Discuss Spatial Computing on Apple Platforms.

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How to combine Occlusion nodes with soft edges.
At a recent community meeting we were wondering how Apple creates this soft-edge effect around the occlusion cutouts. We see this effect on keyboard cutouts, iPhone cutouts, and in progressive spaces. An example: Notice the soft edged around the occlusion cutout for the keyboard One of our members created some Shader Graph materials to explore soft edges. These work by sending data into the opacity channel of the PreviewSurface node. Unfortunately, the Occlusion Surface nodes lack any sort of input. If you know how to blend these concepts with RealityKit Occlusion, please let us know!
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Sep ’25
[WWDC25] For GuessTogether, can you initiate a FaceTime call via the custom SharePlay button?
Hello, For GuessTogether source code, it seems like the code assumes that you're already in a FaceTime call before pressing the custom SharePlay button (labeled "Play Guess Together"). If not already on a FaceTime call, my Apple Vision Pro and the visionOS simulator both do nothing after throwing warnings. Is this intended behavior? If so, how do I make it so that pressing the button can also initiate FaceTime calls? Is this allowed? Thank you!
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Sep ’25
Volumetric window not sharing in SharePlay session for VisionOS
I've been struggling with this for far too long so I've decided to finally come here and see if anyone can point me to the documentation that I'm missing. I'm sure it's something so simple but I just can't figure it out. I can SharePlay our test app with my brother (device to device) but when I open a volumetric window, it says "not shared" under it. I assume this will likely fix the video sharing problem we have as well. Everything else works so smooth but SharePlay has just been such a struggle for me. It's the last piece to the puzzle before we can put it on the App Store.
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Sep ’25
Need to rotate child of a 3D mesh
I am creating a vision pro app with a 3D model, it has a mesh hierarchy of head, hands, feet etc. I want the character to look towards the camera, but am not able to access head of character through sceneKit nor reality kit. when I try to print names of the child meshes, it only prints till the character, it does iterate through all the body parts. Can anyone help?
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Sep ’25
visionOS Widget Bug
When I was developing the visionOS 26beta Widget, I found that it could not work normally when the real vision OS was running, and an error would appear. Please adopt container background api It is worth mentioning that this problem does not occur on the visionOS virtual machine. Does anyone know what the reason and solution are, or whether this is a visionOS error that needs Feedback? Thank you!
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Sep ’25
Misaligned visionOS Simulator Home Position
Using Xcode v26 Beta 6 on macOS v26 Beta 25a5349a When pressing on the home button of the visionOS simulator, I am not positioned in the middle of the room like would normally be. This occurred when moving a lot in the space to find an element added to an ImmersiveSpace. How to resolve: restart simulator device. See attached the pictures of the visionOSSimulatorCorrectHomePosition and the visionOSSimulatorMisallignedHomePosition.
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Sep ’25
iOS needs to allow for background bluetooth scanning. I can't fully build my app.
iOS currently restricts background Bluetooth advertising and scanning in order to preserve battery life and protect user privacy. While these restrictions serve important purposes, they also limit legitimate use cases where users have explicitly opted in to proximity-based experiences. The core challenge is that modern social applications need a way to detect when users are physically present at the same location or event without requiring every participant to keep their app in the foreground. Under the current system, background BLE advertising is heavily throttled and can only transmit a limited payload, background scanning intervals are sparse and unpredictable, peer-to-peer proximity detection cannot be maintained reliably when apps are in the background, and Background App Refresh is non-deterministic, making any kind of time-based proximity validation impossible. A proposed enhancement would be to introduce an “Enhanced Proximity Permission.” This would allow developers to enable reliable background BLE advertising and scanning for declared time windows, such as a maximum of eight hours. It would also allow devices running the same app to detect each other’s proximity using ephemeral, rotating identifiers that preserve privacy, with clear user consent and prominent indicators whenever the feature is active. Unlocking this capability would open up new categories of applications. Live events could offer automatic attendance tracking at concerts, conferences, or sports venues. Retail environments could support opt-in foot traffic analysis and dwell-time insights. Social apps could allow users to find friends at festivals, campuses, or other large venues. Safety applications could extend to crowd density monitoring and contact tracing beyond COVID-era needs. Gaming could offer real-world multiplayer experiences based on physical proximity, and transportation providers could verify rideshare pickups or measure public transit flows automatically. Privacy safeguards would remain central. Permissions would be time-boxed and expire after an event or session. A mandatory visual indicator would be displayed whenever proximity tracking is active. A user-facing dashboard would show all apps granted enhanced proximity access. Permissions would automatically be revoked after a period of non-use, and only ephemeral tokens not permanent identifiers would be broadcast. The industry impact would be significant. With this enhancement, iOS could power the next generation of location-aware social platforms while maintaining Apple’s leadership in privacy through explicit user control and transparency. Current alternatives, such as requiring users to keep apps in the foreground or deploying dedicated hardware beacons, produce poor user experiences and constrain innovation in spatial computing and social applications. Can anyone from Apple consider this change? Having to buy iBeacons is brutal and means slower adoption. Please reconsider this for users who opt in.
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1.1k
Sep ’25
Ornaments in Presentations
We can add ornaments to popovers shown by PresentationComponent, but I’m not sure if we should. While working on the editor for entities in a Volume-based app, I had the idea to add ornaments to the presented views. The entire app exists inside a volume. A user can tap a item to present a popoverUI to edit it. This is displayed using the new PresentationComponent in visionOS 26. Ornaments have a new attachment anchor option this year: .parent(). .ornament(attachmentAnchor: .parent(.top), ornament: {...}) This works well in the Simulator. We can add ornaments around this popover view just like we would with a window. Unfortunately, when I run this on device I get a different experience. Any part of the ornament that overlaps with the popover content isn’t rendered correctly. Sometimes it entirely disappears, other times it becomes partially transparent. We could use content alignment to try to make sure the ornament doesn’t overlap the popover content. .ornament(attachmentAnchor: .parent(.top), contentAlignment: .bottom, ornament: {...}) This works sometimes–but not all the time. It’s not clear if this is a bug or not, because I’m not sure if we are even supposed to be able to use ornaments in this way. Here is my hierarchy: An app opens as a Volume Volume presenting a RealityView, with its own ornament using .scene() anchor Multiple Entities with Presentation Component show an edit view The view uses .parent() anchor to add ornaments. What makes me unsure is that other methods for drawing UI in RealityView don’t seem to work with ornaments. For example, if I add an attachment to show a view with the ornament–even when I use the .parent() anchor–the ornament is anchor to the volume, not the attachment view. So what do we think? Is this a rendering bug? Are ornaments intended to work with attachments and presentations?
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Aug ’25
How to mix Animation and IKRig in RealityKit
I want an AR character to be able to look at a position while still playing the characters animation. So far, I managed to manually adjust a single bone rotation using skeletalComponent.poses.default = Transform( scale: baseTransform.scale, rotation: lookAtRotation, translation: baseTransform.translation ) which I run at every rendering update, while a full body animation is running. But of course, hardcoding single joints to point into a direction (in my case the head) does not look as nice, as if I were to run some inverse cinematic that includes, hips + neck + head joints. I found some good IKRig code in Composing interactive 3D content with RealityKit and Reality Composer Pro. But when I try to adjust rigs while animations are playing, the animations are usually winning over the IKRig changes to the mesh.
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Aug ’25
FromToByAnimation triggers availableAnimations not the single bone animation
So, I was trying to animate a single bone using FromToByAnimation, but when I start the animation, the model instead does the full body animation stored in the availableAnimations. If I don't run testAnimation nothing happens. If I run testAnimation I see the same animation as If I had called entity.playAnimation(entity.availableAnimations[0],..) here's the full code I use to animate a single bone: func testAnimation() { guard let jawAnim = jawAnimation(mouthOpen: 0.4) else { print("Failed to create jawAnim") return } guard let creature, let animResource = try? AnimationResource.generate(with: jawAnim) else { return } let controller = creature.playAnimation(animResource, transitionDuration: 0.02, startsPaused: false) print("controller: \(controller)") } func jawAnimation(mouthOpen: Float) -> FromToByAnimation<JointTransforms>? { guard let basePose else { return nil } guard let index = basePose.jointNames.firstIndex(of: jawBoneName) else { print("Target joint \(self.jawBoneName) not found in default pose joint names") return nil } let fromTransforms = basePose.jointTransforms let baseJawTransform = fromTransforms[index] let maxAngle: Float = 40 let angle: Float = maxAngle * mouthOpen * (.pi / 180) let extraRot = simd_quatf(angle: angle, axis: simd_float3(x: 0, y: 0, z: 1)) var toTransforms = basePose.jointTransforms toTransforms[index] = Transform( scale: baseJawTransform.scale * 2, rotation: baseJawTransform.rotation * extraRot, translation: baseJawTransform.translation ) let fromToBy = FromToByAnimation<JointTransforms>( jointNames: basePose.jointNames, name: "jaw-anim", from: fromTransforms, to: toTransforms, duration: 0.1, bindTarget: .jointTransforms, repeatMode: .none, ) return fromToBy } PS: I can confirm that I can set this bone to a specific position if I use guard let index = newPose.jointNames.firstIndex(of: boneName) ... let baseTransform = basePose.jointTransforms[index] newPose.jointTransforms[index] = Transform( scale: baseTransform.scale, rotation: baseTransform.rotation * extraRot, translation: baseTransform.translation ) skeletalComponent.poses.default = newPose creatureMeshEntity.components.set(skeletalComponent) This works for manually setting the bone position, so the jawBoneName and the joint-transformation can't be that wrong.
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Aug ’25