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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PSVR2 controller button quirks
I have an open Feedback conversation with Apple on this topic, but I am curious if others have run into this, or want to try out my sample code in their set up. there are two API’s for reading controller buttons, axis, and D pads: GCPhysicalInputProfile and GCControllerLiveInput. There are inconsistencies in behaviour between the two of them. Apple recommends we use GCControllerLiveInput, however, there are some capabilities on these controllers that are only accessible through GCPhysicalInputProfile, as I’ll discuss below. PSVR2 R2/L2 buttons, a.k.a. triggers, have force input analogue values. These can only be accessed on GCPhysicalInputProfile PSVR2 thumbstick direction values are read through “axes” on GCPhysicalInputProfile, but only “dpads” on GCControllerLiveInput on both GCPhysicalInputProfile and GCControllerLiveInput, All pressed events of all buttons are fired properly using generic aliases ( Trigger, Grip ,Menu, Right Thumbstick, Left Thumbstick, Right Button A & B (Circle & Cross), Left Button A&B (Triangle and Square) ). Apple reserves the system button as the equivalent of a home button for the OS. on GCPhysicalInputProfile, touch events are fired when the button is also pressed, but not for only touches. on GCControllerLiveInput , Touch events only works for the following buttons: Left Thumbstick, Right Thumbstick, Right Button A (Circle), and Right Button B (Cross). But Right Button B touch event isn’t labelled correctly, it fires as the Right Button A event. I observed this inside ALVR which uses a polling based approach to event processing: https://github.com/alvr-org/alvr-visionos/blob/17b5968f9d894944b53e97134b39dfce0993302a/ALVRClient/WorldTracker.swift#L301 To simplify to see this on a very simple app, I used the Apple example TrackingAccessories application: https://developer.apple.com/documentation/ARKit/tracking-accessories-in-volumetric-windows I’ve attached the code that replaces the AccessoryTrackingModel class. I added code that prints out what is touched/pressed, see the trackAllConnectedSpatialControllers method: https://github.com/svrc/TrackingAccessories
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Dec ’25
Digital Crown press when both immersive space and additional windows are presented
I have been experimenting with the Hello World sample app from https://developer.apple.com/documentation/visionos/world and I came across behavior that appears inconsistent with user-facing documentation describing the device controls at https://support.apple.com/en-gb/guide/apple-vision-pro/tan1e2a29e00/visionos I tried pressing simulator's "Home" button while "Objects in Orbit" immersive space was presented alongside with the main application window. According to user documentation, pressing Digital Crown should take the user directly to Home View. In my test a single press only dismissed the immersive space, I needed another press to "exit" the app and go to Home View. Is this behavior expected? I am assuming that "Home" button in the simulator behaves as if the user pressed Digital Crown on the device, I don't have access to the actual hardware.
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422
Apr ’25
Photogrammetry Session - new model?
Hi Apple Team, We noticed the following exciting changelog in the latest macOS 26 beta: A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451) However after trying this on the latest beta and running some tests we do not see any differences on objects with low textures such as single coloured surfaces. Is there anything we are missing? the machine is definitely connected to the internet but we have no way of knowing from the logs if the new model is being used? thanks
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Jul ’25
RCP Scene issues at runtime (visionOS 26 / Xcode 26 Beta 4)
I have a scene that has been assembled in RCP but I'm losing the correct hierarchy and transforms when running the scene in the headset or the simulator. This is in RCP: This is at runtime with the debugger: As you can see the "MAIN_WAGON" entity is gone and part of the hierarchy are now children of "TRAIN_ROOT" instead. Another issue is that not only part of the hieararchy disappears, it also reverts back to default values of the transform instead of what is set in RCP: This is in RCP: This is in the simulator/headset: I'm filing a feedback ticket too and will post the number here. Anyone had a similar issue and found a fix or workaround ?
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322
Aug ’25
Build Vision Pro failed
`error: [xrsimulator] Component Compatibility: EnvironmentLightingConfiguration not available for 'xros 1.0', please update 'platforms' array in Package.swift error: [xrsimulator] Exception thrown during compile: compileFailedBecause(reason: "compatibility faults") error: Tool exited with code 1
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684
Jul ’25
Buttons become unresponsive after using .windowStyle(.plain) with auto-hiding menu
I'm developing a visionOS panorama viewer app where I need to implement an auto-hiding floating menu in immersive space. The menu should: Show for 3 seconds when entering immersive mode Auto-hide after 3 seconds, Reappear when user taps anywhere (using SpatialTapGesture). Buttons should respond to gaze + pinch interaction The Problem: When I add .windowStyle(.plain) to achieve transparent window background for the auto-hide effect, all buttons in the menu become completely unresponsive to gaze + pinch interaction. The buttons only respond to direct finger touch (poking). Without .windowStyle(.plain): Buttons work correctly with gaze + pinch, but I cannot achieve transparent window background for hiding. With .windowStyle(.plain): Window can be transparent, but buttons lose gaze + pinch interaction. Code: App.swift: @main struct MyApp: App { @StateObject private var model = AppModel() var body: some Scene { WindowGroup(id: "MainWindow") { ContentView() .environmentObject(model) } .defaultSize(width: 900, height: 700) .windowResizability(.contentSize) .windowStyle(.plain) // <-- This causes the interaction issue ImmersiveSpace(id: "ImmersiveSpace") { ImmersiveView() .environmentObject(model) } } } ContentView.swift (simplified): struct ContentView: View { @EnvironmentObject var model: AppModel @State private var isMenuVisible: Bool = true var body: some View { VStack { if model.isImmersiveViewActive { if isMenuVisible { // This menu's buttons don't respond to gaze+pinch immersiveControlMenu } } else { mainMenuButtons } } .glassBackgroundEffect() } private var immersiveControlMenu: some View { HStack { Button("Exit") { exitImmersiveSpace() } .buttonStyle(.bordered) // Also tried .plain, same issue } .padding() .glassBackgroundEffect() } } ImmersiveView.swift: struct ImmersiveView: View { @EnvironmentObject var model: AppModel var body: some View { RealityView { content in // Panorama sphere let sphere = ModelEntity(mesh: .generateSphere(radius: 1000), materials: [material]) content.add(sphere) // Tap detector for menu toggle let tapDetector = Entity() tapDetector.components.set(CollisionComponent(shapes: [.generateSphere(radius: 900)])) tapDetector.components.set(InputTargetComponent()) content.add(tapDetector) } .gesture( SpatialTapGesture() .targetedToAnyEntity() .onEnded { _ in model.shouldShowMenu = true } ) } } Environment: Xcode 26.2 visionOS 26.3 Vision Pro device Questions: Is .windowStyle(.plain) expected to affect button interaction behavior? What is the recommended approach to achieve a transparent/hidden window in immersive mode while maintaining button interactivity? Is there an alternative to .windowStyle(.plain) for hiding window chrome in visionOS? Thank you for any guidance!
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2w
WWDC 25 RemoteImmersiveSpace - Support for Passthrough Mode? RealityKit?
This is related to the WWDC presentation, What's new in Metal rendering for immersive apps.. Specifically, the macOS spatial streaming to visionOS feature: For reference: the page in the docs. The presentation demonstrates it using a full immersive space and Metal rendering using compositor services. I'd like clarity on a few things: Is the remote device wireless, or must the visionOS device be connected via a wired connected? Is there a limit to the number of remote devices, and if not, could macOS render different things per remote device simultaneously? Can I also use mixed mode with passthrough enabled, instead of just a fully-immersive mode? Can I use RealityKit instead of Metal? If so, may I have an example, or would someone point to an example?
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642
Sep ’25
Scene's origin relative to portal's window?
I am experimenting with RealityKit to set up a portal. Everything works, but I was wondering where the scene's origin is with respect to the front of the portal window? From experiments, the origin's X and Y appear to be at the center of the portal window, while the origin's Z appearing to be about a meter behind the portal window. Is this (at least roughly) correct? Is it documented anywhere? PS. I began with the standard visionOS app and edited the Reality Composer Pro file to create the scene.
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663
Mar ’25
Hidden window/volume system overlays in Full Space
When I show a window while a sky sphere is shown, the handles to drag/close/resize the window are hidden. The colliders still work, so they are there, but only the visuals are hidden. I already know from another project, that this also happens to volumes. They only appear once you get closer to the window or if the sky sphere gets removed. Is this a known issue or is there a fix for that? .persistentSystemOverlays(.visible)does not fix it Xcode 16.3.0 Beta, visionOS 2.4
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362
Mar ’25
Portal crossing causes inconsistent lighting and visual artifacts between virtual and real spaces (visionOS 2.0)
Hello, I'm working with the new PortalComponent introduced in visionOS 2.0, and I've encountered some issues when transitioning entities between virtual and real-world spaces using crossingMode. Specifically: Lighting inconsistency: When CG content (ModelEntities with PhysicallyBasedMaterial) crosses the portal from virtual space into the real environment, the way light reflects on the objects changes noticeably. This causes a jarring visual effect, as the same material appears differently depending on the space it's in. Unnatural transition visuals: During the transition, the CG models often appear to "emerge from the wall," especially when crossing from virtual to real. This ruins the immersive illusion and feels visually unnatural. IBL adjustment attempts: I’ve tried adding an ImageBasedLightComponent to the world entity, and while it slightly improves the lighting consistency, the issue still remains to a noticeable degree. My goal is to create a seamless visual experience when CG entities cross between spaces, without sudden lighting shifts or immersion-breaking geometry reveals. Has anyone else experienced similar issues? Is there a recommended setup or workaround to better control lighting and visual fidelity when using crossingMode with portals in visionOS 2.0? Any guidance would be greatly appreciated. Thank you!
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Jul ’25
RC Pro Timeline Notification Not Received in Xcode
I'm having a heck of a time getting this to work. I'm trying to add an event notification at the end of a timeline animation to trigger something in code but I'm not receiving the notification from RC Pro. I've watched that Compose Interactive 3D Content video quite a few times now and have tried many different ways. RC Pro has the correct ID names on the notifications. I'm not a programmer at all. Just a lowly 3D artist. Here is my code... import SwiftUI import RealityKit import RealityKitContent extension Notification.Name { static let button1Pressed = Notification.Name("button1pressed") static let button2Pressed = Notification.Name("button2pressed") static let button3Pressed = Notification.Name("button3pressed") } struct MainButtons: View { @State private var transitionToNextSceneForButton1 = false @State private var transitionToNextSceneForButton2 = false @State private var transitionToNextSceneForButton3 = false @Environment(AppModel.self) var appModel @Environment(\.dismissWindow) var dismissWindow // Notification publishers for each button private let button1PressedReceived = NotificationCenter.default.publisher(for: .button1Pressed) private let button2PressedReceived = NotificationCenter.default.publisher(for: .button2Pressed) private let button3PressedReceived = NotificationCenter.default.publisher(for: .button3Pressed) var body: some View { ZStack { RealityView { content in // Load your RC Pro scene that contains the 3D buttons. if let immersiveContentEntity = try? await Entity(named: "MainButtons", in: realityKitContentBundle) { content.add(immersiveContentEntity) } } // Optionally attach a gesture if you want to debug a generic tap: .gesture( TapGesture().targetedToAnyEntity().onEnded { value in print("3D Object tapped") _ = value.entity.applyTapForBehaviors() // Do not post a test notification here—rely on RC Pro timeline events. } ) } .onAppear { dismissWindow(id: "main") // Remove any test notification posting code. } // Listen for distinct button notifications. .onReceive(button1PressedReceived) { (output) in print("Button 1 pressed notification received") transitionToNextSceneForButton1 = true } .onReceive(button2PressedReceived.receive(on: DispatchQueue.main)) { _ in print("Button 2 pressed notification received") transitionToNextSceneForButton2 = true } .onReceive(button3PressedReceived.receive(on: DispatchQueue.main)) { _ in print("Button 3 pressed notification received") transitionToNextSceneForButton3 = true } // Present next scenes for each button as needed. For example, for button 1: .fullScreenCover(isPresented: $transitionToNextSceneForButton1) { FacilityTour() .environment(appModel) } // You can add additional fullScreenCover modifiers for button 2 and 3 transitions. } }
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Sep ’25
A question about adding grounding shadow in visionPro
I want adding grounding shadow on my Entity in RealityView on visionPro. However it seems that the shadow can only appear on another Entity. So I using plane detection in ARKit and add a transparent plane on it to render shadow. let planeEntity = ModelEntity(mesh: .generatePlane(width: anchor.geometry.extent.width, height: anchor.geometry.extent.height), materials: [material]) planeEntity.components.set(OpacityComponent(opacity: 0.0)) But sometimes there will be a border around my Entityon the plane. I do not know why it will happen, and I want remove the border.
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435
Mar ’25
Developer Strap Gen 2 - Only USB2 Speeds
I am testing out the Gen 2 of the developer strap on my Vision Pro M2 and I have only been able to get USB 2 speeds when connecting it to my MacBook Pro Max M3. I used the official Apple Thunderbolt 4 cable, which does get Thunderbolt speeds on my T7 Touch drive. Has anyone figured out a solution for this issue? The Gen 2 developer strap does advertise 20 Gb/s speeds.
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1.3k
Nov ’25
ARSkeleton3D modelTransform always return nil
I use ARKit for motion tracking. I get the skeleton joint coordinates and use them for animation. I didn't make any changes to the code, but I updated the iOS version from 18 to 26, and modelTransform now always returns nil. https://developer.apple.com/documentation/arkit/arskeleton3d/modeltransform(for:) For example bodyAnchor.skeleton.modelTransform(for: .init(rawValue: "head_joint")) bodyAnchor is ARBodyAnchor. I see the default skeleton on the screen, but now I can't get the coordinates out of it. I'm using an example from Apple's WWDC presentation. https://developer.apple.com/documentation/arkit/capturing-body-motion-in-3d Are there any changes in the API? Or just bug?
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Nov ’25
Request File Access from Unity for Apple Vision Pro
Hi, I am trying to load files from the Apple Vision Pro's storage into a Unity App (using Apple visionOS XR Plugin and not PolySpatial package). So far, I've tried using UnitySimpleFileBrowser and UnityStandaloneFileBrowser (both aren't made for the Vision Pro and don't work there), and then implemented my own naive file browser that at least allows me to view directories (that I can see from the App Sandbox). This is of course very limited: Gray folders can't be accessed, the only 3 available ones don't contain anything where a user would put files through the "Files" app. I know that an app can request access to these "Files & Folders": So my question is: Is there a way to request this access for a Unity-built app at the moment? If yes, what do I need to do? I've looked into the generated Xcode project's "Capabilities", but did not find anything related to file access. Any help is appreciated!
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Oct ’25
Presenting images in RealityKit sample No Longer Builds
After updating to the latest visionOS beta, visionOS 26 Beta 4 (23M5300g) the ‘Presenting images in RealityKit’ sample from the following link no longer builds due to an error. https://developer.apple.com/documentation/RealityKit/presenting-images-in-realitykit Expected / Previous: Application builds and runs on device, working as described in the documentation. Reality: Application builds, but does not run on device due to an error (shown in screenshot) “Thread 1: EXC_BAD_ACCESS (code=1, address=0xb)”. The application still runs on the simulator, but not on device. When launching the app from Xcode, it builds and installs correctly but hangs due to the respective error. When loading the app from the Home Screen, the app does not load, and immediately returns to the Home Screen. This Xcode project previously ran with no changes to code - the only change was updating the visionOS system software to the latest version. visionOS 26 Beta 4 (23M5300g) Is anyone else experiencing this issue?
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Aug ’25
RoomPlan Framework v2 - Stairs missing
Hello Community, I'm encountering an issue with the latest iOS 17 update, specifically related to RoomPlan version-2. In iOS 16, when using RoomPlan version-1, we were able to display stairs in our app. However, after upgrading to iOS 17 and implementing RoomPlan version-2, the stairs are no longer visible. Despite thorough investigation, I couldn't find any option within the code to show or hide stairs, or any other objects for that matter. It seems like a specific issue with the update rather than a coding error on our part. Has anyone else encountered a similar problem? If so, I would greatly appreciate any insights or solutions you might have. It's crucial for our app functionality to have stairs displayed accurately, and we're currently at a loss on how to address this issue. Thank you in advance for any assistance you can provide. Best regards
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Sep ’25