Discuss Spatial Computing on Apple Platforms.

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VisionOS26 PresentationComponent not working
I am trying to get the new PresentationComponent working in VisionOS26 as seen in this WWDC video: https://developer.apple.com/videos/play/wwdc2025/274/?time=962 (18:29 minutes into video) Here is some other example code but it doesn't work either: https://stepinto.vision/devlogs/project-graveyard-devlog-002/ My simple Text view (that I am adding as a PresentationComponent) does not appear in my RealityView even though the entity is found. Here is a simple example built from an Xcode immersive view default project: struct ImmersiveView: View { @Environment(AppModel.self) var appModel var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) { content.add(immersiveContentEntity) if let materializedImmersiveContentEntity = try? await Entity(named: "Test", in: realityKitContentBundle) { content.add(materializedImmersiveContentEntity) var presentation = PresentationComponent( configuration: .popover(arrowEdge: .bottom), content: Text("Hello, World!") .foregroundColor(.red) ) presentation.isPresented = true materializedImmersiveContentEntity.components.set(presentation) } } } } } Here is the Apple reference: https://developer.apple.com/documentation/realitykit/presentationcomponent
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582
Jul ’25
Body segmentation/occlusion on the Apple Vision Pro
Hello, I am currently working on a Unity project for the Apple Vision Pro. I would like to have people passing in front of the virtual objects occlude the virtual objects that are behind. Something similar to this: https://developer.apple.com/documentation/arkit/occluding-virtual-content-with-people I could unfortunately not find any documentation about this. Is it possible to implement body segmentation or occlusion on the Apple Vision Pro? If it's not currently supported, are there plans to add it? Any ideas on how to achieve this with existing tools? Thanks! Mehdi
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395
Feb ’25
Need to rotate child of a 3D mesh
I am creating a vision pro app with a 3D model, it has a mesh hierarchy of head, hands, feet etc. I want the character to look towards the camera, but am not able to access head of character through sceneKit nor reality kit. when I try to print names of the child meshes, it only prints till the character, it does iterate through all the body parts. Can anyone help?
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172
Sep ’25
How to show only Spatial video using UIDocumentPickerViewController
Is there a suitable UTType type to satisfy the need to pick up only SpatialVideo in UIDocumentPickerViewController? I already know that PHPickerFilter in PHPickerViewController can do this, but not in UIDocumentPickerViewController. Our app needs to adapt both of these ways to pick spatial videos So is there anything that I can try in UIDocumentPickerViewController to fulfill such picker functionality?
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470
Feb ’25
Cast virtual light on real-world environments in VisionOS/RealityKit?
Hi everyone, I've been exploring an idea that involves using virtual light sources in VisionOS/RealityKit to interact with real-world objects. Specifically, I'd like to simulate a scenario where a virtual spotlight or other light source casts light or shadows onto real-world environments, creating the effect of virtual lighting interacting with physical surroundings. Is this currently feasible within VisionOS/RealityKit? Thank you!
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414
Jan ’25
Test Vision Pro App on Vision Pro
This might be a very silly question, anyway I tried many ways and didn't find a solution: My Mac mini M4 is basic version which only has 16GB memory, it is very shy for developing Vision Pro application and testing with the simulator (CleanMacX always warning me low memory), I want to debug and test the application directly on Vision Pro (+ my app need both two hands gestures which simulator might not support) in stead of simulator, is there any proper instructions on how I test/debug/run the App on VP device directly instead of on simulator in favor of speed?
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579
Dec ’24
Automatically Enabling Spatial Personas in App
Is it possible to create a button in my app that will turn on the spatial personas for the user? Currently the only way I know of turning on spatial personas is by selecting the cube icon in the FaceTime window which is quite clunky for people unfamiliar with the Vision Pro's UI. Any help would be appreciated.
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411
Feb ’25
CustomMaterial disable unlit tone mapping
Hi, since iOS 18 UnlitMaterial and ShaderGraphMaterial have the option to disable tone mapping, e.g via https://developer.apple.com/documentation/realitykit/unlitmaterial/init(applypostprocesstonemap:) Is it possible to do the same for CustomMaterial? I tried initializing a CustomMaterial based on an UnlitMaterial where tone mapping is disabled, like so: let unlitMat = UnlitMaterial(applyPostProcessToneMap: false) let customMaterial = try CustomMaterial( from: unlitMat, surfaceShader: surfaceShader, geometryModifier: geometryModifier ) but that does not seem to work. The colors of my texture still look altered in comparison to a plain UnlitMaterial or a ShaderGraphMaterial where its disabled. Any hints? Thank you!
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121
Jun ’25
How to use defaultSize with visionOS window restoration?
One of the most common ways to provide a window size in visionOS is to use the defaultSize scene modifier. WindowGroup(id: "someID") { SomeView() } .defaultSize(CGSize(width: 600, height: 600)) Starting in visionOS 26, using this has a side effect. visionOS 26 will restore windows that have been locked in place or snapped to surfaces. If a user has manually adjusted the size of a locked/snapped window, the users size is only restore in some cases. Manual resize respected Leaving a room and returning later Taking the headset off and putting it back on later Manual resize NOT respected Device restart. In this case, the window is reopened where it was locked, but the size is set back to the values passed to defaultSize. The manual resizing adjustments the user has made are lost. This is counter to how all other windows and widgets work. I reported this last month (FB18429638), but haven't heard back if this is a bug or intended behavior. Questions What is the best way to provide a default window size that will only be used when opening new windows–and not used during scene restoration? Should we try to keep track of window size after users adjust them and save that somewhere? If this is intended behavior, can someone please update the docs accordingly?
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446
Jul ’25
Overlaying SwiftUI content with transparency in front of RealityView
Following up on my previous question here: https://developer.apple.com/forums/thread/774262 Having solved the clipping problem, I am now trying to overlay some content in front of the RealityView. However, it looks like any content with transparency does not render in front of the RealityView, while opaque views seem to work; placing content with transparency like glassBackgroundEffect() behind the RealityView in a ZStack causes the entire window to flicker. Additionally, my SwiftUI attachment placed in front of the stereoscopic image plane are invisible if the user look at it straight at 90 degrees. However, if the user look at it from increasing angles from the sides, the attachment gradually turns visible again. Are these behaviors expected? What is a recommended approach to overlay content in front of a RealityView? Thanks!
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389
Feb ’25
Look to Scroll
Hello! I’m excited to see that Look to Scroll has been included in visionOS 26 Beta. I’m aiming to achieve a feature where the user’s gaze at a specific edge automatically scrolls to that position. However, I’ve experimented with ScrollView and haven’t been able to trigger this functionality. Could you advise if additional API modifiers are necessary? Thank you!
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555
Jul ’25