Apple, please provide access to face tracking blend shapes on vision os, just like you do on iOS.
You have the best eye and face tracking implementation on the market, please let us use it. There is a sizable audience who will buy the headset just for it.
I personally know multiple people who are not buying the headset simply because you locked those features out.
No raw camera access is needed, just abstracted blendshapes values. You will make the headset so much more useful if you do this simple thing.
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Platform: visionOS 2.6
Framework: RealityKit, SwiftUIComponent: ImagePresentationComponent
I’m working with the new ImagePresentationComponent from visionOS 26 and hitting a rendering limitation when switching to .spatialStereoImmersive viewing mode within a WindowGroup context.
This is what I’m seeing:
Pure immersive space: ImagePresentationComponent with .spatialStereoImmersive mode works perfectly in a standalone ImmersiveSpace
Mode switching API: All mode transitions work correctly (logs confirm the component updates)
Spatial content: .spatialStereo mode renders correctly in both window and immersive contexts.
This is where it’s breaking for me:
Window context: When the same RealityView + ImagePresentationComponent is placed inside a WindowGroup (even when that window is floating in a mixed immersive space), switching to .spatialStereoImmersive mode shows no visual change
The API calls succeed, state updates correctly, but the immersive content doesn’t render.
Apple’s Spatial Gallery demonstrates exactly what I’m trying to achieve:
Spatial photos displayed in a window with what feels like horizontal scroll view using system window control bar, etc.
Tapping a spatial photo smoothly transitions it to immersive mode in-place.
The immersive content appears to “grow” from the original window position by just changing IPC viewing modes.
This proves the functionality should be possible, but I can’t determine the correct configuration.
So, my question to is:
Is there a specific RealityView or WindowGroup configuration required to enable immersive content rendering from window contexts that you know of?
Are there bounds/clipping settings that need to be configured to allow immersive content to “break out” of window constraints?
Does .spatialStereoImmersive require a specific rendering context that’s not available in windowed RealityView instances?
How do you think Apple’s SG app achieves this functionality?
For a little more context:
All viewing modes are available: [.mono, .spatialStereo, .spatialStereoImmersive]
The spatial photos are valid and work correctly in pure immersive space
Mixed immersive space is active when testing window context
No errors or warnings in console beyond the successful mode switching logs I’m getting
Any insights into the proper configuration for window-hosted immersive content
Is there any way to detect if an entity is being looked at in a RealityView. I know it is possible to add a "HoverEffectComponent()" which will highlight the entity a little when you gaze on it, but there doesn't seem to be any way to call a function from this. There is also no GazeGesture or anything similar.
Suppose there was an immersiveSpace, and an Entity() being added to the space as child entity of the content. This entity is responsible for playing background music by calling prepareAudio, gaining a controller and play the music. (check the basic code below)
When it was playing music, a .plain window and an immersiveSpace are both presented. I believe this immersiveSpace is holding the handle of the controller so as long as immersiveSpace is open, the music won't stop.
However if I close the .plain window (by closing system-level close button), the music just stopped. But the immersiveSpace is still open. If right now I check the value of controller.isPlaying, it was still true. But you just cannot hear the music anymore.
To reproduce, simply open an visionOS template App project, selecting volume and full immersive, and replace some code inImmersiveView.swift with the code below. Also simply drag any .mp3 file and replace the AudioFileResource's name. And you could reproduce this bug.
RealityView { content in
// Add the initial RealityKit content
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
// Put skybox here. See example in World project available at
// https://developer.apple.com/
if let audioResource = try? await AudioFileResource(named: "anyMP3file.mp3") {
let ent = Entity()
immersiveContentEntity.addChild(ent)
let controller = ent.prepareAudio(audioResource)
controller.play()
}
}
}
I wonder why this happen? I mean how should I keep the music playing when I close the .plain window?
Thanks!
Dear all,
I´m using Unity 6.2 beta and Xcode 16.2. I´m creating a simple framework to use the text to speech functionality in VisionOS from unity. The framework is created in Swift. I create an objective-c wrapper with the following declarations:
...
void _initTTS(int);
...
I create the framework, import it in Unity and call the functions in a c# wrapper class. The code is as follows:
public static class TTSPluginManager
{
[DllImport("TTS_Vision"]
private static extern void _initTTS(int val);
...
public static void Initialize()
{
#if UNITY_VISIONOS
_initTTS(0);
#else
Debug.LogWarning("NativeTTS.Initialize called on a non-iOS platform. Ignoring.");
#endif
}
}
I have managed to compile and run the program in the Apple Vision Pro, but I keep on getting the following error:
DllNotFoundException: TTS_Vision assembly: type: member:(null)
TTSPluginManager.Initialize () (at Assets/Plugins/TTSPluginManager.cs:33)
LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) (at Assets/AVRLecture/LecturePortalManager.cs:17)
InkLoader.StartStory () (at Assets/AVRLecture/InkLoader.cs:24)
InkLoader.Start () (at Assets/AVRLecture/InkLoader.cs:18)
If I run the generated code from Xcode, I can see the app in the AVP, but I keep getting a loading error:
DllNotFoundException: Unable to load DLL 'TTS_Vision'. Tried the load the following dynamic libraries: Unable to load dynamic library '/TTS_Vision' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/TTS_Vision, 0x0005): tried: '/TTS_Vision' (no such file)
at TTSPluginManager.Initialize () [0x00000] in <00000000000000000000000000000000>:0
at LecturePortalManager.OnCreateStory (Ink.Runtime.Story story) [0x00000] in <00000000000000000000000000000000>:0
I can see in the generated code that the framework (TTS_Vision) is there, but the path seems wrong. I've tried to add more options to the searched paths, with no success...
Any hints or suggestions are much more appreciated.
Hi guys,
I noticed that Apple created a really engaging visual effect for browsing spatial videos in the app. The video appears embedded in glass panel with glowing edges and even shows a parallax effect as you move around. When I tried to display the stereo video using RealityView, however, the video entity always floats above the panel.
May I ask how does VisionOS implement this effect? Is there any approach to achieve this effect or example code I can use in my own code.
Thanks!
Hi everyone,
I’m building a visualization app for VisionPro that uses SharePlay and GroupActivities to explore datasets collaboratively.
I’ve successfully implemented the new SharedWorldAnchor feature, and everything works well with nearby, local participants.
However, I’m stuck on one point:
How can I share a world anchor with remote participants who join via FaceTime as spatial personas?
Apple’s demo app (where multiple users move a plane model around) seems to suggest that this is possible.
For context, I’m building an immersive app with Metal rendering.
Any guidance or examples would be greatly appreciated!
Thanks,
Jens
We've recently discovered that our app crashes on startup on the latest visionOS 2.0 beta 5 (22N5297g) build. In fact, the entire field of view would dim down and visionOS would then restart, showing the Apple logo. Interestingly, no app crash is reported by Xcode during debug.
After investigation, we have isolated the issue to a specific USDZ asset in our app. Loading it in a sample, blank project also causes visionOS to reliably crash, or become extremely unresponsive with rendering artifacts everywhere.
This looks like a potentially serious issue. Even if the asset is problematic, loading it should not crash the entire OS. We have filed feedback FB14756285, along with a demo project. Hopefully someone can take a look. Thanks!
Sorry for the cross-post but it's now two days in and this isn't fixed.
If you try to use Xcode 16.3b3 with visionOS, it won't download the visionOS SDK, gives a 'network error' so you can't use the latest beta for Apple Vision Pro.
FB16927025
FB16917874
FB16910449
Hello,
A lot of the RealityKit APIs (Ex. LowLevelMesh, LowLevelTexture, etc.) are marked with MainActor so they needed to be accessed on the main thread.
This creates issues when we need to perform expensive GPU related operations since now we need to perform those on the main thread. This results in bottlenecks and hangs in our application. We would like to use a multi-threaded approach to solve these problems which is difficult to do here. We are constantly streaming data whether the app is just appearing or the user is interacting with our application so we need to be able to perform these operations on a separate thread.
Any advice on how to achieve this using RealityKit?
Thank you.
Hello,
Thank you for your time. I have a question regarding visionOS app development.
When placing a SwiftUI TextField inside RealityView.attachments, we found that focusing on the field does not bring up the virtual keyboard in front of the user. Instead, the keyboard appears around the user’s lower abdomen area.
However, when placing the same TextField in a regular SwiftUI layer outside of RealityView, the keyboard appears in the correct position as expected. This suggests that the issue is specific to RealityView.attachments.
We are currently exploring ways to have the virtual keyboard appear directly in front of the user when using TextField inside RealityViewAttachments. If there is any method to explicitly control the keyboard position or any known workarounds—including alternative UI approaches—we would greatly appreciate your guidance.
Best regards,
Sadao Tokuyama
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 😬
Hello experts, and question seekers,
I have been trying to get Gaussian splats working with RealityKit, however it seems not to work out for me.
The library I use for Gaussian splatting: https://github.com/scier/MetalSplatter
My idea was to use the renderers provided by RealityKit (aka RealityRenderer) https://developer.apple.com/documentation/realitykit/realityrenderer and the renderer provided by MetalSplatter (aka. SplatRenderer) https://github.com/scier/MetalSplatter/blob/main/MetalSplatter/Sources/SplatRenderer.swift
Then with a custom render pipeline, I would be able to compose the outputs of the renderers, enabling the possibility, for example to build immersive scenery with realistic environment scans, as Gaussian splats, and RealityKit to provide the necessary features to build extra scenery around Gaussian splats, eg. dynamic 3D models inside Gaussian splats.
However the problem is, as of now I am not able to do that with the current implementation of RealityRenderer.
It seems to be, that first RealityRenderer is supposed to be an API, just to render colour information onto a texture, which in first glance might be useful, but misses important information, such as for example depth, and stencil information.
Second issue is, even with that in mind, currently I am not able to execute RealityRenderer.updateAndRender, due to the following error messages:
Could not resolve material name 'engine:BuiltinRenderGraphResources/Common/realityRendererBackground.rematerial' in bundle at '/Users//Library/Developer/CoreSimulator/Devices//data/Containers/Bundle/Application//.app'. Loading via asset path.
exiting spatial tracking service update thread because wait returned 37”
I was able to build a custom Metal view with UIViewRepresentable, MTKView, and MTKViewDelegate, enabling me to build a custom rendering pipeline, by utilising some of the Metal developer workflows.
Reference: https://developer.apple.com/documentation/xcode/metal-developer-workflows/
Inside draw(in view: MTKView), in a class derived by MTKViewDelegate:
guard let currentDrawable = view.currentDrawable else {
return
}
let realityRenderer = try! RealityRenderer()
try! realityRenderer.updateAndRender(deltaTime: 0.0, cameraOutput: .init(.singleProjection(colorTexture: currentDrawable.texture)), whenScheduled: { realityRenderer in
print("Rendering scheduled")
}, onComplete: { RealityRenderer in
print("Rendering completed")
})
Can you please tell me, what I am doing wrong?
Is there any solution, that enables me to use RealityKit with for example Gaussian splats?
Any help is greatly appreciated.
All the best,
Ethem Kurt
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.
hi guys,
I'm working in VFX industry and I've got the question that, is it possible to create immersive video directly from virtual scene created in DCC software like maya, rendered into footage, then coded into immersive video, and finally play in in vision pro?
thanks.
Topic:
Spatial Computing
SubTopic:
General
Spatial photo in RealityView has a default corner radius. I made a parallel effect with spatial photos in ScrollView(like Spatial Gallery), but the corner radius disappeared on left and right spatial photos. I've tried .clipShape and .mask modifiers, but they did't work. How to clip or mask spatial photo with corner radius effect?
Hello,
There are odd artifacts (one looks like an image placeholder) appearing when dismissing an immersive space which is displaying an ImagePresentationComponent. Both artifacts look like widgets..
See below our simple code displaying the ImagePresentationComponent and the images of the odd artifacts that appear briefly when dismissing the immersive space.
import OSLog
import RealityKit
import SwiftUI
struct ImmersiveImageView: View {
let logger = Logger(subsystem: AppConstant.SUBSYSTEM, category: "ImmersiveImageView")
@Environment(AppModel.self) private var appModel
var body: some View {
RealityView { content in
if let currentMedia = appModel.currentMedia,
var imagePresentationComponent = currentMedia.imagePresentationComponent {
let imagePresentationComponentEntity = Entity()
switch currentMedia.type {
case .iphoneSpatialMovie:
logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))")
imagePresentationComponent.desiredViewingMode = .spatial3DImmersive
case .twoD:
logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))")
imagePresentationComponent.desiredViewingMode = .spatial3DImmersive
case .visionProConvertedSpatialPhoto:
logger.info("\(#function) \(#line) spatialStereoImmersive display for \(String(describing: currentMedia))")
imagePresentationComponent.desiredViewingMode = .spatialStereoImmersive
default :
logger.error("\(#function) \(#line) Unsupported media type \(currentMedia.type)")
assertionFailure("Unsupported media type \(currentMedia.type)")
}
imagePresentationComponentEntity.components.set(imagePresentationComponent)
imagePresentationComponentEntity.position = AppConstant.Position.spacialImagePosition
content.add(imagePresentationComponentEntity)
}
let toggleViewAttachmentComponent = ViewAttachmentComponent(rootView: ToggleImmersiveSpaceButton())
let toggleViewAttachmentComponentEntity = Entity(components: toggleViewAttachmentComponent)
toggleViewAttachmentComponentEntity.position = SIMD3<Float>(
AppConstant.Position.spacialImagePosition.x + 1,
AppConstant.Position.spacialImagePosition.y,
AppConstant.Position.spacialImagePosition.z
)
toggleViewAttachmentComponentEntity.scale = AppConstant.Scale.attachments
content.add(toggleViewAttachmentComponentEntity)
}
}
}
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
Hi,
we've been through the Explore Object Tracking for visionOS and worked through the sample code ExploringObjectTrackingWithARKit.
What we'd really like to see is Object Tracking for iOS using devices with either LiDAR or the TrueDepth/RGB cameras.
Hi I know it's possible to play equirectangular VR180 video either SBS or MV-HEVC. And for fisheye video, the only way I know is to convert it into an AIVU for playback.
Is there any way to directly play fisheye video using AVPlayer? Thanks a lot!