Discuss Spatial Computing on Apple Platforms.

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.glassEffect() view modifier in visionOS 26 beta 1 generates an error
.glassEffect(.regular, in: .rect(cornerRadius: 24)) error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
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178
Jun ’25
Volumetric window not sharing in SharePlay session for VisionOS
I've been struggling with this for far too long so I've decided to finally come here and see if anyone can point me to the documentation that I'm missing. I'm sure it's something so simple but I just can't figure it out. I can SharePlay our test app with my brother (device to device) but when I open a volumetric window, it says "not shared" under it. I assume this will likely fix the video sharing problem we have as well. Everything else works so smooth but SharePlay has just been such a struggle for me. It's the last piece to the puzzle before we can put it on the App Store.
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142
Sep ’25
ModelEntity position values are stale after world recenter (Crown long press)
Hi everyone, I’m working with RealityKit on visionOS and I’m seeing unexpected behavior when the user long-presses the Digital Crown, which recenters the world. Observed behavior: When the world is recentered via long-pressing the Crown, the models remain visually in the correct place (as expected). However, if I query the model’s position or transform immediately after recentering (e.g. entity.position or similar), I still get the old values from before recenter. As soon as I interact with the model using a gesture (drag/rotate/scale), the position updates and then querying it returns the correct, updated values. So effectively: Recenter happens Visual position is correct Programmatic position remains stale First gesture causes the position to “snap” to the correct updated value Questions: Is there any event, notification, or callback that fires when the world is recentered due to a long press of the Crown button? Is there a recommended way to get the updated world-space transform immediately after recenter, without waiting for a gesture? Is this expected behavior due to deferred/lazy transform updates in RealityKit? Right now it feels like recentering updates the coordinate system but doesn’t immediately commit new transform values to entities until some interaction occurs. Any guidance or best-practice patterns for handling this would be appreciated. Thanks!
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676
Feb ’26
How to create a MultiplayerDelegate and use TabletopNetworkSession features?
When building a multiplayer Tabletop game, the documentation includes how to attach a custom TabletopNetworkSessionCoordinator, which could be used in addition to TabletopGame.MultiplayerDelegate. But so far, we have been unable to create these types of custom coordinators or have a delegate that works. Our current setup with our generic GroupActivity works by sending the session to TabletopGame's coordinateWithSession method (like in the current sample project), but we didn't find a way to access and control, for example, the arbiter, seats, player events, among other features mentioned on https://developer.apple.com/documentation/tabletopkit/tabletopnetworksession. Is correct to expect having access to the participants, messenger, or journal without having to maintain a parallel coordinator?   possibly we are missing something here; any suggestions?
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310
Apr ’25
Getting the world position of a QR code
Hi, would love for your help in that matter. I try to get the position in space of two QR codes to make an alignment to their positions in space. The detection shows that the QR codes position is always 0,0,0 and I don't understand why. Here's my code: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @ObservedObject var qrCoordinator: QRCoordinator @ObservedObject var coordinator: ImmersiveCoordinator let qrName: String @Binding var startQRDetection: Bool @State private var anchor: AnchorEntity? = nil @State private var detectionTask: Task<Void, Never>? = nil var body: some View { RealityView { content in // Add the QR anchor once (must exist before detection starts) if anchor == nil { let imageAnchor = AnchorEntity(.image(group: "QRs", name: qrName)) content.add(imageAnchor) anchor = imageAnchor print("📌 Created anchor for \(qrName)") } } .onChange(of: startQRDetection) { enabled in if enabled { startDetection() } else { stopDetection() } } .onDisappear { stopDetection() } } private func startDetection() { guard detectionTask == nil, let anchor = anchor else { return } detectionTask = Task { var detected = false while !Task.isCancelled && !detected { print("🔎 Checking \(qrName)... isAnchored=\(anchor.isAnchored)") if anchor.isAnchored { // wait a short moment to let transform update try? await Task.sleep(nanoseconds: 100_000_000) let worldPos = anchor.position(relativeTo: nil) if worldPos != .zero { // relative to modelRootEntity if available var posToSave = worldPos if let modelEntity = coordinator.modelRootEntity { posToSave = anchor.position(relativeTo: modelEntity) print("converted to model position") } else { print("⚠️ modelRootEntity not available, using world position") } print("✅ \(qrName) detected at position: world=\(worldPos) saved=\(posToSave)") if qrName == "reanchor1" { qrCoordinator.qr1Position = posToSave let marker = createMarker(color: [0,1,0]) marker.position = .zero // sits directly on QR marker.position = SIMD3<Float>(0, 0.02, 0) anchor.addChild(marker) print("marker1 added") } else if qrName == "reanchor2" { qrCoordinator.qr2Position = posToSave let marker = createMarker(color: [0,0,1]) marker.position = posToSave // sits directly on QR marker.position = SIMD3<Float>(0, 0.02, 0) anchor.addChild(marker) print("marker2 added") } detected = true } else { print("⚠️ \(qrName) anchored but still at origin, retrying...") } } try? await Task.sleep(nanoseconds: 500_000_000) // throttle loop } print("🛑 QR detection loop ended for \(qrName)") detectionTask = nil } } private func stopDetection() { detectionTask?.cancel() detectionTask = nil } private func createMarker(color: SIMD3<Float>) -> ModelEntity { let sphere = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: UIColor( red: CGFloat(color.x), green: CGFloat(color.y), blue: CGFloat(color.z), alpha: 1.0 ), isMetallic: false) let marker = ModelEntity(mesh: sphere, materials: [material]) marker.name = "marker" return marker } }
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499
Oct ’25
Ornaments in Presentations
We can add ornaments to popovers shown by PresentationComponent, but I’m not sure if we should. While working on the editor for entities in a Volume-based app, I had the idea to add ornaments to the presented views. The entire app exists inside a volume. A user can tap a item to present a popoverUI to edit it. This is displayed using the new PresentationComponent in visionOS 26. Ornaments have a new attachment anchor option this year: .parent(). .ornament(attachmentAnchor: .parent(.top), ornament: {...}) This works well in the Simulator. We can add ornaments around this popover view just like we would with a window. Unfortunately, when I run this on device I get a different experience. Any part of the ornament that overlaps with the popover content isn’t rendered correctly. Sometimes it entirely disappears, other times it becomes partially transparent. We could use content alignment to try to make sure the ornament doesn’t overlap the popover content. .ornament(attachmentAnchor: .parent(.top), contentAlignment: .bottom, ornament: {...}) This works sometimes–but not all the time. It’s not clear if this is a bug or not, because I’m not sure if we are even supposed to be able to use ornaments in this way. Here is my hierarchy: An app opens as a Volume Volume presenting a RealityView, with its own ornament using .scene() anchor Multiple Entities with Presentation Component show an edit view The view uses .parent() anchor to add ornaments. What makes me unsure is that other methods for drawing UI in RealityView don’t seem to work with ornaments. For example, if I add an attachment to show a view with the ornament–even when I use the .parent() anchor–the ornament is anchor to the volume, not the attachment view. So what do we think? Is this a rendering bug? Are ornaments intended to work with attachments and presentations?
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369
Aug ’25
How do we use the new Unified Coordinate Conversion features in visionOS 26?
The landing page for visionOS 26 mentions The Unified Coordinate Conversion API makes moving views and entities between scenes straightforward — even between views and ARKit accessory anchors. This WWDC session very briefly shows a single example of using this, but with no context. For example, they discuss a way to tell the distance between a Model3D and an entity in a RealityView. But they don't provide any details for how they are referencing the entity (bolts in the slide). The session used the BOT-anist example project that we saw in visionOS 2, but the version on in the Sample Code library has not been updated with these examples. I was able to put together a simple example where we can get the position of a window relative to the world origin. It even updates when the user recenters. struct Lab080: View { @State private var posX: Float = 0 @State private var posY: Float = 0 @State private var posZ: Float = 0 var body: some View { GeometryReader3D { geometry in VStack { Text("Unified Coordinate Conversion") .font(.largeTitle) .padding(24) VStack { Text("X: \(posX)") Text("Y: \(posY)") Text("Z: \(posZ)") } .font(.title) .padding(24) } .onGeometryChange3D(for: Point3D.self) { proxy in try! proxy .coordinateSpace3D() .convert(value: Point3D.zero, to: .worldReference) } action: { old, new in posX = Float(new.x) posY = Float(new.y) posZ = Float(new.z) } } } } This is all that I've been able to figure out so far. What other features are included in this new Unified Coordinate Conversion? Can we use this to get the position of one window relative to another? Can we use this to get the position of a view in a window relative to an entity in a RealityView, for example in a Volume or Immersive Space? What else can Unified Coordinate Conversion do? Are there documentation pages that I'm missing? I'm not sure what to search for. Are there any Sample projects that use these features? Any additional information would be very helpful.
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1.5k
Sep ’25
Shared/GroupImmersive Space – Query Local Device Transform
Hi, I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true Now visionOS establishes a shared coordinate space for the immersive space. From the docs: To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform to position content in front of the user (plus some Z Offset and smooth interpolation). This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset. Here is a video of the issue in action: https://streamable.com/205r2p The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position. The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset. Is there any way I can query query this transform locally for the user during a FaceTime call? Also I would like to know if it's possible to disable this automatic entity transform syncing behavior? Setting entity.synchronization = nil results in the entity not showing up at all. https://developer.apple.com/documentation/realitykit/synchronizationcomponent Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach? Thank you!
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382
Oct ’25
Performance drop when particle emitter is combined with video play
Hi All, We're a studio building an app and as part of a scene we have a 3D asset with a smoke particle emitter and a curved mesh that plays video. I notice that when the video alone is played or the particle effect alone is done then the scene works fine but the frame rate drops drastically when both are turned on. How do I solve this because this is an important storytelling feature.
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340
Oct ’25
SharePlay on the VisionOS with remote participants.
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
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465
Sep ’25
Metal Compositor Service & Persona (VisionOS)
Hello, I'm currently trying to make a collaborative app. But it just works only on Reality View, when I tried to use Compositor Layer like below, the personas disappeared. ImmersiveSpace(id: "ImmersiveSpace-Metal") { CompositorLayer(configuration: MetalLayerConfiguration()) { layerRenderer in SpatialRenderer_InitAndRun(layerRenderer) } } Is there any potential solution too see Personas in Metal view? Thanks in advance!
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765
Sep ’25
How to update TextureResource with MTLTexture?
Hi I have a monitoring app, that will take input video from uvc and process it using Metal, and eventually get a MTLTexture. The problem I'm facing is I have to convert MTLTexture to CGImage then call TextureResource.replace, which is super slow. Metal processing speed is same as input frame rate(50pfs), but MTLTexture -> CGImage -> TextureResource only got 7fps... Is there any way I can make it faster?
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520
Oct ’25
HoverEffectStyle in visionOS 26.0
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.
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863
Oct ’25
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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581
Dec ’25
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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429
Dec ’25
How to configure Spatial Audio on a Video Material?, Compile error.
I've tried following apple's documentation to apply a video material on a Model Entity, but I have encountered a compile error while attempting to specify the Spatial Audio type. It is a 360 video on a Sphere which plays just fine, but the audio is too quiet compared to the volume I get when I preview the video on Xcode. So I tried tried to configure audio playback mode on the material but it gives me a compile error: "audioInputMode' is unavailable in visionOS audioInputMode' has been explicitly marked unavailable here RealityFoundation.VideoPlaybackController.audioInputMode)" https://developer.apple.com/documentation/realitykit/videomaterial/ Code: let player = AVPlayer(url: url) // Instantiate and configure the video material. let material = VideoMaterial(avPlayer: player) // Configure audio playback mode. material.controller.audioInputMode = .spatial // this line won’t compile. VisionOS 2.4, Xcode 16.4, also tried Xcode 26 beta 2. The videos are HEVC MPEG-4 codecs. Is there any other way to do this, or is there a workaround available? Thank you.
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256
Jul ’25
.glassEffect() view modifier in visionOS 26 beta 1 generates an error
.glassEffect(.regular, in: .rect(cornerRadius: 24)) error; 'glassEffect(_:in:isEnabled:)' is unavailable in visionOS This is not surprising since visionOS already has a native glass interface that formed a model for the other OS's, but this error will create additional overhead for developers creating multi-platform apps that include visionOS.
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2
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0
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178
Activity
Jun ’25
Volumetric Maps in VisionOS
At the moment the map kit APls only support non-volumetric maps (i.e. in a window or in a volume, but on a 2D surface). Is support for 3D volumetric maps in VisionOS in the works? And if so when can we expect it to be available?
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2
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0
Views
82
Activity
Jun ’25
Volumetric window not sharing in SharePlay session for VisionOS
I've been struggling with this for far too long so I've decided to finally come here and see if anyone can point me to the documentation that I'm missing. I'm sure it's something so simple but I just can't figure it out. I can SharePlay our test app with my brother (device to device) but when I open a volumetric window, it says "not shared" under it. I assume this will likely fix the video sharing problem we have as well. Everything else works so smooth but SharePlay has just been such a struggle for me. It's the last piece to the puzzle before we can put it on the App Store.
Replies
2
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0
Views
142
Activity
Sep ’25
ModelEntity position values are stale after world recenter (Crown long press)
Hi everyone, I’m working with RealityKit on visionOS and I’m seeing unexpected behavior when the user long-presses the Digital Crown, which recenters the world. Observed behavior: When the world is recentered via long-pressing the Crown, the models remain visually in the correct place (as expected). However, if I query the model’s position or transform immediately after recentering (e.g. entity.position or similar), I still get the old values from before recenter. As soon as I interact with the model using a gesture (drag/rotate/scale), the position updates and then querying it returns the correct, updated values. So effectively: Recenter happens Visual position is correct Programmatic position remains stale First gesture causes the position to “snap” to the correct updated value Questions: Is there any event, notification, or callback that fires when the world is recentered due to a long press of the Crown button? Is there a recommended way to get the updated world-space transform immediately after recenter, without waiting for a gesture? Is this expected behavior due to deferred/lazy transform updates in RealityKit? Right now it feels like recentering updates the coordinate system but doesn’t immediately commit new transform values to entities until some interaction occurs. Any guidance or best-practice patterns for handling this would be appreciated. Thanks!
Replies
2
Boosts
0
Views
676
Activity
Feb ’26
How to create a MultiplayerDelegate and use TabletopNetworkSession features?
When building a multiplayer Tabletop game, the documentation includes how to attach a custom TabletopNetworkSessionCoordinator, which could be used in addition to TabletopGame.MultiplayerDelegate. But so far, we have been unable to create these types of custom coordinators or have a delegate that works. Our current setup with our generic GroupActivity works by sending the session to TabletopGame's coordinateWithSession method (like in the current sample project), but we didn't find a way to access and control, for example, the arbiter, seats, player events, among other features mentioned on https://developer.apple.com/documentation/tabletopkit/tabletopnetworksession. Is correct to expect having access to the participants, messenger, or journal without having to maintain a parallel coordinator?   possibly we are missing something here; any suggestions?
Replies
2
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0
Views
310
Activity
Apr ’25
Getting the world position of a QR code
Hi, would love for your help in that matter. I try to get the position in space of two QR codes to make an alignment to their positions in space. The detection shows that the QR codes position is always 0,0,0 and I don't understand why. Here's my code: import SwiftUI import RealityKit import RealityKitContent struct AnchorView: View { @ObservedObject var qrCoordinator: QRCoordinator @ObservedObject var coordinator: ImmersiveCoordinator let qrName: String @Binding var startQRDetection: Bool @State private var anchor: AnchorEntity? = nil @State private var detectionTask: Task<Void, Never>? = nil var body: some View { RealityView { content in // Add the QR anchor once (must exist before detection starts) if anchor == nil { let imageAnchor = AnchorEntity(.image(group: "QRs", name: qrName)) content.add(imageAnchor) anchor = imageAnchor print("📌 Created anchor for \(qrName)") } } .onChange(of: startQRDetection) { enabled in if enabled { startDetection() } else { stopDetection() } } .onDisappear { stopDetection() } } private func startDetection() { guard detectionTask == nil, let anchor = anchor else { return } detectionTask = Task { var detected = false while !Task.isCancelled && !detected { print("🔎 Checking \(qrName)... isAnchored=\(anchor.isAnchored)") if anchor.isAnchored { // wait a short moment to let transform update try? await Task.sleep(nanoseconds: 100_000_000) let worldPos = anchor.position(relativeTo: nil) if worldPos != .zero { // relative to modelRootEntity if available var posToSave = worldPos if let modelEntity = coordinator.modelRootEntity { posToSave = anchor.position(relativeTo: modelEntity) print("converted to model position") } else { print("⚠️ modelRootEntity not available, using world position") } print("✅ \(qrName) detected at position: world=\(worldPos) saved=\(posToSave)") if qrName == "reanchor1" { qrCoordinator.qr1Position = posToSave let marker = createMarker(color: [0,1,0]) marker.position = .zero // sits directly on QR marker.position = SIMD3<Float>(0, 0.02, 0) anchor.addChild(marker) print("marker1 added") } else if qrName == "reanchor2" { qrCoordinator.qr2Position = posToSave let marker = createMarker(color: [0,0,1]) marker.position = posToSave // sits directly on QR marker.position = SIMD3<Float>(0, 0.02, 0) anchor.addChild(marker) print("marker2 added") } detected = true } else { print("⚠️ \(qrName) anchored but still at origin, retrying...") } } try? await Task.sleep(nanoseconds: 500_000_000) // throttle loop } print("🛑 QR detection loop ended for \(qrName)") detectionTask = nil } } private func stopDetection() { detectionTask?.cancel() detectionTask = nil } private func createMarker(color: SIMD3<Float>) -> ModelEntity { let sphere = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: UIColor( red: CGFloat(color.x), green: CGFloat(color.y), blue: CGFloat(color.z), alpha: 1.0 ), isMetallic: false) let marker = ModelEntity(mesh: sphere, materials: [material]) marker.name = "marker" return marker } }
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499
Activity
Oct ’25
Ornaments in Presentations
We can add ornaments to popovers shown by PresentationComponent, but I’m not sure if we should. While working on the editor for entities in a Volume-based app, I had the idea to add ornaments to the presented views. The entire app exists inside a volume. A user can tap a item to present a popoverUI to edit it. This is displayed using the new PresentationComponent in visionOS 26. Ornaments have a new attachment anchor option this year: .parent(). .ornament(attachmentAnchor: .parent(.top), ornament: {...}) This works well in the Simulator. We can add ornaments around this popover view just like we would with a window. Unfortunately, when I run this on device I get a different experience. Any part of the ornament that overlaps with the popover content isn’t rendered correctly. Sometimes it entirely disappears, other times it becomes partially transparent. We could use content alignment to try to make sure the ornament doesn’t overlap the popover content. .ornament(attachmentAnchor: .parent(.top), contentAlignment: .bottom, ornament: {...}) This works sometimes–but not all the time. It’s not clear if this is a bug or not, because I’m not sure if we are even supposed to be able to use ornaments in this way. Here is my hierarchy: An app opens as a Volume Volume presenting a RealityView, with its own ornament using .scene() anchor Multiple Entities with Presentation Component show an edit view The view uses .parent() anchor to add ornaments. What makes me unsure is that other methods for drawing UI in RealityView don’t seem to work with ornaments. For example, if I add an attachment to show a view with the ornament–even when I use the .parent() anchor–the ornament is anchor to the volume, not the attachment view. So what do we think? Is this a rendering bug? Are ornaments intended to work with attachments and presentations?
Replies
2
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369
Activity
Aug ’25
The folding and unfolding effect of the NBA sand table
Seeing this magical sand table, the unfolding and folding effects are similar to spreading out cards, which is very interesting. But I don't know how to achieve it. I want to see if there are any ways to achieve this effect and give some ideas. May I ask if this effect can be achieved under the existing API
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2
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129
Activity
May ’25
What is the environment in the Vision Pro simulator sidebar?
If I long press on an element, the sidebar disappears and then a Done appears on the screen, but nothing else changes, so what are the Environments in Vision Pro's Simulator?
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2
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105
Activity
Aug ’25
Show text overlay for ImagePresentationComponent
With the new ImagePresentationComponent in visionOS 26, how can text/overlays be shown on top of the image as seen in the Spatial Gallery app?
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2
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0
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190
Activity
Jun ’25
How do we use the new Unified Coordinate Conversion features in visionOS 26?
The landing page for visionOS 26 mentions The Unified Coordinate Conversion API makes moving views and entities between scenes straightforward — even between views and ARKit accessory anchors. This WWDC session very briefly shows a single example of using this, but with no context. For example, they discuss a way to tell the distance between a Model3D and an entity in a RealityView. But they don't provide any details for how they are referencing the entity (bolts in the slide). The session used the BOT-anist example project that we saw in visionOS 2, but the version on in the Sample Code library has not been updated with these examples. I was able to put together a simple example where we can get the position of a window relative to the world origin. It even updates when the user recenters. struct Lab080: View { @State private var posX: Float = 0 @State private var posY: Float = 0 @State private var posZ: Float = 0 var body: some View { GeometryReader3D { geometry in VStack { Text("Unified Coordinate Conversion") .font(.largeTitle) .padding(24) VStack { Text("X: \(posX)") Text("Y: \(posY)") Text("Z: \(posZ)") } .font(.title) .padding(24) } .onGeometryChange3D(for: Point3D.self) { proxy in try! proxy .coordinateSpace3D() .convert(value: Point3D.zero, to: .worldReference) } action: { old, new in posX = Float(new.x) posY = Float(new.y) posZ = Float(new.z) } } } } This is all that I've been able to figure out so far. What other features are included in this new Unified Coordinate Conversion? Can we use this to get the position of one window relative to another? Can we use this to get the position of a view in a window relative to an entity in a RealityView, for example in a Volume or Immersive Space? What else can Unified Coordinate Conversion do? Are there documentation pages that I'm missing? I'm not sure what to search for. Are there any Sample projects that use these features? Any additional information would be very helpful.
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2
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5
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1.5k
Activity
Sep ’25
Shared/GroupImmersive Space – Query Local Device Transform
Hi, I am in the process of implementing SharePlay into our app. The shared experience opens an Immersive Space and we set systemCoordinator.configuration.supportsGroupImmersiveSpace = true Now visionOS establishes a shared coordinate space for the immersive space. From the docs: To achieve consistent positioning of RealityKit entities across multiple devices in an immersive space during a SharePlay session There are cases where we want to position content in front of the user (independent of the shared session, and for each user individually). Normally to do that we use the transform retrieved via worldTrackingProvider.queryDeviceAnchor.originFromAnchorTransform to position content in front of the user (plus some Z Offset and smooth interpolation). This works fine in non-SharePlay instances and the device transform is where I would expect it to be but during the FaceTime call deviceAnchor.originFromAnchorTransform seems to use the shared origin of the immersive space and then I end up with a transform that might be offset. Here is a video of the issue in action: https://streamable.com/205r2p The blue rect is place using AnchorEntity(.head, trackingMode: .continuous). This works regardless of the call and the entity is always placed based on the head position. The green rect is adjusted on every frame using the transform I get from worldTrackingProvider.queryDeviceAnchor. As you can see it's offset. Is there any way I can query query this transform locally for the user during a FaceTime call? Also I would like to know if it's possible to disable this automatic entity transform syncing behavior? Setting entity.synchronization = nil results in the entity not showing up at all. https://developer.apple.com/documentation/realitykit/synchronizationcomponent Is SynchronizationComponent only relevant for the legacy MultiPeerConnectivity approach? Thank you!
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2
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382
Activity
Oct ’25
Performance drop when particle emitter is combined with video play
Hi All, We're a studio building an app and as part of a scene we have a 3D asset with a smoke particle emitter and a curved mesh that plays video. I notice that when the video alone is played or the particle effect alone is done then the scene works fine but the frame rate drops drastically when both are turned on. How do I solve this because this is an important storytelling feature.
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2
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340
Activity
Oct ’25
SharePlay on the VisionOS with remote participants.
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
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2
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1
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465
Activity
Sep ’25
Metal Compositor Service & Persona (VisionOS)
Hello, I'm currently trying to make a collaborative app. But it just works only on Reality View, when I tried to use Compositor Layer like below, the personas disappeared. ImmersiveSpace(id: "ImmersiveSpace-Metal") { CompositorLayer(configuration: MetalLayerConfiguration()) { layerRenderer in SpatialRenderer_InitAndRun(layerRenderer) } } Is there any potential solution too see Personas in Metal view? Thanks in advance!
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2
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0
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765
Activity
Sep ’25
How to update TextureResource with MTLTexture?
Hi I have a monitoring app, that will take input video from uvc and process it using Metal, and eventually get a MTLTexture. The problem I'm facing is I have to convert MTLTexture to CGImage then call TextureResource.replace, which is super slow. Metal processing speed is same as input frame rate(50pfs), but MTLTexture -> CGImage -> TextureResource only got 7fps... Is there any way I can make it faster?
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2
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0
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520
Activity
Oct ’25
HoverEffectStyle in visionOS 26.0
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.
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2
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0
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863
Activity
Oct ’25
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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2
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1
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581
Activity
Dec ’25
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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2
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429
Activity
Dec ’25
How to configure Spatial Audio on a Video Material?, Compile error.
I've tried following apple's documentation to apply a video material on a Model Entity, but I have encountered a compile error while attempting to specify the Spatial Audio type. It is a 360 video on a Sphere which plays just fine, but the audio is too quiet compared to the volume I get when I preview the video on Xcode. So I tried tried to configure audio playback mode on the material but it gives me a compile error: "audioInputMode' is unavailable in visionOS audioInputMode' has been explicitly marked unavailable here RealityFoundation.VideoPlaybackController.audioInputMode)" https://developer.apple.com/documentation/realitykit/videomaterial/ Code: let player = AVPlayer(url: url) // Instantiate and configure the video material. let material = VideoMaterial(avPlayer: player) // Configure audio playback mode. material.controller.audioInputMode = .spatial // this line won’t compile. VisionOS 2.4, Xcode 16.4, also tried Xcode 26 beta 2. The videos are HEVC MPEG-4 codecs. Is there any other way to do this, or is there a workaround available? Thank you.
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2
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256
Activity
Jul ’25