist before detection starts) if anchor == nil { let imageAnchor = AnchorEntity(.image(group: "QRs", name: qrName)) content.add(imageAnchor) anchor = imageAnchor print("📌 Created anchor for \(qrName)") } } .onChange(of: startQRDetection) { enabled in if enabled { startDetection() } else { stopDetection() } } .onDisappear { stopDetection() } } private func startDetection() { guard detectionTask == nil, let anchor = anchor else { return } detectionTask = Task { var detected = false while !Task.isCancelled && !detected { print("🔎 Checking \(qrName)... isAnchored=\(anchor.isAnchored)") if anchor.isAnchored { // wait a short moment to let transform update try? await Task.sleep(nanoseconds: 100_000_000) let worldPos = anchor.position(relativeTo: nil) if worldPos != .zero { // relative to modelRootEntity if available var posToSave = worldPos if let modelEntity = coordinator.modelRootEntity { posToSave = anchor.position(relativeTo: modelEntity) print("converted to model position") } else { print("⚠️ modelRootEntity not available, using world position") } print("✅ \(qrName) detected at position: world=\(worldPos) saved=\(posToSave)") if qrName == "reanchor1" { qrCoordinator.qr1Position = posToSave let marker = createMarker(color: [0,1,0]) marker.position = .zero // sits directly on QR marker.position = SIMD3<Float>(0, 0.02, 0) anchor.addChild(marker) print("marker1 added") } else if qrName == "reanchor2" { qrCoordinator.qr2Position = posToSave let marker = createMarker(color: [0,0,1]) marker.position = posToSave // sits directly on QR marker.position = SIMD3<Float>(0, 0.02, 0) anchor.addChild(marker) print("marker2 added") } detected = true } else { print("⚠️ \(qrName) anchored but still at origin, retrying...") } } try? await Task.sleep(nanoseconds: 500_000_000) // throttle loop } print("🛑 QR detection loop ended for \(qrName)") detectionTask = nil } } private func stopDetection() { detectionTask?.cancel() detectionTask = nil } private func createMarker(color: SIMD3<Float>) -> ModelEntity { let sphere = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: UIColor( red: CGFloat(color.x), green: CGFloat(color.y), blue: CGFloat(color.z), alpha: 1.0 ), isMetallic: false) let marker = ModelEntity(mesh: sphere, materials: [material]) marker.name = "marker" return marker } }
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510
Oct ’25
360° video playback Issue
When rendering an equirectangular video on a sphere using VideoMaterial and MeshResource.generateSphere(), there is a visible black seam line running vertically on the sphere. This appears to be at the UV seam where the texture coordinates wrap from 1.0 back to 0.0. The same video file plays without any visible seam in other 360° video players on Vision Pro, so the issue is not with the video content itself. Here is the relevant code: private func createVideoSphere(content: RealityViewContent, player: AVPlayer) { let sphere = MeshResource.generateSphere(radius: 1000) let material = VideoMaterial(avPlayer: player) let entity = ModelEntity(mesh: sphere, materials: [material]) entity.scale *= .init(x: -1, y: 1, z: 1) // Flip to render on inside content.add(entity) player.play() } The setup is straightforward: MeshResource.generateSphere(radius: 1000) generates the sphere mesh VideoMaterial(avPlayer:) provides the video texture X scale is flipped to -1 so the texture renders on the inside of the sphere The video is a standard equirectangular 360° MP4 file What I've tried: I attempted to create a custom sphere mesh using MeshDescriptor with duplicate vertices at the UV seam (longitude 0°/360°) to ensure proper UV continuity. However, VideoMaterial did not render any video on the custom mesh (only audio played), and the app eventually crashed. It seems VideoMaterial may have specific mesh requirements. Questions: Is the black seam a known limitation of MeshResource.generateSphere() when used with VideoMaterial for 360° video? Is there a recommended way to eliminate this UV seam — for example, a texture addressing mode or a specific mesh configuration that works with VideoMaterial? Is there an official sample project or code example for playing 360° equirectangular video in a fully immersive space on visionOS? That would be extremely helpful as a reference. Any guidance would be greatly appreciated. Thank you!
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Feb ’26
Metal Compositor Service & Persona (VisionOS)
Hello, I'm currently trying to make a collaborative app. But it just works only on Reality View, when I tried to use Compositor Layer like below, the personas disappeared. ImmersiveSpace(id: "ImmersiveSpace-Metal") { CompositorLayer(configuration: MetalLayerConfiguration()) { layerRenderer in SpatialRenderer_InitAndRun(layerRenderer) } } Is there any potential solution too see Personas in Metal view? Thanks in advance!
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Sep ’25
Presenting images in RealityKit sample No Longer Builds
After updating to the latest visionOS beta, visionOS 26 Beta 4 (23M5300g) the ‘Presenting images in RealityKit’ sample from the following link no longer builds due to an error. https://developer.apple.com/documentation/RealityKit/presenting-images-in-realitykit Expected / Previous: Application builds and runs on device, working as described in the documentation. Reality: Application builds, but does not run on device due to an error (shown in screenshot) “Thread 1: EXC_BAD_ACCESS (code=1, address=0xb)”. The application still runs on the simulator, but not on device. When launching the app from Xcode, it builds and installs correctly but hangs due to the respective error. When loading the app from the Home Screen, the app does not load, and immediately returns to the Home Screen. This Xcode project previously ran with no changes to code - the only change was updating the visionOS system software to the latest version. visionOS 26 Beta 4 (23M5300g) Is anyone else experiencing this issue?
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Aug ’25
How to renew visionOS Enterprise API entitlement / license?
Hi everyone, I’m currently using the visionOS Enterprise APIs, and I noticed in the official documentation that: However, I couldn’t find any clear instructions on how to actually renew the license. What is the correct process to renew a visionOS Enterprise API license? Do I need to submit a new entitlement request again to renew? Is there any official step-by-step guide or documentation for renewal? Any advice or shared experience would be greatly appreciated 🙏 Thank you!
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1.2k
Mar ’26
多相机切换时画质参数差异显著
切换后两者的亮度、色彩饱和度、对比度等画质参数差距较大,导致画面视觉体验割裂,破坏直播连贯性,影响用户观看沉浸感。 期望 "· 对标常规直播单反相机的画质基准,优化 Vision Pro 的画面亮度、色彩还原能力; · 提供设备端或配套软件的画质自定义调节功能(亮度、对比度、色温等),支持直播前手动校准,确保与单反相机画面风格一致。"
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167
Dec ’25
ManipulationComponent create parent/child crash
Hello, If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message: Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported. CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro The problem occurs precisely with this code: ManipulationComponent.configureEntity(object) I adapted Apple's ObjectPlacementExample and made the changes available via GitHub. The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly. GitHub Repo Thanks Andre
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Oct ’25
visionOS: Unable to programmatically close child WindowGroup when parent window closes
Hi , I'm struggling with visionOS window management and need help with closing child windows programmatically. App Structure My app has a Main-Sub window hierarchy: AWindow (Home/Main) BWindow (Main feature window) CWindow (Tool window - child of BWindow) Navigation flow: AWindow → BWindow (switch, 1 window on screen) BWindow → CWindow (opens child, 2 windows on screen) I want BWindow and CWindow to be separate movable windows (not sheet/popover) so users can position them independently in space. The Problem CWindow doesn't close when BWindow closes by tapping the X button below the app (next to the window bar) User clicks X on BWindow → BWindow closes but CWindow remains CWindow becomes orphaned on screen Can close CWindow programmatically when switching BWindow back to AWindow App launch issue After closing both windows, CWindow is remembered as last window Reopening app shows only CWindow instead of BWindow User gets stuck in CWindow with no way back to BWindow I've Tried Environment dismissWindow in cleanup but its not working. // In BWindow.swift .onDisappear { if windowManager.isWindowOpen("cWindow") { dismissWindow(id: "cWindow") } } My App Structure Code Now // in MyNameApp.swift @main struct MyNameApp: App { var body: some Scene { WindowGroup(id: "aWindow") { AWindow() } WindowGroup(id: "bWindow") { BWindow() } WindowGroup(id: "cWindow") { CWindow() } } } // WindowStateManager.swift class WindowStateManager: ObservableObject { static let shared = WindowStateManager() @Published private var openWindows: Set<String> = [] @Published private var windowDependencies: [String: String] = [:] private init() {} func markWindowAsOpen(_ id: String) { markWindowAsOpen(id, parent: nil) } func markWindowAsClosed(_ id: String) { openWindows.remove(id) windowDependencies[id] = nil } func isWindowOpen(_ id: String) -> Bool { let isOpen = openWindows.contains(id) return isOpen } func markWindowAsOpen(_ id: String, parent: String? = nil) { openWindows.insert(id) if let parentId = parent { windowDependencies[id] = parentId } } func getParentWindow(of childId: String) -> String? { let parent = windowDependencies[childId] return parent } func getChildWindows(of parentId: String) -> [String] { let children = windowDependencies.compactMap { key, value in value == parentId ? key : nil } return children } func setNextWindowParent(_ parentId: String) { UserDefaults.standard.set(parentId, forKey: "nextWindowParent") } func getAndClearNextWindowParent() -> String? { let parent = UserDefaults.standard.string(forKey: "nextWindowParent") UserDefaults.standard.removeObject(forKey: "nextWindowParent") return parent } func forceCloseChildWindows(of parentId: String) { let children = getChildWindows(of: parentId) for child in children { markWindowAsClosed(child) NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) forceCloseChildWindows(of: child) } } func hasMainWindowOpen() -> Bool { let mainWindows = ["main", "bWindow"] return mainWindows.contains { isWindowOpen($0) } } func cleanupOrphanWindows() { for (child, parent) in windowDependencies { if isWindowOpen(child) && !isWindowOpen(parent) { NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) markWindowAsClosed(child) } } } } // BWindow.swift struct BWindow: View { @Environment(\.dismissWindow) private var dismissWindow @ObservedObject private var windowManager = WindowStateManager.shared var body: some View { VStack { Button("Open C Window") { windowManager.setNextWindowParent("bWindow") openWindow(id: "cWindow") } } .onAppear { windowManager.markWindowAsOpen("bWindow") } .onDisappear { windowManager.markWindowAsClosed("bWindow") windowManager.forceCloseChildWindows(of: "bWindow") } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background || newValue == .inactive { windowManager.forceCloseChildWindows(of: "bWindow") } } } } // CWindow.swift import SwiftUI struct cWindow: View { @ObservedObject private var windowManager = WindowStateManager.shared @State private var shouldClose = false var body: some View { // Content } .onDisappear { windowManager.markWindowAsClosed("cWindow") NotificationCenter.default.removeObserver( self, name: Notification.Name("ForceCloseWindow"), object: nil ) } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background { } } .onAppear { let parent = windowManager.getAndClearNextWindowParent() windowManager.markWindowAsOpen("cWindow", parent: parent) NotificationCenter.default.addObserver( forName: Notification.Name("ForceCloseWindow"), object: nil, queue: .main) { notification in if let windowId = notification.userInfo?["windowId"] as? String, windowId == "cWindow" { shouldClose = true } } } .onChange(of: shouldClose) { _, newValue in if newValue { dismissWindow() } } } The logs show everything executes correctly, but CWindow remains visible on screen. Questions Why doesn't dismissWindow(id:) work in cleanup scenarios? Is there a proper way to create a window relationships like parent-child relationships in visionOS? How can I ensure main windows open on app launch instead of tool windows? What's the recommended pattern for dependent windows in visionOS? Environment: Xcode 16.2, visionOS 2.0, SwiftUI
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Aug ’25
RoomCaptureView runs on the latest system with a serious bug causing errors
I am using RoomCaptureView for house scanning and modeling On the latest iOS 26, the following issues were encountered The program runs well on iOS 26 and below, but on iOS 26 and above, the probability of scene localization failure becomes abnormally high, and accurate indoor localization cannot be obtained. Additionally, the probability of using RoomBuilder to merge models is also high After compiling the program using xcode 26 or above, a necessary bug appeared when running it on iOS 26, RoomCaptureView is completely unable to run The error message is {RoomCaptureSession. Capture Error's' Internal error '} And the camera interface of RoomCaptureView has turned into a splash screen Another Debug error occurred:{ -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation Fragment Function(realitykit::fsSurfaceShadow): incorrect type of texture (MTLTextureType2D) bound at Texture binding at index 14 (expect MTLTextureType1D) for tonemapLUT[0]. } When using programs compiled under xcode 26 and running on iOS 26, this issue will not occur
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Mar ’26
Is it possible to live render CMTaggedBuffer / MV-HEVC frames in visionOS?
Hey all, I'm working on a visionOS app that captures live frames from the left and right cameras of Apple Vision Pro using cameraFrame.sample(for: .left/.right). Apple provides documentation on encoding side-by-side frames into MV-HEVC spatial video using CMTaggedBuffer: Converting Side-by-Side 3D Video to MV-HEVC My question: Is there any way to render tagged frames (e.g. CMTaggedBuffer with .stereoView(.leftEye/.rightEye)) live, directly to a surface in RealityKit or Metal, without saving them to a file? I’d like to create a true stereoscopic (spatial) live video preview, not just render two images side-by-side. Any advice or insights would be greatly appreciated!
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Aug ’25
visionOS: AVFoundation cannot deliver simultaneous video from two external (UVC) cameras; no public USB fallback exists
Area: visionOS 26.4 · AVFoundation · AVCapture · External/UVC video Classification: Suggestion / API Enhancement Request (also: Incorrect/Missing Documentation) Device / OS: Apple Vision Pro, visionOS 26.x. Xcode 26.4.1, XROS26.4.sdk. Summary On visionOS, a third-party app cannot display two UVC USB cameras (connected through a powered USB-C hub) at the same time. Every AVFoundation path that would enable this on iPadOS is either unavailable or fails at runtime on visionOS, and there is no public non-AVFoundation fallback (no IOUSBHost, no DriverKit, no usable CoreMediaIO, no MFi path for generic UVC devices). This is a real capability gap relative to iPadOS and macOS, and Camo Studio on iPadOS (App Store ID 6450313385) demonstrates the two-camera USB-hub use case is legitimate and valuable for spatial-video/hybrid-capture workflows on Vision Pro. Steps to reproduce Connect a powered USB-C hub to Apple Vision Pro with two UVC webcams attached. Build a visionOS app that uses AVCaptureDevice.DiscoverySession(deviceTypes: [.external], …). Observe: both cameras are discovered and enumerate as distinct AVCaptureDevices. Attempt A — two independent sessions: Create two independent AVCaptureSessions, each with one AVCaptureDeviceInput and one AVCaptureVideoDataOutput, start both. Result: only one session delivers sample buffers. The other stalls silently with no error and no interruption notification. Attempt B — AVCaptureMultiCamSession with manual connections (the pattern that works on iPadOS 18+): Result: code does not compile. In XROS26.4.sdk: AVCaptureInputPort is API_UNAVAILABLE(visionos) (AVCaptureInput.h) AVCaptureInput.ports is API_UNAVAILABLE(visionos) AVCaptureDeviceInput.portsWithMediaType:sourceDeviceType:sourceDevicePosition: is API_UNAVAILABLE(macos, visionos) Therefore AVCaptureConnection(inputPorts:output:) cannot be constructed. AVCaptureMultiCamSession itself is declared API_AVAILABLE(… visionos(2.1)), which is misleading because without input-port access the manual-connection path the class requires is unreachable. Expected behavior Either of the following would resolve this, in order of preference: Expose the missing API surface on visionOS. Make AVCaptureInputPort, AVCaptureInput.ports, and AVCaptureDeviceInput.portsWithMediaType:sourceDeviceType:sourceDevicePosition: available on visionOS so the documented iPadOS multi-cam pattern compiles and runs. AVCaptureMultiCamSession is already declared available — the supporting API surface should match. Allow two concurrent plain AVCaptureSessions to each own a distinct external AVCaptureDevice. Each session binds a different hardware device, and the current serialization appears to be a software policy rather than a hardware constraint (a powered hub has bandwidth for both). Document the limit explicitly and surface a clear error or interruption reason on the stalled session so apps can fail loudly instead of appearing to work. Actual behavior AVCaptureMultiCamSession advertises visionos(2.1) availability but the APIs required to wire its connections are marked unavailable on visionOS. Two concurrent AVCaptureSessions silently deliver frames to only one session; no error is reported on the other. There is no public alternative framework on visionOS for raw UVC access to work around this: IOUSBHost.framework — not present in XROS26.4.sdk DriverKit — not present in XROS26.4.sdk IOKit — ships a stub (IOKit.tbd); no public USB device interfaces CoreMediaIO — headers are an apinotes stub on visionOS ExternalAccessory — MFi-only; generic UVC devices don't enumerate This means there is no public path, AVFoundation or otherwise, for a third-party visionOS app to display two UVC cameras at once. Impact / use cases Apple Vision Pro is uniquely suited to multi-camera monitoring and capture workflows — spatial creators, broadcast/AV producers, multi-angle reference during immersive authoring, clinical and field-recording use cases, and apps that combine a primary UVC cinema camera with a secondary UVC reference/overview angle. iPadOS already supports this via AVCaptureMultiCamSession (demonstrated shipping by Camo Studio). The current visionOS limitation pushes these workflows back to iPad or macOS and undermines Vision Pro's positioning as a pro capture/monitor environment. References iPadOS reference implementation: Apple sample Displaying Video From Connected Devices + AVCaptureMultiCamSession with manual AVCaptureConnection wiring — works on iPadOS 18+ with two UVC cameras via a powered hub. Shipping precedent: Camo Studio — two simultaneous UVC cameras via USB hub on iPad — https://apps.apple.com/us/app/camo-studio-stream-record/id6450313385 visionOS 26.4 SDK headers cited above (AVCaptureInput.h, AVCaptureSession.h).
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1w
Share Extensions embedded in visionOS apps
I'm trying to add a feature to my app to allow a user to import items from other apps, like Safari, via the share sheet. I've done this many times on iOS/iPadOS easily with a Share Extension. From what I can tell, Xcode tells me share extensions are not available on visionOS - though my experience on device tells me differently (It seems Reminders, Notes & more implement them somehow.) I was finally able to get it working on device only...but I can now no longer test in the simulator, and have not found a way to distribute this app. When attempting to run on the simulator, I get this issue: Please try again later. Appex bundle at /Users/jason/Library/Developer/CoreSimulator/Devices/09A70160-4F4F-4F5E-B679-F6F7D876D7EF/data/Library/Caches/com.apple.mobile.installd.staging/temp.6OAEZp/extracted/LaunchBar.app/PlugIns/LaunchBarShareExtension.appex with id co.swiftfox.LaunchBar.ShareExtension specifies a value (com.apple.share-services) for the NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point. When trying to archive an upload to test flight, I get this similar error: Invalid Info.plist value. The value for the key 'DTPlatformName' in bundle LaunchBar.app/PlugIns/LaunchBarShareExtension.appex is invalid. (ID: 207610c7-b7e1-48be-959b-22a43cd32d16) The app is for visionOS only - which I'm thinking might be the problem? The share extension is "Designed For iPhone" and requires me to include iPhone as a run destination. In the worst case I can build an iPhone UI for the app but I'd rather not, as it is very specific to visionOS. Has anyone successfully launched a share extension on a visionOS only app? I have an iPad app with a share extension that shows up fine on visionOS, but the issue seems to be specifically with visionOS only apps.
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131
Oct ’25
Low-latency live streaming using APMP Wide FoV
Is it possible to achieve sub-second end-to-end latency when displaying live streaming video using APMP (Apple Projected Media Profile) with Wide FoV? APMP supports HLS playback, but my understanding is that standard HLS introduces several seconds of latency. I would like to know whether APMP (especially Wide FoV) supports Low-Latency HLS, or if there are inherent limitations that make sub-second latency impractical. If APMP is not suitable for this use case, are there any recommended alternatives within AVFoundation or related frameworks for rendering wide-FoV live video with very low latency? Thank you for any insights.
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527
Jan ’26
macOS spatial rendering Can't find Vision Pro
I am running a Spatial Rendering App template demo, it shows “No People Found ” “There is no one nearby to share with”. How can I stream videos rendered by Mac to my vision pro I am using macOS 26.0, visionOS 26, Xcode 26
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260
Activity
Sep ’25
Spatial-backdrop standards process
Apple's WWDC video What’s new for the spatial web says the spatial-backdrop markup may change as it goes through the standards process (at 27:26 mark). I have started adding spatial-backdrops to web pages, so I want to keep an eye out for status updates by Apple and follow the standards progress. Is there any place I can keep an eye on this standards process? Has Apple announced any feature updates or news on spatial-backdrops?
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174
Activity
Nov ’25
Difference in hand tracking between visionOS 2 and 26
I saw at WWDC25 mentions of visionOS 26 now providing hand tracking poses at 90hz, but I also recall that being a feature in visionOS 2. Is there something new happening in visionOS 26 that makes its implementation of hand tracking "better"?
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1
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292
Activity
Jul ’25
Safari-like toolbar in visionOS
I like the toolbar visionOS's Safari uses for back & forward page, share, etc. It floats above the window. My attempt to do this with ornaments isn't as satisfying as they partially cover the window. My attempts with toolbar haven't produced visible results. Is this Safari-style toolbar for visionOS exposed by Apple in the API's? If so, could someone point me to documentation or sample code? Thanks!
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1
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296
Activity
Oct ’25
Getting the world position of a QR code
Hi, would love for your help in that matter. I try to get the position in space of two QR codes to make an alignment to their positions in space. The detection shows that the QR codes position is always 0,0,0 and I don't understand why. Here's my code: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @ObservedObject var qrCoordinator: QRCoordinator @ObservedObject var coordinator: ImmersiveCoordinator let qrName: String @Binding var startQRDetection: Bool @State private var anchor: AnchorEntity? = nil @State private var detectionTask: Task<Void, Never>? = nil var body: some View { RealityView { content in // Add the QR anchor once (must exist before detection starts) if anchor == nil { let imageAnchor = AnchorEntity(.image(group: "QRs", name: qrName)) content.add(imageAnchor) anchor = imageAnchor print("📌 Created anchor for \(qrName)") } } .onChange(of: startQRDetection) { enabled in if enabled { startDetection() } else { stopDetection() } } .onDisappear { stopDetection() } } private func startDetection() { guard detectionTask == nil, let anchor = anchor else { return } detectionTask = Task { var detected = false while !Task.isCancelled && !detected { print("🔎 Checking \(qrName)... isAnchored=\(anchor.isAnchored)") if anchor.isAnchored { // wait a short moment to let transform update try? await Task.sleep(nanoseconds: 100_000_000) let worldPos = anchor.position(relativeTo: nil) if worldPos != .zero { // relative to modelRootEntity if available var posToSave = worldPos if let modelEntity = coordinator.modelRootEntity { posToSave = anchor.position(relativeTo: modelEntity) print("converted to model position") } else { print("⚠️ modelRootEntity not available, using world position") } print("✅ \(qrName) detected at position: world=\(worldPos) saved=\(posToSave)") if qrName == "reanchor1" { qrCoordinator.qr1Position = posToSave let marker = createMarker(color: [0,1,0]) marker.position = .zero // sits directly on QR marker.position = SIMD3<Float>(0, 0.02, 0) anchor.addChild(marker) print("marker1 added") } else if qrName == "reanchor2" { qrCoordinator.qr2Position = posToSave let marker = createMarker(color: [0,0,1]) marker.position = posToSave // sits directly on QR marker.position = SIMD3<Float>(0, 0.02, 0) anchor.addChild(marker) print("marker2 added") } detected = true } else { print("⚠️ \(qrName) anchored but still at origin, retrying...") } } try? await Task.sleep(nanoseconds: 500_000_000) // throttle loop } print("🛑 QR detection loop ended for \(qrName)") detectionTask = nil } } private func stopDetection() { detectionTask?.cancel() detectionTask = nil } private func createMarker(color: SIMD3<Float>) -> ModelEntity { let sphere = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: UIColor( red: CGFloat(color.x), green: CGFloat(color.y), blue: CGFloat(color.z), alpha: 1.0 ), isMetallic: false) let marker = ModelEntity(mesh: sphere, materials: [material]) marker.name = "marker" return marker } }
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510
Activity
Oct ’25
360° video playback Issue
When rendering an equirectangular video on a sphere using VideoMaterial and MeshResource.generateSphere(), there is a visible black seam line running vertically on the sphere. This appears to be at the UV seam where the texture coordinates wrap from 1.0 back to 0.0. The same video file plays without any visible seam in other 360° video players on Vision Pro, so the issue is not with the video content itself. Here is the relevant code: private func createVideoSphere(content: RealityViewContent, player: AVPlayer) { let sphere = MeshResource.generateSphere(radius: 1000) let material = VideoMaterial(avPlayer: player) let entity = ModelEntity(mesh: sphere, materials: [material]) entity.scale *= .init(x: -1, y: 1, z: 1) // Flip to render on inside content.add(entity) player.play() } The setup is straightforward: MeshResource.generateSphere(radius: 1000) generates the sphere mesh VideoMaterial(avPlayer:) provides the video texture X scale is flipped to -1 so the texture renders on the inside of the sphere The video is a standard equirectangular 360° MP4 file What I've tried: I attempted to create a custom sphere mesh using MeshDescriptor with duplicate vertices at the UV seam (longitude 0°/360°) to ensure proper UV continuity. However, VideoMaterial did not render any video on the custom mesh (only audio played), and the app eventually crashed. It seems VideoMaterial may have specific mesh requirements. Questions: Is the black seam a known limitation of MeshResource.generateSphere() when used with VideoMaterial for 360° video? Is there a recommended way to eliminate this UV seam — for example, a texture addressing mode or a specific mesh configuration that works with VideoMaterial? Is there an official sample project or code example for playing 360° equirectangular video in a fully immersive space on visionOS? That would be extremely helpful as a reference. Any guidance would be greatly appreciated. Thank you!
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431
Activity
Feb ’26
Metal Compositor Service & Persona (VisionOS)
Hello, I'm currently trying to make a collaborative app. But it just works only on Reality View, when I tried to use Compositor Layer like below, the personas disappeared. ImmersiveSpace(id: "ImmersiveSpace-Metal") { CompositorLayer(configuration: MetalLayerConfiguration()) { layerRenderer in SpatialRenderer_InitAndRun(layerRenderer) } } Is there any potential solution too see Personas in Metal view? Thanks in advance!
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776
Activity
Sep ’25
There a way to use contentCaptureProtected with Quick Look on VisionOS 26?
There a way to use contentCaptureProtected with Quick Look on VisionOS 26? Or exist a way to see a spatial photo with Quick Look without sharing options ?
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334
Activity
Jun ’25
UVC Capture stops when open Immersive Space
My app is getting video from UVC device, and I wish to display it in an Immersive Space. But when I open Immersive Space, the UVC capture will just stop.AI said it's due to confliction in Camera pipeline. But I don't really understand, I don't need to use any on device camera, why it conflict with my UVC...
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626
Activity
Nov ’25
Presenting images in RealityKit sample No Longer Builds
After updating to the latest visionOS beta, visionOS 26 Beta 4 (23M5300g) the ‘Presenting images in RealityKit’ sample from the following link no longer builds due to an error. https://developer.apple.com/documentation/RealityKit/presenting-images-in-realitykit Expected / Previous: Application builds and runs on device, working as described in the documentation. Reality: Application builds, but does not run on device due to an error (shown in screenshot) “Thread 1: EXC_BAD_ACCESS (code=1, address=0xb)”. The application still runs on the simulator, but not on device. When launching the app from Xcode, it builds and installs correctly but hangs due to the respective error. When loading the app from the Home Screen, the app does not load, and immediately returns to the Home Screen. This Xcode project previously ran with no changes to code - the only change was updating the visionOS system software to the latest version. visionOS 26 Beta 4 (23M5300g) Is anyone else experiencing this issue?
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4
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248
Activity
Aug ’25
How to renew visionOS Enterprise API entitlement / license?
Hi everyone, I’m currently using the visionOS Enterprise APIs, and I noticed in the official documentation that: However, I couldn’t find any clear instructions on how to actually renew the license. What is the correct process to renew a visionOS Enterprise API license? Do I need to submit a new entitlement request again to renew? Is there any official step-by-step guide or documentation for renewal? Any advice or shared experience would be greatly appreciated 🙏 Thank you!
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1.2k
Activity
Mar ’26
多相机切换时画质参数差异显著
切换后两者的亮度、色彩饱和度、对比度等画质参数差距较大,导致画面视觉体验割裂,破坏直播连贯性,影响用户观看沉浸感。 期望 "· 对标常规直播单反相机的画质基准,优化 Vision Pro 的画面亮度、色彩还原能力; · 提供设备端或配套软件的画质自定义调节功能(亮度、对比度、色温等),支持直播前手动校准,确保与单反相机画面风格一致。"
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167
Activity
Dec ’25
ManipulationComponent create parent/child crash
Hello, If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message: Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported. CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro The problem occurs precisely with this code: ManipulationComponent.configureEntity(object) I adapted Apple's ObjectPlacementExample and made the changes available via GitHub. The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly. GitHub Repo Thanks Andre
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531
Activity
Oct ’25
visionOS: Unable to programmatically close child WindowGroup when parent window closes
Hi , I'm struggling with visionOS window management and need help with closing child windows programmatically. App Structure My app has a Main-Sub window hierarchy: AWindow (Home/Main) BWindow (Main feature window) CWindow (Tool window - child of BWindow) Navigation flow: AWindow → BWindow (switch, 1 window on screen) BWindow → CWindow (opens child, 2 windows on screen) I want BWindow and CWindow to be separate movable windows (not sheet/popover) so users can position them independently in space. The Problem CWindow doesn't close when BWindow closes by tapping the X button below the app (next to the window bar) User clicks X on BWindow → BWindow closes but CWindow remains CWindow becomes orphaned on screen Can close CWindow programmatically when switching BWindow back to AWindow App launch issue After closing both windows, CWindow is remembered as last window Reopening app shows only CWindow instead of BWindow User gets stuck in CWindow with no way back to BWindow I've Tried Environment dismissWindow in cleanup but its not working. // In BWindow.swift .onDisappear { if windowManager.isWindowOpen("cWindow") { dismissWindow(id: "cWindow") } } My App Structure Code Now // in MyNameApp.swift @main struct MyNameApp: App { var body: some Scene { WindowGroup(id: "aWindow") { AWindow() } WindowGroup(id: "bWindow") { BWindow() } WindowGroup(id: "cWindow") { CWindow() } } } // WindowStateManager.swift class WindowStateManager: ObservableObject { static let shared = WindowStateManager() @Published private var openWindows: Set<String> = [] @Published private var windowDependencies: [String: String] = [:] private init() {} func markWindowAsOpen(_ id: String) { markWindowAsOpen(id, parent: nil) } func markWindowAsClosed(_ id: String) { openWindows.remove(id) windowDependencies[id] = nil } func isWindowOpen(_ id: String) -> Bool { let isOpen = openWindows.contains(id) return isOpen } func markWindowAsOpen(_ id: String, parent: String? = nil) { openWindows.insert(id) if let parentId = parent { windowDependencies[id] = parentId } } func getParentWindow(of childId: String) -> String? { let parent = windowDependencies[childId] return parent } func getChildWindows(of parentId: String) -> [String] { let children = windowDependencies.compactMap { key, value in value == parentId ? key : nil } return children } func setNextWindowParent(_ parentId: String) { UserDefaults.standard.set(parentId, forKey: "nextWindowParent") } func getAndClearNextWindowParent() -> String? { let parent = UserDefaults.standard.string(forKey: "nextWindowParent") UserDefaults.standard.removeObject(forKey: "nextWindowParent") return parent } func forceCloseChildWindows(of parentId: String) { let children = getChildWindows(of: parentId) for child in children { markWindowAsClosed(child) NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) forceCloseChildWindows(of: child) } } func hasMainWindowOpen() -> Bool { let mainWindows = ["main", "bWindow"] return mainWindows.contains { isWindowOpen($0) } } func cleanupOrphanWindows() { for (child, parent) in windowDependencies { if isWindowOpen(child) && !isWindowOpen(parent) { NotificationCenter.default.post( name: Notification.Name("ForceCloseWindow"), object: nil, userInfo: ["windowId": child] ) markWindowAsClosed(child) } } } } // BWindow.swift struct BWindow: View { @Environment(\.dismissWindow) private var dismissWindow @ObservedObject private var windowManager = WindowStateManager.shared var body: some View { VStack { Button("Open C Window") { windowManager.setNextWindowParent("bWindow") openWindow(id: "cWindow") } } .onAppear { windowManager.markWindowAsOpen("bWindow") } .onDisappear { windowManager.markWindowAsClosed("bWindow") windowManager.forceCloseChildWindows(of: "bWindow") } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background || newValue == .inactive { windowManager.forceCloseChildWindows(of: "bWindow") } } } } // CWindow.swift import SwiftUI struct cWindow: View { @ObservedObject private var windowManager = WindowStateManager.shared @State private var shouldClose = false var body: some View { // Content } .onDisappear { windowManager.markWindowAsClosed("cWindow") NotificationCenter.default.removeObserver( self, name: Notification.Name("ForceCloseWindow"), object: nil ) } .onChange(of: scenePhase) { oldValue, newValue in if newValue == .background { } } .onAppear { let parent = windowManager.getAndClearNextWindowParent() windowManager.markWindowAsOpen("cWindow", parent: parent) NotificationCenter.default.addObserver( forName: Notification.Name("ForceCloseWindow"), object: nil, queue: .main) { notification in if let windowId = notification.userInfo?["windowId"] as? String, windowId == "cWindow" { shouldClose = true } } } .onChange(of: shouldClose) { _, newValue in if newValue { dismissWindow() } } } The logs show everything executes correctly, but CWindow remains visible on screen. Questions Why doesn't dismissWindow(id:) work in cleanup scenarios? Is there a proper way to create a window relationships like parent-child relationships in visionOS? How can I ensure main windows open on app launch instead of tool windows? What's the recommended pattern for dependent windows in visionOS? Environment: Xcode 16.2, visionOS 2.0, SwiftUI
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373
Activity
Aug ’25
RoomCaptureView runs on the latest system with a serious bug causing errors
I am using RoomCaptureView for house scanning and modeling On the latest iOS 26, the following issues were encountered The program runs well on iOS 26 and below, but on iOS 26 and above, the probability of scene localization failure becomes abnormally high, and accurate indoor localization cannot be obtained. Additionally, the probability of using RoomBuilder to merge models is also high After compiling the program using xcode 26 or above, a necessary bug appeared when running it on iOS 26, RoomCaptureView is completely unable to run The error message is {RoomCaptureSession. Capture Error's' Internal error '} And the camera interface of RoomCaptureView has turned into a splash screen Another Debug error occurred:{ -[MTLDebugRenderCommandEncoder validateCommonDrawErrors:]:5970: failed assertion `Draw Errors Validation Fragment Function(realitykit::fsSurfaceShadow): incorrect type of texture (MTLTextureType2D) bound at Texture binding at index 14 (expect MTLTextureType1D) for tonemapLUT[0]. } When using programs compiled under xcode 26 and running on iOS 26, this issue will not occur
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318
Activity
Mar ’26
Is it possible to live render CMTaggedBuffer / MV-HEVC frames in visionOS?
Hey all, I'm working on a visionOS app that captures live frames from the left and right cameras of Apple Vision Pro using cameraFrame.sample(for: .left/.right). Apple provides documentation on encoding side-by-side frames into MV-HEVC spatial video using CMTaggedBuffer: Converting Side-by-Side 3D Video to MV-HEVC My question: Is there any way to render tagged frames (e.g. CMTaggedBuffer with .stereoView(.leftEye/.rightEye)) live, directly to a surface in RealityKit or Metal, without saving them to a file? I’d like to create a true stereoscopic (spatial) live video preview, not just render two images side-by-side. Any advice or insights would be greatly appreciated!
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262
Activity
Aug ’25
visionOS: AVFoundation cannot deliver simultaneous video from two external (UVC) cameras; no public USB fallback exists
Area: visionOS 26.4 · AVFoundation · AVCapture · External/UVC video Classification: Suggestion / API Enhancement Request (also: Incorrect/Missing Documentation) Device / OS: Apple Vision Pro, visionOS 26.x. Xcode 26.4.1, XROS26.4.sdk. Summary On visionOS, a third-party app cannot display two UVC USB cameras (connected through a powered USB-C hub) at the same time. Every AVFoundation path that would enable this on iPadOS is either unavailable or fails at runtime on visionOS, and there is no public non-AVFoundation fallback (no IOUSBHost, no DriverKit, no usable CoreMediaIO, no MFi path for generic UVC devices). This is a real capability gap relative to iPadOS and macOS, and Camo Studio on iPadOS (App Store ID 6450313385) demonstrates the two-camera USB-hub use case is legitimate and valuable for spatial-video/hybrid-capture workflows on Vision Pro. Steps to reproduce Connect a powered USB-C hub to Apple Vision Pro with two UVC webcams attached. Build a visionOS app that uses AVCaptureDevice.DiscoverySession(deviceTypes: [.external], …). Observe: both cameras are discovered and enumerate as distinct AVCaptureDevices. Attempt A — two independent sessions: Create two independent AVCaptureSessions, each with one AVCaptureDeviceInput and one AVCaptureVideoDataOutput, start both. Result: only one session delivers sample buffers. The other stalls silently with no error and no interruption notification. Attempt B — AVCaptureMultiCamSession with manual connections (the pattern that works on iPadOS 18+): Result: code does not compile. In XROS26.4.sdk: AVCaptureInputPort is API_UNAVAILABLE(visionos) (AVCaptureInput.h) AVCaptureInput.ports is API_UNAVAILABLE(visionos) AVCaptureDeviceInput.portsWithMediaType:sourceDeviceType:sourceDevicePosition: is API_UNAVAILABLE(macos, visionos) Therefore AVCaptureConnection(inputPorts:output:) cannot be constructed. AVCaptureMultiCamSession itself is declared API_AVAILABLE(… visionos(2.1)), which is misleading because without input-port access the manual-connection path the class requires is unreachable. Expected behavior Either of the following would resolve this, in order of preference: Expose the missing API surface on visionOS. Make AVCaptureInputPort, AVCaptureInput.ports, and AVCaptureDeviceInput.portsWithMediaType:sourceDeviceType:sourceDevicePosition: available on visionOS so the documented iPadOS multi-cam pattern compiles and runs. AVCaptureMultiCamSession is already declared available — the supporting API surface should match. Allow two concurrent plain AVCaptureSessions to each own a distinct external AVCaptureDevice. Each session binds a different hardware device, and the current serialization appears to be a software policy rather than a hardware constraint (a powered hub has bandwidth for both). Document the limit explicitly and surface a clear error or interruption reason on the stalled session so apps can fail loudly instead of appearing to work. Actual behavior AVCaptureMultiCamSession advertises visionos(2.1) availability but the APIs required to wire its connections are marked unavailable on visionOS. Two concurrent AVCaptureSessions silently deliver frames to only one session; no error is reported on the other. There is no public alternative framework on visionOS for raw UVC access to work around this: IOUSBHost.framework — not present in XROS26.4.sdk DriverKit — not present in XROS26.4.sdk IOKit — ships a stub (IOKit.tbd); no public USB device interfaces CoreMediaIO — headers are an apinotes stub on visionOS ExternalAccessory — MFi-only; generic UVC devices don't enumerate This means there is no public path, AVFoundation or otherwise, for a third-party visionOS app to display two UVC cameras at once. Impact / use cases Apple Vision Pro is uniquely suited to multi-camera monitoring and capture workflows — spatial creators, broadcast/AV producers, multi-angle reference during immersive authoring, clinical and field-recording use cases, and apps that combine a primary UVC cinema camera with a secondary UVC reference/overview angle. iPadOS already supports this via AVCaptureMultiCamSession (demonstrated shipping by Camo Studio). The current visionOS limitation pushes these workflows back to iPad or macOS and undermines Vision Pro's positioning as a pro capture/monitor environment. References iPadOS reference implementation: Apple sample Displaying Video From Connected Devices + AVCaptureMultiCamSession with manual AVCaptureConnection wiring — works on iPadOS 18+ with two UVC cameras via a powered hub. Shipping precedent: Camo Studio — two simultaneous UVC cameras via USB hub on iPad — https://apps.apple.com/us/app/camo-studio-stream-record/id6450313385 visionOS 26.4 SDK headers cited above (AVCaptureInput.h, AVCaptureSession.h).
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1k
Activity
1w
Share Extensions embedded in visionOS apps
I'm trying to add a feature to my app to allow a user to import items from other apps, like Safari, via the share sheet. I've done this many times on iOS/iPadOS easily with a Share Extension. From what I can tell, Xcode tells me share extensions are not available on visionOS - though my experience on device tells me differently (It seems Reminders, Notes & more implement them somehow.) I was finally able to get it working on device only...but I can now no longer test in the simulator, and have not found a way to distribute this app. When attempting to run on the simulator, I get this issue: Please try again later. Appex bundle at /Users/jason/Library/Developer/CoreSimulator/Devices/09A70160-4F4F-4F5E-B679-F6F7D876D7EF/data/Library/Caches/com.apple.mobile.installd.staging/temp.6OAEZp/extracted/LaunchBar.app/PlugIns/LaunchBarShareExtension.appex with id co.swiftfox.LaunchBar.ShareExtension specifies a value (com.apple.share-services) for the NSExtensionPointIdentifier key in the NSExtension dictionary in its Info.plist that does not correspond to a known extension point. When trying to archive an upload to test flight, I get this similar error: Invalid Info.plist value. The value for the key 'DTPlatformName' in bundle LaunchBar.app/PlugIns/LaunchBarShareExtension.appex is invalid. (ID: 207610c7-b7e1-48be-959b-22a43cd32d16) The app is for visionOS only - which I'm thinking might be the problem? The share extension is "Designed For iPhone" and requires me to include iPhone as a run destination. In the worst case I can build an iPhone UI for the app but I'd rather not, as it is very specific to visionOS. Has anyone successfully launched a share extension on a visionOS only app? I have an iPad app with a share extension that shows up fine on visionOS, but the issue seems to be specifically with visionOS only apps.
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131
Activity
Oct ’25
Low-latency live streaming using APMP Wide FoV
Is it possible to achieve sub-second end-to-end latency when displaying live streaming video using APMP (Apple Projected Media Profile) with Wide FoV? APMP supports HLS playback, but my understanding is that standard HLS introduces several seconds of latency. I would like to know whether APMP (especially Wide FoV) supports Low-Latency HLS, or if there are inherent limitations that make sub-second latency impractical. If APMP is not suitable for this use case, are there any recommended alternatives within AVFoundation or related frameworks for rendering wide-FoV live video with very low latency? Thank you for any insights.
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527
Activity
Jan ’26
Can't build old project on Xcode 26 beta5
I have a visionOS 2 project created on Xcode 16, when I updated to Xcode 26 beta5, I can't build it any more, every time it stuck in process like the picture shows below: Already tried many methods to fix this issue, such as clear build folders, but don't work. MacBook Air M2 / MacOS 26 beta5 / Xcode 26 beta5
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232
Activity
Aug ’25