I have my immersive space set up like:
ImmersiveSpace(id: "Theater") {
ImmersiveTeleopView()
.environment(appModel)
.onAppear() {
appModel.immersiveSpaceState = .open
}
.onDisappear {
appModel.immersiveSpaceState = .closed
}
}
.immersionStyle(selection: .constant(appModel.immersionStyle.style), in: .mixed, .full)
Which allows me to set the immersive style while in the space (from a Picker on a SwiftUI window). The scene responds correctly but a lot of the functionality of my immersive space is gone after the change in style; in that I am no longer able to enable/disable entities (which I also have a toggles for in the SwiftUI window). I have to exit and reenter the immersive space to regain the ability to change the enabled state of my entities.
My appModel.immersionStyle is inspired by the Compositor-Services demo (although I am using a RealityView) listed in https://developer.apple.com/documentation/CompositorServices/interacting-with-virtual-content-blended-with-passthrough and looks like this:
public enum IStyle: String, CaseIterable, Identifiable {
case mixedStyle, fullStyle
public var id: Self { self }
var style: ImmersionStyle {
switch self {
case .mixedStyle:
return .mixed
case .fullStyle:
return .full
}
}
}
/// Maintains app-wide state
@MainActor
@Observable
class AppModel {
// Immersion Style
public var immersionStyle: IStyle = .mixedStyle
General
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I want to display a huge image in RealityView in 3d space on Vision Pro. of course instead of one giant file I'm using a lot of big images.
to achieve this, I'm generating multiple planes exactly beside each others and put each image on them. although the planes are exactly beside each others but there is still a white gap between them.(image below)
**Does anybody know how to fix this issue? **
Topic:
Spatial Computing
SubTopic:
General
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
visionOS
iOS currently restricts background Bluetooth advertising and scanning in order to preserve battery life and protect user privacy. While these restrictions serve important purposes, they also limit legitimate use cases where users have explicitly opted in to proximity-based experiences.
The core challenge is that modern social applications need a way to detect when users are physically present at the same location or event without requiring every participant to keep their app in the foreground. Under the current system, background BLE advertising is heavily throttled and can only transmit a limited payload, background scanning intervals are sparse and unpredictable, peer-to-peer proximity detection cannot be maintained reliably when apps are in the background, and Background App Refresh is non-deterministic, making any kind of time-based proximity validation impossible.
A proposed enhancement would be to introduce an “Enhanced Proximity Permission.” This would allow developers to enable reliable background BLE advertising and scanning for declared time windows, such as a maximum of eight hours. It would also allow devices running the same app to detect each other’s proximity using ephemeral, rotating identifiers that preserve privacy, with clear user consent and prominent indicators whenever the feature is active.
Unlocking this capability would open up new categories of applications. Live events could offer automatic attendance tracking at concerts, conferences, or sports venues. Retail environments could support opt-in foot traffic analysis and dwell-time insights. Social apps could allow users to find friends at festivals, campuses, or other large venues. Safety applications could extend to crowd density monitoring and contact tracing beyond COVID-era needs. Gaming could offer real-world multiplayer experiences based on physical proximity, and transportation providers could verify rideshare pickups or measure public transit flows automatically.
Privacy safeguards would remain central. Permissions would be time-boxed and expire after an event or session. A mandatory visual indicator would be displayed whenever proximity tracking is active. A user-facing dashboard would show all apps granted enhanced proximity access. Permissions would automatically be revoked after a period of non-use, and only ephemeral tokens not permanent identifiers would be broadcast.
The industry impact would be significant. With this enhancement, iOS could power the next generation of location-aware social platforms while maintaining Apple’s leadership in privacy through explicit user control and transparency. Current alternatives, such as requiring users to keep apps in the foreground or deploying dedicated hardware beacons, produce poor user experiences and constrain innovation in spatial computing and social applications.
Can anyone from Apple consider this change? Having to buy iBeacons is brutal and means slower adoption. Please reconsider this for users who opt in.
I am following this example to create a stereoscopic image: https://developer.apple.com/documentation/visionos/creating-stereoscopic-image-in-visionos
I would also like to add corner radius to the stereoscopic RealityView. With ordinary SwiftUI views, we typically just use .clipShape(RoundedRectangle(cornerRadius: 32)):
struct StereoImage: View {
var body: some View {
let spacing: CGFloat = 10.0
let padding: CGFloat = 40.0
VStack(spacing: spacing) {
Text("Stereoscopic Image Example")
.font(.largeTitle)
RealityView { content in
let creator = StereoImageCreator()
guard let entity = await creator.createImageEntity() else {
print("Failed to create the stereoscopic image entity.")
return
}
content.add(entity)
}
.frame(depth: .zero)
}
.padding(padding)
.clipShape(RoundedRectangle(cornerRadius: 32)) // <= HERE!
}
}
This doesn't seem to actually clip the RealityView shown in the sample above. I am guessing this is due to the fact that the box in the RealityView has a non-zero z scale, which means it isn't on the same "layer" as its SwiftUI containers, and thus isn't clipped by the modifiers apply to the containers.
How can I properly apply a clipshape to RealityViews like this? Thanks!
切换后两者的亮度、色彩饱和度、对比度等画质参数差距较大,导致画面视觉体验割裂,破坏直播连贯性,影响用户观看沉浸感。
期望
"· 对标常规直播单反相机的画质基准,优化 Vision Pro 的画面亮度、色彩还原能力;
· 提供设备端或配套软件的画质自定义调节功能(亮度、对比度、色温等),支持直播前手动校准,确保与单反相机画面风格一致。"
https://developer.apple.com/cn/augmented-reality/tools/. Why is this address missing? Reality Converter, what should we use now to convert the model
I am encountering an issue while using the multiview video demo provided at this link "https://developer.apple.com/documentation/avkit/creating-a-multiview-video-playback-experience-in-visionos/". Specifically, when running on versions of visionOS prior to 2.2, navigating back results in a blank screen. Has anyone else experienced this problem and found a solution? Any advice or workaround would be greatly appreciated.
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.
当我进入混合空间时,出现一个模型,但模型后面有一个 windowGroup,无法完全查看。如果我想点击进入 mix 空间,我需要使用代码将 windowGroup 移动到另一个位置,而不是手动移动

Topic:
Spatial Computing
SubTopic:
General
Hi. I am mixing content destined for Vision Pro. Locked to video. I have the AAX installer and the ASAF video player demonstrated in the quicktimes is nit included in the install package for pro tools. Would it be possible to post a link ?
Hello,
I am currently working on a Unity project for the Apple Vision Pro. I would like to have people passing in front of the virtual objects occlude the virtual objects that are behind. Something similar to this: https://developer.apple.com/documentation/arkit/occluding-virtual-content-with-people
I could unfortunately not find any documentation about this. Is it possible to implement body segmentation or occlusion on the Apple Vision Pro? If it's not currently supported, are there plans to add it? Any ideas on how to achieve this with existing tools?
Thanks!
Mehdi
I want to let users place 2D/3D “artworks” on detected walls and have them reappear in exactly the same real‑world spot after quitting and relaunching the app (like widgets do, but for my own entities).Environment: Xcode 26, visionOS 2.0, RealityKit + ARKitSession/WorldTrackingProvider Entities are parented to a holder that’s aligned to a wall via plane/mesh raycasts.
What I’ve tried:
Create a WorldAnchor at placement, save UUID + full 4×4 transform On next launch, re-create the WorldAnchor (or set the saved transform) and attach the entity Gate restore on relocalization/mesh updates and disable all raycast/search after restore Issue: After relaunch, placement still resolves relative to current device pose, not the same wall position.
Questions:
Is there a public API in visionOS 2.0 to persist app‑managed world anchors across sessions (room‑fixed), e.g., AnchorStore or equivalent?
If not, what’s the recommended pattern to reliably restore wall‑anchored content?
Are persistence features mentioned for widgets/windows available to third‑party RealityKit entities?
I'm currently implementing 180° / 360° immersive video for my app.
I easily implemented 360° by just applying VideoMaterial to flipped sphere.
But I'm stuck at 180°. I'm trying to implement by applying VideoMaterial to hemisphere (half sphere). I want to make VideoMaterial to be visible half front sphere and half back sphere transparent / clear.
Would there be any advice / information / idea to implement this? Your help would be grateful.
Currently I am using mixed style immersive view to place both my WindowView(plain style) and ImmersiveView content together. The issue is that the rendering depth testing may always let the virtual content block my normal WindowView. Is it possible to manually set windowedVIew always displays in the front of my virtual view in mixed style immersion? (I know modelSortGroup but it doesn't quite fits here)
Or if I can dynamically change the .progressive value when the immersive space is open (set the value to zero means .mixed itself right?)
This is no longer highlighting my entity when looking at it:
RealityView { content
let hoverComponent = HoverEffectComponent(.spotlight(
HoverEffectComponent.SpotlightHoverEffectStyle(
color: .white, strength: 2.0
)
))
entity.components.set(hoverComponent)
The entity is in a window. The same code works in an immersive view.
Collision Component and Input type are set in RCP.
It's also stopped working on my published app (built under visionOS 2.x) using my visionOS 26 device.
If I use a 2.x simulator, it works.
Is this a bug or is there something I'm missing?
Thanks.
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!
Hello Community,
I’m currently working with the sample code “CapturingDepthUsingTheLiDARCamera” and using it to capture the depth map of an image taken with the iPhone 14 Pro.
From this depth map, I generate a point cloud using the intrinsic camera parameters.
I've noticed that objects not facing the camera directly appear distorted in the resulting point cloud.
For example: An object with surfaces that are perpendicular to each other appears with a sharper angle in the point cloud — around 60° instead of 90°.
My question is:
Is this due to the general accuracy limitations of the LiDAR sensor? Or could it be related to the sample code?
To obtain the depth map, I’m using:
AVCapturePhoto.depthData.converting(toDepthDataType: kCVPixelFormatType_DepthFloat32)
Thanks in advance for your help!
Hello,
If you add a ManipulationComponent to a RealityKit entity and then continue to add instructions, sooner or later you will encounter a crash with the following error message:
Attempting to move entity “%s” (%p) under “%s” (%p), but the new parent entity is currently being removed. Changing the parent/child entities of an entity in an event handler while that entity is already being reassigned is not supported.
CoreSimulator 1048 – Device: Apple Vision Pro 4K (B87DD32A-E862-4791-8B71-92E50CE6EC06) – Runtime: visionOS 26.0 (23M336) – Device Type: Apple Vision Pro
The problem occurs precisely with this code:
ManipulationComponent.configureEntity(object)
I adapted Apple's ObjectPlacementExample and made the changes available via GitHub.
The desired behavior is that I add entities to ManipulationComponent and then Realitiykit runs stably and does not crash randomly.
GitHub Repo
Thanks
Andre
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
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?