Discuss Spatial Computing on Apple Platforms.

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ImmersiveSpace orphaned when WindowGroup closes
Environment visionOS 26.1, Xcode 26.1.1 Problem When a WindowGroup opens an ImmersiveSpace and the user closes the window via X button, the async Task in .onDisappear gets cancelled before dismissImmersiveSpace() completes, leaving the ImmersiveSpace active with no way to exit. Steps WindowGroup opens ImmersiveSpace in .onAppear User clicks X to close window .onDisappear fires but async cleanup cancelled ImmersiveSpace remains active, user trapped Expected ImmersiveSpace dismissed when window closes Actual ImmersiveSpace remains active Code .onAppear { Task { await openImmersiveSpace(id: "VideoCallMainCamera") } } .onDisappear { Task { await dismissImmersiveSpace() // Gets cancelled } } What I've Tried Task in .onDisappear ❌ scenePhase monitoring ❌ High priority Task ❌ .restorationBehavior(.disabled) + .defaultLaunchBehavior(.suppressed) ✅ (prevents restoration but doesn't fix immediate cleanup) Question What's the recommended pattern for ensuring ImmersiveSpace cleanup when WindowGroup closes? Is there a way to block window closure until async cleanup completes, or should ImmersiveSpaces automatically dismiss with their parent window?
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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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Sep ’25
Unable to Retain Main App Window State When Transitioning to Immersive Space
In Vision OS app, I have two types of windows: Main App Window – This is the default window that launches when the app starts. It displays the video listings and other primary content. Immersive Space Window – This opens only when a user starts streaming or playing a video. Issue: When entering the immersive space, the main app window remains visible in front of it unless manually closed. To avoid this, I currently close the main window when transitioning to immersive space and reopen it when exiting from immersive space. However, this causes the app to restart instead of resuming from its previous state. Desired Behavior: I want the main app window to retain its state and seamlessly resume from where it was before entering immersive mode, rather than restarting. Attempts & Challenges: Tried managing opacity, visibility but none worked as expected. Couldn’t find a way to push the main window to the background while bringing the immersive space to the foreground. Looking for a solution to keep the main window’s state intact while transitioning between immersive and normal modes.
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Mar ’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
CustomMaterial disable unlit tone mapping
Hi, since iOS 18 UnlitMaterial and ShaderGraphMaterial have the option to disable tone mapping, e.g via https://developer.apple.com/documentation/realitykit/unlitmaterial/init(applypostprocesstonemap:) Is it possible to do the same for CustomMaterial? I tried initializing a CustomMaterial based on an UnlitMaterial where tone mapping is disabled, like so: let unlitMat = UnlitMaterial(applyPostProcessToneMap: false) let customMaterial = try CustomMaterial( from: unlitMat, surfaceShader: surfaceShader, geometryModifier: geometryModifier ) but that does not seem to work. The colors of my texture still look altered in comparison to a plain UnlitMaterial or a ShaderGraphMaterial where its disabled. Any hints? Thank you!
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Jun ’25
How to configure Spatial Audio on a Video Material?, Compile error.
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.
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Jul ’25
Animation handling on Scene change
I work on a game where I use timeline animations in Reality Composer Pro. The game runs in an immersive space, but can be paused where I then move the whole level root entity from the immersive space to another RealityView in a Window Group. When the player continues I do it exactly the other way around to move the level root from the window group back to my immersive space RealityView. And it seems like all animations get automatically stopped and restarted when the scene gets changed. The problem is, it does not resume where it stopped before, it completely starts again from where it stopped and therefore, has for example a wrong y offset as visible in the picture. For example in the picture, the yellow sphere loops the following animation: 0 to 100 100 to -100 -100 to 0 If I now pause the game (and basically switch scenes), the previous animation gets stopped and restarted at position y = 100. So now it loops: 100 to 200 200 to 0 0 to 100 I already tried all kind of setups - like: Setting the animations relative to root, parent, local Using behaviors (on Added to Scene, on Notification) And finally even by accessing the availableAnimations directly and saving the playback controller of the animation There I saw, if I manually trigger the following code before switching the scene, everything works as expected: Button("Reset") { animationPlaybackController.time = 0 animationPlaybackController.pause() animationPlaybackController.stop(blendOutDuration: 0.00001) } But if I use time = 0 with .stop() directly, the time = 0 seems to be ignored and I get the same behavior as before that it stops in a wrong y offset, hence my assumption that animations get stopped and invalidated once they change the scene. I tried to call the code manually on ImmersiveSpace.onDisappear, WindowGroup.onAppear and different kind of SceneEvents subscriptions, but unfortunately nothing worked. So am I doing something wrong in general or is there a way to fix this?
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Apr ’25
[Rnedering] Always display a Window in front of any Entity in a mixedImmersiveView?
Currently I am using mixed style immersive view to place both my WindowView(plain style) and ImmersiveView content together. The issue is that the rendering depth testing may always let the virtual content block my normal WindowView. Is it possible to manually set windowedVIew always displays in the front of my virtual view in mixed style immersion? (I know modelSortGroup but it doesn't quite fits here) Or if I can dynamically change the .progressive value when the immersive space is open (set the value to zero means .mixed itself right?)
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Mar ’25
How to get the transform of the joint in a skeleton when it is Animating
I have an entity that was created using Mixamo, and it has an animation. after the animation completes the mesh of the robot is not where the entity is positioned. I want to do something like when the animation finishes, I set the root entity's transform to the mesh's transform. There are no transformations applied to any of the children of this root of the model, which means that the transformations are applied to the skeleton due the the playing of animations. Is there a way where I can apply the final position of the root of the skeleton to the root entity to make sure to position the entity where the animation has ended just before the next animation plays?
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May ’25
The multiview video screen turns blank when returning
I am encountering an issue while using the multiview video demo provided at this link "https://developer.apple.com/documentation/avkit/creating-a-multiview-video-playback-experience-in-visionos/". Specifically, when running on versions of visionOS prior to 2.2, navigating back results in a blank screen. Has anyone else experienced this problem and found a solution? Any advice or workaround would be greatly appreciated.
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Feb ’25
A Summary of the WWDC25 Group Lab - visionOS
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for visionOS. I saw that there is a new way to add SwiftUI View attachments in my RealityView, what advantages does this have over the old way? Attachments can now be added directly to your entities with ViewAttachmentComponent. The removes the need to declare your attachments upfront in your RealityView initializer and then add those attachments as child entities. The new approach provides greater flexibility. Canyon Crosser and Petite Asteroids both utilize the new approach. ManipulationComponent looks really cool! Right now my app has a series of complicated custom gestures. What gestures does it handle for me exactly, and are there any situations where I should prefer my own custom gestures? ManipulationComponent provides natural interaction with virtual objects. It seamlessly handles translation and rotation. You can easily add manipulation to a SwiftUI view like Model3D with the manipulable view modifier. The new Object Manipulation API is great for most apps, and is a breeze to implement, but sometimes you might want a more custom feel, and that’s ok! Custom gestures are still fully supported for that scenario. I saw that there is a new API to also access the right main camera. What can I do with this? Correct, in visionOS 26, you can access the left and right main cameras. You can even access them simultaneously as a stereo pair. Camera access still requires a managed entitlement and an enterprise license, see Accessing the main camera for more details about those requirements. More computer vision and machine learning use-cases are unlocked with access to both cameras, we are excited to see what you will do! What do I need to do to add spatial accessory input for my app? First, use the GameController framework to establish a connection with the spatial accessory, and then listen for events from the controller. Then, you can use either RealityKit, ARKit, or a combination of both to track the accessory, anchor virtual content to it, and fine tune the accessory interaction with the content in your app. For more details, check out Discovering and tracking spatial game controllers and styli. By far, the most difficulty with implementing visionOS apps is SwiftUI window management…placing, opening, closing, etc. Are there any improvements to window management in visionOS 26? Yes! We recommend watching Set the scene with SwiftUI in visionOS. You can use the defaultLaunchBehavior to choose whether a particular window is presented (or suppressed) at launch. You can also prevent a window like a secondary toolbar from launching as the initial window using .restorationBehavior(.disabled). Adopting best practices for persistent UI provides a great overview of SwiftUI window management on visionOS. As for placing windows, there is still no API for an app to specify the placement of its windows other than relative placement. If that is a feature you are interested in, please file an enhancement request for it using Feedback Assistant! How to get access to the Enterprise API? First, request the entitlement and license through your Apple Developer or enterprise account. Once these have been granted, include the license and entitlement in your project. Then you can build, test, and distribute as an in-house app.
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Jul ’25
Screenshot using visionOS (Code) on Apple Vision Pro
I want to create a screenshot (static image) of the current view on the Apple Vision Pro using written code in visionOS. Unfortunately, I currently can’t find a way to achieve this. The only option I’ve found so far is through Reality Composer Pro. However, since I want to accomplish this directly through code, this approach is not an option for me.
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Jan ’25
I built apple.PHASE with Unity and targeted with visionOS, but Reverb does not sound.
Environment Versions ・macOS15.6.1 ・visionOS26.0.1 ・Xcode16.1 or 26.0.1 ・unity6000.2.9f1 ・Apple.core3.2.0 ・Apple.PHASE1.2.7 ・polyspatial2.4.2 With the above environment, after installing Apple.PHASE into unity and building to a visionOS device, Audio is available and distance attention works, but Early Reflection and Late Reverb produce no audible change even when checked and their parameters are adjusted. What is required to make Early Reflection and Late Reverb take effect on a visionOS device build? action taken ・created a SoundEvent. ・in composer, created a Sampler and a SpatialMixer; attached an AudioClip to the Sampler; enabled Direct Path, Early Reflection, and Late Reverb on the SpatialMixer. ・attached a PHASE Source to the object to be played, attached the created SoundEvent to it, and set non-zero values for Early Reflection and Late Reverb. ・attached a PHASE Listener to the mainCamera and set the ReverbPreset to a value other than None. ・in project settings > Audio, set Spatializer plugin to PHASE Spatializer. ・from there, build for visionOS.
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new algorithm significantly improves PhotogrammetrySession?
I noticed in the latest macOS beta 3 that there was this update: A new algorithm significantly improves PhotogrammetrySession reconstruction quality of low-texture objects not captured with the ObjectCaptureSession front end. It will be downloaded and cached once in the background when the PhotogrammetrySession is used at runtime. If network isn’t available at that time, the old low quality model will be used until the new one can be downloaded. There is no code change needed to get this improved model. (145220451) I am not noticing any difference to before with the reconstructions I tested so I am assuming it's reverting to the old model but in the logs there is no way to see if it succeeds or fails to download that new model. do you have any more information on what was improved here with some examples and what we should be looking for? also how can confirm the download of that new model has not failed?
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Jul ’25