Discuss Spatial Computing on Apple Platforms.

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fileImporter issue in visionOS with iPhone app (that can run on visionOS)
Happy new year to all! I have created an iOS app that also runs on Apple Vision Pro. On iOS, when you activate the fileImporter modal, you can swipe down the modal in iOS to dismiss. However, in visionOS, this same modal CANNOT be swiped down to cancel/dismiss. If you are drilled deep into a file hierarchy, you have to navigate back to the top level to tap X to dismiss. Is there a way to add swipe down to the visionOS implementation of fileImporter, or any other workaround so the user doesn't have to navigate back to the top to dismiss? Again, this is not a visionOS app but an iOS app compatible for use in Vision Pro. Thanks!
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Building a Full Space app that enables sharing a visionOS experience with nearby users.
Hello, I am currently considering developing a Full Space app that enables a shared visionOS experience with nearby users. Intended Features A Mixed Full Space app in which dozens of 3D models are placed in the space. These 3D models may play embedded animations when tapped, be programmatically moved or rotated, or be controlled via Reality Composer Pro timelines. The app also includes audio, spatial audio, videos with audio, and videos without audio, which are rendered as VideoTextures on planes and played back in the space. Some media elements play automatically, while others are triggered by user interaction. However, it is unclear whether AVPlaybackCoordinator supports shared playback across multiple types of media, such as: audio only spatial audio video without audio video with audio I am also unsure whether there are alternative or recommended approaches for synchronizing playback in this scenario. Questions Is it technically possible to implement the experience described above using visionOS? Are there any important implementation considerations or limitations that should be taken into account? For example, when two participants experience the app simultaneously, how is the content positioned for each participant? Is the spatial placement of content shared across participants, or is it positioned relative to each participant’s viewpoint? For nearby participants, is it necessary to register a spatial Persona? My understanding is that spatial Personas are not visible for nearby users during the experience; is this correct? When experiencing SharePlay with nearby users, is it possible to share the experience without registering the other participant’s contact information? I have watched the following session, but I was unable to fully understand the feasibility of the above use case or the concrete implementation details: https://developer.apple.com/videos/play/wwdc2025/318/ Thank you.
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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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How to fix "Sample 0 missing LiDAR point cloud!" error?
I'm trying to run a PhotogrammetrySession based on photos taken in an AVCaptureSession and stored as .heic files. When I load the files I'm always seeing the error "Sample 0 missing LiDAR point cloud!" showing up for each individual sample. Debugging shows that sample.depthDataMap is populated, also the .heic contains depth data which can be extracted using e.g. heif-convert on my Mac. Comparing the .heic I created to one of the ObjectCaptureSession which doesn't show the LiDAR warning, I noticed the only difference being the HEIC information here: So my questions are: Are these the missing information in my manual capture causing this warning? Can I somehow add these information in an AVCaptureSession? Do these information allow better photogrammetry results?
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Why VideoMaterial can't show transparency on Apple Vision Pro
https://developer.apple.com/documentation/realitykit/videomaterial The documentation: "Video materials support transparency if the source video’s file format also supports transparency." I have a transparency video(Hand.mov, HEVC with alpha), I can show the video with transparency background correctly on Vision Pro Simulates, but on physic Device the video has a black background. I'm sure the video format is ok because I can see get the texture from video and display it on an UnlitMaterial. How can I show the transparency video correctly with the RealityKit/VideoMaterial?
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ImmersiveSpace orphaned when WindowGroup closes
Environment visionOS 26.1, Xcode 26.1.1 Problem When a WindowGroup opens an ImmersiveSpace and the user closes the window via X button, the async Task in .onDisappear gets cancelled before dismissImmersiveSpace() completes, leaving the ImmersiveSpace active with no way to exit. Steps WindowGroup opens ImmersiveSpace in .onAppear User clicks X to close window .onDisappear fires but async cleanup cancelled ImmersiveSpace remains active, user trapped Expected ImmersiveSpace dismissed when window closes Actual ImmersiveSpace remains active Code .onAppear { Task { await openImmersiveSpace(id: "VideoCallMainCamera") } } .onDisappear { Task { await dismissImmersiveSpace() // Gets cancelled } } What I've Tried Task in .onDisappear ❌ scenePhase monitoring ❌ High priority Task ❌ .restorationBehavior(.disabled) + .defaultLaunchBehavior(.suppressed) ✅ (prevents restoration but doesn't fix immediate cleanup) Question What's the recommended pattern for ensuring ImmersiveSpace cleanup when WindowGroup closes? Is there a way to block window closure until async cleanup completes, or should ImmersiveSpaces automatically dismiss with their parent window?
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Degraded RoomPlan performance
We have been using RoomPlan in our app for 2+ years. Through a combination of in-app and manual coaching on scanning best practices, most users are able to achieve high-quality scans on a consistent basis. In recent weeks, however, we have observed an increase in reports of degraded scanning performance, even from veteran users who had not previously encountered issues. The RoomCaptureView overlay is jittery and crooked, and the resulting scan file has significant issues, even for simple, well-lit rectangular rooms. It is difficult to troubleshoot these issues given the number of variables at play, and the overall volume of reports is still relatively low, but we'd appreciate any guidance on known issues or workarounds that could help unblock our users who are being affected by this. I noticed that this post includes an acknowledgement of FB14454922 and FB15035788. Our issues seem slightly different as the scans are simply inaccurate and jittery without failing outright. I haven't found any other threads on similar issues.
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Pinning a pushed window to a wall breaks pushWindow for all other apps on the system
I posted https://developer.apple.com/forums/thread/809481 yesterday about an issue I discovered with pushWindow in visionOS 26.2 RC, but today I discovered a second problem with pushWindow. If window A calls pushWindow to present window B, and the user pins window B to a wall, the following unexpected behaviors are observed: Window B spontaneously disappears. If the user re-launches the (still running) app from the visionOS home view, both window A and window B appear simultaneously. I assume only window B should be visible at this point, since window A pushed window B. If the user closes window B, it's now impossible to present window B again. Calls to pushWindow appear to be ignored. If the user force-quits the app and relaunches it, and pushWindow is called again, window B appears, but window A remains visible. I also noticed this surprising behavior: This broken state of pushWindow behavior now affects all other apps on the system that may call pushWindow in the future, not just the app whose pushed window was pinned above. A workaround is to reboot the device, and then the system will behave as expected until the next time the user pins a pushed window.
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visualBounds ignores TextComponents set for Entity. Workarounds?
After adding TextComponents to my Entities on visionOS, I have observed that visualBounds will ignore the TextComponents. Documentation states that it should render a rounded rectangle mesh. These mashes are visible on the device, but not visible in the debugger ("Capture Entity Hierarchy") and ignored by visualBounds. Am I missing something? static func makeDirection(_ direction: Direction) -> Entity { let text = Entity() text.name = direction.rawValue text.setScale(SIMD3(repeating: 5), relativeTo: nil) text.transform.rotation = direction.rotation text.components.set(direction.textComponent) return text } My workaround is to add a disabled ModelEntity and take its bounds 😬
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In visionOS 26.2 RC, pushWindow + dismissWindow is broken
I recently added pushWindow to my app, and I discovered that in visionOS 26.2 RC (23N301), pushWindow followed by dismissWindow no longer works as expected. Specifically, if the user moves the pushed window, then when the pushed window is later dismissed, the parent window's position isn't aligned with the pushed window's new position. Its original position is restored instead. Curiously, the bug only happens when an app is launched from the visionOS home view, and not when an app is launched from Xcode. It also doesn't happen in the visionOS 26.2 simulator. Another interesting detail is that while the parent window is hidden, if the user long-presses the Digital Crown and then dismisses the pushed window, the parent window's position seems to be immune from the Digital Crown scene reorientation. It's restored to its original real world position. Demo video: https://youtu.be/zR3t2ON3Wz0 I've submitted feedback as FB21287011 with a sample app and detailed repro steps. Has anyone else encountered this issue already and figured out a workaround? It would be nice if I could get pushWindow to work correctly in my app. Thanks everybody! 😀
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VisionOS 2 - Screen Capture with passthrough
We're trying to switch from using main camera access on Arkit to screen-capture with passthrough however we're facing some issues and it seems a bit complicated to debug. We have set up a broadcast Extension, set up some logs on the sample Handler but we get nothing in the console nor that the recording starts, we set up the picker as well and we can see our extension in the control center as one of the choices but clicking start, results in it stopping in less than one second after. The only message that is rather contradictory we see in the console.app is the following [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1333 Extension has passthrough license and just right after [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1336 Extension does not have passthrough license
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VisionOS 2 - Passthrough in screen capture
I'm trying to develop an app that broadcasts what the user sees (priorly we were using main camera access) but now we'd like to investigate and try with this option. I have set up the BroadcastExtension, I've added the picker, I click on my button, I can see my broadcast extension in the options list in the control center, once I click start, it stops after 1 second more or less. I'm not able to get anything in the console from my Sample Handler (prints or logs or anything). I can see however in the console.app some misleading information (one after the other): [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1333 Extension has passthrough license [INFO] -[RPRecordingManager getSystemBroadcastExtensionInfo:]_block_invoke:1336 Extension does not have passthrough license We have the entreprise license, the capability and I did add the capability on the extension target as well.
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Is it possible to raycast with PSVR2 controllers when developing in Unity for the Apple Vision Pro?
Hi all, I am currently developing a game in Unity for VisionOS and I'd prefer to use the PSVR2 controllers as a source of the raycast for menu selection instead of the default VisionOS gaze for my specific use case. Is there a way to access the IMU of PSVR2 controllers to do this instead of just using eyegaze + controller click for selection? Is there a specific configuration for GCController from within Unity maybe? Thank you!
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window loses resize feature on reopening
I have this problem on VisionOS. When I dismiss and reopen a window from a ImagePresentationComponent, the window misses the resize ui elements when I look at the window corners. The rest of the window ui elements (drag, close...) are there. Resizing was possible before the window was dismissed. The code is something like this: WindowGroup(id: "image-display-window",..... } .windowResizability(.automatic) .windowStyle(.plain) I call dismissWindow() from the window view and it is dismissed correctly. Then I call openWindow(id: "image-display-window", value: data) from another view to reopen it. It reopens but it missing the possibility to resize. Anyone knows how to fix this? Thanks.
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Nov ’25
I built apple.PHASE with Unity and targeted with visionOS, but Reverb does not sound.
Environment Versions ・macOS15.6.1 ・visionOS26.0.1 ・Xcode16.1 or 26.0.1 ・unity6000.2.9f1 ・Apple.core3.2.0 ・Apple.PHASE1.2.7 ・polyspatial2.4.2 With the above environment, after installing Apple.PHASE into unity and building to a visionOS device, Audio is available and distance attention works, but Early Reflection and Late Reverb produce no audible change even when checked and their parameters are adjusted. What is required to make Early Reflection and Late Reverb take effect on a visionOS device build? action taken ・created a SoundEvent. ・in composer, created a Sampler and a SpatialMixer; attached an AudioClip to the Sampler; enabled Direct Path, Early Reflection, and Late Reverb on the SpatialMixer. ・attached a PHASE Source to the object to be played, attached the created SoundEvent to it, and set non-zero values for Early Reflection and Late Reverb. ・attached a PHASE Listener to the mainCamera and set the ReverbPreset to a value other than None. ・in project settings > Audio, set Spatializer plugin to PHASE Spatializer. ・from there, build for visionOS.
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718
Nov ’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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840
Nov ’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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Nov ’25