Discuss spatial computing on Apple platforms and how to design and build an entirely new universe of apps and games for Apple Vision Pro.

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RealityView camera feed not shown
I have two RealityView: ParentView and When click the button in ParentView, ChildView will be shown as full screen cover, but the camera feed in ChildView will not be shown, only black screen. If I show ChildView directly, it works with camera feed. Please help me on this issue? Thanks. import RealityKit import SwiftUI struct ParentView: View{ @State private var showIt = false var body: some View{ ZStack{ RealityView{content in content.camera = .virtual let box = ModelEntity(mesh: MeshResource.generateSphere(radius: 0.2),materials: [createSimpleMaterial(color: .red)]) content.add(box) } Button("Click here"){ showIt = true } } .fullScreenCover(isPresented: $showIt){ ChildView() .overlay( Button("Close"){ showIt = false }.padding(20), alignment: .bottomLeading ) } .ignoresSafeArea(.all) } } import ARKit import RealityKit import SwiftUI struct ChildView: View{ var body: some View{ RealityView{content in content.camera = .spatialTracking } } }
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178
Jun ’25
Logitech Muse: OS-level support?
I've been experimenting with the Muse pen and understand that it can be accessed by my app through a SpatialTrackingSession, but is there any current or planned support for devices like this as for general UI input like game controllers are? For example, using the button as a tap analogue for SwiftUI views.
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111
Oct ’25
How to add visual thickness to a glass background view
Hi guys, In visionOS, when using a ZStack decorated with .glassBackgroundEffect(), you can see the 3D glass background from the front, but when viewed from the side, the view appears to have no thickness. However, I noticed that in an app built by Apple, when viewing a glass background view from the side, it appears to have thickness. I tried adding .frame(depth:) to a glass background view, but it appears as two separate layers spaced by the depth value. My question is: Is there a view modifier that adds visual thickness to a glass background view, as shown in the picture? Or, if not, how should I write a custom view modifier to achieve this effect? Thanks!
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120
May ’25
iOS AR Kit Blendshapes on Vision OS
I work on motion capture systems for VTubing. I can't seem to find any information on gaining access to the Face Tracking features on iOS while developing for Vision OS. I would love to bring VStreamer Live to Vision OS
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71
Jun ’25
Real Time Spatial Video Streaming with Vision Pro
Hello, I am trying to build an AVP app for real-time "zero-latency" spatial video streaming. I am trying to figure out, on a high level, the best way to do this. Currently this is my method: Server sends stereo images via a WebRTC service (ie, livekit) The WebRTC stream is converted to a CVPixelBuffer, writes them to file, plays via AVPlayer, and applies a VideoMaterial to a plane entity. However, this is a bit hacky and it seems like this won't be compatible with Apple's spatial experinces. To my understanding, Apple supports HLS streaming for spatial experiences and APMP content. However, HLS (and even Low Latency HLS) introduces a second or more of latency, likely do to the segmentation nature of HLS. Thus, HLS will not work for us. Some other alternatives I've thought of are streaming the live stream video via webrtc from the server to a local computer in the AVP's network, and then using LL-HLS to stream from the local computer to the vision pro. Still, it seems like this would introduce latency on the order of seconds. Is my current approach the best way to implement this? Or could anyone suggest a better way, perhaps something compatible with AVP's spatial experiences
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135
Dec ’25
RealityView content disappears when selecting Lock In Place on visionOS
I'm experiencing an issue where all RealityView content disappears when the user selects "Lock In Place" from the window management menu (long press on close button). "Follow Me" works correctly and this happens in Testflight builds only not reproducible when I run locally I have reproduced this with a minimal project containing nothing but a simple red cube — no custom anchors, no app state, no dependencies. Steps to Reproduce: Open an ImmersiveSpace A red cube is placed 1m in front of the user via RealityView Long press the X button on any floating window Select "Lock In Place" The cube disappears immediately Expected: Cube remains visible after window is locked Actual: Cube disappears. Note: "Follow Me" does NOT reproduce this issue. Minimal reproducible code: struct ImmersiveView: View { var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3(0, 1.5, -1), relativeTo: nil) content.add(cube) } } } Device: Apple Vision Pro visionOS version: Vision OS 26.2 (23N301) Xcode version: Version 26.3 (17C529) Is this a known issue? Is there a recommended workaround to preserve RealityView content during Lock In Place transitions? Thank you!
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2d
visionOS 26 - Rendering Issues related to Transparency
Summary After updating to visionOS 26, we’ve encountered severe transparency rendering issues in RealityKit that did not exist in visionOS 2.6 and earlier. These regressions affect applications that dynamically control scene opacity (via OpacityComponent). Our app renders ultra-realistic apartment environments in real time, where users can walk or teleport inside 3D spaces. When the user moves above a speed threshold, we apply a global transparency effect to prevent physical collisions with real-world objects. Everything worked perfectly in visionOS 2.6 — the problems appeared only after upgrading to 26. Scene Setup Overview The environment consists of multiple USDZ models (e.g., architecture, rooms, furniture). We manage LODs manually for performance (e.g., walls and floors always visible in full-res, while rooms swap between low/high-res versions based on user position and field of view). Transparency is achieved using OpacityComponent, applied dynamically when the user moves. Some meshes (e.g., portals to skyboxes, glass windows) use alpha materials We also use OcclusionMaterials to prevent things to be seen through walls when scene is transparent Observed Behavior by Scenario (I can share a video showing the results of each scenario if needed.) Scenario 1 — Severe Flickering (Root Opacity) Setup: OpacityComponent applied to the root entity NO ModelSortGroupComponent used Symptoms: Strong flickering when transparency is active Triangles within the same mesh render at inconsistent opacity levels Appears as if per-triangle alpha sorting is broken Workaround: Moving the OpacityComponent from the root to each individual USDZ entity removes the per-triangle flicker Pros: No conflicts with portals or alpha materials Scenario 2 — Partially Stable, But Alpha Conflicts Setup: OpacityComponent applied per USDZ entity ModelSortGroupComponent(planarUIAlwaysBehind) applied to portal meshes Other entities have NO ModelSortGroupComponent Symptoms: Frequent alpha blending conflicts: Transparent surfaces behind other transparent surfaces flicker or disappear Example: Wine glasses behind glass doors — sometimes neither is rendered, or only one Even opaque meshes behind glass flicker due to depth buffer confusion Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Analysis: Appears related to internal changes in alpha sorting or depth pre-pass behavior introduced in visionOS 26 Pros: Most stable setup so far Cons: Still unreliable when OpacityComponent is active Scenario 3 — Layer Separation Attempt (Regression) Setup: Same as Scenario 2, but: Entities with alpha materials moved to separate USDZs Explicit ModelSortGroupComponent order set (alpha surfaces rendered last) Symptoms: Transparent surfaces behind other transparent surfaces flicker or disappear Depth is completely broken when there's a large transparent surface Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Workaround Attempt: Re-ordering and further separating models did not solve it Pros: None — this setup makes transparency unusable Conclusion There appears to be a regression in RealityKit’s handling of transparency and sorting in visionOS 26, particularly when: OpacityComponent is applied dynamically, and Scenes rely on multiple overlapping transparent materials. These issues did not exist prior to 26, and the same project (no code changes) behaves correctly on previous versions. Request We’d appreciate any insight or confirmation from Apple engineers regarding: Whether alpha sorting or opacity blending behavior changed in visionOS 26 If there are new recommended practices for combining OpacityComponent with transparent materials If a bug report already exists for this regression Thanks in advance!
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213
Nov ’25
RoomPlan CaptureError.exceedSceneSizeLimit on iOS devices
When scanning multiple rooms (10+) in a single structure using ARWorldMap for coordinate space consistency, RoomCaptureSession throws CaptureError.exceedSceneSizeLimit. The instructions here (https://developer.apple.com/documentation/roomplan/scanning-the-rooms-of-a-single-structure) provide exactly what I am doing to keep the underlying ARSession alive (by calling captureSession.stop(pause: false)) and save the results before a user moves to the next room. Scanning 11 or so rooms will cause the user to hit the exceedSceneSizeLimit error. The ARWorldMap is about 58 MB and always is around this size when hitting this issue. No anchors are present and all the data seems to be from tracking data. On iPad devices (where I do not see this issue) the ARWorldMap grows as a significantly slower rate in size. I save the ARWorldMap after each room is scanned and confirmed by the user. If I use the ARMap to initialize the ARSession (as described in the docs) the session will immediately error with "exceedSceneSizeLimit" once the captureSession.run() is executed. Occasionally it will allow me/the user to scan again, but either breaks mid scan or the following. This has been working fine for the past 2 years and users have been able to scan dozens of rooms without issue. It seems only lately that it has been a problem. I would expect the ARWorldMap to be allowed for much bigger sizes. At this point I can just about scan more area of my house with a single scan than I can when I use different captureSessions. Few observations: This happens on my iPhone 15 Pro Max, my iPhone 17 Pro, but not my iPad M4 (maybe memory related?). It is possible if scanning many more rooms it would happen on the iPad too. I have tried things such as resetting the ARConfig on the underlying ARSession to reset some, but this doesn't work. I have tried to create a new ARWorldMap and move the origin to the older map to clear out tracking data. This almost works but causes a mess of issues when a user moves at all due to the unshared coordinate space. I believe there are three active issues regarding this: FB14454922, FB15035788, FB20642944 Could we get an update for this issue? It is a production issue and severely limits my user experience in my production application.
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156
Oct ’25
UIRequiredDeviceCapabilities values?
I've submitted my first AR app for iPhone and iPad to iTunes Connect. After sending a binary to iTunes Connect, I've received the following warning message. The app contains the following UIRequiredDeviceCapabilities values, which aren’t supported in visionOS: [arkit]. No. 1, my app doesn't support visionOS. No. 2, I don't have the UIRequiredDeviceCapabilities dictionary in info.plist. Why am I receiving this warning? One article related to this issue that I've read suggests that I remove the UIRequiredDeviceCapabilities dictionary. Well, I don't have it in my plist. What can I do with this warning message? Thanks.
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333
Jul ’25
Header Blur Effect on visionOS SwiftUI
Hi, I'm looking to build something similar to the header blur in the App Store and Apple TV app settings. Does anyone know the best way to achieve this so that when there is nothing behind the header it looks the same as the rest of the view background but when content goes underneath it has a blur effect. I've seen .scrollEdgeEffect on IOS26 is there something similar for visionOS? Thanks!
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141
Sep ’25
PhotogrammetrySession Polygon Count Limit – How Is It Determined by Hardware?
Hi Apple Team, I’m working on a human portrait scanning application using PhotogrammetrySession, and I’ve been very impressed by the results. Thank you for building such a powerful and accessible photogrammetry solution into macOS! I do, however, have a question regarding mesh detail limitations on different Mac hardware configurations. When using PhotogrammetrySession.Request.Detail.custom and trying to set maximumPolygonCount = 1000000, I see the following log message: Clamped max poly count: 1000000 to device limit. 250000 is used. This is on an M1 Max with 32 GB RAM. I’m aware that PhotogrammetrySession.limits can report values like maximumInputImageDimension and maximumNumberOfInputImages, but I haven’t found documentation on how the maximumPolygonCount is determined, and what hardware specs influence it. Is it tied more to: • GPU performance (e.g. neural/graphics cores)? • CPU architecture? • Memory size or bandwidth? • Or is it fixed per SoC generation? I’d love to understand what kind of hardware upgrades (e.g. moving to M4 Pro or increasing RAM) could allow me to increase mesh complexity and generate more detailed models. Any insights would be greatly appreciated—and if this is covered in upcoming WWDC sessions or documentation, I’d be happy to tune in. Thanks in advance! KitCheng
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156
May ’25
Help Configuring Unity for Immersive VR on Vision Pro with Pinch Teleport
How do I configure a Unity project for a fully immersive VR app on Apple Vision Pro using Metal Rendering, and add a simple pinch-to-teleport-where-looking feature? I've tried the available samples and docs, but they don't cover this clearly (to me). So far, I've reviewed Unity XR docs, Apple dev guides, and tutorials, but most emphasize spatial apps. Metal examples exist but don't include teleportation. Specifically: visionOS sample "XRI_SimpleRig" – Deploys to device/simulator, but no full immersion or teleport. XRI Toolkit sample "XR Origin Hands (XR Rig)" – Pinch gestures detect, but not linked to movement. visionOS "XR Plugin" sample "Metal Sample URP" – Metal setup works, but static scene without locomotion. I'm new in Unity XR development and would appreciate a simple, standalone scene or document focused only on the essentials for "teleport to gaze on pinch" in VR mode—no extra features. I do have some experience in unreal, world toolkit, cosmo, etc from the 90's and I'm ok with code. Please include steps for: Setting up immersive VR (disabling spatial defaults if needed). Integrating pinch detection with ray-based teleport. Any config changes or basic scripts. Project Configuration: Unity Editor Version: 6000.2.5f1.2588.7373 (Revision: 6000.2/staging 43d04cd1df69) Installed Packages: Apple visionOS XR Plugin: 2.3.1 AR Foundation: 6.2.0 PolySpatial XR: 2.3.1 XR Core Utilities: 2.5.3 XR Hands: 1.6.1 XR Interaction Toolkit: 3.2.1 XR Legacy Input Helpers: 2.1.12 XR Plugin Management: 4.5.1 Imported Samples: Apple visionOS XR Plugin 2.3.1: Metal Sample - URP XR Hands 1.6.1 XR Interaction Toolkit 3.2.1: Hands Interaction Demo, Starter Assets, visionOS Build Platform Settings: Target: Apple visionOS App Mode: Metal Rendering with Compositor Services Selected Validation Profiles: visionOS Metal Documentation: Enabled Xcode Version: 26.01 visionOS SDK: 26 Mac Hardware: Apple M1 Max Target visionOS Version: 20 or 26 Test Environment: Model: Apple Vision Pro, visionOS 26.0.1 (23M341), Apple M1 Max No errors in builds so far; just missing the desired functionality. Thanks for a complete response with actionable steps.
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260
Oct ’25
New Spatial Rendering App on macOS doesn't display on visionOS device
I created a new Spatial Rendering App from the template in Xcode 26.0.1. When I run the app, click 'Show Immersive Space' and select my Vision Pro from the pop-up dialog, the content in the dialog flickers (which seems to indicate something crashed) and nothing appears on my Vision Pro. I'm running the released macOS 26.0 (25A354) and visionOS 26.0 (23M336). Filed as FB20397093.
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362
Sep ’25
Possible to detect multiple images at the same time on VisionPro?
I'm working on a project that uses imageTrackingProvider through ARKit on VisionPro, and I want to detect multiple images(about 5) and show info at the same time. However, I found that it seems only 1 image could be detected by device at one time. And the api of maximumNumberOfTrackedImages doing this seems not available for visionOS but only iOS. Anyone knows possible ways to detect multiple images at the same time on VisionPro?
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480
Oct ’25
RealityView camera feed not shown
I have two RealityView: ParentView and When click the button in ParentView, ChildView will be shown as full screen cover, but the camera feed in ChildView will not be shown, only black screen. If I show ChildView directly, it works with camera feed. Please help me on this issue? Thanks. import RealityKit import SwiftUI struct ParentView: View{ @State private var showIt = false var body: some View{ ZStack{ RealityView{content in content.camera = .virtual let box = ModelEntity(mesh: MeshResource.generateSphere(radius: 0.2),materials: [createSimpleMaterial(color: .red)]) content.add(box) } Button("Click here"){ showIt = true } } .fullScreenCover(isPresented: $showIt){ ChildView() .overlay( Button("Close"){ showIt = false }.padding(20), alignment: .bottomLeading ) } .ignoresSafeArea(.all) } } import ARKit import RealityKit import SwiftUI struct ChildView: View{ var body: some View{ RealityView{content in content.camera = .spatialTracking } } }
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178
Activity
Jun ’25
Logitech Muse: OS-level support?
I've been experimenting with the Muse pen and understand that it can be accessed by my app through a SpatialTrackingSession, but is there any current or planned support for devices like this as for general UI input like game controllers are? For example, using the button as a tap analogue for SwiftUI views.
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111
Activity
Oct ’25
Spatial Web and Safari
Is there any interest in this forum for those developing for the spatial web and safari. I can't seem to find any posts that are relevant here.
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1
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230
Activity
Dec ’25
How to give spatial photo a custom corner radius?
Spatial photo in RealityView has a default corner radius. I made a parallel effect with spatial photos in ScrollView(like Spatial Gallery), but the corner radius disappeared on left and right spatial photos. I've tried .clipShape and .mask modifiers, but they did't work. How to clip or mask spatial photo with corner radius effect?
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482
Activity
Aug ’25
How to add visual thickness to a glass background view
Hi guys, In visionOS, when using a ZStack decorated with .glassBackgroundEffect(), you can see the 3D glass background from the front, but when viewed from the side, the view appears to have no thickness. However, I noticed that in an app built by Apple, when viewing a glass background view from the side, it appears to have thickness. I tried adding .frame(depth:) to a glass background view, but it appears as two separate layers spaced by the depth value. My question is: Is there a view modifier that adds visual thickness to a glass background view, as shown in the picture? Or, if not, how should I write a custom view modifier to achieve this effect? Thanks!
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0
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0
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120
Activity
May ’25
iOS AR Kit Blendshapes on Vision OS
I work on motion capture systems for VTubing. I can't seem to find any information on gaining access to the Face Tracking features on iOS while developing for Vision OS. I would love to bring VStreamer Live to Vision OS
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0
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0
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71
Activity
Jun ’25
Real Time Spatial Video Streaming with Vision Pro
Hello, I am trying to build an AVP app for real-time "zero-latency" spatial video streaming. I am trying to figure out, on a high level, the best way to do this. Currently this is my method: Server sends stereo images via a WebRTC service (ie, livekit) The WebRTC stream is converted to a CVPixelBuffer, writes them to file, plays via AVPlayer, and applies a VideoMaterial to a plane entity. However, this is a bit hacky and it seems like this won't be compatible with Apple's spatial experinces. To my understanding, Apple supports HLS streaming for spatial experiences and APMP content. However, HLS (and even Low Latency HLS) introduces a second or more of latency, likely do to the segmentation nature of HLS. Thus, HLS will not work for us. Some other alternatives I've thought of are streaming the live stream video via webrtc from the server to a local computer in the AVP's network, and then using LL-HLS to stream from the local computer to the vision pro. Still, it seems like this would introduce latency on the order of seconds. Is my current approach the best way to implement this? Or could anyone suggest a better way, perhaps something compatible with AVP's spatial experiences
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0
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1
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135
Activity
Dec ’25
Object Tracking Improvement of moving object
Here is the sample project from apple of Object Tracking. https://developer.apple.com/documentation/visionOS/exploring_object_tracking_with_arkit can we improve it tracking accuracy and tracking when object is moving little faster, so the 3d object that draw still follow it and make it more accurate.
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145
Activity
May ’25
How to get a usdz to play a blend shape/morphed 3D lipsynced in AR on an iPhone?
How do I convert a blend shape/morphed 3D lip-synced model into a usdz that will play in AR on an iPhone?
Topic: Spatial Computing SubTopic: ARKit Tags:
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84
Activity
Mar ’25
RealityView content disappears when selecting Lock In Place on visionOS
I'm experiencing an issue where all RealityView content disappears when the user selects "Lock In Place" from the window management menu (long press on close button). "Follow Me" works correctly and this happens in Testflight builds only not reproducible when I run locally I have reproduced this with a minimal project containing nothing but a simple red cube — no custom anchors, no app state, no dependencies. Steps to Reproduce: Open an ImmersiveSpace A red cube is placed 1m in front of the user via RealityView Long press the X button on any floating window Select "Lock In Place" The cube disappears immediately Expected: Cube remains visible after window is locked Actual: Cube disappears. Note: "Follow Me" does NOT reproduce this issue. Minimal reproducible code: struct ImmersiveView: View { var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3(0, 1.5, -1), relativeTo: nil) content.add(cube) } } } Device: Apple Vision Pro visionOS version: Vision OS 26.2 (23N301) Xcode version: Version 26.3 (17C529) Is this a known issue? Is there a recommended workaround to preserve RealityView content during Lock In Place transitions? Thank you!
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281
Activity
2d
how make an APN message
I like to compose an APN message. (using FCM) what shall I do for it?
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223
Activity
Jul ’25
visionOS 26 - Rendering Issues related to Transparency
Summary After updating to visionOS 26, we’ve encountered severe transparency rendering issues in RealityKit that did not exist in visionOS 2.6 and earlier. These regressions affect applications that dynamically control scene opacity (via OpacityComponent). Our app renders ultra-realistic apartment environments in real time, where users can walk or teleport inside 3D spaces. When the user moves above a speed threshold, we apply a global transparency effect to prevent physical collisions with real-world objects. Everything worked perfectly in visionOS 2.6 — the problems appeared only after upgrading to 26. Scene Setup Overview The environment consists of multiple USDZ models (e.g., architecture, rooms, furniture). We manage LODs manually for performance (e.g., walls and floors always visible in full-res, while rooms swap between low/high-res versions based on user position and field of view). Transparency is achieved using OpacityComponent, applied dynamically when the user moves. Some meshes (e.g., portals to skyboxes, glass windows) use alpha materials We also use OcclusionMaterials to prevent things to be seen through walls when scene is transparent Observed Behavior by Scenario (I can share a video showing the results of each scenario if needed.) Scenario 1 — Severe Flickering (Root Opacity) Setup: OpacityComponent applied to the root entity NO ModelSortGroupComponent used Symptoms: Strong flickering when transparency is active Triangles within the same mesh render at inconsistent opacity levels Appears as if per-triangle alpha sorting is broken Workaround: Moving the OpacityComponent from the root to each individual USDZ entity removes the per-triangle flicker Pros: No conflicts with portals or alpha materials Scenario 2 — Partially Stable, But Alpha Conflicts Setup: OpacityComponent applied per USDZ entity ModelSortGroupComponent(planarUIAlwaysBehind) applied to portal meshes Other entities have NO ModelSortGroupComponent Symptoms: Frequent alpha blending conflicts: Transparent surfaces behind other transparent surfaces flicker or disappear Example: Wine glasses behind glass doors — sometimes neither is rendered, or only one Even opaque meshes behind glass flicker due to depth buffer confusion Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Analysis: Appears related to internal changes in alpha sorting or depth pre-pass behavior introduced in visionOS 26 Pros: Most stable setup so far Cons: Still unreliable when OpacityComponent is active Scenario 3 — Layer Separation Attempt (Regression) Setup: Same as Scenario 2, but: Entities with alpha materials moved to separate USDZs Explicit ModelSortGroupComponent order set (alpha surfaces rendered last) Symptoms: Transparent surfaces behind other transparent surfaces flicker or disappear Depth is completely broken when there's a large transparent surface Alpha materials sometimes render portals or the real world behind them, ignoring other geometry entirely Workaround Attempt: Re-ordering and further separating models did not solve it Pros: None — this setup makes transparency unusable Conclusion There appears to be a regression in RealityKit’s handling of transparency and sorting in visionOS 26, particularly when: OpacityComponent is applied dynamically, and Scenes rely on multiple overlapping transparent materials. These issues did not exist prior to 26, and the same project (no code changes) behaves correctly on previous versions. Request We’d appreciate any insight or confirmation from Apple engineers regarding: Whether alpha sorting or opacity blending behavior changed in visionOS 26 If there are new recommended practices for combining OpacityComponent with transparent materials If a bug report already exists for this regression Thanks in advance!
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213
Activity
Nov ’25
RoomPlan CaptureError.exceedSceneSizeLimit on iOS devices
When scanning multiple rooms (10+) in a single structure using ARWorldMap for coordinate space consistency, RoomCaptureSession throws CaptureError.exceedSceneSizeLimit. The instructions here (https://developer.apple.com/documentation/roomplan/scanning-the-rooms-of-a-single-structure) provide exactly what I am doing to keep the underlying ARSession alive (by calling captureSession.stop(pause: false)) and save the results before a user moves to the next room. Scanning 11 or so rooms will cause the user to hit the exceedSceneSizeLimit error. The ARWorldMap is about 58 MB and always is around this size when hitting this issue. No anchors are present and all the data seems to be from tracking data. On iPad devices (where I do not see this issue) the ARWorldMap grows as a significantly slower rate in size. I save the ARWorldMap after each room is scanned and confirmed by the user. If I use the ARMap to initialize the ARSession (as described in the docs) the session will immediately error with "exceedSceneSizeLimit" once the captureSession.run() is executed. Occasionally it will allow me/the user to scan again, but either breaks mid scan or the following. This has been working fine for the past 2 years and users have been able to scan dozens of rooms without issue. It seems only lately that it has been a problem. I would expect the ARWorldMap to be allowed for much bigger sizes. At this point I can just about scan more area of my house with a single scan than I can when I use different captureSessions. Few observations: This happens on my iPhone 15 Pro Max, my iPhone 17 Pro, but not my iPad M4 (maybe memory related?). It is possible if scanning many more rooms it would happen on the iPad too. I have tried things such as resetting the ARConfig on the underlying ARSession to reset some, but this doesn't work. I have tried to create a new ARWorldMap and move the origin to the older map to clear out tracking data. This almost works but causes a mess of issues when a user moves at all due to the unshared coordinate space. I believe there are three active issues regarding this: FB14454922, FB15035788, FB20642944 Could we get an update for this issue? It is a production issue and severely limits my user experience in my production application.
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156
Activity
Oct ’25
Assigning ManipulationComponent to Entity triggers SceneEvents.WillRemoveEntity
When assigning a ManipulationComponent to an Entity SceneEvents.WillRemoveEntity will be called for that Entity. Expected Behavior: the Entity is not (even if temporarily) removed from the Scene and no SceneEvents will be triggered as a result of assigning a ManipulationComponent. FB20872220
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231
Activity
Oct ’25
UIRequiredDeviceCapabilities values?
I've submitted my first AR app for iPhone and iPad to iTunes Connect. After sending a binary to iTunes Connect, I've received the following warning message. The app contains the following UIRequiredDeviceCapabilities values, which aren’t supported in visionOS: [arkit]. No. 1, my app doesn't support visionOS. No. 2, I don't have the UIRequiredDeviceCapabilities dictionary in info.plist. Why am I receiving this warning? One article related to this issue that I've read suggests that I remove the UIRequiredDeviceCapabilities dictionary. Well, I don't have it in my plist. What can I do with this warning message? Thanks.
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333
Activity
Jul ’25
Header Blur Effect on visionOS SwiftUI
Hi, I'm looking to build something similar to the header blur in the App Store and Apple TV app settings. Does anyone know the best way to achieve this so that when there is nothing behind the header it looks the same as the rest of the view background but when content goes underneath it has a blur effect. I've seen .scrollEdgeEffect on IOS26 is there something similar for visionOS? Thanks!
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141
Activity
Sep ’25
PhotogrammetrySession Polygon Count Limit – How Is It Determined by Hardware?
Hi Apple Team, I’m working on a human portrait scanning application using PhotogrammetrySession, and I’ve been very impressed by the results. Thank you for building such a powerful and accessible photogrammetry solution into macOS! I do, however, have a question regarding mesh detail limitations on different Mac hardware configurations. When using PhotogrammetrySession.Request.Detail.custom and trying to set maximumPolygonCount = 1000000, I see the following log message: Clamped max poly count: 1000000 to device limit. 250000 is used. This is on an M1 Max with 32 GB RAM. I’m aware that PhotogrammetrySession.limits can report values like maximumInputImageDimension and maximumNumberOfInputImages, but I haven’t found documentation on how the maximumPolygonCount is determined, and what hardware specs influence it. Is it tied more to: • GPU performance (e.g. neural/graphics cores)? • CPU architecture? • Memory size or bandwidth? • Or is it fixed per SoC generation? I’d love to understand what kind of hardware upgrades (e.g. moving to M4 Pro or increasing RAM) could allow me to increase mesh complexity and generate more detailed models. Any insights would be greatly appreciated—and if this is covered in upcoming WWDC sessions or documentation, I’d be happy to tune in. Thanks in advance! KitCheng
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156
Activity
May ’25
Help Configuring Unity for Immersive VR on Vision Pro with Pinch Teleport
How do I configure a Unity project for a fully immersive VR app on Apple Vision Pro using Metal Rendering, and add a simple pinch-to-teleport-where-looking feature? I've tried the available samples and docs, but they don't cover this clearly (to me). So far, I've reviewed Unity XR docs, Apple dev guides, and tutorials, but most emphasize spatial apps. Metal examples exist but don't include teleportation. Specifically: visionOS sample "XRI_SimpleRig" – Deploys to device/simulator, but no full immersion or teleport. XRI Toolkit sample "XR Origin Hands (XR Rig)" – Pinch gestures detect, but not linked to movement. visionOS "XR Plugin" sample "Metal Sample URP" – Metal setup works, but static scene without locomotion. I'm new in Unity XR development and would appreciate a simple, standalone scene or document focused only on the essentials for "teleport to gaze on pinch" in VR mode—no extra features. I do have some experience in unreal, world toolkit, cosmo, etc from the 90's and I'm ok with code. Please include steps for: Setting up immersive VR (disabling spatial defaults if needed). Integrating pinch detection with ray-based teleport. Any config changes or basic scripts. Project Configuration: Unity Editor Version: 6000.2.5f1.2588.7373 (Revision: 6000.2/staging 43d04cd1df69) Installed Packages: Apple visionOS XR Plugin: 2.3.1 AR Foundation: 6.2.0 PolySpatial XR: 2.3.1 XR Core Utilities: 2.5.3 XR Hands: 1.6.1 XR Interaction Toolkit: 3.2.1 XR Legacy Input Helpers: 2.1.12 XR Plugin Management: 4.5.1 Imported Samples: Apple visionOS XR Plugin 2.3.1: Metal Sample - URP XR Hands 1.6.1 XR Interaction Toolkit 3.2.1: Hands Interaction Demo, Starter Assets, visionOS Build Platform Settings: Target: Apple visionOS App Mode: Metal Rendering with Compositor Services Selected Validation Profiles: visionOS Metal Documentation: Enabled Xcode Version: 26.01 visionOS SDK: 26 Mac Hardware: Apple M1 Max Target visionOS Version: 20 or 26 Test Environment: Model: Apple Vision Pro, visionOS 26.0.1 (23M341), Apple M1 Max No errors in builds so far; just missing the desired functionality. Thanks for a complete response with actionable steps.
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260
Activity
Oct ’25
New Spatial Rendering App on macOS doesn't display on visionOS device
I created a new Spatial Rendering App from the template in Xcode 26.0.1. When I run the app, click 'Show Immersive Space' and select my Vision Pro from the pop-up dialog, the content in the dialog flickers (which seems to indicate something crashed) and nothing appears on my Vision Pro. I'm running the released macOS 26.0 (25A354) and visionOS 26.0 (23M336). Filed as FB20397093.
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362
Activity
Sep ’25
Possible to detect multiple images at the same time on VisionPro?
I'm working on a project that uses imageTrackingProvider through ARKit on VisionPro, and I want to detect multiple images(about 5) and show info at the same time. However, I found that it seems only 1 image could be detected by device at one time. And the api of maximumNumberOfTrackedImages doing this seems not available for visionOS but only iOS. Anyone knows possible ways to detect multiple images at the same time on VisionPro?
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480
Activity
Oct ’25