Discuss Spatial Computing on Apple Platforms.

Posts under General subtopic

Post

Replies

Boosts

Views

Activity

Why VideoMaterial can't show transparency on Apple Vision Pro
https://aninterestingwebsite.com/documentation/realitykit/videomaterial The documentation: "Video materials support transparency if the source video’s file format also supports transparency." I have a transparency video(Hand.mov, HEVC with alpha), I can show the video with transparency background correctly on Vision Pro Simulates, but on physic Device the video has a black background. I'm sure the video format is ok because I can see get the texture from video and display it on an UnlitMaterial. How can I show the transparency video correctly with the RealityKit/VideoMaterial?
2
0
281
Dec ’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
2
1
589
Dec ’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!
2
0
685
Feb ’26
VisionPro camera frame rate
Hi, I'm working with CameraFrameProvider from Enterprise API. Is it always capped at 30fps, or is there something I can switch to get more? I assume it is capped at 30, so let me cram in additional question here :). If I'd get a developer strap and attach an external camera capable of doing >30fps, will I get the full stream, or some other limitation will kick in?
2
0
140
Apr ’25
Help with visionOS pushWindow issues requested
I first started using the SwiftUI pushWindow API in visionOS 26.2, and I've reported several bugs I discovered, listed below. Under certain circumstances, pushed window relationships may break, and this behavior affects all other apps, not just the app that caused the problem, until the next device reboot. In other cases, the system may crash and restart. (FB21287011) When a window presented with pushWindow is dismissed, its parent window reappears in the wrong location (FB21294645) Pinning a pushed window to a wall breaks pushWindow for all other apps on the system (FB21594646) pushWindow interacts poorly with the window bar close app option (FB21652261) If a window locked to a wall calls pushWindow, the original window becomes unlocked (FB21652271) If a window locked in place calls pushWindow and the pushed window is closed, the system freezes (FB21828413) pushWindow, UIApplication.open, and a dismissed immersive space result in multiple failures that require a device reboot (FB21840747) visionOS randomly foregrounds a backgrounded immersive space app with a pushed window's parent window visible instead of the pushed window (FB21864652) When a running app is selected in the visionOS home view, windows presented with pushWindow spontaneously close (FB21873482) Pushed windows use the fixed scaling behavior instead of the dynamic scaling behavior I'm posting the issues here in case this information is helpful to other developers. I'd also like to hear about other pushWindow issues developers have encountered, so I can watch out for them. Questions: I've discovered that some of the issues above can be partially worked around by applying the defaultLaunchBehavior and restorationBehavior scene modifiers to suppress window restoration and locking, which pushWindow appears to interact poorly with. Are there other recommended workarounds? I've observed that the Photos and Settings apps, which predate the pushWindow API, are not affected by the issues I reported. Are there other more reliable ways I could achieve the same behavior as pushWindow without relying on that API? I'd appreciate any guidance Apple engineers could provide. Thank you.
2
3
859
1w
fileImporter issue in visionOS with iPhone app (that can run on visionOS)
Happy new year to all! I have created an iOS app that also runs on Apple Vision Pro. On iOS, when you activate the fileImporter modal, you can swipe down the modal in iOS to dismiss. However, in visionOS, this same modal CANNOT be swiped down to cancel/dismiss. If you are drilled deep into a file hierarchy, you have to navigate back to the top level to tap X to dismiss. Is there a way to add swipe down to the visionOS implementation of fileImporter, or any other workaround so the user doesn't have to navigate back to the top to dismiss? Again, this is not a visionOS app but an iOS app compatible for use in Vision Pro. Thanks!
2
0
950
Jan ’26
Launching a Unity fully immersive game from SwiftUI
I am trying to launch a fully immersive game from Unity on a SwiftUI view. The game is using Metal Rendering with Compositor Services. I added the unity Xcode project into the workspace, added the necessary bridge code. When I click on the button to call ufw?.showUnityWindow(), it does not start and I get the following in the console: AR session failed to start after 5 seconds. Is the app configured to use an immersive space?
2
0
118
Jun ’25
Accessing pupil diameter in visionOS
Previously I had developed software using SMI eye trackers, both screen mounted and their mobile glasses, for unique therapeutic and physiology applications. Sadly, after SMI was bought by Apple, their hardware and software have been taken off the market and now it is very difficult to get secondhand-market systems. The Apple Vision Pro integrates the SMI hardware. While I can use ARKit to get gaze position, I do not see a way to access information that was previously made accessible on the SMI hardware, particularly: dwell time and pupil diameter information. I am hopeful (or asking) to see that if a user has a properly set up Optic ID and would opt-in if, either on the present or a future version of visionOS, it might be possible to get access to the data streams for dwell times and pupil diameter. Pupil diameter is particularly important as it is a very good physiological measure of how much stress a person is encountering, which is critical to some of the therapeutic applications that formerly we used SMI hardware. Any ideas, or, if this is not possible, proposing this to the visionOS team would be appreciated!
2
0
264
Jul ’25
Realitykit asset loading
With Xcode 26, loading ressources with RealityKit is extremely slow. Here my project takes almost 50 seconds to load. I also get multiple Hang detected messages in the console: When I uncheck "Debug executable" in the schema, the same project loads in 2 seconds. I'm using RealityKit asynchronous loading: private static func loadFromRealityComposerPro( named entityName: String, fromSceneNamed sceneName: String ) async -> Entity? { var entity: Entity? do { let scene = try await Entity( named: sceneName, in: visionPetsContentBundle ) entity = scene.findEntity(named: entityName) } catch { print( "Error loading \(entityName) from scene \(sceneName): \(error.localizedDescription)" ) } return entity } Anyone having the same problem?
2
0
100
Jun ’25
How to integrate Apple Immersive Video into the app you are developing.
Hello, Let me ask you a question about Apple Immersive Video. https://www.apple.com/newsroom/2024/07/new-apple-immersive-video-series-and-films-premiere-on-vision-pro/ I am currently considering implementing a feature to play Apple Immersive Video as a background scene in the app I developed, using 3DCG-created content converted into Apple Immersive Video format. First, I would like to know if it is possible to integrate Apple Immersive Video into an app. Could you provide information about the required software and the integration process for incorporating Apple Immersive Video into an app? It would be great if you could also share any helpful website resources. I am considering creating Apple Immersive Video content and would like to know about the necessary equipment and software for producing both live-action footage and 3DCG animation videos. As I mentioned earlier, I’m planning to play Apple Immersive Video as a background in the app. In doing so, I would also like to place some 3D models as RealityKit entities and spatial audio elements. I’m also planning to develop the visionOS app as a Full Space Mixed experience. Is it possible to have an immersive viewing experience with Apple Immersive Video in Full Space Mixed mode? Does Apple Immersive Video support Full Space Mixed? I’ve asked several questions, and that’s all for now. Thank you in advance!
2
1
960
Nov ’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.
2
0
184
Jun ’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://aninterestingwebsite.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.
2
0
256
Jul ’25
RealityKit fullscreen layer
Hi! I'm currently trying to render another XR scene in front of a RealityKit one. Actually, I'm anchoring a plane to the head with a shader to display for left/right eye side-by-side images. By default, the camera has a near plane so I can directly draw at z=0. Is there a way to change the camera near plane? Or maybe there is a better solution to overlay image/texture for left/right eyes? Ideally, I would layer some kind of CompositorLayer on RealityKit, but that's sadly not possible from what I know. Thanks in advance and have a good day!
2
0
330
Jul ’25
visionOS: Unable to programmatically close child WindowGroup when parent window closes
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
2
0
367
Aug ’25
Why VideoMaterial can't show transparency on Apple Vision Pro
https://aninterestingwebsite.com/documentation/realitykit/videomaterial The documentation: "Video materials support transparency if the source video’s file format also supports transparency." I have a transparency video(Hand.mov, HEVC with alpha), I can show the video with transparency background correctly on Vision Pro Simulates, but on physic Device the video has a black background. I'm sure the video format is ok because I can see get the texture from video and display it on an UnlitMaterial. How can I show the transparency video correctly with the RealityKit/VideoMaterial?
Replies
2
Boosts
0
Views
281
Activity
Dec ’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
Replies
2
Boosts
1
Views
589
Activity
Dec ’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
685
Activity
Feb ’26
VisionPro camera frame rate
Hi, I'm working with CameraFrameProvider from Enterprise API. Is it always capped at 30fps, or is there something I can switch to get more? I assume it is capped at 30, so let me cram in additional question here :). If I'd get a developer strap and attach an external camera capable of doing >30fps, will I get the full stream, or some other limitation will kick in?
Replies
2
Boosts
0
Views
140
Activity
Apr ’25
Help with visionOS pushWindow issues requested
I first started using the SwiftUI pushWindow API in visionOS 26.2, and I've reported several bugs I discovered, listed below. Under certain circumstances, pushed window relationships may break, and this behavior affects all other apps, not just the app that caused the problem, until the next device reboot. In other cases, the system may crash and restart. (FB21287011) When a window presented with pushWindow is dismissed, its parent window reappears in the wrong location (FB21294645) Pinning a pushed window to a wall breaks pushWindow for all other apps on the system (FB21594646) pushWindow interacts poorly with the window bar close app option (FB21652261) If a window locked to a wall calls pushWindow, the original window becomes unlocked (FB21652271) If a window locked in place calls pushWindow and the pushed window is closed, the system freezes (FB21828413) pushWindow, UIApplication.open, and a dismissed immersive space result in multiple failures that require a device reboot (FB21840747) visionOS randomly foregrounds a backgrounded immersive space app with a pushed window's parent window visible instead of the pushed window (FB21864652) When a running app is selected in the visionOS home view, windows presented with pushWindow spontaneously close (FB21873482) Pushed windows use the fixed scaling behavior instead of the dynamic scaling behavior I'm posting the issues here in case this information is helpful to other developers. I'd also like to hear about other pushWindow issues developers have encountered, so I can watch out for them. Questions: I've discovered that some of the issues above can be partially worked around by applying the defaultLaunchBehavior and restorationBehavior scene modifiers to suppress window restoration and locking, which pushWindow appears to interact poorly with. Are there other recommended workarounds? I've observed that the Photos and Settings apps, which predate the pushWindow API, are not affected by the issues I reported. Are there other more reliable ways I could achieve the same behavior as pushWindow without relying on that API? I'd appreciate any guidance Apple engineers could provide. Thank you.
Replies
2
Boosts
3
Views
859
Activity
1w
New to VisionOS Development
I am beginner to spacial computing and would like to build an enterprise solution for my enterprise on VisionOS. How can I accomplish that?
Replies
2
Boosts
0
Views
555
Activity
Jan ’26
fileImporter issue in visionOS with iPhone app (that can run on visionOS)
Happy new year to all! I have created an iOS app that also runs on Apple Vision Pro. On iOS, when you activate the fileImporter modal, you can swipe down the modal in iOS to dismiss. However, in visionOS, this same modal CANNOT be swiped down to cancel/dismiss. If you are drilled deep into a file hierarchy, you have to navigate back to the top level to tap X to dismiss. Is there a way to add swipe down to the visionOS implementation of fileImporter, or any other workaround so the user doesn't have to navigate back to the top to dismiss? Again, this is not a visionOS app but an iOS app compatible for use in Vision Pro. Thanks!
Replies
2
Boosts
0
Views
950
Activity
Jan ’26
Launching a Unity fully immersive game from SwiftUI
I am trying to launch a fully immersive game from Unity on a SwiftUI view. The game is using Metal Rendering with Compositor Services. I added the unity Xcode project into the workspace, added the necessary bridge code. When I click on the button to call ufw?.showUnityWindow(), it does not start and I get the following in the console: AR session failed to start after 5 seconds. Is the app configured to use an immersive space?
Replies
2
Boosts
0
Views
118
Activity
Jun ’25
Accessing pupil diameter in visionOS
Previously I had developed software using SMI eye trackers, both screen mounted and their mobile glasses, for unique therapeutic and physiology applications. Sadly, after SMI was bought by Apple, their hardware and software have been taken off the market and now it is very difficult to get secondhand-market systems. The Apple Vision Pro integrates the SMI hardware. While I can use ARKit to get gaze position, I do not see a way to access information that was previously made accessible on the SMI hardware, particularly: dwell time and pupil diameter information. I am hopeful (or asking) to see that if a user has a properly set up Optic ID and would opt-in if, either on the present or a future version of visionOS, it might be possible to get access to the data streams for dwell times and pupil diameter. Pupil diameter is particularly important as it is a very good physiological measure of how much stress a person is encountering, which is critical to some of the therapeutic applications that formerly we used SMI hardware. Any ideas, or, if this is not possible, proposing this to the visionOS team would be appreciated!
Replies
2
Boosts
0
Views
264
Activity
Jul ’25
How do you incorporate SharePlay into an Immersive scene in VisionOS?
I've got an Immersive scene that I want to be able to bring additional users into via SharePlay where each user would be able to see (and hopefully interact) with the Immersive scene. How does one implement that?
Replies
2
Boosts
1
Views
882
Activity
Jan ’26
RealityKit Mesh with USDZ 3D Model
Hello, I'm adding a CollisionComponent to an entity in RealityView. CollisionComponent requires that a Mesh must be provided as a reference for collision detection. However, in order to achieve more accurate detection, I hope that this Mesh resource is a geometric shape of a USDZ model. Is there any way to make it happen? Thank you!
Replies
2
Boosts
0
Views
820
Activity
Jul ’25
Realitykit asset loading
With Xcode 26, loading ressources with RealityKit is extremely slow. Here my project takes almost 50 seconds to load. I also get multiple Hang detected messages in the console: When I uncheck "Debug executable" in the schema, the same project loads in 2 seconds. I'm using RealityKit asynchronous loading: private static func loadFromRealityComposerPro( named entityName: String, fromSceneNamed sceneName: String ) async -> Entity? { var entity: Entity? do { let scene = try await Entity( named: sceneName, in: visionPetsContentBundle ) entity = scene.findEntity(named: entityName) } catch { print( "Error loading \(entityName) from scene \(sceneName): \(error.localizedDescription)" ) } return entity } Anyone having the same problem?
Replies
2
Boosts
0
Views
100
Activity
Jun ’25
WWDC no mention of roomplan. Abandoned?
Has Roomplan been abandoned? Two years have gone by without comments from Apple on improvements. Are the improvements behind the scenes? Is there going to be any major updates?
Replies
2
Boosts
2
Views
277
Activity
Jun ’25
How to integrate Apple Immersive Video into the app you are developing.
Hello, Let me ask you a question about Apple Immersive Video. https://www.apple.com/newsroom/2024/07/new-apple-immersive-video-series-and-films-premiere-on-vision-pro/ I am currently considering implementing a feature to play Apple Immersive Video as a background scene in the app I developed, using 3DCG-created content converted into Apple Immersive Video format. First, I would like to know if it is possible to integrate Apple Immersive Video into an app. Could you provide information about the required software and the integration process for incorporating Apple Immersive Video into an app? It would be great if you could also share any helpful website resources. I am considering creating Apple Immersive Video content and would like to know about the necessary equipment and software for producing both live-action footage and 3DCG animation videos. As I mentioned earlier, I’m planning to play Apple Immersive Video as a background in the app. In doing so, I would also like to place some 3D models as RealityKit entities and spatial audio elements. I’m also planning to develop the visionOS app as a Full Space Mixed experience. Is it possible to have an immersive viewing experience with Apple Immersive Video in Full Space Mixed mode? Does Apple Immersive Video support Full Space Mixed? I’ve asked several questions, and that’s all for now. Thank you in advance!
Replies
2
Boosts
1
Views
960
Activity
Nov ’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.
Replies
2
Boosts
0
Views
184
Activity
Jun ’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://aninterestingwebsite.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.
Replies
2
Boosts
0
Views
256
Activity
Jul ’25
BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API
BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API Type: Error | Timestamp: 2026-01-13 09:21:57.242191+02:00 | Process: Neuron XR | Library: CompositorNonUI | TID: 0x75e2c
Replies
2
Boosts
0
Views
165
Activity
Jan ’26
VisionOS Enterprise API
How can I request access to Enterprise API for VisionPro with an individual developer account? I wanted it for learning and testing
Replies
2
Boosts
2
Views
193
Activity
Apr ’25
RealityKit fullscreen layer
Hi! I'm currently trying to render another XR scene in front of a RealityKit one. Actually, I'm anchoring a plane to the head with a shader to display for left/right eye side-by-side images. By default, the camera has a near plane so I can directly draw at z=0. Is there a way to change the camera near plane? Or maybe there is a better solution to overlay image/texture for left/right eyes? Ideally, I would layer some kind of CompositorLayer on RealityKit, but that's sadly not possible from what I know. Thanks in advance and have a good day!
Replies
2
Boosts
0
Views
330
Activity
Jul ’25
visionOS: Unable to programmatically close child WindowGroup when parent window closes
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
Replies
2
Boosts
0
Views
367
Activity
Aug ’25