Hi all,
I am currently developing a game in Unity for VisionOS and I'd prefer to use the PSVR2 controllers as a source of the raycast for menu selection instead of the default VisionOS gaze for my specific use case. Is there a way to access the IMU of PSVR2 controllers to do this instead of just using eyegaze + controller click for selection? Is there a specific configuration for GCController from within Unity maybe?
Thank you!
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I am trying to get the new PresentationComponent working in VisionOS26 as seen in this WWDC video:
https://developer.apple.com/videos/play/wwdc2025/274/?time=962 (18:29 minutes into video)
Here is some other example code but it doesn't work either: https://stepinto.vision/devlogs/project-graveyard-devlog-002/
My simple Text view (that I am adding as a PresentationComponent) does not appear in my RealityView even though the entity is found. Here is a simple example built from an Xcode immersive view default project:
struct ImmersiveView: View {
@Environment(AppModel.self) var appModel
var body: some View {
RealityView { content in
// Add the initial RealityKit content
if let immersiveContentEntity = try? await Entity(named: "Immersive", in: realityKitContentBundle) {
content.add(immersiveContentEntity)
if let materializedImmersiveContentEntity = try? await Entity(named: "Test", in: realityKitContentBundle) {
content.add(materializedImmersiveContentEntity)
var presentation = PresentationComponent(
configuration: .popover(arrowEdge: .bottom),
content: Text("Hello, World!")
.foregroundColor(.red)
)
presentation.isPresented = true
materializedImmersiveContentEntity.components.set(presentation)
}
}
}
}
}
Here is the Apple reference: https://developer.apple.com/documentation/realitykit/presentationcomponent
Hi,
I'm developing an app for the Apple Vision Pro.
Inside the app the user should be able to load objects from the web into the scene and then be able to move them around (dragging and rotating) via gestures.
My question:
I'm working with RealityKit and use RealityView..
I have no issues loading in one object and making it interactive by adding gestures to the entire RealityView via the .gestures() function.
Also I succeeded in loading multiple objects into the scene.
My problem is that I can't figure out how to add my gestures to multiple objects independently.
I can't use Reality composer since I'm loading the objects dynamically into the scene.
Using .gestures() doesn't work for multiple objects since every gesture needs to be targeted to a specific entity but I have multiple entities.
I also tried defining a GestureComponent and adding it to every newly loaded entity but that doesn't seem to work as nothing happens,
even though my gesture is targeted to every entity having my GestureComponent.
I only found solutions that are not usable on Visionos / RealityView like installGestures.
Also I tried following this guide: https://developer.apple.com/documentation/realitykit/transforming-realitykit-entities-with-gestures
But I feel like there are things missing and contradictory, like a extension of RealityView is mentioned but not shown and the guide states that we don't need to store the translation values for every entity and therefore creates a EntityGestureState.swift file to store these values but then it's not used and a GestureStateComponent is used instead that was never mentioned and contradicts what was just said about not storing values per entity because a new instance of it is created for every entity. Nevermind, following the guide didn't lead me to a working solution.
Hello,
I checked following documentations.
Vision | Apple Developer Documentation
Discover Swift enhancements in the Vision framework - WWDC24 - Videos - Apple Developer
I saw Vision Framework is available on visionOS.
So I want to know that if it's possible using Vision Framework on visionOS for tracking human and animal body poses. Or are there some limits to use this on visionOS?
We got very excited when we saw support for the PSVR2 on WWDC!
Particularly interesting is WebXR to us, so we got the controllers to give it a try.
Unfortunately they only register as gamepads in the navigator but not as XRInputDevice's
We went through the experimental flags and didn't find something that is directly related. Is there a flag we missed? If not, when do you have PSVR2 support planned for WebXR?
Has anyone had success with MeshInstancesComponent? I tried to follow the sample code from What's New in RealityKit but it wouldn't compile. I was able to use one of the init overloads to get it to compile, but using it crashes both my device and the simulator. Even with one instance.
In the particle effect of RealityKit, there is a Type:
ParticleEmitterComponent.Presets
He can invoke certain particle effects in certain systems, but I am interested in learning how to modify these particle entities (such as adjusting the color, the number of particles, the generation range…)?
We have been using RoomPlan in our app for 2+ years. Through a combination of in-app and manual coaching on scanning best practices, most users are able to achieve high-quality scans on a consistent basis.
In recent weeks, however, we have observed an increase in reports of degraded scanning performance, even from veteran users who had not previously encountered issues. The RoomCaptureView overlay is jittery and crooked, and the resulting scan file has significant issues, even for simple, well-lit rectangular rooms.
It is difficult to troubleshoot these issues given the number of variables at play, and the overall volume of reports is still relatively low, but we'd appreciate any guidance on known issues or workarounds that could help unblock our users who are being affected by this. I noticed that this post includes an acknowledgement of FB14454922 and FB15035788. Our issues seem slightly different as the scans are simply inaccurate and jittery without failing outright. I haven't found any other threads on similar issues.
Platform: visionOS 2.6
Framework: RealityKit, SwiftUIComponent: ImagePresentationComponent
I’m working with the new ImagePresentationComponent from visionOS 26 and hitting a rendering limitation when switching to .spatialStereoImmersive viewing mode within a WindowGroup context.
This is what I’m seeing:
Pure immersive space: ImagePresentationComponent with .spatialStereoImmersive mode works perfectly in a standalone ImmersiveSpace
Mode switching API: All mode transitions work correctly (logs confirm the component updates)
Spatial content: .spatialStereo mode renders correctly in both window and immersive contexts.
This is where it’s breaking for me:
Window context: When the same RealityView + ImagePresentationComponent is placed inside a WindowGroup (even when that window is floating in a mixed immersive space), switching to .spatialStereoImmersive mode shows no visual change
The API calls succeed, state updates correctly, but the immersive content doesn’t render.
Apple’s Spatial Gallery demonstrates exactly what I’m trying to achieve:
Spatial photos displayed in a window with what feels like horizontal scroll view using system window control bar, etc.
Tapping a spatial photo smoothly transitions it to immersive mode in-place.
The immersive content appears to “grow” from the original window position by just changing IPC viewing modes.
This proves the functionality should be possible, but I can’t determine the correct configuration.
So, my question to is:
Is there a specific RealityView or WindowGroup configuration required to enable immersive content rendering from window contexts that you know of?
Are there bounds/clipping settings that need to be configured to allow immersive content to “break out” of window constraints?
Does .spatialStereoImmersive require a specific rendering context that’s not available in windowed RealityView instances?
How do you think Apple’s SG app achieves this functionality?
For a little more context:
All viewing modes are available: [.mono, .spatialStereo, .spatialStereoImmersive]
The spatial photos are valid and work correctly in pure immersive space
Mixed immersive space is active when testing window context
No errors or warnings in console beyond the successful mode switching logs I’m getting
Any insights into the proper configuration for window-hosted immersive content
I have discovered that RemoteImmersiveSpace is limited to utilizing the structure of the CompositorContent protocol, precluding direct invocation of RealityView. Consequently, I am interested in understanding the appropriate method for integrating CompositorContent within RemoteImmersiveSpace. Thanks.
For visionOS 2.0+, it has been announced the object tracking feature. Is there any support for PolySpatial in Unity or is it only available in Swift and Xcode?
Hello everyone
I would like to create my own spatial video on my Apple Vision Pro. According to all the documentation from Apple, this requires two camera angles that enhance the spatial perception. I have purchased the Enterprise license with main camera access for this purpose. However, this only gives me access to the left main camera of the glasses. Is there a way to access the right camera as well? Or is the one camera image enough to create a spatial video by splitting the image, for example?
I am open to any help and ideas. My goal is to create the video with the cameras on the glasses, not externally.
I would like to translate info in a three.js based web app as a 3D model in a volumetric window. Is it possible to do this in a similar manner as loading a web page in a WKWebView?
Entity.animate() makes entity animation much easier, but in many cases, I want to break the progress because of some gestures, I couldn't find any way to do this, including tried entity.stopAllAnimations(), I have to wait till Entity.animate() completes.
iOS 26 / visionOS 26
Here is the code snippets.
struct RealityViewTestView: View {
@State private var texts: [String] = []
var body: some View {
RealityView { content, attachments in
} update: { content, attachments in
for text in texts {
if let textEntity = attachments.entity(for: text) {
textEntity.position.x = Float.random(in: -0.1...0.1)
content.add(textEntity)
}
}
} attachments: {
ForEach(texts, id: \.self) { text in
Attachment(id: text) {
Text(text)
.padding()
.glassBackgroundEffect()
}
}
}
.toolbar {
ToolbarItem {
Button("Add") {
texts.append(String(UUID().uuidString.prefix(6)))
}
}
ToolbarItem {
Button("Remove") {
texts.remove(at: Int.random(in: 0..<texts.count))
}
}
}
}
}
struct RealityViewTestView: View {
@State private var texts: [String] = []
@State private var entities: [Entity] = []
var body: some View {
RealityView { content, attachments in
} update: { content, attachments in
// for text in texts {
// if let textEntity = attachments.entity(for: text) {
// textEntity.position.x = Float.random(in: -0.1...0.1)
// content.add(textEntity)
// }
// }
for entity in entities {
content.add(entity)
}
} attachments: {
ForEach(texts, id: \.self) { text in
Attachment(id: text) {
Text(text)
.padding()
.glassBackgroundEffect()
}
}
}
.toolbar {
ToolbarItem {
Button("Add") {
//texts.append(String(UUID().uuidString.prefix(6)))
let m = ModelEntity(mesh: .generateSphere(radius: 0.1), materials: [SimpleMaterial(color: .white, isMetallic: false)])
m.position.x = Float.random(in: -0.2...0.2)
entities.append(m)
}
}
ToolbarItem {
Button("Remove") {
//texts.remove(at: Int.random(in: 0..<texts.count))
entities.removeLast()
}
}
}
}
}
About the first code snippet, when I remove an element from the texts, why content can automatically remove the corresponding entity? And about the second code snippet, content do not automatically remove the corresponding entity. I am very curious.
Game Controller Input Limitations in visionOS Volumetric Windows
Hello Apple Developer Community,
I'm developing a game for visionOS and have encountered significant limitations with game controller input when using volumetric windows (WindowGroup with .volumetric style). I'd appreciate clarification on whether this is expected behavior and any guidance on best practices.
🧩 Issue Summary
When using a DualSense controller with a volumetric window in visionOS, only a subset of controller inputs are available to the app. The remaining inputs appear to be reserved by the system for UI navigation.
✅ Working Inputs (Volumetric Window)
D-Pad (all directions)
L3 (left thumbstick button click)
R3 (right thumbstick button click)
Menu button
Options button
❌ Not Working Inputs (Volumetric Window)
Left thumbstick analog movement (used for UI scrolling instead)
Right thumbstick analog movement (used for UI scrolling instead)
Face buttons (Cross, Circle, Square, Triangle / A, B, X, Y)
Shoulder buttons (L1, R1)
Triggers (L2, R2)
Key observation: When moving the left thumbstick in a volumetric window, the window's UI scrolls vertically instead of sending input to my app's GameController handlers. Similarly, face buttons seem to be reserved for system UI interactions.
⚙️ Implementation Details
I'm using the standard GameController framework:
Connect to controller via GCController.controllers()
Access extendedGamepad profile
Set up valueChangedHandler and pressedChangedHandler for all inputs
Handlers confirmed registered via logging
Working inputs (D-Pad, L3, R3) trigger immediately and consistently
Non-working inputs (thumbsticks, face buttons) never trigger
🧠 Critical Finding: ImmersiveSpace Works Perfectly
When testing the exact same code in an ImmersiveSpace (.mixed immersion style), all controller inputs work perfectly:
✅ Both thumbsticks provide full analog input
✅ All face buttons trigger their handlers
✅ All shoulder buttons and triggers work correctly
✅ 100% success rate with no intermittent issues
This suggests the issue isn't with my code, but rather how visionOS handles controller input differently between Volumetric Windows and ImmersiveSpace.
🧪 Test Environment
I created a minimal test project (Controller-Playground) to isolate the issue:
A simple ControllerTester class that registers all GameController handlers
A visual UI showing real-time input state
No game logic, RealityKit physics, or other complexity
Results
In volumetric window: Only D-Pad, L3, R3, Menu, Options work
In ImmersiveSpace: All inputs work perfectly
This confirms the limitation exists at the visionOS platform level, not in app code.
🧰 Attempted Workarounds
I tried the following without success:
Setting GCSupportsControllerUserInteraction = false in Info.plist
Setting UIRequiresFullScreen = true
Changing window styles (.plain, .volumetric)
Polling vs. handler-based input approaches
Various threading models (MainActor, separate thread)
Result: The only way to enable full controller support is to switch to ImmersiveSpace.
❓ Questions for Apple
Is this input reservation behavior in volumetric windows intended and documented?
Are game controllers expected to have limited functionality in volumetric windows while full functionality is reserved for ImmersiveSpace?
Is there a way to request full controller input access in a volumetric window, or is ImmersiveSpace the only option for complete controller support?
Where can I find official documentation about controller input differences between window types?
Are there any APIs or configuration options to disable system controller shortcuts in volumetric windows?
🎯 Impact
This limitation has a significant effect on game design and architecture:
Volumetric windows offer a multitasking-friendly, less immersive experience
ImmersiveSpace provides full controller support but may be more immersive than some games require
Games that only need basic D-Pad and button input can work fine in volumetric windows
Games requiring analog sticks or face buttons must currently use ImmersiveSpace
It would be very helpful if Apple could clarify or reference existing documentation regarding controller input handling in different visionOS window types. If such documentation doesn't exist yet, it might be valuable to include this information in future developer guides or best-practice documents.
🕹 Current Workaround
For now, I'm using:
D-Pad for character movement (digital 8-direction)
R3 (right stick click) as a substitute for the "X" button
This setup allows the game to function within a volumetric window, though full controller support still requires ImmersiveSpace.
📄 Request
If this is expected behavior, I may have simply missed the relevant documentation — could you please point me to any existing resources that explain this design?
If there isn't one yet, it would be great if future visionOS documentation could:
Clearly outline controller input behavior across window types
Provide guidance on when to use Volumetric Windows vs. ImmersiveSpace for games
Consider adding an API option to request full controller access when appropriate
If this is not expected behavior, I'm happy to file a detailed bug report with sample code.
💻 System Information
visionOS: Latest Simulator
Xcode: Latest version
Controller: Sony DualSense
Framework: GameController (standard extendedGamepad profile)
Test project: Minimal reproducible example available
Thank you for any clarification or guidance you can provide. This information would be valuable for many developers working on visionOS games.
Hello since updating to beta 3 the sculpting sample app doesn't work it crashes on running.
seems to be something in AnchorEntity or AccessoryAnchoringSource
Referenced from: <00B81486-1A74-30A0-B75B-4B39E3AF57DF> /private/var/containers/Bundle/Application/3D2EBF59-19F0-4BF4-8567-6962AA36A2C6/delete.app/delete.debug.dylib
Expected in: <BAA9B221-78A1-3B99-AA2F-B8DFCD179FC7> /System/Library/Frameworks/RealityFoundation.framework/RealityFoundation
I have a mesh based animation 3D model, that means every frame it’s a new mesh. I import it into RealityView, but can’t play it‘s animation, RealityKit tells me this model has no animations by using print(entity.availableAnimations).
Hi,
Few days ago, Apple had another "Meet with Apple" event regarding immersive video : Create immersive media experiences for visionOS | Meet with Apple days one and 2 and it is not appearing on my Developer app in Mac. The same happened to
IETF HLS Interest Day | Meet with Apple.
Any tip?
Kind regards ,
Bruno
Topic:
Spatial Computing
SubTopic:
General
Can an app made with the Room Plan API be used on iPhones without LIDAR? If so, how much accuracy would be lost compared to iPhones with LIDAR?
If not, is there an API similar to RoomPlan that works on iPhones without LiDAR?