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How can we occlude a thin metal needle (held in the hand) with virtual content on visionOS?
Hi, We're building a mixed-immersive visionOS app in which the user holds a thin metal tool — a needle — near virtual content. We need the real needle to correctly occlude virtual content: when the needle (and especially its tip) is physically in front of a virtual object, the virtual object must not draw over it. We are solution-agnostic. Whether the right answer is LiDAR / scene-depth based, object-tracking based, hand-tracking based, or something else entirely — we just need needle occlusion to work. Here is what we've ruled out so far: ObjectTrackingProvider — blocked at enrolment. We can't even produce a usable reference object: the object-capture / scanning step doesn't pick up the needle at all (≈1 mm shaft, specular/metallic, almost no surface features). So object tracking never gets off the ground — it fails before runtime. SceneReconstructionProvider + OcclusionMaterial — only usable for large planar surfaces. Occlusion against a wall or floor is clean. But the mesh is too coarse for anything with finer geometry: a chair already gives very rough, ragged occlusion edges, and the needle is far below the mesh resolution — its shaft never appears in the mesh, so it never occludes at all. So this isn't only a needle problem: it's a mesh resolution problem that goes from rough (chair) to nonexistent (needle). Automatic hand occlusion — doesn't cover the tip. The hand is composited in front correctly, but the needle tip protrudes a few centimetres beyond the fingers, and virtual content draws over exactly that part. The needle tip is the part that most needs to occlude correctly, so this is blocking for us. The full Xcode sample project and the screen recording are in this GitHub repo: https://github.com/JerryNee/occlusion-demo (the video is at media/occlusion-demo.mp4). The screenshots below are stills from that recording, which has four stages, all with the same virtual cube: Occlusion off — baseline; the cube draws over everything in the room. Occlusion on, against a wall — the cube is occluded cleanly. Occlusion on, against a chair — the cube is occluded, but with rough, ragged edges. Occlusion on, with a needle — the needle does not occlude the cube at all. The same occlusion path therefore degrades from clean (wall) → rough (chair) → nonexistent (needle) as the real geometry gets finer. Questions / avenues we'd welcome guidance on (any one would unblock us): What is the recommended way to occlude an object this thin on visionOS — and is it possible at all today? Is there app-accessible per-pixel scene depth (analogous to ARFrame.sceneDepth on iOS) that we could use to occlude geometry the reconstruction mesh misses? Can the system's automatic hand / upper-limb occlusion be extended to include a thin instrument held in the hand — i.e. treat a held tool as part of the hand region? The tool has known, rigid geometry, so we considered attaching an OcclusionMaterial proxy mesh and positioning it from hand-tracking joints — but the needle's orientation within the grip is not determined by the hand pose (the same grip can hold the needle at many different angles), so a hand-joint proxy would be misaligned. Is there any supported way to recover the actual 6-DoF pose of a thin tool held in the hand (i.e. something that senses the tool itself, since the hand pose doesn't constrain it)? Is there any way to make object capture / scanning succeed for thin, specular objects, or an alternative enrolment path? Environment: Apple Vision Pro, visionOS 26.2. Full Xcode sample + screen recording: https://github.com/JerryNee/occlusion-demo Even a "not currently possible / known limitation" answer would help us plan our roadmap. Thank you!
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How to align a newly opened volumetric window with the center of an existing 2D window in visionOS?
I’m building a visionOS app that starts with a regular 2D SwiftUI window. From that 2D window, the user can enter a volumetric mode, where I want to open a large volumetric WindowGroup and have it appear centered around the same spatial position as the original 2D window. The volumetric window is physically large, roughly over 1m × 1m × 30cm. Because of that, placement behavior is very noticeable. My intended behavior is: User is interacting with a regular 2D window. User taps a button. A large volumetric window opens. The volumetric window appears in front of the user, ideally centered on or near the original 2D window’s position. The original 2D window is dismissed or replaced. My current workaround is to call openWindow(id:) for the volumetric window, then dismiss the original 2D window. This works in the sense that the volume is created, but its initial position is noticeably offset from the original 2D window. I also tried using defaultWindowPlacement to control the placement of the volumetric window relative to the existing 2D window. I tested placements such as .below, .trailing, and other relative positions. However, because the volumetric window is large, the result is worse: when I open the volume from the 2D window, the volumetric window appears to move instantly far away from the user’s view, almost as if it flies out of the visible workspace. After that, I can no longer see or interact with the volume. Interestingly, if I then go back to the system Home View and tap the app icon again, the volumetric window appears normally in front of the user. Here is a simplified version of my setup: @main struct MyApp: App { var body: some Scene { WindowGroup(id: "main") { MainWindowView() } WindowGroup(id: "volume") { VolumeView() } .windowStyle(.volumetric) .defaultSize(width: 1.0, height: 1.0, depth: 0.3, in: .meters) // I also tried defaultWindowPlacement here, // using placements such as .below, .trailing, etc. } } struct MainWindowView: View { @Environment(.openWindow) private var openWindow @Environment(.dismissWindow) private var dismissWindow var body: some View { Button("Open Volume") { openWindow(id: "volume") dismissWindow(id: "main") } } } What I would like to know: Is there a supported way to open a large volumetric window from a 2D window while preserving or approximating the 2D window’s spatial center? Is defaultWindowPlacement expected to work reliably for large volumetric windows, or can relative placements such as .below or .trailing cause the volume to be placed outside the user’s comfortable visible area? Is there any API that exposes the current 2D window’s spatial position or center so I can place the volumetric window more precisely? Can pushWindow(id:) be used to replace a 2D window with a volumetric window while preserving placement, or is this transition not currently supported? Why would the same volumetric window appear far away when opened from the 2D window, but appear normally in front of the user when the app is reopened from the system Home View? What is the recommended UX or technical pattern for transitioning from a regular 2D window into a large volumetric window without the volume jumping or appearing outside the user’s view? I’m testing this on: visionOS version: [26.5] Xcode version: [26.4.1] Device or Simulator: [vision pro m2 & m5] SwiftUI app lifecycle Source scene: regular WindowGroup Destination scene: WindowGroup with .windowStyle(.volumetric) Approximate volume size: over 1m × 1m × 30cm Any guidance on the recommended placement strategy for large volumetric windows would be appreciated.
Topic: Design SubTopic: General Tags:
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Parallax Previewer v2 crashes in macOS 26.4.1, Tahoe.
I can run v1 of Parallax Previewer just fine, but v2 pops up an error on open. In console I can see a crash log that states that CoreRe.framework is looking for _FigSTSCreate inside the system's MediaToolbox.framework. I guess Tahoe doesn't have that. Is there a new version coming that works on Tahoe? or a workaround? I couldn't find an existing discussion about this. thanks.
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`FigAudioSession(AV) err=-19224` triggered by empty Button tap on visionOS 26.5, breaking subsequent AVAudioSession configuration
Environment Device: Apple Vision Pro (real device) OS: visionOS 26.5 Xcode: 26.5 Framework: AVFAudio / AVFoundation Summary On visionOS 26.5, tapping an empty Button consistently emits the following internal warning before the action closure executes: <<<< FigAudioSession(AV) >>>> signalled err=-19224 (<>:612) After this warning is emitted, any subsequent call to configure AVAudioSession silently stops working — audio input and output become non-functional for the lifetime of the session. If the same configuration is performed without a preceding button tap (e.g., inside View.task {}), it succeeds and audio works correctly. Reproduction Due to a dependency on LiveKitWebRTC (livekit/webrtc-xcframework) for WebRTC-based Realtime API audio, we are unable to provide a full self-contained sample project. However, the AVAudioSession configuration code involved is as follows: static func configureAudioSession() { #if !os(macOS) do { let audioSession = AVAudioSession.sharedInstance() #if os(tvOS) try audioSession.setCategory(.playAndRecord, options: []) #else try audioSession.setCategory(.playAndRecord, options: [.defaultToSpeaker]) #endif try audioSession.setMode(.videoChat) try audioSession.setActive(true, options: .notifyOthersOnDeactivation) } catch { print("Failed to configure AVAudioSession: \(error)") } #endif } Scenario A — Button tap (fails): Button("Start") { configureAudioSession() // FigAudioSession err=-19224 appears; audio stops working } Scenario B — View.task (succeeds): .task { configureAudioSession() // No warning; audio works correctly } The only difference is whether a user gesture (Button tap) precedes the call. Observed Behavior Tapping any Button on visionOS 26.5 causes FigAudioSession(AV) err=-19224 to be signalled at <>:612, even before the action closure runs. After this warning, AVAudioSession configuration appears to have no effect — setActive(true) does not throw, but audio appears to stop functioning. Configuring the session prior to any button interaction (e.g., in View.task {}) works correctly. Expected Behavior A Button tap should not implicitly interfere with the audio session state. AVAudioSession configuration should succeed regardless of the UI event context that triggers it. Questions What does FigAudioSession(AV) err=-19224 mean? Does it correspond to a documented AVAudioSession.ErrorCode? Why does a Button tap trigger a FigAudioSession signal on visionOS? Is the system performing implicit audio session management when detecting user interaction? Is there a recommended pattern for configuring AVAudioSession in response to a user gesture on visionOS? Our current workaround (View.task {}) is not suitable for on-demand audio start triggered by the user. Is err=-19224 causally responsible for the subsequent audio issue? Since setActive(true) does not throw after the warning, it is unclear whether this signal is the direct cause of the apparent audio failure or a symptom of a deeper conflict. Are there UI components or APIs on visionOS that do not trigger this signal, while still being user-interaction driven? Additional Notes Reproducible only on physical Apple Vision Pro hardware; not observed in Simulator. AirPlay mirroring is not in use during testing. No other apps are playing audio in the background at the time of reproduction. We use LiveKitWebRTC (livekit/webrtc-xcframework, revision 94ce1c9) for WebRTC audio. However, the FigAudioSession warning appears independently of the WebRTC layer — it is emitted on Button tap even before configureAudioSession() is called. We have verified that calling configureAudioSession() before performHandshake() (i.e., before WebRTC initializes its audio pipeline) does not resolve the issue when a Button tap precedes the call.
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AVAudioSession gets interrupted when closing a window
I have a visionOS app that plays audio using AVAudioEngine and presents both a window and an immersive space. If I close the window, the audio session gets interrupted and attempting to restart the session and audio engine has no effect. I need to dismiss the app, then reopen it, which reopens the main window, in order for audio to start playing again. This is in all visionOS 2 betas. Note that I have background audio enabled for my app.
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MFMailComposeViewController in visionOS does not have a cancel button
When i use the MFMailComposeViewController in visionOS, there is no cancel button for the controller. The button at the bottom closes the app. Is anyone else experiencing this? if([MFMailComposeViewController canSendMail]) { MFMailComposeViewController* controller = [[MFMailComposeViewController alloc] init]; controller.mailComposeDelegate = (id <MFMailComposeViewControllerDelegate>)view; [controller setToRecipients:toAddresses]; [controller setSubject:subject]; [controller setMessageBody:body isHTML:isHtml]; [view presentViewController:controller animated:YES completion:nil]; }
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Vision Pro App Development Outside Supported Countries (Apple ID / Region Restrictions?)
Hello, does anyone have experience using Apple Vision Pro in countries where it has not yet been officially released? I work for a company in Austria, and we are interested in developing internal XR applications for Vision Pro. Since the device is not officially available in Austria, we are considering purchasing it in Germany. My main question is whether it is possible to develop and test Vision Pro apps using an Austrian Apple ID / developer account, or if there are any regional restrictions we should be aware of (e.g., related to App Store access, provisioning, or device functionality). Apple Support was unfortunately unable to provide a definitive answer and recommended asking here. Any insights or experiences would be greatly appreciated. Best regards, Don Appelonie
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Vision Pro App Development Outside Supported Countries (Apple ID / Region Restrictions?)
Hello, does anyone have experience using Apple Vision Pro in countries where it has not yet been officially released? I work for a company in Austria, and we are interested in developing internal XR applications for Vision Pro. Since the device is not officially available in Austria, we are considering purchasing it in Germany. My main question is whether it is possible to develop and test Vision Pro apps using an Austrian Apple ID / developer account, or if there are any regional restrictions we should be aware of (e.g., related to App Store access, provisioning, or device functionality). Apple Support was unfortunately unable to provide a definitive answer and recommended asking here. Any insights or experiences would be greatly appreciated. Best regards, Don Appelonie
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concurrent downloading of files with URLSession downloadTask with background configuration.
According to documentation, the URLSession background tasks continue even when the app is suspended. What is the lifespan of the URLSessionDownloadDelegate object when app is suspended or terminated? Will it get re-created and re-initialize properties when the app re-launches, or will it somehow restore the existing property values? Also, urlSessionDidFinishEvents not getting called, and what do we need to do there with the backgroundCompletionHandler? Any insights are much appreciated. We are getting ready to launch and this is a roadblock. (visionOS26.4) Thank you. @Observable class DownloadManager: NSObject, URLSessionDownloadDelegate { ... let config = URLSessionConfiguration.background(withIdentifier: "TestDL") config.sessionSendsLaunchEvents = true var urlSession = URLSession(configuration: config, delegate: self, delegateQueue: nil) func downloadFiles(... { // initiate multiple file downloads concurrently for url in urlList { let task = urlSession.downloadTask(with: url) task.resume() } } func urlSession(_ session: URLSession, downloadTask: URLSessionDownloadTask, didFinishDownloadingTo location: URL) { ... func urlSession(_ session: URLSession, downloadTask: URLSessionDownloadTask, didWriteData bytesWritten: Int64, totalBytesWritten: Int64, totalBytesExpectedToWrite: Int64) { ... func urlSession(_: URLSession, task: URLSessionTask, didCompleteWithError error: Error?) { ... // Not getting called ?? // Is this only called when app is suspended/terminated? func urlSessionDidFinishEvents(forBackgroundURLSession session: URLSession) { print("didFinishEvents") Task { @MainActor in //urlSession?.finishTasksAndInvalidate() //urlSession = nil // not sure what to do here: if let appDelegate = UIApplication.shared.delegate as? AppDelegate, let completionHandler = appDelegate.backgroundCompletionHandler { completionHandler() appDelegate.backgroundCompletionHandler = nil } } }
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API to query for Guest User Mode on VisionOS?
Hi! Is there currently any public API for product engineers to query for Guest User mode?^1 Is there an API product engineers can query at runtime to determine if their app is running as a Guest User on visionOS? I am not able to find any API that directly returns this information. But it does look some APIs can indirectly return this. HealthKit can condition some of its response values on Guest User mode.^2 It is possible that querying through HealthKit might be a workaround. But it would require asking for health data even in Vision Apps that do not really need health data. I would still be looking for something like a direct Guest User API if that was available. Thanks!
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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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Apr ’26
visionOS: AVFoundation cannot deliver simultaneous video from two external (UVC) cameras; no public USB fallback exists
Area: visionOS 26.4 · AVFoundation · AVCapture · External/UVC video Classification: Suggestion / API Enhancement Request (also: Incorrect/Missing Documentation) Device / OS: Apple Vision Pro, visionOS 26.x. Xcode 26.4.1, XROS26.4.sdk. Summary On visionOS, a third-party app cannot display two UVC USB cameras (connected through a powered USB-C hub) at the same time. Every AVFoundation path that would enable this on iPadOS is either unavailable or fails at runtime on visionOS, and there is no public non-AVFoundation fallback (no IOUSBHost, no DriverKit, no usable CoreMediaIO, no MFi path for generic UVC devices). This is a real capability gap relative to iPadOS and macOS, and Camo Studio on iPadOS (App Store ID 6450313385) demonstrates the two-camera USB-hub use case is legitimate and valuable for spatial-video/hybrid-capture workflows on Vision Pro. Steps to reproduce Connect a powered USB-C hub to Apple Vision Pro with two UVC webcams attached. Build a visionOS app that uses AVCaptureDevice.DiscoverySession(deviceTypes: [.external], …). Observe: both cameras are discovered and enumerate as distinct AVCaptureDevices. Attempt A — two independent sessions: Create two independent AVCaptureSessions, each with one AVCaptureDeviceInput and one AVCaptureVideoDataOutput, start both. Result: only one session delivers sample buffers. The other stalls silently with no error and no interruption notification. Attempt B — AVCaptureMultiCamSession with manual connections (the pattern that works on iPadOS 18+): Result: code does not compile. In XROS26.4.sdk: AVCaptureInputPort is API_UNAVAILABLE(visionos) (AVCaptureInput.h) AVCaptureInput.ports is API_UNAVAILABLE(visionos) AVCaptureDeviceInput.portsWithMediaType:sourceDeviceType:sourceDevicePosition: is API_UNAVAILABLE(macos, visionos) Therefore AVCaptureConnection(inputPorts:output:) cannot be constructed. AVCaptureMultiCamSession itself is declared API_AVAILABLE(… visionos(2.1)), which is misleading because without input-port access the manual-connection path the class requires is unreachable. Expected behavior Either of the following would resolve this, in order of preference: Expose the missing API surface on visionOS. Make AVCaptureInputPort, AVCaptureInput.ports, and AVCaptureDeviceInput.portsWithMediaType:sourceDeviceType:sourceDevicePosition: available on visionOS so the documented iPadOS multi-cam pattern compiles and runs. AVCaptureMultiCamSession is already declared available — the supporting API surface should match. Allow two concurrent plain AVCaptureSessions to each own a distinct external AVCaptureDevice. Each session binds a different hardware device, and the current serialization appears to be a software policy rather than a hardware constraint (a powered hub has bandwidth for both). Document the limit explicitly and surface a clear error or interruption reason on the stalled session so apps can fail loudly instead of appearing to work. Actual behavior AVCaptureMultiCamSession advertises visionos(2.1) availability but the APIs required to wire its connections are marked unavailable on visionOS. Two concurrent AVCaptureSessions silently deliver frames to only one session; no error is reported on the other. There is no public alternative framework on visionOS for raw UVC access to work around this: IOUSBHost.framework — not present in XROS26.4.sdk DriverKit — not present in XROS26.4.sdk IOKit — ships a stub (IOKit.tbd); no public USB device interfaces CoreMediaIO — headers are an apinotes stub on visionOS ExternalAccessory — MFi-only; generic UVC devices don't enumerate This means there is no public path, AVFoundation or otherwise, for a third-party visionOS app to display two UVC cameras at once. Impact / use cases Apple Vision Pro is uniquely suited to multi-camera monitoring and capture workflows — spatial creators, broadcast/AV producers, multi-angle reference during immersive authoring, clinical and field-recording use cases, and apps that combine a primary UVC cinema camera with a secondary UVC reference/overview angle. iPadOS already supports this via AVCaptureMultiCamSession (demonstrated shipping by Camo Studio). The current visionOS limitation pushes these workflows back to iPad or macOS and undermines Vision Pro's positioning as a pro capture/monitor environment. References iPadOS reference implementation: Apple sample Displaying Video From Connected Devices + AVCaptureMultiCamSession with manual AVCaptureConnection wiring — works on iPadOS 18+ with two UVC cameras via a powered hub. Shipping precedent: Camo Studio — two simultaneous UVC cameras via USB hub on iPad — https://apps.apple.com/us/app/camo-studio-stream-record/id6450313385 visionOS 26.4 SDK headers cited above (AVCaptureInput.h, AVCaptureSession.h).
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Apr ’26
SearchFieldPlacement.navigationBarDrawer in NavigationSplitView detail ignores sidebar width on first rendering.
When a NavigationSplitView detail column shows a View that uses .searchable(text: $searchText, placement: .navigationBarDrawer), the search bar extends under the sidebar region, on the first View render only. After any event that triggers a View refresh (such as switching away and back to the View, editing the search text, or resizing the window) the search field is positioned correctly in the detail column’s navigation area. var body: some View { NavigationSplitView { List { Text("Sidebar") } .navigationTitle("Sidebar") } detail: { Text("Detail") .navigationTitle("List") .searchable( text: $searchText, placement: .navigationBarDrawer ) } } FB22559713 has been opened.
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Apr ’26
RealityView content disappears when selecting Lock In Place on visionOS
Hi, 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. Minimal reproducible code: var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3<Float>(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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Apr ’26
ManipulationComponent Not Translating using indirect input
When using the new RealityKit Manipulation Component on Entities, indirect input will never translate the entity - no matter what settings are applied. Direct manipulation works as expected for both translation and rotation. Is this intended behaviour? This is different from how indirect manipulation works on Model3D. How else can we get translation from this component? visionOS 26 Beta 2 Build from macOS 26 Beta 2 and Xcode 26 Beta 2 Attached is replicable sample code, I have tried this in other projects with the same results. var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "MovieFilmReel", in: reelRCPBundle) { ManipulationComponent.configureEntity(immersiveContentEntity, allowedInputTypes: .all, collisionShapes: [ShapeResource.generateBox(width: 0.2, height: 0.2, depth: 0.2)]) immersiveContentEntity.position.y = 1 immersiveContentEntity.position.z = -0.5 var mc = ManipulationComponent() mc.releaseBehavior = .stay immersiveContentEntity.components.set(mc) content.add(immersiveContentEntity) } } }
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Apr ’26
Tapping once with both hands only works sometimes in visionOS
Hello! I have an iOS app where I am looking into support for visionOS. I have a whole bunch of gestures set up using UIGestureRecognizer and so far most of them work great in visionOS! But I do see something odd that I am not sure can be fixed on my end. I have a UITapGestureRecognizer which is set up with numberOfTouchesRequired = 2 which I am assuming translates in visionOS to when you tap your thumb and index finger on both hands. When I tap with both hands sometimes this tap gesture gets kicked off and other times it doesn't and it says it only received one touch when it should be two. Interestingly, I see this behavior in Apple Maps where tapping once with both hands should zoom out the map, which only works sometimes. Can anyone explain this or am I missing something?
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Apr ’26
Looking for a visionOS collaborator (brief + feedback for spatial prototype)
Hi everyone, I’m a mixed reality designer currently building visionOS experiences (RealityKit + SwiftUI), and I’m working on a course at Arizona State University where we develop a project in response to a real-world client. I’m looking to collaborate with someone in the visionOS ecosystem who would be open to sharing a simple prompt or brief (nothing confidential), which I can use to create a proposal response. The outcome would include: Spatial concept + storyboard Interaction design direction Rough scope, timeline, and team structure Optional small prototype in visionOS The goal on my side is to better understand how spatial work is framed and communicated in real-world scenarios, especially within Apple’s ecosystem. The ask is very lightweight: 1–2 short check-ins during April or async feedback via email A bit about my work: Built Spatial Synesthesia for Apple Vision Pro Eye tracking interaction that isolates instruments in a live orchestral mix based on color perception Working with computer vision and spatial anchoring in Unity and visionOS Focused on perception-driven interaction and minimal UI systems If you’re a developer, designer, or part of a small studio working in visionOS and this sounds interesting, I’d love to connect. Thanks in advance. Leo
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Apr ’26
How to renew visionOS Enterprise API entitlement / license?
Hi everyone, I’m currently using the visionOS Enterprise APIs, and I noticed in the official documentation that: However, I couldn’t find any clear instructions on how to actually renew the license. What is the correct process to renew a visionOS Enterprise API license? Do I need to submit a new entitlement request again to renew? Is there any official step-by-step guide or documentation for renewal? Any advice or shared experience would be greatly appreciated 🙏 Thank you!
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Mar ’26
How can we occlude a thin metal needle (held in the hand) with virtual content on visionOS?
Hi, We're building a mixed-immersive visionOS app in which the user holds a thin metal tool — a needle — near virtual content. We need the real needle to correctly occlude virtual content: when the needle (and especially its tip) is physically in front of a virtual object, the virtual object must not draw over it. We are solution-agnostic. Whether the right answer is LiDAR / scene-depth based, object-tracking based, hand-tracking based, or something else entirely — we just need needle occlusion to work. Here is what we've ruled out so far: ObjectTrackingProvider — blocked at enrolment. We can't even produce a usable reference object: the object-capture / scanning step doesn't pick up the needle at all (≈1 mm shaft, specular/metallic, almost no surface features). So object tracking never gets off the ground — it fails before runtime. SceneReconstructionProvider + OcclusionMaterial — only usable for large planar surfaces. Occlusion against a wall or floor is clean. But the mesh is too coarse for anything with finer geometry: a chair already gives very rough, ragged occlusion edges, and the needle is far below the mesh resolution — its shaft never appears in the mesh, so it never occludes at all. So this isn't only a needle problem: it's a mesh resolution problem that goes from rough (chair) to nonexistent (needle). Automatic hand occlusion — doesn't cover the tip. The hand is composited in front correctly, but the needle tip protrudes a few centimetres beyond the fingers, and virtual content draws over exactly that part. The needle tip is the part that most needs to occlude correctly, so this is blocking for us. The full Xcode sample project and the screen recording are in this GitHub repo: https://github.com/JerryNee/occlusion-demo (the video is at media/occlusion-demo.mp4). The screenshots below are stills from that recording, which has four stages, all with the same virtual cube: Occlusion off — baseline; the cube draws over everything in the room. Occlusion on, against a wall — the cube is occluded cleanly. Occlusion on, against a chair — the cube is occluded, but with rough, ragged edges. Occlusion on, with a needle — the needle does not occlude the cube at all. The same occlusion path therefore degrades from clean (wall) → rough (chair) → nonexistent (needle) as the real geometry gets finer. Questions / avenues we'd welcome guidance on (any one would unblock us): What is the recommended way to occlude an object this thin on visionOS — and is it possible at all today? Is there app-accessible per-pixel scene depth (analogous to ARFrame.sceneDepth on iOS) that we could use to occlude geometry the reconstruction mesh misses? Can the system's automatic hand / upper-limb occlusion be extended to include a thin instrument held in the hand — i.e. treat a held tool as part of the hand region? The tool has known, rigid geometry, so we considered attaching an OcclusionMaterial proxy mesh and positioning it from hand-tracking joints — but the needle's orientation within the grip is not determined by the hand pose (the same grip can hold the needle at many different angles), so a hand-joint proxy would be misaligned. Is there any supported way to recover the actual 6-DoF pose of a thin tool held in the hand (i.e. something that senses the tool itself, since the hand pose doesn't constrain it)? Is there any way to make object capture / scanning succeed for thin, specular objects, or an alternative enrolment path? Environment: Apple Vision Pro, visionOS 26.2. Full Xcode sample + screen recording: https://github.com/JerryNee/occlusion-demo Even a "not currently possible / known limitation" answer would help us plan our roadmap. Thank you!
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How to align a newly opened volumetric window with the center of an existing 2D window in visionOS?
I’m building a visionOS app that starts with a regular 2D SwiftUI window. From that 2D window, the user can enter a volumetric mode, where I want to open a large volumetric WindowGroup and have it appear centered around the same spatial position as the original 2D window. The volumetric window is physically large, roughly over 1m × 1m × 30cm. Because of that, placement behavior is very noticeable. My intended behavior is: User is interacting with a regular 2D window. User taps a button. A large volumetric window opens. The volumetric window appears in front of the user, ideally centered on or near the original 2D window’s position. The original 2D window is dismissed or replaced. My current workaround is to call openWindow(id:) for the volumetric window, then dismiss the original 2D window. This works in the sense that the volume is created, but its initial position is noticeably offset from the original 2D window. I also tried using defaultWindowPlacement to control the placement of the volumetric window relative to the existing 2D window. I tested placements such as .below, .trailing, and other relative positions. However, because the volumetric window is large, the result is worse: when I open the volume from the 2D window, the volumetric window appears to move instantly far away from the user’s view, almost as if it flies out of the visible workspace. After that, I can no longer see or interact with the volume. Interestingly, if I then go back to the system Home View and tap the app icon again, the volumetric window appears normally in front of the user. Here is a simplified version of my setup: @main struct MyApp: App { var body: some Scene { WindowGroup(id: "main") { MainWindowView() } WindowGroup(id: "volume") { VolumeView() } .windowStyle(.volumetric) .defaultSize(width: 1.0, height: 1.0, depth: 0.3, in: .meters) // I also tried defaultWindowPlacement here, // using placements such as .below, .trailing, etc. } } struct MainWindowView: View { @Environment(.openWindow) private var openWindow @Environment(.dismissWindow) private var dismissWindow var body: some View { Button("Open Volume") { openWindow(id: "volume") dismissWindow(id: "main") } } } What I would like to know: Is there a supported way to open a large volumetric window from a 2D window while preserving or approximating the 2D window’s spatial center? Is defaultWindowPlacement expected to work reliably for large volumetric windows, or can relative placements such as .below or .trailing cause the volume to be placed outside the user’s comfortable visible area? Is there any API that exposes the current 2D window’s spatial position or center so I can place the volumetric window more precisely? Can pushWindow(id:) be used to replace a 2D window with a volumetric window while preserving placement, or is this transition not currently supported? Why would the same volumetric window appear far away when opened from the 2D window, but appear normally in front of the user when the app is reopened from the system Home View? What is the recommended UX or technical pattern for transitioning from a regular 2D window into a large volumetric window without the volume jumping or appearing outside the user’s view? I’m testing this on: visionOS version: [26.5] Xcode version: [26.4.1] Device or Simulator: [vision pro m2 & m5] SwiftUI app lifecycle Source scene: regular WindowGroup Destination scene: WindowGroup with .windowStyle(.volumetric) Approximate volume size: over 1m × 1m × 30cm Any guidance on the recommended placement strategy for large volumetric windows would be appreciated.
Topic: Design SubTopic: General Tags:
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2d
Parallax Previewer v2 crashes in macOS 26.4.1, Tahoe.
I can run v1 of Parallax Previewer just fine, but v2 pops up an error on open. In console I can see a crash log that states that CoreRe.framework is looking for _FigSTSCreate inside the system's MediaToolbox.framework. I guess Tahoe doesn't have that. Is there a new version coming that works on Tahoe? or a workaround? I couldn't find an existing discussion about this. thanks.
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3d
`FigAudioSession(AV) err=-19224` triggered by empty Button tap on visionOS 26.5, breaking subsequent AVAudioSession configuration
Environment Device: Apple Vision Pro (real device) OS: visionOS 26.5 Xcode: 26.5 Framework: AVFAudio / AVFoundation Summary On visionOS 26.5, tapping an empty Button consistently emits the following internal warning before the action closure executes: <<<< FigAudioSession(AV) >>>> signalled err=-19224 (<>:612) After this warning is emitted, any subsequent call to configure AVAudioSession silently stops working — audio input and output become non-functional for the lifetime of the session. If the same configuration is performed without a preceding button tap (e.g., inside View.task {}), it succeeds and audio works correctly. Reproduction Due to a dependency on LiveKitWebRTC (livekit/webrtc-xcframework) for WebRTC-based Realtime API audio, we are unable to provide a full self-contained sample project. However, the AVAudioSession configuration code involved is as follows: static func configureAudioSession() { #if !os(macOS) do { let audioSession = AVAudioSession.sharedInstance() #if os(tvOS) try audioSession.setCategory(.playAndRecord, options: []) #else try audioSession.setCategory(.playAndRecord, options: [.defaultToSpeaker]) #endif try audioSession.setMode(.videoChat) try audioSession.setActive(true, options: .notifyOthersOnDeactivation) } catch { print("Failed to configure AVAudioSession: \(error)") } #endif } Scenario A — Button tap (fails): Button("Start") { configureAudioSession() // FigAudioSession err=-19224 appears; audio stops working } Scenario B — View.task (succeeds): .task { configureAudioSession() // No warning; audio works correctly } The only difference is whether a user gesture (Button tap) precedes the call. Observed Behavior Tapping any Button on visionOS 26.5 causes FigAudioSession(AV) err=-19224 to be signalled at <>:612, even before the action closure runs. After this warning, AVAudioSession configuration appears to have no effect — setActive(true) does not throw, but audio appears to stop functioning. Configuring the session prior to any button interaction (e.g., in View.task {}) works correctly. Expected Behavior A Button tap should not implicitly interfere with the audio session state. AVAudioSession configuration should succeed regardless of the UI event context that triggers it. Questions What does FigAudioSession(AV) err=-19224 mean? Does it correspond to a documented AVAudioSession.ErrorCode? Why does a Button tap trigger a FigAudioSession signal on visionOS? Is the system performing implicit audio session management when detecting user interaction? Is there a recommended pattern for configuring AVAudioSession in response to a user gesture on visionOS? Our current workaround (View.task {}) is not suitable for on-demand audio start triggered by the user. Is err=-19224 causally responsible for the subsequent audio issue? Since setActive(true) does not throw after the warning, it is unclear whether this signal is the direct cause of the apparent audio failure or a symptom of a deeper conflict. Are there UI components or APIs on visionOS that do not trigger this signal, while still being user-interaction driven? Additional Notes Reproducible only on physical Apple Vision Pro hardware; not observed in Simulator. AirPlay mirroring is not in use during testing. No other apps are playing audio in the background at the time of reproduction. We use LiveKitWebRTC (livekit/webrtc-xcframework, revision 94ce1c9) for WebRTC audio. However, the FigAudioSession warning appears independently of the WebRTC layer — it is emitted on Button tap even before configureAudioSession() is called. We have verified that calling configureAudioSession() before performHandshake() (i.e., before WebRTC initializes its audio pipeline) does not resolve the issue when a Button tap precedes the call.
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1w
AVAudioSession gets interrupted when closing a window
I have a visionOS app that plays audio using AVAudioEngine and presents both a window and an immersive space. If I close the window, the audio session gets interrupted and attempting to restart the session and audio engine has no effect. I need to dismiss the app, then reopen it, which reopens the main window, in order for audio to start playing again. This is in all visionOS 2 betas. Note that I have background audio enabled for my app.
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2w
MFMailComposeViewController in visionOS does not have a cancel button
When i use the MFMailComposeViewController in visionOS, there is no cancel button for the controller. The button at the bottom closes the app. Is anyone else experiencing this? if([MFMailComposeViewController canSendMail]) { MFMailComposeViewController* controller = [[MFMailComposeViewController alloc] init]; controller.mailComposeDelegate = (id <MFMailComposeViewControllerDelegate>)view; [controller setToRecipients:toAddresses]; [controller setSubject:subject]; [controller setMessageBody:body isHTML:isHtml]; [view presentViewController:controller animated:YES completion:nil]; }
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Vision Pro App Development Outside Supported Countries (Apple ID / Region Restrictions?)
Hello, does anyone have experience using Apple Vision Pro in countries where it has not yet been officially released? I work for a company in Austria, and we are interested in developing internal XR applications for Vision Pro. Since the device is not officially available in Austria, we are considering purchasing it in Germany. My main question is whether it is possible to develop and test Vision Pro apps using an Austrian Apple ID / developer account, or if there are any regional restrictions we should be aware of (e.g., related to App Store access, provisioning, or device functionality). Apple Support was unfortunately unable to provide a definitive answer and recommended asking here. Any insights or experiences would be greatly appreciated. Best regards, Don Appelonie
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155
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3w
Vision Pro App Development Outside Supported Countries (Apple ID / Region Restrictions?)
Hello, does anyone have experience using Apple Vision Pro in countries where it has not yet been officially released? I work for a company in Austria, and we are interested in developing internal XR applications for Vision Pro. Since the device is not officially available in Austria, we are considering purchasing it in Germany. My main question is whether it is possible to develop and test Vision Pro apps using an Austrian Apple ID / developer account, or if there are any regional restrictions we should be aware of (e.g., related to App Store access, provisioning, or device functionality). Apple Support was unfortunately unable to provide a definitive answer and recommended asking here. Any insights or experiences would be greatly appreciated. Best regards, Don Appelonie
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232
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concurrent downloading of files with URLSession downloadTask with background configuration.
According to documentation, the URLSession background tasks continue even when the app is suspended. What is the lifespan of the URLSessionDownloadDelegate object when app is suspended or terminated? Will it get re-created and re-initialize properties when the app re-launches, or will it somehow restore the existing property values? Also, urlSessionDidFinishEvents not getting called, and what do we need to do there with the backgroundCompletionHandler? Any insights are much appreciated. We are getting ready to launch and this is a roadblock. (visionOS26.4) Thank you. @Observable class DownloadManager: NSObject, URLSessionDownloadDelegate { ... let config = URLSessionConfiguration.background(withIdentifier: "TestDL") config.sessionSendsLaunchEvents = true var urlSession = URLSession(configuration: config, delegate: self, delegateQueue: nil) func downloadFiles(... { // initiate multiple file downloads concurrently for url in urlList { let task = urlSession.downloadTask(with: url) task.resume() } } func urlSession(_ session: URLSession, downloadTask: URLSessionDownloadTask, didFinishDownloadingTo location: URL) { ... func urlSession(_ session: URLSession, downloadTask: URLSessionDownloadTask, didWriteData bytesWritten: Int64, totalBytesWritten: Int64, totalBytesExpectedToWrite: Int64) { ... func urlSession(_: URLSession, task: URLSessionTask, didCompleteWithError error: Error?) { ... // Not getting called ?? // Is this only called when app is suspended/terminated? func urlSessionDidFinishEvents(forBackgroundURLSession session: URLSession) { print("didFinishEvents") Task { @MainActor in //urlSession?.finishTasksAndInvalidate() //urlSession = nil // not sure what to do here: if let appDelegate = UIApplication.shared.delegate as? AppDelegate, let completionHandler = appDelegate.backgroundCompletionHandler { completionHandler() appDelegate.backgroundCompletionHandler = nil } } }
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3w
API to query for Guest User Mode on VisionOS?
Hi! Is there currently any public API for product engineers to query for Guest User mode?^1 Is there an API product engineers can query at runtime to determine if their app is running as a Guest User on visionOS? I am not able to find any API that directly returns this information. But it does look some APIs can indirectly return this. HealthKit can condition some of its response values on Guest User mode.^2 It is possible that querying through HealthKit might be a workaround. But it would require asking for health data even in Vision Apps that do not really need health data. I would still be looking for something like a direct Guest User API if that was available. Thanks!
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4w
Apple Vision Pro streaming spatial video transmission
I want develop an app for real-time streaming spatial video transmission from an Apple Vision Pro to another Apple Vision Pro and play, like MV-HEVC, does it's possible? If it's possible how to make it?
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Object Capture feature in visionOS
The object capture feature in Reality Composer App is only available in iOS and iPadOS at the moment, would this feature be available for visionOS in near future? Reality Composer App Store https://apps.apple.com/us/app/reality-composer/id1462358802
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May ’26
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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Apr ’26
visionOS: AVFoundation cannot deliver simultaneous video from two external (UVC) cameras; no public USB fallback exists
Area: visionOS 26.4 · AVFoundation · AVCapture · External/UVC video Classification: Suggestion / API Enhancement Request (also: Incorrect/Missing Documentation) Device / OS: Apple Vision Pro, visionOS 26.x. Xcode 26.4.1, XROS26.4.sdk. Summary On visionOS, a third-party app cannot display two UVC USB cameras (connected through a powered USB-C hub) at the same time. Every AVFoundation path that would enable this on iPadOS is either unavailable or fails at runtime on visionOS, and there is no public non-AVFoundation fallback (no IOUSBHost, no DriverKit, no usable CoreMediaIO, no MFi path for generic UVC devices). This is a real capability gap relative to iPadOS and macOS, and Camo Studio on iPadOS (App Store ID 6450313385) demonstrates the two-camera USB-hub use case is legitimate and valuable for spatial-video/hybrid-capture workflows on Vision Pro. Steps to reproduce Connect a powered USB-C hub to Apple Vision Pro with two UVC webcams attached. Build a visionOS app that uses AVCaptureDevice.DiscoverySession(deviceTypes: [.external], …). Observe: both cameras are discovered and enumerate as distinct AVCaptureDevices. Attempt A — two independent sessions: Create two independent AVCaptureSessions, each with one AVCaptureDeviceInput and one AVCaptureVideoDataOutput, start both. Result: only one session delivers sample buffers. The other stalls silently with no error and no interruption notification. Attempt B — AVCaptureMultiCamSession with manual connections (the pattern that works on iPadOS 18+): Result: code does not compile. In XROS26.4.sdk: AVCaptureInputPort is API_UNAVAILABLE(visionos) (AVCaptureInput.h) AVCaptureInput.ports is API_UNAVAILABLE(visionos) AVCaptureDeviceInput.portsWithMediaType:sourceDeviceType:sourceDevicePosition: is API_UNAVAILABLE(macos, visionos) Therefore AVCaptureConnection(inputPorts:output:) cannot be constructed. AVCaptureMultiCamSession itself is declared API_AVAILABLE(… visionos(2.1)), which is misleading because without input-port access the manual-connection path the class requires is unreachable. Expected behavior Either of the following would resolve this, in order of preference: Expose the missing API surface on visionOS. Make AVCaptureInputPort, AVCaptureInput.ports, and AVCaptureDeviceInput.portsWithMediaType:sourceDeviceType:sourceDevicePosition: available on visionOS so the documented iPadOS multi-cam pattern compiles and runs. AVCaptureMultiCamSession is already declared available — the supporting API surface should match. Allow two concurrent plain AVCaptureSessions to each own a distinct external AVCaptureDevice. Each session binds a different hardware device, and the current serialization appears to be a software policy rather than a hardware constraint (a powered hub has bandwidth for both). Document the limit explicitly and surface a clear error or interruption reason on the stalled session so apps can fail loudly instead of appearing to work. Actual behavior AVCaptureMultiCamSession advertises visionos(2.1) availability but the APIs required to wire its connections are marked unavailable on visionOS. Two concurrent AVCaptureSessions silently deliver frames to only one session; no error is reported on the other. There is no public alternative framework on visionOS for raw UVC access to work around this: IOUSBHost.framework — not present in XROS26.4.sdk DriverKit — not present in XROS26.4.sdk IOKit — ships a stub (IOKit.tbd); no public USB device interfaces CoreMediaIO — headers are an apinotes stub on visionOS ExternalAccessory — MFi-only; generic UVC devices don't enumerate This means there is no public path, AVFoundation or otherwise, for a third-party visionOS app to display two UVC cameras at once. Impact / use cases Apple Vision Pro is uniquely suited to multi-camera monitoring and capture workflows — spatial creators, broadcast/AV producers, multi-angle reference during immersive authoring, clinical and field-recording use cases, and apps that combine a primary UVC cinema camera with a secondary UVC reference/overview angle. iPadOS already supports this via AVCaptureMultiCamSession (demonstrated shipping by Camo Studio). The current visionOS limitation pushes these workflows back to iPad or macOS and undermines Vision Pro's positioning as a pro capture/monitor environment. References iPadOS reference implementation: Apple sample Displaying Video From Connected Devices + AVCaptureMultiCamSession with manual AVCaptureConnection wiring — works on iPadOS 18+ with two UVC cameras via a powered hub. Shipping precedent: Camo Studio — two simultaneous UVC cameras via USB hub on iPad — https://apps.apple.com/us/app/camo-studio-stream-record/id6450313385 visionOS 26.4 SDK headers cited above (AVCaptureInput.h, AVCaptureSession.h).
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Apr ’26
SearchFieldPlacement.navigationBarDrawer in NavigationSplitView detail ignores sidebar width on first rendering.
When a NavigationSplitView detail column shows a View that uses .searchable(text: $searchText, placement: .navigationBarDrawer), the search bar extends under the sidebar region, on the first View render only. After any event that triggers a View refresh (such as switching away and back to the View, editing the search text, or resizing the window) the search field is positioned correctly in the detail column’s navigation area. var body: some View { NavigationSplitView { List { Text("Sidebar") } .navigationTitle("Sidebar") } detail: { Text("Detail") .navigationTitle("List") .searchable( text: $searchText, placement: .navigationBarDrawer ) } } FB22559713 has been opened.
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Apr ’26
RealityView content disappears when selecting Lock In Place on visionOS
Hi, 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. Minimal reproducible code: var body: some View { RealityView { content in let cube = ModelEntity( mesh: .generateBox(size: 0.3), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) cube.setPosition(SIMD3<Float>(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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Apr ’26
ManipulationComponent Not Translating using indirect input
When using the new RealityKit Manipulation Component on Entities, indirect input will never translate the entity - no matter what settings are applied. Direct manipulation works as expected for both translation and rotation. Is this intended behaviour? This is different from how indirect manipulation works on Model3D. How else can we get translation from this component? visionOS 26 Beta 2 Build from macOS 26 Beta 2 and Xcode 26 Beta 2 Attached is replicable sample code, I have tried this in other projects with the same results. var body: some View { RealityView { content in // Add the initial RealityKit content if let immersiveContentEntity = try? await Entity(named: "MovieFilmReel", in: reelRCPBundle) { ManipulationComponent.configureEntity(immersiveContentEntity, allowedInputTypes: .all, collisionShapes: [ShapeResource.generateBox(width: 0.2, height: 0.2, depth: 0.2)]) immersiveContentEntity.position.y = 1 immersiveContentEntity.position.z = -0.5 var mc = ManipulationComponent() mc.releaseBehavior = .stay immersiveContentEntity.components.set(mc) content.add(immersiveContentEntity) } } }
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Apr ’26
Tapping once with both hands only works sometimes in visionOS
Hello! I have an iOS app where I am looking into support for visionOS. I have a whole bunch of gestures set up using UIGestureRecognizer and so far most of them work great in visionOS! But I do see something odd that I am not sure can be fixed on my end. I have a UITapGestureRecognizer which is set up with numberOfTouchesRequired = 2 which I am assuming translates in visionOS to when you tap your thumb and index finger on both hands. When I tap with both hands sometimes this tap gesture gets kicked off and other times it doesn't and it says it only received one touch when it should be two. Interestingly, I see this behavior in Apple Maps where tapping once with both hands should zoom out the map, which only works sometimes. Can anyone explain this or am I missing something?
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Apr ’26
Looking for a visionOS collaborator (brief + feedback for spatial prototype)
Hi everyone, I’m a mixed reality designer currently building visionOS experiences (RealityKit + SwiftUI), and I’m working on a course at Arizona State University where we develop a project in response to a real-world client. I’m looking to collaborate with someone in the visionOS ecosystem who would be open to sharing a simple prompt or brief (nothing confidential), which I can use to create a proposal response. The outcome would include: Spatial concept + storyboard Interaction design direction Rough scope, timeline, and team structure Optional small prototype in visionOS The goal on my side is to better understand how spatial work is framed and communicated in real-world scenarios, especially within Apple’s ecosystem. The ask is very lightweight: 1–2 short check-ins during April or async feedback via email A bit about my work: Built Spatial Synesthesia for Apple Vision Pro Eye tracking interaction that isolates instruments in a live orchestral mix based on color perception Working with computer vision and spatial anchoring in Unity and visionOS Focused on perception-driven interaction and minimal UI systems If you’re a developer, designer, or part of a small studio working in visionOS and this sounds interesting, I’d love to connect. Thanks in advance. Leo
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Apr ’26
How to renew visionOS Enterprise API entitlement / license?
Hi everyone, I’m currently using the visionOS Enterprise APIs, and I noticed in the official documentation that: However, I couldn’t find any clear instructions on how to actually renew the license. What is the correct process to renew a visionOS Enterprise API license? Do I need to submit a new entitlement request again to renew? Is there any official step-by-step guide or documentation for renewal? Any advice or shared experience would be greatly appreciated 🙏 Thank you!
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Mar ’26