I have a visionOS 2 project created on Xcode 16, when I updated to Xcode 26 beta5, I can't build it any more, every time it stuck in process like the picture shows below:
Already tried many methods to fix this issue, such as clear build folders, but don't work.
MacBook Air M2 / MacOS 26 beta5 / Xcode 26 beta5
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Hello,
I've been tinkering a bit with TextComponent.
Based on the docs it seems like this component should always render sharp and nice text, no matter how close the user gets:
RealityKit dynamically adjusts the backing size to a value that results in high-fidelity text at its current location.
And it does on visionOS, but on iOS and macOS the text gets pixelated when I get close to it, as if its just rendering it once as a plain image texture.
Can anyone tell me if this is expected behavior or a bug?
Here two screenshots for comparison (iPhone and Vision Pro):
Thanks!
In WWDC25 session What’s new for the spatial web, the presenter showed creating an immersive environment for a web page by adding to the page's HEAD section
<link rel="spatial-backdrop" href="office.usdz" environmentmap="lighting.hdr">
My first attempt failed, and I am trying to track down why.
Before I search all the potential failure paths, I wanted to ask the community,
Is this feature available in the latest visionOS 26 beta?
I haven't seen anyone talk about their use of the feature yet.
Topic:
Spatial Computing
SubTopic:
General
Platform: visionOS 2.6
Framework: RealityKit, SwiftUIComponent: ImagePresentationComponent
I’m working with the new ImagePresentationComponent from visionOS 26 and hitting a rendering limitation when switching to .spatialStereoImmersive viewing mode within a WindowGroup context.
This is what I’m seeing:
Pure immersive space: ImagePresentationComponent with .spatialStereoImmersive mode works perfectly in a standalone ImmersiveSpace
Mode switching API: All mode transitions work correctly (logs confirm the component updates)
Spatial content: .spatialStereo mode renders correctly in both window and immersive contexts.
This is where it’s breaking for me:
Window context: When the same RealityView + ImagePresentationComponent is placed inside a WindowGroup (even when that window is floating in a mixed immersive space), switching to .spatialStereoImmersive mode shows no visual change
The API calls succeed, state updates correctly, but the immersive content doesn’t render.
Apple’s Spatial Gallery demonstrates exactly what I’m trying to achieve:
Spatial photos displayed in a window with what feels like horizontal scroll view using system window control bar, etc.
Tapping a spatial photo smoothly transitions it to immersive mode in-place.
The immersive content appears to “grow” from the original window position by just changing IPC viewing modes.
This proves the functionality should be possible, but I can’t determine the correct configuration.
So, my question to is:
Is there a specific RealityView or WindowGroup configuration required to enable immersive content rendering from window contexts that you know of?
Are there bounds/clipping settings that need to be configured to allow immersive content to “break out” of window constraints?
Does .spatialStereoImmersive require a specific rendering context that’s not available in windowed RealityView instances?
How do you think Apple’s SG app achieves this functionality?
For a little more context:
All viewing modes are available: [.mono, .spatialStereo, .spatialStereoImmersive]
The spatial photos are valid and work correctly in pure immersive space
Mixed immersive space is active when testing window context
No errors or warnings in console beyond the successful mode switching logs I’m getting
Any insights into the proper configuration for window-hosted immersive content
Hi ,
I'm struggling with visionOS window management and need help with closing child windows programmatically.
App Structure
My app has a Main-Sub window hierarchy:
AWindow (Home/Main)
BWindow (Main feature window)
CWindow (Tool window - child of BWindow)
Navigation flow:
AWindow → BWindow (switch, 1 window on screen)
BWindow → CWindow (opens child, 2 windows on screen)
I want BWindow and CWindow to be separate movable windows (not sheet/popover) so users can position them independently in space.
The Problem
CWindow doesn't close when BWindow closes by tapping the X button below the app (next to the window bar)
User clicks X on BWindow → BWindow closes but CWindow remains
CWindow becomes orphaned on screen
Can close CWindow programmatically when switching BWindow back to AWindow
App launch issue
After closing both windows, CWindow is remembered as last window
Reopening app shows only CWindow instead of BWindow
User gets stuck in CWindow with no way back to BWindow
I've Tried Environment dismissWindow in cleanup but its not working.
// In BWindow.swift
.onDisappear {
if windowManager.isWindowOpen("cWindow") {
dismissWindow(id: "cWindow")
}
}
My App Structure Code Now
// in MyNameApp.swift
@main
struct MyNameApp: App {
var body: some Scene {
WindowGroup(id: "aWindow") {
AWindow()
}
WindowGroup(id: "bWindow") {
BWindow()
}
WindowGroup(id: "cWindow") {
CWindow()
}
}
}
// WindowStateManager.swift
class WindowStateManager: ObservableObject {
static let shared = WindowStateManager()
@Published private var openWindows: Set<String> = []
@Published private var windowDependencies: [String: String] = [:]
private init() {}
func markWindowAsOpen(_ id: String) {
markWindowAsOpen(id, parent: nil)
}
func markWindowAsClosed(_ id: String) {
openWindows.remove(id)
windowDependencies[id] = nil
}
func isWindowOpen(_ id: String) -> Bool {
let isOpen = openWindows.contains(id)
return isOpen
}
func markWindowAsOpen(_ id: String, parent: String? = nil) {
openWindows.insert(id)
if let parentId = parent {
windowDependencies[id] = parentId
}
}
func getParentWindow(of childId: String) -> String? {
let parent = windowDependencies[childId]
return parent
}
func getChildWindows(of parentId: String) -> [String] {
let children = windowDependencies.compactMap { key, value in
value == parentId ? key : nil
}
return children
}
func setNextWindowParent(_ parentId: String) {
UserDefaults.standard.set(parentId, forKey: "nextWindowParent")
}
func getAndClearNextWindowParent() -> String? {
let parent = UserDefaults.standard.string(forKey: "nextWindowParent")
UserDefaults.standard.removeObject(forKey: "nextWindowParent")
return parent
}
func forceCloseChildWindows(of parentId: String) {
let children = getChildWindows(of: parentId)
for child in children {
markWindowAsClosed(child)
NotificationCenter.default.post(
name: Notification.Name("ForceCloseWindow"),
object: nil,
userInfo: ["windowId": child]
)
forceCloseChildWindows(of: child)
}
}
func hasMainWindowOpen() -> Bool {
let mainWindows = ["main", "bWindow"]
return mainWindows.contains { isWindowOpen($0) }
}
func cleanupOrphanWindows() {
for (child, parent) in windowDependencies {
if isWindowOpen(child) && !isWindowOpen(parent) {
NotificationCenter.default.post(
name: Notification.Name("ForceCloseWindow"),
object: nil,
userInfo: ["windowId": child]
)
markWindowAsClosed(child)
}
}
}
}
// BWindow.swift
struct BWindow: View {
@Environment(\.dismissWindow) private var dismissWindow
@ObservedObject private var windowManager = WindowStateManager.shared
var body: some View {
VStack {
Button("Open C Window") {
windowManager.setNextWindowParent("bWindow")
openWindow(id: "cWindow")
}
}
.onAppear {
windowManager.markWindowAsOpen("bWindow")
}
.onDisappear {
windowManager.markWindowAsClosed("bWindow")
windowManager.forceCloseChildWindows(of: "bWindow")
}
.onChange(of: scenePhase) { oldValue, newValue in
if newValue == .background || newValue == .inactive {
windowManager.forceCloseChildWindows(of: "bWindow")
}
}
}
}
// CWindow.swift
import SwiftUI
struct cWindow: View {
@ObservedObject private var windowManager = WindowStateManager.shared
@State private var shouldClose = false
var body: some View {
// Content
}
.onDisappear {
windowManager.markWindowAsClosed("cWindow")
NotificationCenter.default.removeObserver(
self,
name: Notification.Name("ForceCloseWindow"),
object: nil
)
}
.onChange(of: scenePhase) { oldValue, newValue in
if newValue == .background {
}
}
.onAppear {
let parent = windowManager.getAndClearNextWindowParent()
windowManager.markWindowAsOpen("cWindow", parent: parent)
NotificationCenter.default.addObserver(
forName: Notification.Name("ForceCloseWindow"),
object: nil, queue: .main) { notification in
if let windowId = notification.userInfo?["windowId"] as? String, windowId == "cWindow" {
shouldClose = true
}
}
}
.onChange(of: shouldClose) { _, newValue in
if newValue {
dismissWindow()
}
}
}
The logs show everything executes correctly, but CWindow remains visible on screen.
Questions
Why doesn't dismissWindow(id:) work in cleanup scenarios?
Is there a proper way to create a window relationships like parent-child relationships in visionOS?
How can I ensure main windows open on app launch instead of tool windows?
What's the recommended pattern for dependent windows in visionOS?
Environment: Xcode 16.2, visionOS 2.0, SwiftUI
Hey all,
I'm working on a visionOS app that captures live frames from the left and right cameras of Apple Vision Pro using cameraFrame.sample(for: .left/.right).
Apple provides documentation on encoding side-by-side frames into MV-HEVC spatial video using CMTaggedBuffer:
Converting Side-by-Side 3D Video to MV-HEVC
My question:
Is there any way to render tagged frames (e.g. CMTaggedBuffer with .stereoView(.leftEye/.rightEye)) live, directly to a surface in RealityKit or Metal, without saving them to a file?
I’d like to create a true stereoscopic (spatial) live video preview, not just render two images side-by-side.
Any advice or insights would be greatly appreciated!
After updating to the latest visionOS beta, visionOS 26 Beta 4 (23M5300g) the ‘Presenting images in RealityKit’ sample from the following link no longer builds due to an error. https://developer.apple.com/documentation/RealityKit/presenting-images-in-realitykit
Expected / Previous:
Application builds and runs on device, working as described in the documentation.
Reality:
Application builds, but does not run on device due to an error (shown in screenshot) “Thread 1: EXC_BAD_ACCESS (code=1, address=0xb)”. The application still runs on the simulator, but not on device. When launching the app from Xcode, it builds and installs correctly but hangs due to the respective error. When loading the app from the Home Screen, the app does not load, and immediately returns to the Home Screen.
This Xcode project previously ran with no changes to code - the only change was updating the visionOS system software to the latest version. visionOS 26 Beta 4 (23M5300g)
Is anyone else experiencing this issue?
Hello everyone,
I am currently developing an experience for visionOS using RealityKit and I would like to achieve volumetric light effects, such as visible light rays or shafts through fog or dust.
I found this GitHub project: https://github.com/robcupisz/LightShafts, which demonstrates the kind of visual style I am aiming for. I would like to know if there is a way to create similar effects using RealityKit on visionOS.
So far, I have experimented with DirectionalLight, SpotLight, ImageBasedLight, and custom materials (e.g., additive blending on translucent meshes), but none of these approaches can replicate the volumetric light shaft look shown in the repository above.
Questions:
Is there a recommended technique or workaround in RealityKit to simulate light shafts or volumetric lighting?
Is creating a custom mesh (e.g., cone or volume geometry with gradient alpha and additive blending) the only feasible method?
Are there any examples, best practices, or sample projects from Apple or other developers that showcase a similar visual style?
Any advice or hints would be greatly appreciated. Thank you in advance!
Topic:
Spatial Computing
SubTopic:
General
Tags:
RealityKit
Reality Composer Pro
Shader Graph Editor
visionOS
Hi!
I'm currently trying to render another XR scene in front of a RealityKit one.
Actually, I'm anchoring a plane to the head with a shader to display for left/right eye side-by-side images. By default, the camera has a near plane so I can directly draw at z=0.
Is there a way to change the camera near plane? Or maybe there is a better solution to overlay image/texture for left/right eyes?
Ideally, I would layer some kind of CompositorLayer on RealityKit, but that's sadly not possible from what I know.
Thanks in advance and have a good day!
I've tried following apple's documentation to apply a video material on a Model Entity, but I have encountered a compile error while attempting to specify the Spatial Audio type.
It is a 360 video on a Sphere which plays just fine, but the audio is too quiet compared to the volume I get when I preview the video on Xcode. So I tried tried to configure audio playback mode on the material but it gives me a compile error:
"audioInputMode' is unavailable in visionOS
audioInputMode' has been explicitly marked unavailable here
RealityFoundation.VideoPlaybackController.audioInputMode)"
https://developer.apple.com/documentation/realitykit/videomaterial/
Code:
let player = AVPlayer(url: url)
// Instantiate and configure the video material.
let material = VideoMaterial(avPlayer: player)
// Configure audio playback mode.
material.controller.audioInputMode = .spatial // this line won’t compile.
VisionOS 2.4, Xcode 16.4, also tried Xcode 26 beta 2.
The videos are HEVC MPEG-4 codecs.
Is there any other way to do this, or is there a workaround available?
Thank you.
I saw at WWDC25 mentions of visionOS 26 now providing hand tracking poses at 90hz, but I also recall that being a feature in visionOS 2.
Is there something new happening in visionOS 26 that makes its implementation of hand tracking "better"?
Topic:
Spatial Computing
SubTopic:
General
I am working on an app that will allow a user to load and share their model files (usdz, usda, usdc). I'm looking at security options to prevent bad actors. Are there security or validation methods built into ARKit/RealityKit/CloudKit when loading models or saving them on the cloud? I want to ensure no one can inject any sort of exploit through these file types.
prefetching logic for UICollectionView on VisionOS does not work.
I have set up a Standalone test repo to demonstrate this issue. This repo is basically a visionOS version of Apple's guide project on implementation of prefetching logic.
in repo you will see a simple ViewController that has UICollectionView, wrapped inside UIViewControllerRepresentable.
on scroll, it should print 🕊️ prefetch start on console to demonstrate func collectionView(_ collectionView: UICollectionView, prefetchItemsAt indexPaths: [IndexPath]) is called. However it never happens on VisionOS devices.
With the same code it behaves correctly on iOS devices
Topic:
Spatial Computing
SubTopic:
General
Tags:
SwiftUI
UIKit
visionOS
iPad and iOS apps on visionOS
In Beta 1,2, and 3, we could pick up and inspect entities, bringing them closer while moving them outside of the bounds of a volume.
As of Beta 4, these entities are now clipped by the bounds of the volume. I'm not sure if this is a bug or an intended change, but I files a Feedback report (FB19005083). The release notes don't mention a change in behavior–at least not that I can find.
Is this an intentional change or a bug?
Here is a video that shows the issue.
https://youtu.be/ajBAaSxLL2Y
In the previous versions of visionOS 26, I could move these entities out of the volume and inspect them close up. Releasing would return them to the volume. Now they are clipped as soon as they reach the end of the volume.
I haven't had a chance to test with windows or with the SwiftUI modifier version of manipulation.
Hello,
There are odd artifacts (one looks like an image placeholder) appearing when dismissing an immersive space which is displaying an ImagePresentationComponent. Both artifacts look like widgets..
See below our simple code displaying the ImagePresentationComponent and the images of the odd artifacts that appear briefly when dismissing the immersive space.
import OSLog
import RealityKit
import SwiftUI
struct ImmersiveImageView: View {
let logger = Logger(subsystem: AppConstant.SUBSYSTEM, category: "ImmersiveImageView")
@Environment(AppModel.self) private var appModel
var body: some View {
RealityView { content in
if let currentMedia = appModel.currentMedia,
var imagePresentationComponent = currentMedia.imagePresentationComponent {
let imagePresentationComponentEntity = Entity()
switch currentMedia.type {
case .iphoneSpatialMovie:
logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))")
imagePresentationComponent.desiredViewingMode = .spatial3DImmersive
case .twoD:
logger.info("\(#function) \(#line) spatial3DImmersive display for \(String(describing: currentMedia))")
imagePresentationComponent.desiredViewingMode = .spatial3DImmersive
case .visionProConvertedSpatialPhoto:
logger.info("\(#function) \(#line) spatialStereoImmersive display for \(String(describing: currentMedia))")
imagePresentationComponent.desiredViewingMode = .spatialStereoImmersive
default :
logger.error("\(#function) \(#line) Unsupported media type \(currentMedia.type)")
assertionFailure("Unsupported media type \(currentMedia.type)")
}
imagePresentationComponentEntity.components.set(imagePresentationComponent)
imagePresentationComponentEntity.position = AppConstant.Position.spacialImagePosition
content.add(imagePresentationComponentEntity)
}
let toggleViewAttachmentComponent = ViewAttachmentComponent(rootView: ToggleImmersiveSpaceButton())
let toggleViewAttachmentComponentEntity = Entity(components: toggleViewAttachmentComponent)
toggleViewAttachmentComponentEntity.position = SIMD3<Float>(
AppConstant.Position.spacialImagePosition.x + 1,
AppConstant.Position.spacialImagePosition.y,
AppConstant.Position.spacialImagePosition.z
)
toggleViewAttachmentComponentEntity.scale = AppConstant.Scale.attachments
content.add(toggleViewAttachmentComponentEntity)
}
}
}
I would like to translate info in a three.js based web app as a 3D model in a volumetric window. Is it possible to do this in a similar manner as loading a web page in a WKWebView?
Hello,
Thank you for your time. I have a question regarding visionOS app development.
When placing a SwiftUI TextField inside RealityView.attachments, we found that focusing on the field does not bring up the virtual keyboard in front of the user. Instead, the keyboard appears around the user’s lower abdomen area.
However, when placing the same TextField in a regular SwiftUI layer outside of RealityView, the keyboard appears in the correct position as expected. This suggests that the issue is specific to RealityView.attachments.
We are currently exploring ways to have the virtual keyboard appear directly in front of the user when using TextField inside RealityViewAttachments. If there is any method to explicitly control the keyboard position or any known workarounds—including alternative UI approaches—we would greatly appreciate your guidance.
Best regards,
Sadao Tokuyama
Hello, I'm adding a CollisionComponent to an entity in RealityView. CollisionComponent requires that a Mesh must be provided as a reference for collision detection. However, in order to achieve more accurate detection, I hope that this Mesh resource is a geometric shape of a USDZ model. Is there any way to make it happen? Thank you!
Previously I had developed software using SMI eye trackers, both screen mounted and their mobile glasses, for unique therapeutic and physiology applications. Sadly, after SMI was bought by Apple, their hardware and software have been taken off the market and now it is very difficult to get secondhand-market systems. The Apple Vision Pro integrates the SMI hardware. While I can use ARKit to get gaze position, I do not see a way to access information that was previously made accessible on the SMI hardware, particularly: dwell time and pupil diameter information. I am hopeful (or asking) to see that if a user has a properly set up Optic ID and would opt-in if, either on the present or a future version of visionOS, it might be possible to get access to the data streams for dwell times and pupil diameter. Pupil diameter is particularly important as it is a very good physiological measure of how much stress a person is encountering, which is critical to some of the therapeutic applications that formerly we used SMI hardware. Any ideas, or, if this is not possible, proposing this to the visionOS team would be appreciated!
Topic:
Spatial Computing
SubTopic:
General
Hello,
I'm working with the new PortalComponent introduced in visionOS 2.0, and I've encountered some issues when transitioning entities between virtual and real-world spaces using crossingMode.
Specifically:
Lighting inconsistency: When CG content (ModelEntities with PhysicallyBasedMaterial) crosses the portal from virtual space into the real environment, the way light reflects on the objects changes noticeably. This causes a jarring visual effect, as the same material appears differently depending on the space it's in.
Unnatural transition visuals: During the transition, the CG models often appear to "emerge from the wall," especially when crossing from virtual to real. This ruins the immersive illusion and feels visually unnatural.
IBL adjustment attempts: I’ve tried adding an ImageBasedLightComponent to the world entity, and while it slightly improves the lighting consistency, the issue still remains to a noticeable degree.
My goal is to create a seamless visual experience when CG entities cross between spaces, without sudden lighting shifts or immersion-breaking geometry reveals.
Has anyone else experienced similar issues?
Is there a recommended setup or workaround to better control lighting and visual fidelity when using crossingMode with portals in visionOS 2.0?
Any guidance would be greatly appreciated.
Thank you!