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
General
RSS for tagDiscuss Spatial Computing on Apple Platforms.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
I am experiencing an issue where USDZ files exported from Blender do not display textures when opened in Apple Vision Pro Quick Look. Instead of the expected materials, the model appears completely white, as if the textures are missing or not being recognized by the rendering engine.
Topic:
Spatial Computing
SubTopic:
General
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,
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!
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.
I’m working on a Vision Pro app using Metal and need to implement multi-pass rendering. Specifically, I want to render intermediate results to a texture, then use that texture in a second pass for post-processing before presenting the final output.
What’s the best approach in visionOS? Should I use multiple render passes in a single command buffer or separate command buffers? Any insights on efficiently handling this in RealityKit or Metal?
Thanks!
In Beta 1,2, and 3, we could pick up and inspect entities, bringing them closer while moving them outside of the bounds of a volume.
As of Beta 4, these entities are now clipped by the bounds of the volume. I'm not sure if this is a bug or an intended change, but I files a Feedback report (FB19005083). The release notes don't mention a change in behavior–at least not that I can find.
Is this an intentional change or a bug?
Here is a video that shows the issue.
https://youtu.be/ajBAaSxLL2Y
In the previous versions of visionOS 26, I could move these entities out of the volume and inspect them close up. Releasing would return them to the volume. Now they are clipped as soon as they reach the end of the volume.
I haven't had a chance to test with windows or with the SwiftUI modifier version of manipulation.
I saw at WWDC25 mentions of visionOS 26 now providing hand tracking poses at 90hz, but I also recall that being a feature in visionOS 2.
Is there something new happening in visionOS 26 that makes its implementation of hand tracking "better"?
Topic:
Spatial Computing
SubTopic:
General
I would like to translate info in a three.js based web app as a 3D model in a volumetric window. Is it possible to do this in a similar manner as loading a web page in a WKWebView?
苹果12内存不够用,怎么办
I'm starting my journey in developing an immersive app for VisionOS. I've been making steady progress, but I've encountered a specific challenge that I haven't been able to resolve.
I created two ModelEntity objects — a sphere and a cube — and added a DragGesture to the cube. When I drag the cube over the sphere, the two collide correctly, and the collision is logged in the console. So far, everything works as expected.
However, when I try to anchor the cube to my hand, the collision stops working. It's as if the cube loses its ability to detect collisions once it's anchored.
Any guidance or clarification on this behavior would be greatly appreciated.
// ImmersiveView.swift
// estudos_vision
//
// Created by Lailan Rogerio Rodrigues Matos on 15/05/25.
//
import SwiftUI
import RealityKit
import RealityKitContent
struct ImmersiveView: View {
@Environment(AppModel.self) var appModel
@State private var session: SpatialTrackingSession?
@State private var box = ModelEntity()
@State private var subs: [EventSubscription] = []
@State private var ballEntity: Entity?
var body: some View {
RealityView { content in
// Load initial content from the RealityKit scene.
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
}
// Create and run a spatial tracking session.
let session = SpatialTrackingSession()
let configuration = SpatialTrackingSession.Configuration(tracking: [.hand])
_ = await session.run(configuration)
self.session = session
// Create a red box.
let boxMesh = MeshResource.generateBox(size: 0.2)
let material = SimpleMaterial(color: .red, isMetallic: false)
box = ModelEntity(mesh: boxMesh, materials: [material])
box.position.y += 0.15 // Position the box slightly above the origin.
// Configure the box for user interaction and physics.
box.components.set(InputTargetComponent(allowedInputTypes: .indirect)) // Make it interactive.
box.generateCollisionShapes(recursive: false) // Generate collision shapes for physics.
box.components.set(PhysicsBodyComponent( // Add physics behavior.
massProperties: .default,
material: .default,
mode: .kinematic // Use kinematic mode so it can be moved by user interaction.
))
box.components.set(GroundingShadowComponent(castsShadow: true)) // Add a shadow.
//content.add(box) //commented out to add to hand anchor
// Create a left hand anchor and add the box as a child.
let handAnchor = AnchorEntity(.hand(.left, location: .palm), trackingMode: .continuous)
handAnchor.addChild(box)
content.add(handAnchor) // Add the hand anchor to the scene.
// Create a sphere.
let ball = ModelEntity(mesh: .generateSphere(radius: 0.15))
ball.position = [0.0, 1.5, -1.0] // Initial position of the ball.
ball.generateCollisionShapes(recursive: false) // Add collision.
ball.name = "Sphere"
content.add(ball)
ballEntity = ball
// Subscribe to collision events between the box and other entities.
let event = content.subscribe(to: CollisionEvents.Began.self, on: box) { ce in
print("Collision between \(ce.entityA.name) and \(ce.entityB.name) occurred")
//ce.entityA.removeFromParent() // removes the colliding object
//ce.entityB.removeFromParent()
}
Task {
subs.append(event)
}
}
// Add a drag gesture to the box, allowing the user to move it.
.gesture(
DragGesture()
.targetedToEntity(box) // Target the drag gesture to the box.
.onChanged({ value in
// Update the position of the box based on the drag gesture.
box.position = value.convert(value.location3D, from: .local, to: box.parent!)
})
)
}
}
#Preview(immersionStyle: .full) {
ImmersiveView()
.environment(AppModel())
}
Topic:
Spatial Computing
SubTopic:
General
In Vision OS app, I have two types of windows:
Main App Window – This is the default window that launches when the app starts. It displays the video listings and other primary content.
Immersive Space Window – This opens only when a user starts streaming or playing a video.
Issue:
When entering the immersive space, the main app window remains visible in front of it unless manually closed. To avoid this, I currently close the main window when transitioning to immersive space and reopen it when exiting from immersive space. However, this causes the app to restart instead of resuming from its previous state.
Desired Behavior:
I want the main app window to retain its state and seamlessly resume from where it was before entering immersive mode, rather than restarting.
Attempts & Challenges:
Tried managing opacity, visibility but none worked as expected.
Couldn’t find a way to push the main window to the background while bringing the immersive space to the foreground.
Looking for a solution to keep the main window’s state intact while transitioning between immersive and normal modes.
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
Topic:
Spatial Computing
SubTopic:
General
Tags:
SwiftUI
UIKit
visionOS
iPad and iOS apps on visionOS
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?
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 😬
In Vision OS app, We have two types of windows:
Main App Window – This is the default window that launches when the app starts. It displays the video listings and other primary content.
Immersive Space Window – This opens only when a user starts streaming or playing a video.
Issue:
When entering the immersive space, the main app window remains visible in front of it unless manually closed. To avoid this, I currently close the main window when transitioning to immersive space and reopen it when exiting. However, this causes the app to restart instead of resuming from its previous state.
Desired Behavior:
I want the main app window to retain its state and seamlessly resume from where it was before entering immersive mode, rather than restarting.
Attempts & Challenges:
Tried managing opacity, visibility, and state preservation, but none worked as expected.
Couldn’t find a way to push the main window to the background while bringing the immersive space to the foreground.
Looking for a solution to keep the main window’s state intact while transitioning between immersive and normal modes.
I have a visionOS 2 project created on Xcode 16, when I updated to Xcode 26 beta5, I can't build it any more, every time it stuck in process like the picture shows below:
Already tried many methods to fix this issue, such as clear build folders, but don't work.
MacBook Air M2 / MacOS 26 beta5 / Xcode 26 beta5
I want to implement the functions in this video, how should I set the window
On Xcode 26 and visionOS 26, apple provides observable property for Entity, so we can easily interact with Entity between RealityScene and SwiftUI, but there is a issue:
It's fine to observe Entity's position and scale properties in Slider, but can't observe orientation properties in Slider.
MacBook Air M2 / Xcode 26 beta6
Greetings. I am having this issue with a Unity Polyspatial VisionOS app.
We have our main Bounded Volume for our app.
We have other Native UI windows that appear when we interact with objects in our Bounded Volume.
If a user closes our main Bounded Volume...sometimes it quits the app. Sometimes it doesn't.
If we go back to the home screen and reopen the app, our main Bounded Volume doesn't always appear, and just the Native UI windows we left open are visible. But, we can sometimes still hear sounds that are playing in our Bounded Volume.
What solutions are there to make sure our Bounded Volume always appears when the app is open?