Discuss Spatial Computing on Apple Platforms.

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Allow External Apps to Remain Visible in an Immersive Space
Many apps utilize ImmersiveSpace simply to render large-scale, custom geometry (such as curved screens, wide-canvas media players, or specialized data visualizations) that cannot be achieved within a standard volumetric window limitations. However, users often still want to multitask—check Messages, reference Safari, access YouTube, etc. Forcing the user to exit the immersive space just to see their other apps breaks their workflow and creates a disjointed user experience. Proposed Solution: I propose adding a property to ImmersionStyle (or a similar API configuration) such as allowSharedSpaceVisibility. When enabled, this would: Allow the ImmersiveSpace to render its custom RealityKit content as usual and prevent the system from automatically hiding the user's existing Shared Space windows. Do me a solid here VisionOS team and please consider this feedback request. 🙏 FB: FB22973973 FB: FB21630340
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Vision Pro operating limits and battery in 45°C heat
Hello everyone, ​I’m an R&D software engineer researching the Vision Pro for on-site CAD visualization and quality assurance. This requires using the headset outside in the open air in KSA, where ambient daytime temperatures easily hit 45°C (113°F). ​Before I try deploying this for field work, I have a few specific questions: ​Operating Limits: Will the headset function in 45°C ambient heat, or will it immediately trigger a thermal shutdown? ​Throttling: How aggressively does visionOS throttle performance or dim the displays when running demanding spatial apps in this heat? ​Battery: Will the external battery stop supplying power or refuse to charge under these conditions? ​Workarounds: Are there any known best practices or shading accessories for using the Vision Pro outdoors in extreme climates? ​I know the official operating limit is 30°C, so I'm looking for real-world insights from anyone who has pushed these environmental limits. ​Thank you!
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visionOS nearby SharePlay blocks local microphone capture
I created a minimal sample project that reproduces a microphone issue with nearby SharePlay / Window Sharing on Apple Vision Pro. Sample project: https://github.com/JerryNee/mic-demo Screen recording: https://youtu.be/aMj_A_leJWU Issue I first implemented SharePlay through FaceTime and found that local microphone capture was unavailable. That seemed understandable because FaceTime itself uses the microphone. I then moved the app to a nearby SharePlay / Window Sharing session specifically to avoid a FaceTime call, but local microphone capture still fails. Local microphone capture works before starting nearby SharePlay. After starting a nearby SharePlay / Window Sharing session with GroupActivities, the same app fails at: try audioEngine.start() This does not require a FaceTime call. It happens with an in-room nearby SharePlay / Window Sharing session. The screen recording also goes silent when the Share Window UI appears. I checked the MP4 audio track with ffmpeg silencedetect; audio becomes silent at about 00:00:22.60, matching the moment nearby sharing starts: silence_start: 22.600612 silence_end: 55.051927 | silence_duration: 32.451315 Environment Two nearby Apple Vision Pro devices Xcode device list: visionOS 27.0 and visionOS 26.5 Xcode 27.0, build 27A5194q Frameworks: GroupActivities, AVFoundation, Speech Entitlement: com.apple.developer.group-session Microphone and speech recognition permissions granted Steps Run the sample on Apple Vision Pro. Tap Start Listening and speak. Transcription works. Tap Stop Listening. Tap Start Nearby Session. Share with another nearby Apple Vision Pro. Tap Start Listening again while the nearby session is active. audioEngine.start() fails. Ending the nearby session makes microphone capture work again. Minimal microphone code let recognizer = SFSpeechRecognizer() let audioEngine = AVAudioEngine() let request = SFSpeechAudioBufferRecognitionRequest() request.shouldReportPartialResults = true let session = AVAudioSession.sharedInstance() try session.setCategory(.record, mode: .measurement, options: [.duckOthers]) try session.setActive(true) let input = audioEngine.inputNode let format = input.outputFormat(forBus: 0) input.installTap(onBus: 0, bufferSize: 1024, format: format) { buffer, _ in request.append(buffer) } audioEngine.prepare() try audioEngine.start() Minimal nearby SharePlay code struct MicDemoActivity: Codable, GroupActivity, Transferable { static let activityIdentifier = "com.example.mic-demo.nearby-mic-repro" static var transferRepresentation: some TransferRepresentation { CodableRepresentation(contentType: .micDemoActivity) } var metadata: GroupActivityMetadata { var metadata = GroupActivityMetadata() metadata.type = .generic metadata.title = "Mic Demo Nearby Session" return metadata } } for await session in MicDemoActivity.sessions() { session.join() } _ = try await MicDemoActivity().activate() Questions Is local microphone capture expected to be unavailable during a nearby SharePlay / Window Sharing session? Is screen recording audio expected to become silent during nearby sharing? What is the recommended way to support nearby shared UI/state while still allowing local voice input?
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EnvironmentBlendingComponent(.occluded(by: .surroundings)) culling entities entirely?
Hi there! While building my visionOS app, I’ve encountered some strange behaviour with EnvironmentBlendingComponent. Entities using .occluded(by: .surroundings) are culled entirely whenever a Mac Virtual Display or Apple Immersive Environment is behind them, regardless of the entities’ actual depth, and even when the environment is set to coexist. This feels like it could be a bug, although I’m fairly new to visionOS development, so I may be missing something! In a .mixed immersive space with plain passthrough, the component behaves as I would expect: an entity is occluded accurately when a real-world object is placed in front of it. However, when either of the following is visible behind the entity: a Mac Virtual Display window; or an Apple Immersive Environment enabled using the Digital Crown, the entity carrying EnvironmentBlendingComponent disappears completely. This happens even when the entity is physically closer to the viewer than the virtual surface. An otherwise identical entity without the component remains visible. Moving the virtual surface out of the line of sight, disabling the Immersive Environment, or removing the component immediately makes the entity visible again. Is it intended that .occluded(by: .surroundings) treats Mac Virtual Display and Apple Immersive Environments as occluders? The documentation describes this mode as depth-based occlusion against static “real-world objects”, so it isn’t clear whether these system-rendered virtual surfaces should participate. Even if they are intended to participate, the observed behaviour appears depth-independent: the entire entity is hidden when the virtual surface is behind it, rather than only when the surface is closer to the viewer. That seems inconsistent with the documented depth-based behaviour. I can reproduce this on an M5 Apple Vision Pro running visionOS 26.5 using the following minimal example: import SwiftUI import RealityKit import UIKit @main struct OcclusionReproApp: App { var body: some SwiftUI.Scene { WindowGroup { OcclusionReproLauncher() } ImmersiveSpace(id: "immersive") { RealityView { content in // Control: opaque, no component — proves the bare setup renders. let control = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .green, isMetallic: false)] ) control.position = [-0.25, 1.2, -1.3] // ~1.3 m ahead, eye height // Under test: identical opaque sphere plus the occlusion component. let occluded = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) occluded.position = [0.25, 1.2, -1.3] occluded.components.set( EnvironmentBlendingComponent(preferredBlendingMode: .occluded(by: .surroundings)) ) content.add(control) content.add(occluded) } } .immersionStyle(selection: .constant(.mixed), in: .mixed) // Let the app's mixed space coexist with an Apple Immersive Environment, // as visionOS suppresses Environments while an immersive space is open otherwise. // The same bug can be reproduced with just a Mac Virtual Display, but // this provides a second way to reproduce the same behaviour: .immersiveEnvironmentBehavior(.coexist) } } struct OcclusionReproLauncher: View { @Environment(\.openImmersiveSpace) private var openImmersiveSpace var body: some View { Button("Open immersive space") { Task { await openImmersiveSpace(id: "immersive") } } .padding() } } To reproduce (on a Vision Pro, as the Simulator won't provide passthrough): Open the immersive space in plain passthrough. Both spheres should be visible. Place a real object in front of the red sphere. It should be occluded correctly according to depth. Open a Mac Virtual Display or enable an Apple Immersive Environment, with its visible surface behind the red sphere. The red sphere disappears entirely, despite being in front of that surface. The green control sphere remains visible. Move the virtual surface out of view or disable it, and the red sphere reappears. Please let me know if this is expected behaviour, or if I'm doing something wrong - thanks! Jack
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Personas stopped working during full immersive SharePlay Session
I got it working recently that I could be in an immersive environment in my App with another FaceTime participant while we both see each others personas. The room needed to be shared as it has a presentation baked in to it that one person can present. However, since yesterday whenever I enter the immersive SharePlay experience, the personas no longer appear and only a coin of the other person is visible with the text "immersed" beneath it. The room is still shared, so I can change the slides and the other person can see the changes. If one person exits the immersive space, their persona is rendered from my point of view (in the immersive space) but we can't be in there together.
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SpatialPreviewSample project from Spatial Preview framework is unable to stream to Vision Pro
I've been trying to implement the new Spatial Preview framework in my app but I've been unable to make it work. I then tried the official sample: https://developer.apple.com/documentation/spatialpreview/working-with-content-from-your-mac-app-using-spatial-preview But this sample is also not able to stream anything to my Vision Pro. Both my Mac & Vision Pro are on the same network with bluetooth enabled, I'm using Mac Virtual Display but the "Stream USD Scene to a vision pro" does nothing. Mac is on macOS 27 and Vision Pro on visionOS 27, I'm using XCode 27. So everything should be setup correctly here. Log says: {CSInlineDonation[async]: "com.example.apple-samplecode.SpatialPreviewSampleB9WT723MN2" add-update-items:1 delete-items:0}: Failed to request donation Error Domain=CSIndexErrorDomain Code=-1000 "Failed to request donation" UserInfo={NSDebugDescription=Failed to request donation, NSUnderlyingError=0x778d201b30 {Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service named com.apple.SetStoreUpdateService was invalidated from this process." UserInfo={NSDebugDescription=The connection to service named com.apple.SetStoreUpdateService was invalidated from this process.}}} Just submitted a ticket about this issue: FB23028075 Am I doing something wrong here? Anyone got the sample working?
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"Open Website Environment" menu gone?
In visionOS 26 (with Website Environments enabled), there was a two step action to enable the environment: click button on the left of the address bar (1 in image), then click "Open Website Environment" (2 in image). This example was shown again this year in Build next-generation experiences with visionOS 27. But I do no see this working in visionOS 27. Instead, I've needed to add a button for the user to open (and optionally close) the website environment. Is adding a button/control to the web page the new way to activate website environments?
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SharePlay connection issues between gen 1 and gen 2 vision pro's
SharePlay Connectivity Issue: Asymmetric Connection Failures Between Vision Pro Generations Environment: Device 1: 2nd generation Vision Pro Device 2: 1st generation Vision Pro OS Version: visionOS 6 build 23O471 Custom App Version: Both devices running identical version Both devices fully updated to the same OS and app versions Issue Description: SharePlay connections exhibit asymmetric behavior based on invitation direction, despite successful FaceTime connectivity between devices: 2nd gen → 1st gen: SharePlay invitation fails consistently 1st gen → 2nd gen: SharePlay invitation succeeds consistently. FaceTime calls: Successful in both directions Impact: Users cannot reliably initiate SharePlay sessions from newer generation devices to older generation devices. The issue is isolated to SharePlay functionality, as standard FaceTime connectivity works bidirectionally and both devices run identical versions of the custom app.
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New Native Gaussian splats vanish up close
I'm building a MR teleoperation app for the Apple Vision Pro. Instead of 2D camera feeds, I render the robot's remote workspace as 3D Gaussian splats, so the operator can perceive depth and inspect objects from any angle by moving their head. That means the operator needs to lean in close to an object, and sometimes move the viewpoint right up to or through it, without the object dropping out of view. Right now when I use the visionOS 27 splat sample out of the box, the splats disappear when the operator gets too close. As the viewpoint approaches a splatted object the entire splat will vanish. This can be solved partially with chunking the splats, but the operator still can't move inside the splat itself. The entire splat vanishing, and chunking helping, makes me think the splat entity is culled once the camera enters its bounds, rather than individual Gaussians being clipped at the near plane. I don't know the renderer's internals, so I may be wrong about the cause. I believe the sample renders in an ImmersiveSpace, not a bounded volume. Does GaussianSplatComponent expose any control over how splats are culled up close (near plane, clipping, or entity bounds), so the splat stays visible as the viewer moves close to or inside it? If there's no such control today, is there a recommended way to let the viewer move through a splat without it disappearing?
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WebXR Augmented Reality Module
On visionOS 26.5, I noticed the Safari Extension 'WebXR Augmented Reality Module' option. I've enabled this option in Safari Settings, and restarted Safari, but when I try to launch a WebXR experience that supports immersive-ar as option (for example this one: https://www.viverse.com/dPASDhP I don't see the option to Play in AR (like I do with a Quest 3S headset) Does anyone have any examples of websites that can make use of this new WebXR Augmented Reality Module feature flag in Safari, on visionOS?
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Recommended visionOS architecture for opt-in nearby exchange triggered by a physical gesture
I’m exploring a visionOS interaction pattern where nearby Apple Vision Pro users have opted in ahead of time, such as when entering a shared venue, and a physical gesture like a handshake triggers a lightweight exchange of user-approved information between their devices. I’m not asking about identifying strangers, accessing raw camera data, or tracking another person without consent. I’m trying to understand the most automatic Apple-supported architecture for this kind of privacy-preserving nearby interaction. What is the recommended approach on visionOS? Specifically: Can a visionOS app use ARKit hand tracking to detect the current user’s own gesture, then combine that with nearby peer discovery or ranging through Nearby Interaction, Network framework, Multipeer Connectivity, Bluetooth, Wi-Fi, or another supported API? Is there a supported way for two nearby Vision Pro devices to exchange a small user-approved payload after prior opt-in, without requiring users to manually start SharePlay or confirm every individual exchange? If SharePlay or Group Activities is the recommended path for shared spatial context, is there a supported alternative for venue-scale or multi-user interactions that should not be limited to a small active SharePlay group? What are the privacy and App Review boundaries for this pattern? Should developers assume the app cannot identify nearby people, observe another person’s body or hands, or trigger an exchange unless both users have explicit opt-in and clear awareness? If a mostly passive gesture-triggered exchange is not supported today, what is the closest Apple-recommended design pattern?
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WebXR hands pass-through
Hello! Is it possible to turn on hand pass-through (hand cutout, not sure what is the correct name, real hands from the camera) in WebXR when in immersive-vr and hand tracking feature is enabled? I only see my hands when I disable hand tracking feature in WebXR, but then I don't get the joints positions and orientations.
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Vision Pro App Development Outside Supported Countries (Apple ID / Region Restrictions?)
Hello, does anyone have experience using Apple Vision Pro in countries where it has not yet been officially released? I work for a company in Austria, and we are interested in developing internal XR applications for Vision Pro. Since the device is not officially available in Austria, we are considering purchasing it in Germany. My main question is whether it is possible to develop and test Vision Pro apps using an Austrian Apple ID / developer account, or if there are any regional restrictions we should be aware of (e.g., related to App Store access, provisioning, or device functionality). Apple Support was unfortunately unable to provide a definitive answer and recommended asking here. Any insights or experiences would be greatly appreciated. Best regards, Don Appelonie
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Reality View Preserves Camera Transform when toggling Virtual & Spatial Tracking modes
When switching from RealityView’s .spatialTracking camera mode to .virtual camera mode, the camera’s orientation relative to the scene is preserved permanently with no way to reset to default World-Up orientation. Since .spatialTracking’s camera mode will always have a non-default orientation, switching to .virtual camera mode ensures that the cameras’s ‘UP’ direction will never match the device display’s ‘UP’ direction as is default. This is especially noticeable when using .orbit camera controls, as the orbit’s UP direction matches the scene, not camera, and all rotation directions give unexpected results. Expected: When setting virtual camera mode after using spatialTracking camera mode, either 1. The Virtual Camera orientation returns to default (world up). Or 2. A 'content.camera.resetOrientation()' call is made available which resets the RealityView camera to default orientation. Reality: Switching from .spatialTracking -> .virtual camera mode permanently locks the .virtual camera’s orientation the final frame of the .spatialTracking camera’s rotation (relative to the RealityView content scene). One imperfect workaround is to reset / rebuild the entire RealityView after changing modes (by resetting .id() or otherwise. This is not ideal as it causes everything inside the make closure to rerun, which not only is a performance & time cost, visually incurs a flicker and can also be problematic with managing increasingly complicated views. Another imperfect alternative is to use more than one RealityView - which is not ideal as it incurs double the base ram usage, significantly increases code, and seemingly goes against the intent of being able to change the camera .virtual/.spatatialTracking mode at will. Code Sample: import SwiftUI import RealityKit struct RKSpatialVirtualToggle: View { @State var showAR: Bool = false var body: some View { RealityView { content in let cube = ModelEntity(mesh: .generateBox(size: 0.25), materials: [SimpleMaterial()]) cube.position.z = -1 content.add(cube) content.camera = showAR ? .spatialTracking : .virtual content.cameraTarget = cube } update: { content in content.camera = showAR ? .spatialTracking : .virtual } .realityViewCameraControls(.orbit) VStack{ Spacer() Button("Toggle AR"){ showAR.toggle() } .buttonStyle(.borderedProminent) } } } Xcode Version: Version 26.0 (17A324) iOS Version: iOS 26.5 (23F75) Tested on devices, iPhone 12 Pro, iPhone 15 Pro
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AVAudioSession gets interrupted when closing a window
I have a visionOS app that plays audio using AVAudioEngine and presents both a window and an immersive space. If I close the window, the audio session gets interrupted and attempting to restart the session and audio engine has no effect. I need to dismiss the app, then reopen it, which reopens the main window, in order for audio to start playing again. This is in all visionOS 2 betas. Note that I have background audio enabled for my app.
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May ’26
Allow External Apps to Remain Visible in an Immersive Space
Many apps utilize ImmersiveSpace simply to render large-scale, custom geometry (such as curved screens, wide-canvas media players, or specialized data visualizations) that cannot be achieved within a standard volumetric window limitations. However, users often still want to multitask—check Messages, reference Safari, access YouTube, etc. Forcing the user to exit the immersive space just to see their other apps breaks their workflow and creates a disjointed user experience. Proposed Solution: I propose adding a property to ImmersionStyle (or a similar API configuration) such as allowSharedSpaceVisibility. When enabled, this would: Allow the ImmersiveSpace to render its custom RealityKit content as usual and prevent the system from automatically hiding the user's existing Shared Space windows. Do me a solid here VisionOS team and please consider this feedback request. 🙏 FB: FB22973973 FB: FB21630340
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23h
WebXR test for AVPro - Fly anywhere in the world ( using Google 3D Tiles, and headset orientation )
Hi there, I'd appreciate it if someone could test this on their AVPro, and give feedback etc. https://face-flight.com I'm hoping to add WebXR support for as many headsets as possible.
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Surface Snapping in visionOS Simulator
How do I snap a window to a surface in the visionOS Simulator?
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Vision Pro operating limits and battery in 45°C heat
Hello everyone, ​I’m an R&D software engineer researching the Vision Pro for on-site CAD visualization and quality assurance. This requires using the headset outside in the open air in KSA, where ambient daytime temperatures easily hit 45°C (113°F). ​Before I try deploying this for field work, I have a few specific questions: ​Operating Limits: Will the headset function in 45°C ambient heat, or will it immediately trigger a thermal shutdown? ​Throttling: How aggressively does visionOS throttle performance or dim the displays when running demanding spatial apps in this heat? ​Battery: Will the external battery stop supplying power or refuse to charge under these conditions? ​Workarounds: Are there any known best practices or shading accessories for using the Vision Pro outdoors in extreme climates? ​I know the official operating limit is 30°C, so I'm looking for real-world insights from anyone who has pushed these environmental limits. ​Thank you!
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73
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5d
visionOS nearby SharePlay blocks local microphone capture
I created a minimal sample project that reproduces a microphone issue with nearby SharePlay / Window Sharing on Apple Vision Pro. Sample project: https://github.com/JerryNee/mic-demo Screen recording: https://youtu.be/aMj_A_leJWU Issue I first implemented SharePlay through FaceTime and found that local microphone capture was unavailable. That seemed understandable because FaceTime itself uses the microphone. I then moved the app to a nearby SharePlay / Window Sharing session specifically to avoid a FaceTime call, but local microphone capture still fails. Local microphone capture works before starting nearby SharePlay. After starting a nearby SharePlay / Window Sharing session with GroupActivities, the same app fails at: try audioEngine.start() This does not require a FaceTime call. It happens with an in-room nearby SharePlay / Window Sharing session. The screen recording also goes silent when the Share Window UI appears. I checked the MP4 audio track with ffmpeg silencedetect; audio becomes silent at about 00:00:22.60, matching the moment nearby sharing starts: silence_start: 22.600612 silence_end: 55.051927 | silence_duration: 32.451315 Environment Two nearby Apple Vision Pro devices Xcode device list: visionOS 27.0 and visionOS 26.5 Xcode 27.0, build 27A5194q Frameworks: GroupActivities, AVFoundation, Speech Entitlement: com.apple.developer.group-session Microphone and speech recognition permissions granted Steps Run the sample on Apple Vision Pro. Tap Start Listening and speak. Transcription works. Tap Stop Listening. Tap Start Nearby Session. Share with another nearby Apple Vision Pro. Tap Start Listening again while the nearby session is active. audioEngine.start() fails. Ending the nearby session makes microphone capture work again. Minimal microphone code let recognizer = SFSpeechRecognizer() let audioEngine = AVAudioEngine() let request = SFSpeechAudioBufferRecognitionRequest() request.shouldReportPartialResults = true let session = AVAudioSession.sharedInstance() try session.setCategory(.record, mode: .measurement, options: [.duckOthers]) try session.setActive(true) let input = audioEngine.inputNode let format = input.outputFormat(forBus: 0) input.installTap(onBus: 0, bufferSize: 1024, format: format) { buffer, _ in request.append(buffer) } audioEngine.prepare() try audioEngine.start() Minimal nearby SharePlay code struct MicDemoActivity: Codable, GroupActivity, Transferable { static let activityIdentifier = "com.example.mic-demo.nearby-mic-repro" static var transferRepresentation: some TransferRepresentation { CodableRepresentation(contentType: .micDemoActivity) } var metadata: GroupActivityMetadata { var metadata = GroupActivityMetadata() metadata.type = .generic metadata.title = "Mic Demo Nearby Session" return metadata } } for await session in MicDemoActivity.sessions() { session.join() } _ = try await MicDemoActivity().activate() Questions Is local microphone capture expected to be unavailable during a nearby SharePlay / Window Sharing session? Is screen recording audio expected to become silent during nearby sharing? What is the recommended way to support nearby shared UI/state while still allowing local voice input?
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1w
EnvironmentBlendingComponent(.occluded(by: .surroundings)) culling entities entirely?
Hi there! While building my visionOS app, I’ve encountered some strange behaviour with EnvironmentBlendingComponent. Entities using .occluded(by: .surroundings) are culled entirely whenever a Mac Virtual Display or Apple Immersive Environment is behind them, regardless of the entities’ actual depth, and even when the environment is set to coexist. This feels like it could be a bug, although I’m fairly new to visionOS development, so I may be missing something! In a .mixed immersive space with plain passthrough, the component behaves as I would expect: an entity is occluded accurately when a real-world object is placed in front of it. However, when either of the following is visible behind the entity: a Mac Virtual Display window; or an Apple Immersive Environment enabled using the Digital Crown, the entity carrying EnvironmentBlendingComponent disappears completely. This happens even when the entity is physically closer to the viewer than the virtual surface. An otherwise identical entity without the component remains visible. Moving the virtual surface out of the line of sight, disabling the Immersive Environment, or removing the component immediately makes the entity visible again. Is it intended that .occluded(by: .surroundings) treats Mac Virtual Display and Apple Immersive Environments as occluders? The documentation describes this mode as depth-based occlusion against static “real-world objects”, so it isn’t clear whether these system-rendered virtual surfaces should participate. Even if they are intended to participate, the observed behaviour appears depth-independent: the entire entity is hidden when the virtual surface is behind it, rather than only when the surface is closer to the viewer. That seems inconsistent with the documented depth-based behaviour. I can reproduce this on an M5 Apple Vision Pro running visionOS 26.5 using the following minimal example: import SwiftUI import RealityKit import UIKit @main struct OcclusionReproApp: App { var body: some SwiftUI.Scene { WindowGroup { OcclusionReproLauncher() } ImmersiveSpace(id: "immersive") { RealityView { content in // Control: opaque, no component — proves the bare setup renders. let control = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .green, isMetallic: false)] ) control.position = [-0.25, 1.2, -1.3] // ~1.3 m ahead, eye height // Under test: identical opaque sphere plus the occlusion component. let occluded = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) occluded.position = [0.25, 1.2, -1.3] occluded.components.set( EnvironmentBlendingComponent(preferredBlendingMode: .occluded(by: .surroundings)) ) content.add(control) content.add(occluded) } } .immersionStyle(selection: .constant(.mixed), in: .mixed) // Let the app's mixed space coexist with an Apple Immersive Environment, // as visionOS suppresses Environments while an immersive space is open otherwise. // The same bug can be reproduced with just a Mac Virtual Display, but // this provides a second way to reproduce the same behaviour: .immersiveEnvironmentBehavior(.coexist) } } struct OcclusionReproLauncher: View { @Environment(\.openImmersiveSpace) private var openImmersiveSpace var body: some View { Button("Open immersive space") { Task { await openImmersiveSpace(id: "immersive") } } .padding() } } To reproduce (on a Vision Pro, as the Simulator won't provide passthrough): Open the immersive space in plain passthrough. Both spheres should be visible. Place a real object in front of the red sphere. It should be occluded correctly according to depth. Open a Mac Virtual Display or enable an Apple Immersive Environment, with its visible surface behind the red sphere. The red sphere disappears entirely, despite being in front of that surface. The green control sphere remains visible. Move the virtual surface out of view or disable it, and the red sphere reappears. Please let me know if this is expected behaviour, or if I'm doing something wrong - thanks! Jack
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Personas stopped working during full immersive SharePlay Session
I got it working recently that I could be in an immersive environment in my App with another FaceTime participant while we both see each others personas. The room needed to be shared as it has a presentation baked in to it that one person can present. However, since yesterday whenever I enter the immersive SharePlay experience, the personas no longer appear and only a coin of the other person is visible with the text "immersed" beneath it. The room is still shared, so I can change the slides and the other person can see the changes. If one person exits the immersive space, their persona is rendered from my point of view (in the immersive space) but we can't be in there together.
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SpatialPreviewSample project from Spatial Preview framework is unable to stream to Vision Pro
I've been trying to implement the new Spatial Preview framework in my app but I've been unable to make it work. I then tried the official sample: https://developer.apple.com/documentation/spatialpreview/working-with-content-from-your-mac-app-using-spatial-preview But this sample is also not able to stream anything to my Vision Pro. Both my Mac & Vision Pro are on the same network with bluetooth enabled, I'm using Mac Virtual Display but the "Stream USD Scene to a vision pro" does nothing. Mac is on macOS 27 and Vision Pro on visionOS 27, I'm using XCode 27. So everything should be setup correctly here. Log says: {CSInlineDonation[async]: "com.example.apple-samplecode.SpatialPreviewSampleB9WT723MN2" add-update-items:1 delete-items:0}: Failed to request donation Error Domain=CSIndexErrorDomain Code=-1000 "Failed to request donation" UserInfo={NSDebugDescription=Failed to request donation, NSUnderlyingError=0x778d201b30 {Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service named com.apple.SetStoreUpdateService was invalidated from this process." UserInfo={NSDebugDescription=The connection to service named com.apple.SetStoreUpdateService was invalidated from this process.}}} Just submitted a ticket about this issue: FB23028075 Am I doing something wrong here? Anyone got the sample working?
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"Open Website Environment" menu gone?
In visionOS 26 (with Website Environments enabled), there was a two step action to enable the environment: click button on the left of the address bar (1 in image), then click "Open Website Environment" (2 in image). This example was shown again this year in Build next-generation experiences with visionOS 27. But I do no see this working in visionOS 27. Instead, I've needed to add a button for the user to open (and optionally close) the website environment. Is adding a button/control to the web page the new way to activate website environments?
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Spatial Audio: <<<< FigAudioSession(AV) >>>> signalled err=-19224 at <>:612
Ok trying to play Spatial Audio on my VisionPro. OS26.4, using Xcode 26.4.1. Every attempt gives me the following error. <<<< FigAudioSession(AV) >>>> signalled err=-19224 at <>:612 I have tried the sample code at https://developer.apple.com/documentation/visionos/playing-spatial-audio-in-visionos and it gives the same error.
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Activity
2w
SharePlay connection issues between gen 1 and gen 2 vision pro's
SharePlay Connectivity Issue: Asymmetric Connection Failures Between Vision Pro Generations Environment: Device 1: 2nd generation Vision Pro Device 2: 1st generation Vision Pro OS Version: visionOS 6 build 23O471 Custom App Version: Both devices running identical version Both devices fully updated to the same OS and app versions Issue Description: SharePlay connections exhibit asymmetric behavior based on invitation direction, despite successful FaceTime connectivity between devices: 2nd gen → 1st gen: SharePlay invitation fails consistently 1st gen → 2nd gen: SharePlay invitation succeeds consistently. FaceTime calls: Successful in both directions Impact: Users cannot reliably initiate SharePlay sessions from newer generation devices to older generation devices. The issue is isolated to SharePlay functionality, as standard FaceTime connectivity works bidirectionally and both devices run identical versions of the custom app.
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1
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2
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615
Activity
2w
Curved windows in visionOS 27
Safari, Freeform and some other apps now support curved windows. It this now available to developers as well? I couldn't find any information about it. Thanks!
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6
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1
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256
Activity
2w
New Native Gaussian splats vanish up close
I'm building a MR teleoperation app for the Apple Vision Pro. Instead of 2D camera feeds, I render the robot's remote workspace as 3D Gaussian splats, so the operator can perceive depth and inspect objects from any angle by moving their head. That means the operator needs to lean in close to an object, and sometimes move the viewpoint right up to or through it, without the object dropping out of view. Right now when I use the visionOS 27 splat sample out of the box, the splats disappear when the operator gets too close. As the viewpoint approaches a splatted object the entire splat will vanish. This can be solved partially with chunking the splats, but the operator still can't move inside the splat itself. The entire splat vanishing, and chunking helping, makes me think the splat entity is culled once the camera enters its bounds, rather than individual Gaussians being clipped at the near plane. I don't know the renderer's internals, so I may be wrong about the cause. I believe the sample renders in an ImmersiveSpace, not a bounded volume. Does GaussianSplatComponent expose any control over how splats are culled up close (near plane, clipping, or entity bounds), so the splat stays visible as the viewer moves close to or inside it? If there's no such control today, is there a recommended way to let the viewer move through a splat without it disappearing?
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2
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2
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159
Activity
2w
WebXR Augmented Reality Module
On visionOS 26.5, I noticed the Safari Extension 'WebXR Augmented Reality Module' option. I've enabled this option in Safari Settings, and restarted Safari, but when I try to launch a WebXR experience that supports immersive-ar as option (for example this one: https://www.viverse.com/dPASDhP I don't see the option to Play in AR (like I do with a Quest 3S headset) Does anyone have any examples of websites that can make use of this new WebXR Augmented Reality Module feature flag in Safari, on visionOS?
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2
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4
Views
658
Activity
2w
Recommended visionOS architecture for opt-in nearby exchange triggered by a physical gesture
I’m exploring a visionOS interaction pattern where nearby Apple Vision Pro users have opted in ahead of time, such as when entering a shared venue, and a physical gesture like a handshake triggers a lightweight exchange of user-approved information between their devices. I’m not asking about identifying strangers, accessing raw camera data, or tracking another person without consent. I’m trying to understand the most automatic Apple-supported architecture for this kind of privacy-preserving nearby interaction. What is the recommended approach on visionOS? Specifically: Can a visionOS app use ARKit hand tracking to detect the current user’s own gesture, then combine that with nearby peer discovery or ranging through Nearby Interaction, Network framework, Multipeer Connectivity, Bluetooth, Wi-Fi, or another supported API? Is there a supported way for two nearby Vision Pro devices to exchange a small user-approved payload after prior opt-in, without requiring users to manually start SharePlay or confirm every individual exchange? If SharePlay or Group Activities is the recommended path for shared spatial context, is there a supported alternative for venue-scale or multi-user interactions that should not be limited to a small active SharePlay group? What are the privacy and App Review boundaries for this pattern? Should developers assume the app cannot identify nearby people, observe another person’s body or hands, or trigger an exchange unless both users have explicit opt-in and clear awareness? If a mostly passive gesture-triggered exchange is not supported today, what is the closest Apple-recommended design pattern?
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2
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0
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179
Activity
2w
WebXR hands pass-through
Hello! Is it possible to turn on hand pass-through (hand cutout, not sure what is the correct name, real hands from the camera) in WebXR when in immersive-vr and hand tracking feature is enabled? I only see my hands when I disable hand tracking feature in WebXR, but then I don't get the joints positions and orientations.
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2
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0
Views
990
Activity
2w
Vision Pro App Development Outside Supported Countries (Apple ID / Region Restrictions?)
Hello, does anyone have experience using Apple Vision Pro in countries where it has not yet been officially released? I work for a company in Austria, and we are interested in developing internal XR applications for Vision Pro. Since the device is not officially available in Austria, we are considering purchasing it in Germany. My main question is whether it is possible to develop and test Vision Pro apps using an Austrian Apple ID / developer account, or if there are any regional restrictions we should be aware of (e.g., related to App Store access, provisioning, or device functionality). Apple Support was unfortunately unable to provide a definitive answer and recommended asking here. Any insights or experiences would be greatly appreciated. Best regards, Don Appelonie
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1
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307
Activity
2w
Reality View Preserves Camera Transform when toggling Virtual & Spatial Tracking modes
When switching from RealityView’s .spatialTracking camera mode to .virtual camera mode, the camera’s orientation relative to the scene is preserved permanently with no way to reset to default World-Up orientation. Since .spatialTracking’s camera mode will always have a non-default orientation, switching to .virtual camera mode ensures that the cameras’s ‘UP’ direction will never match the device display’s ‘UP’ direction as is default. This is especially noticeable when using .orbit camera controls, as the orbit’s UP direction matches the scene, not camera, and all rotation directions give unexpected results. Expected: When setting virtual camera mode after using spatialTracking camera mode, either 1. The Virtual Camera orientation returns to default (world up). Or 2. A 'content.camera.resetOrientation()' call is made available which resets the RealityView camera to default orientation. Reality: Switching from .spatialTracking -> .virtual camera mode permanently locks the .virtual camera’s orientation the final frame of the .spatialTracking camera’s rotation (relative to the RealityView content scene). One imperfect workaround is to reset / rebuild the entire RealityView after changing modes (by resetting .id() or otherwise. This is not ideal as it causes everything inside the make closure to rerun, which not only is a performance & time cost, visually incurs a flicker and can also be problematic with managing increasingly complicated views. Another imperfect alternative is to use more than one RealityView - which is not ideal as it incurs double the base ram usage, significantly increases code, and seemingly goes against the intent of being able to change the camera .virtual/.spatatialTracking mode at will. Code Sample: import SwiftUI import RealityKit struct RKSpatialVirtualToggle: View { @State var showAR: Bool = false var body: some View { RealityView { content in let cube = ModelEntity(mesh: .generateBox(size: 0.25), materials: [SimpleMaterial()]) cube.position.z = -1 content.add(cube) content.camera = showAR ? .spatialTracking : .virtual content.cameraTarget = cube } update: { content in content.camera = showAR ? .spatialTracking : .virtual } .realityViewCameraControls(.orbit) VStack{ Spacer() Button("Toggle AR"){ showAR.toggle() } .buttonStyle(.borderedProminent) } } } Xcode Version: Version 26.0 (17A324) iOS Version: iOS 26.5 (23F75) Tested on devices, iPhone 12 Pro, iPhone 15 Pro
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1
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129
Activity
3w
FB22720952 (ObjectCaptureSession fails with ARError.Code.sensorFailed on iOS 26.4.2 while RoomPlan and Measure continue to work)
FB22720952 (ObjectCaptureSession fails with ARError.Code.sensorFailed on iOS 26.4.2 while RoomPlan and Measure continue to work). 17 pro Max
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0
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824
Activity
May ’26
AVAudioSession gets interrupted when closing a window
I have a visionOS app that plays audio using AVAudioEngine and presents both a window and an immersive space. If I close the window, the audio session gets interrupted and attempting to restart the session and audio engine has no effect. I need to dismiss the app, then reopen it, which reopens the main window, in order for audio to start playing again. This is in all visionOS 2 betas. Note that I have background audio enabled for my app.
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4
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1
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1.7k
Activity
May ’26