Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.

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AVPlayer stutters when using AVPlayerItemVideoOutput
We’re trying to build a custom player for Unity. For this, we’re using AVPlayer with AVPlayerItemVideoOutput to get textures. However, we noticed that playback is not smooth and the stream often freezes. For testing, we used this 8K video: https://deovr.com/nwfnq1 The video was played using the following code: @objc public func playVideo(urlString: String) { guard let url = URL(string: urlString) else { return } let pItem = AVPlayerItem(url: url) playerItem = pItem pItem.preferredForwardBufferDuration = 10.0 let pixelBufferAttributes: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, kCVPixelBufferMetalCompatibilityKey as String: true, ] let output = AVPlayerItemVideoOutput( pixelBufferAttributes: pixelBufferAttributes ) pItem.add(output) playerItemObserver = pItem.observe(\.status) { [weak self] pItem, _ in guard pItem.status == .readyToPlay else { return } self?.playerItemObserver = nil self?.player.play() } player = AVPlayer(playerItem: pItem) player.currentItem?.preferredPeakBitRate = 35_000_000 } When AVPlayerItemVideoOutput is attached, the video stutters and the log looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: -0.07s | buffer: 0.00s 🟡 Buffer ahead: 2.94s | buffer: 3.49s 🟡 Buffer ahead: 2.50s | buffer: 4.06s 🟡 Buffer ahead: 1.74s | buffer: 4.30s 🟡 Buffer ahead: 0.74s | buffer: 4.30s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.09s | buffer: 4.30s 🟠 Playback may stall 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.07s | buffer: 1.43s 🟣 Buffer full 🟡 Buffer ahead: 0.47s | buffer: 1.65s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.10s | buffer: 1.65s 🟠 Playback may stall 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟣 Buffer full 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 2.00s 🟡 Buffer ahead: 0.68s | buffer: 2.27s 🟡 Buffer ahead: 0.09s | buffer: 2.27s 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall When we remove AVPlayerItemVideoOutput from the player, the video plays smoothly, and the output looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.22s | buffer: 2.22s 🟡 Buffer ahead: 1.05s | buffer: 3.05s 🟡 Buffer ahead: 1.12s | buffer: 4.12s 🟡 Buffer ahead: 1.18s | buffer: 5.18s 🟡 Buffer ahead: 0.72s | buffer: 5.72s 🟡 Buffer ahead: 1.27s | buffer: 7.28s 🟡 Buffer ahead: 2.09s | buffer: 3.03s 🟡 Buffer ahead: 4.16s | buffer: 6.10s 🟡 Buffer ahead: 6.66s | buffer: 7.09s 🟡 Buffer ahead: 5.66s | buffer: 7.09s 🟡 Buffer ahead: 4.66s | buffer: 7.09s 🟡 Buffer ahead: 4.02s | buffer: 7.45s 🟡 Buffer ahead: 3.62s | buffer: 8.05s 🟡 Buffer ahead: 2.62s | buffer: 8.05s 🟡 Buffer ahead: 2.49s | buffer: 3.53s 🟡 Buffer ahead: 2.43s | buffer: 3.38s 🟡 Buffer ahead: 1.90s | buffer: 3.85s We’ve tried different attribute settings for AVPlayerItemVideoOutput. We also removed all logic related to reading frame data, but the choppy playback still remained. Can you advise whether this is a player issue or if we’re doing something wrong?
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422
Oct ’25
Shared/GroupImmersive Space – Query Local Device Transform
Hi, I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true Now visionOS establishes a shared coordinate space for the immersive space. From the docs: To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform to position content in front of the user (plus some Z Offset and smooth interpolation). This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset. Here is a video of the issue in action: https://streamable.com/205r2p The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position. The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset. Is there any way I can query query this transform locally for the user during a FaceTime call? Also I would like to know if it's possible to disable this automatic entity transform syncing behavior? Setting entity.synchronization = nil results in the entity not showing up at all. https://developer.apple.com/documentation/realitykit/synchronizationcomponent Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach? Thank you!
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407
Oct ’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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295
Oct ’25
mipmapsMode trade-off?
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options). I noticed two situations here in terms of mipmaps options. When setting "mipmapsMode: .none": The graphic quality within the "gaze area" looks sharp and clear The two poles (top and bottom) are perfectly rendered Massive shimmer around the "gaze area" When setting "mipmapsMode: .allocateAndGenerateAll": The graphic looks slightly blurrier than in ".none" within the "gaze area" The two poles are very blurry and hard to recognize the texture Much less shimmer around the "gaze area" My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer? Thank you! Screenshots: mipmapsMode: .none mipmapsMode: .allocateAndGenerateAll
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241
Oct ’25
Implementing Foveated Streaming with Apple Vision Pro
Hello, Want to understand what's the current state for developing for Apple Vision Pro? I want to stream a video from a remote server in realtime. It is a video stream and can't download it. I want to stream a low quality stream and high res stream. The server will only send the "box" where user is looking at. Are there any API to track where the user is looking at in the experience? Thanks,
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707
Dec ’25
ManipulationComponent in both parent and child entities
Hello, In my project, I have attached a ManipulationComponent to Entity A and as expected, I'm able interact with it using the built-in gestures. I have another Entity B which is a child of A that I would like to interact with as well, so I attempted to add a ManipulationComponent to B. However, no gestures seem to be registered on B; I can still interact with A but B cannot be interacted with despite having ManipulationComponents on both entities. So I'm wondering if I'm just doing something wrong, if this is an issue with the ManipulationComponent, or if this is a limitation of the API. Attached is the code used to add the ManipulationComponent to an Entity and it was done on both A and B: let mc = ManipulationComponent() model.components.set(mc) var boxShape = ShapeResource.generateBox(width: 0.25, height: 0.05, depth: 0.25) boxShape = boxShape.offsetBy(translation: simd_float3(0, -0.05, -0.25)) ManipulationComponent.configureEntity(model, collisionShapes: [boxShape]) if var mc = model.components[ManipulationComponent.self] { mc.releaseBehavior = .stay mc.dynamics.inertia = .low model.components.set(mc) } I am using visionOS 26.0; let me know if there's any additional information needed.
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382
Oct ’25
Build failed with error in Reality Kit Content
I have an arguably massive project and am not sure if the issue is with the assets or my approach in the code. the error says : Tool terminated due to error "SIGNAL 6:Abort trap:6" Basically I have around 15-20 assets (usda files built out of usdz files). In the code i am loading a scene with all the usda files and then have the functions to enable and disable a particular asset when needed. This was working as intended when i am using dummy assets(with less polygons, lesser textures) But when i placed the actual assets the error appears and persists. Do I have a bad approach of loading all the scenes at once? Previously i have used an approach which loads the scenes when needed and that involved some lag before rendering the assets. But my current approach(when using dummies) works like a dime rendering and hiding the assets in realtime with no lag. Kindly suggest any workarounds.
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290
Dec ’25
ARDepthData.confidenceMap only returns low confidence on certain devices
A few users have recently reported no longer being able to capture point clouds using our app, specifically on iPhone 15 Pro devices. We recently found an in-house device that exhibits this behavior and found that the confidenceMap contains only low confidence values, regardless of the environment being captured. Our app uses a higher confidence threshold; setting the threshold to a lower value produces noisy results as expected, so that is a non-viable option. Other LiDAR based apps have been tested with this device and the results are the same. No points, or noisy point clouds in apps that allow a lower confidence threshold setting. On devices that exhibit this behavior the "Displaying a point cloud using scene depth" Apple sample app can be used to visualize the issue. First reports of this new behavior occurred as early as iOS 18.4. Looking for recommendations on which team(s) at Apple to reach out to with these findings since the behavior manifests on only a small sample of devices.
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316
Jun ’25
What is the first reliable position of the apple vision pro device?
In several visionOS apps, we readjust our scenes to the user's eye level (their heads). But, we have encountered issues whereby the WorldTrackingProvider returns bad/incorrect positions for the first x number of frames. See below code which you can copy paste in any Immersive Space. Relaunch the space and observe the numberOfBadWorldInfos value is inconsistent. a. what is the most reliable way to get the devices's position? b. is this indeed a bug? c. are we using worldInfo improperly? d. as a workaround, in our apps we set to 10 the number of frames to let pass before using worldInfo, should we set our threshold differently? import ARKit import Combine import OSLog import SwiftUI import RealityKit import RealityKitContent let SUBSYSTEM = Bundle.main.bundleIdentifier! struct ImmersiveView: View { let logger = Logger(subsystem: SUBSYSTEM, category: "ImmersiveView") let session = ARKitSession() let worldInfo = WorldTrackingProvider() @State var sceneUpdateSubscription: EventSubscription? = nil @State var deviceTransform: simd_float4x4? = nil @State var numberOfBadWorldInfos = 0 @State var isBadWorldInfoLoged = false var body: some View { RealityView { content in try? await session.run([worldInfo]) sceneUpdateSubscription = content.subscribe(to: SceneEvents.Update.self) { event in guard let pose = worldInfo.queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) else { return } // `worldInfo` does not return correct values for the first few frames (exact number of frames is unknown) // - known SO: https://stackoverflow.com/questions/78396187/how-to-determine-the-first-reliable-position-of-the-apple-vision-pro-device deviceTransform = pose.originFromAnchorTransform if deviceTransform!.columns.3.y < 1.6 { numberOfBadWorldInfos += 1 logger.warning("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)") } else { if !isBadWorldInfoLoged { logger.info("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)") } isBadWorldInfoLoged = true // stop logging. } } } } }
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173
May ’25
how to transition between spatial3d to spatial3DImmersive?
Hi, When viewing a spatial photo scene on the Apple Vision Pro Photos app, you can tap on the immersive icon on the top right corner to transaction from the window presenting the image as spatial3d to an immersive photo scene with spatial3DImmersive where the window borders disappear. Could someone explain how to achieve that? I tried to do it but once I transition from spatial3d to spatial3DImmersive I can see still see a rectangle around the spatial image. Thanks.
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888
Nov ’25
Access a DepthMap while RoomCaptureSession
I'm capturing a room via RoomPlan API and would like to access the DepthMap(sceneDepth) or SmoothDepthMap(smoothedSceneDepth) from my own provided ARSession for RoomCaptureSession. But both depth maps are empty when handling the delegates. I have not found a solution yet. So is it even possible? Because i have not found any documentation of what RoomCaptureSession overwrites in the ARSession if I provide my own ARSession instance. Here is a example code snippet of what i'm trying to do: private let arSession = ARSession() private lazy var roomPlanCaptureSession = RoomCaptureSession(arSession: arSession) let arConfig = ARWorldTrackingConfiguration() //Create semantics for ARconfig which is used for ARSession var semantics: ARWorldTrackingConfiguration.FrameSemantics = [] if ARWorldTrackingConfiguration.supportsFrameSemantics(.sceneDepth) { semantics.insert(.sceneDepth) } if ARWorldTrackingConfiguration.supportsFrameSemantics(.smoothedSceneDepth) { semantics.insert(.smoothedSceneDepth) } arConfig.frameSemantics = semantics //set delegates roomPlanCaptureSession.delegate = self arSession.delegate = self //Check if device support for depthMap if ARWorldTrackingConfiguration.supportsFrameSemantics(.sceneDepth){ arSession.run(arConfig) } else{ print(".sceneDepth is unsupported.") } //run roomcapture scan config let captureConfig = RoomCaptureSession.Configuration() roomPlanCaptureSession.run(configuration: captureConfig) //trying to get sceneDepth public func session(_ session: ARSession, didUpdate frame: ARFrame) { print("session delegate capture: sceneDepth: \(String(describing: frame.sceneDepth))") //prints: session delegate capture: sceneDepth: nil also in this video from 2023 it is say that i can pass custom ARSession to my RoomPlan. Explore enhancements to RoomPlan - Video Quote 3:00: Here is the init and stop function in previous RoomPlan. And here is how you pass over a custom ARSession to init function. Any custom ARSession with ARWorldTrackingConfiguration will be honored inside RoomCaptureSession. anyway I welcome any input. maybe im doing something wrong. :)
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500
Dec ’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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153
Jun ’25
Is it Possible to Place a 3D Model at the Exact Position of a QR Code in AR with ARKit ?
I'm working on an iOS app using ARKit and RealityKit where I scan QR codes and want to place 3D models at the exact position of the QR code in the real world. Is it possible to accurately place a 3D model at the exact position of a QR code in AR using ARKit and RealityKit? Specifically, I want the model to appear at the precise location where the QR code is detected, rather than just somewhere in the AR space. If this is possible, could you point me in the right direction or recommend the best approach to achieve this? Thank you for your help!
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145
May ’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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335
Jul ’25
UICollectionViewDataSourcePrefetching does not work on SwiftUI wrapped VisionOS
prefetching logic for UICollectionView on VisionOS does not work. I have set up a Standalone test repo to demonstrate this issue. This repo is basically a visionOS version of Apple's guide project on implementation of prefetching logic. in repo you will see a simple ViewController that has UICollectionView, wrapped inside UIViewControllerRepresentable. on scroll, it should print 🕊️ prefetch start on console to demonstrate func collectionView(_ collectionView: UICollectionView, prefetchItemsAt indexPaths: [IndexPath]) is called. However it never happens on VisionOS devices. With the same code it behaves correctly on iOS devices
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309
Jul ’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
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
Aug ’25
AVPlayer stutters when using AVPlayerItemVideoOutput
We’re trying to build a custom player for Unity. For this, we’re using AVPlayer with AVPlayerItemVideoOutput to get textures. However, we noticed that playback is not smooth and the stream often freezes. For testing, we used this 8K video: https://deovr.com/nwfnq1 The video was played using the following code: @objc public func playVideo(urlString: String) { guard let url = URL(string: urlString) else { return } let pItem = AVPlayerItem(url: url) playerItem = pItem pItem.preferredForwardBufferDuration = 10.0 let pixelBufferAttributes: [String: Any] = [ kCVPixelBufferPixelFormatTypeKey as String: kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange, kCVPixelBufferMetalCompatibilityKey as String: true, ] let output = AVPlayerItemVideoOutput( pixelBufferAttributes: pixelBufferAttributes ) pItem.add(output) playerItemObserver = pItem.observe(\.status) { [weak self] pItem, _ in guard pItem.status == .readyToPlay else { return } self?.playerItemObserver = nil self?.player.play() } player = AVPlayer(playerItem: pItem) player.currentItem?.preferredPeakBitRate = 35_000_000 } When AVPlayerItemVideoOutput is attached, the video stutters and the log looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: 4.08s | buffer: 4.08s 🟡 Buffer ahead: -0.07s | buffer: 0.00s 🟡 Buffer ahead: 2.94s | buffer: 3.49s 🟡 Buffer ahead: 2.50s | buffer: 4.06s 🟡 Buffer ahead: 1.74s | buffer: 4.30s 🟡 Buffer ahead: 0.74s | buffer: 4.30s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.09s | buffer: 4.30s 🟠 Playback may stall 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.41s | buffer: 1.43s 🟡 Buffer ahead: 1.07s | buffer: 1.43s 🟣 Buffer full 🟡 Buffer ahead: 0.47s | buffer: 1.65s 🟠 Playback may stall 🛑 Buffer empty 🟡 Buffer ahead: 0.10s | buffer: 1.65s 🟠 Playback may stall 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟡 Buffer ahead: 1.99s | buffer: 2.03s 🟣 Buffer full 🟣 Buffer full 🟡 Buffer ahead: 1.41s | buffer: 2.00s 🟡 Buffer ahead: 0.68s | buffer: 2.27s 🟡 Buffer ahead: 0.09s | buffer: 2.27s 🟠 Playback may stall 🛑 Buffer empty 🟠 Playback may stall When we remove AVPlayerItemVideoOutput from the player, the video plays smoothly, and the output looks like this: 🟢 Playback likely to keep up 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.94s | buffer: 1.94s 🟡 Buffer ahead: 1.22s | buffer: 2.22s 🟡 Buffer ahead: 1.05s | buffer: 3.05s 🟡 Buffer ahead: 1.12s | buffer: 4.12s 🟡 Buffer ahead: 1.18s | buffer: 5.18s 🟡 Buffer ahead: 0.72s | buffer: 5.72s 🟡 Buffer ahead: 1.27s | buffer: 7.28s 🟡 Buffer ahead: 2.09s | buffer: 3.03s 🟡 Buffer ahead: 4.16s | buffer: 6.10s 🟡 Buffer ahead: 6.66s | buffer: 7.09s 🟡 Buffer ahead: 5.66s | buffer: 7.09s 🟡 Buffer ahead: 4.66s | buffer: 7.09s 🟡 Buffer ahead: 4.02s | buffer: 7.45s 🟡 Buffer ahead: 3.62s | buffer: 8.05s 🟡 Buffer ahead: 2.62s | buffer: 8.05s 🟡 Buffer ahead: 2.49s | buffer: 3.53s 🟡 Buffer ahead: 2.43s | buffer: 3.38s 🟡 Buffer ahead: 1.90s | buffer: 3.85s We’ve tried different attribute settings for AVPlayerItemVideoOutput. We also removed all logic related to reading frame data, but the choppy playback still remained. Can you advise whether this is a player issue or if we’re doing something wrong?
Replies
1
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422
Activity
Oct ’25
Slowness in Developer Strap 2
Hi I’m using Vision Pro m5 and developer strap 2. When I connect it to my Mac, it still shows 480M… all systems are using latest firmware… Anyone knows why?
Replies
1
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0
Views
576
Activity
Jan ’26
Shared/GroupImmersive Space – Query Local Device Transform
Hi, I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true Now visionOS establishes a shared coordinate space for the immersive space. From the docs: To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform to position content in front of the user (plus some Z Offset and smooth interpolation). This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset. Here is a video of the issue in action: https://streamable.com/205r2p The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position. The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset. Is there any way I can query query this transform locally for the user during a FaceTime call? Also I would like to know if it's possible to disable this automatic entity transform syncing behavior? Setting entity.synchronization = nil results in the entity not showing up at all. https://developer.apple.com/documentation/realitykit/synchronizationcomponent Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach? Thank you!
Replies
2
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0
Views
407
Activity
Oct ’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!
Replies
1
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0
Views
295
Activity
Oct ’25
mipmapsMode trade-off?
I am building a 360 photo viewer in VisionOS 26. Which allows the user to choose a 2 by 1 jpg and then renders it with a sphere mesh entity. And I use: TextureResource(contentsOf: url, options: options). I noticed two situations here in terms of mipmaps options. When setting "mipmapsMode: .none": The graphic quality within the "gaze area" looks sharp and clear The two poles (top and bottom) are perfectly rendered Massive shimmer around the "gaze area" When setting "mipmapsMode: .allocateAndGenerateAll": The graphic looks slightly blurrier than in ".none" within the "gaze area" The two poles are very blurry and hard to recognize the texture Much less shimmer around the "gaze area" My question would be: Is there a way to have the perfect graphic quality in ".none" without the massive shimmer? Thank you! Screenshots: mipmapsMode: .none mipmapsMode: .allocateAndGenerateAll
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241
Activity
Oct ’25
Implementing Foveated Streaming with Apple Vision Pro
Hello, Want to understand what's the current state for developing for Apple Vision Pro? I want to stream a video from a remote server in realtime. It is a video stream and can't download it. I want to stream a low quality stream and high res stream. The server will only send the "box" where user is looking at. Are there any API to track where the user is looking at in the experience? Thanks,
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707
Activity
Dec ’25
Object Tracking Improvement of moving object
Here is the sample project from apple of Object Tracking. https://developer.apple.com/documentation/visionOS/exploring_object_tracking_with_arkit can we improve it tracking accuracy and tracking when object is moving little faster, so the 3d object that draw still follow it and make it more accurate.
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150
Activity
May ’25
ManipulationComponent in both parent and child entities
Hello, In my project, I have attached a ManipulationComponent to Entity A and as expected, I'm able interact with it using the built-in gestures. I have another Entity B which is a child of A that I would like to interact with as well, so I attempted to add a ManipulationComponent to B. However, no gestures seem to be registered on B; I can still interact with A but B cannot be interacted with despite having ManipulationComponents on both entities. So I'm wondering if I'm just doing something wrong, if this is an issue with the ManipulationComponent, or if this is a limitation of the API. Attached is the code used to add the ManipulationComponent to an Entity and it was done on both A and B: let mc = ManipulationComponent() model.components.set(mc) var boxShape = ShapeResource.generateBox(width: 0.25, height: 0.05, depth: 0.25) boxShape = boxShape.offsetBy(translation: simd_float3(0, -0.05, -0.25)) ManipulationComponent.configureEntity(model, collisionShapes: [boxShape]) if var mc = model.components[ManipulationComponent.self] { mc.releaseBehavior = .stay mc.dynamics.inertia = .low model.components.set(mc) } I am using visionOS 26.0; let me know if there's any additional information needed.
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382
Activity
Oct ’25
The folding and unfolding effect of the NBA sand table
Seeing this magical sand table, the unfolding and folding effects are similar to spreading out cards, which is very interesting. But I don't know how to achieve it. I want to see if there are any ways to achieve this effect and give some ideas. May I ask if this effect can be achieved under the existing API
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148
Activity
May ’25
Build failed with error in Reality Kit Content
I have an arguably massive project and am not sure if the issue is with the assets or my approach in the code. the error says : Tool terminated due to error "SIGNAL 6:Abort trap:6" Basically I have around 15-20 assets (usda files built out of usdz files). In the code i am loading a scene with all the usda files and then have the functions to enable and disable a particular asset when needed. This was working as intended when i am using dummy assets(with less polygons, lesser textures) But when i placed the actual assets the error appears and persists. Do I have a bad approach of loading all the scenes at once? Previously i have used an approach which loads the scenes when needed and that involved some lag before rendering the assets. But my current approach(when using dummies) works like a dime rendering and hiding the assets in realtime with no lag. Kindly suggest any workarounds.
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290
Activity
Dec ’25
ARDepthData.confidenceMap only returns low confidence on certain devices
A few users have recently reported no longer being able to capture point clouds using our app, specifically on iPhone 15 Pro devices. We recently found an in-house device that exhibits this behavior and found that the confidenceMap contains only low confidence values, regardless of the environment being captured. Our app uses a higher confidence threshold; setting the threshold to a lower value produces noisy results as expected, so that is a non-viable option. Other LiDAR based apps have been tested with this device and the results are the same. No points, or noisy point clouds in apps that allow a lower confidence threshold setting. On devices that exhibit this behavior the "Displaying a point cloud using scene depth" Apple sample app can be used to visualize the issue. First reports of this new behavior occurred as early as iOS 18.4. Looking for recommendations on which team(s) at Apple to reach out to with these findings since the behavior manifests on only a small sample of devices.
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316
Activity
Jun ’25
What is the first reliable position of the apple vision pro device?
In several visionOS apps, we readjust our scenes to the user's eye level (their heads). But, we have encountered issues whereby the WorldTrackingProvider returns bad/incorrect positions for the first x number of frames. See below code which you can copy paste in any Immersive Space. Relaunch the space and observe the numberOfBadWorldInfos value is inconsistent. a. what is the most reliable way to get the devices's position? b. is this indeed a bug? c. are we using worldInfo improperly? d. as a workaround, in our apps we set to 10 the number of frames to let pass before using worldInfo, should we set our threshold differently? import ARKit import Combine import OSLog import SwiftUI import RealityKit import RealityKitContent let SUBSYSTEM = Bundle.main.bundleIdentifier! struct ImmersiveView: View { let logger = Logger(subsystem: SUBSYSTEM, category: "ImmersiveView") let session = ARKitSession() let worldInfo = WorldTrackingProvider() @State var sceneUpdateSubscription: EventSubscription? = nil @State var deviceTransform: simd_float4x4? = nil @State var numberOfBadWorldInfos = 0 @State var isBadWorldInfoLoged = false var body: some View { RealityView { content in try? await session.run([worldInfo]) sceneUpdateSubscription = content.subscribe(to: SceneEvents.Update.self) { event in guard let pose = worldInfo.queryDeviceAnchor(atTimestamp: CACurrentMediaTime()) else { return } // `worldInfo` does not return correct values for the first few frames (exact number of frames is unknown) // - known SO: https://stackoverflow.com/questions/78396187/how-to-determine-the-first-reliable-position-of-the-apple-vision-pro-device deviceTransform = pose.originFromAnchorTransform if deviceTransform!.columns.3.y < 1.6 { numberOfBadWorldInfos += 1 logger.warning("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)") } else { if !isBadWorldInfoLoged { logger.info("\(#function) \(#line) deviceTransform.columns.3.y \(deviceTransform!.columns.3.y), numberOfBadWorldInfos \(numberOfBadWorldInfos)") } isBadWorldInfoLoged = true // stop logging. } } } } }
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173
Activity
May ’25
how to transition between spatial3d to spatial3DImmersive?
Hi, When viewing a spatial photo scene on the Apple Vision Pro Photos app, you can tap on the immersive icon on the top right corner to transaction from the window presenting the image as spatial3d to an immersive photo scene with spatial3DImmersive where the window borders disappear. Could someone explain how to achieve that? I tried to do it but once I transition from spatial3d to spatial3DImmersive I can see still see a rectangle around the spatial image. Thanks.
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888
Activity
Nov ’25
Access a DepthMap while RoomCaptureSession
I'm capturing a room via RoomPlan API and would like to access the DepthMap(sceneDepth) or SmoothDepthMap(smoothedSceneDepth) from my own provided ARSession for RoomCaptureSession. But both depth maps are empty when handling the delegates. I have not found a solution yet. So is it even possible? Because i have not found any documentation of what RoomCaptureSession overwrites in the ARSession if I provide my own ARSession instance. Here is a example code snippet of what i'm trying to do: private let arSession = ARSession() private lazy var roomPlanCaptureSession = RoomCaptureSession(arSession: arSession) let arConfig = ARWorldTrackingConfiguration() //Create semantics for ARconfig which is used for ARSession var semantics: ARWorldTrackingConfiguration.FrameSemantics = [] if ARWorldTrackingConfiguration.supportsFrameSemantics(.sceneDepth) { semantics.insert(.sceneDepth) } if ARWorldTrackingConfiguration.supportsFrameSemantics(.smoothedSceneDepth) { semantics.insert(.smoothedSceneDepth) } arConfig.frameSemantics = semantics //set delegates roomPlanCaptureSession.delegate = self arSession.delegate = self //Check if device support for depthMap if ARWorldTrackingConfiguration.supportsFrameSemantics(.sceneDepth){ arSession.run(arConfig) } else{ print(".sceneDepth is unsupported.") } //run roomcapture scan config let captureConfig = RoomCaptureSession.Configuration() roomPlanCaptureSession.run(configuration: captureConfig) //trying to get sceneDepth public func session(_ session: ARSession, didUpdate frame: ARFrame) { print("session delegate capture: sceneDepth: \(String(describing: frame.sceneDepth))") //prints: session delegate capture: sceneDepth: nil also in this video from 2023 it is say that i can pass custom ARSession to my RoomPlan. Explore enhancements to RoomPlan - Video Quote 3:00: Here is the init and stop function in previous RoomPlan. And here is how you pass over a custom ARSession to init function. Any custom ARSession with ARWorldTrackingConfiguration will be honored inside RoomCaptureSession. anyway I welcome any input. maybe im doing something wrong. :)
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500
Activity
Dec ’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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153
Activity
Jun ’25
Is it Possible to Place a 3D Model at the Exact Position of a QR Code in AR with ARKit ?
I'm working on an iOS app using ARKit and RealityKit where I scan QR codes and want to place 3D models at the exact position of the QR code in the real world. Is it possible to accurately place a 3D model at the exact position of a QR code in AR using ARKit and RealityKit? Specifically, I want the model to appear at the precise location where the QR code is detected, rather than just somewhere in the AR space. If this is possible, could you point me in the right direction or recommend the best approach to achieve this? Thank you for your help!
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145
Activity
May ’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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335
Activity
Jul ’25
UICollectionViewDataSourcePrefetching does not work on SwiftUI wrapped VisionOS
prefetching logic for UICollectionView on VisionOS does not work. I have set up a Standalone test repo to demonstrate this issue. This repo is basically a visionOS version of Apple's guide project on implementation of prefetching logic. in repo you will see a simple ViewController that has UICollectionView, wrapped inside UIViewControllerRepresentable. on scroll, it should print 🕊️ prefetch start on console to demonstrate func collectionView(_ collectionView: UICollectionView, prefetchItemsAt indexPaths: [IndexPath]) is called. However it never happens on VisionOS devices. With the same code it behaves correctly on iOS devices
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309
Activity
Jul ’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
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