visionOS | Apple Developer Forums Apple Developer Apple Developer Forums Local Nav Open Menu Local Nav Close Menu Forums WWDC26 Search Post visionOS RSS for tag Discuss developing for spatial computing and Apple Vision Pro. Posts under visionOS tag 200 Posts Post Replies Boosts Views Activity VisionOS 27 Custom Spatial Accessories ASA Host Version remains 0.0 I am implementing a custom generic spatial accessory according to Section 20 of the Accessory Design Guidelines dated 2026-06-08. Apple Vision Pro discovers the accessory, completes BLE pairing and encryption, reads the Apple Spatial Accessory Version and Uniform Type Identifiers characteristics, and recognizes the device in the accessory tracking debug view. However, visionOS writes ASA protocol version 00.00 to the Apple Spatial Accessory Host Version characteristic instead of selecting version 01.01. Here is the log message when I connected my spatial accessory with apple vision pro with os27 beta 3. The error is the ASA part. BLE advertising: ZemScannerASA15; BLE ATT MTU tx=23,rx=23; BLE conn timing connected: interval=30000; us,latency=0,timeout=72; TimeSync anchor report enabled: h=0x011f; BLE connected TimeSync anchor #1 ce=0,int=30000,delay=0 TimeSync anchor #2 ce=3,int=30000,delay=0 TimeSync anchor #3 ce=4,int=30000,delay=0 BLE ATT MTU tx=293,rx=65 BLE security level 2 BLE pairing complete, bonded ASA version read #1 off=0 req=64 hex=02 01 01 01 01 ASA UTI read #2 off=0 req=64 total=49 ASA host wr #3 o=0 l=4 f=00 hex=00 00 01 31 ASA host raw: off=0,write=4,total=4,hex=00 00 01 31 ASA host version: >len=4,ver=0.0,features_len=1,features=0x31 ASA host selected no common protocol HID direct input report sent HID notif #4 report=3 enabled HID IMU stream started HID notif #5 report=2 enabled HID IMU report sent BLE conn params updated: interval=7500 us,latency=4,timeout=100 Topic: Spatial Computing SubTopic: Foveated Streaming & Spatial Tracking Tags: visionOS ARKit 1 0 107 2d Xcode 26.5 can't run apps on visionOS 27 and iOS 27 Beta 2 With Xcode Version 26.5 (17F42) apps can no longer be launched on a real Vision Pro once migrated to visionOS 27 Beta 2. At launch there is an EXC_BAD_ACCESS runtime error in an initialiser. If you launch apps on a real iPhone/Ipad with OS 27 Beta 2 the program will stop before the end of its start, but there is no precise line with the error. Xcode just stop in assembly code in the debugger, in the init phase of Swift where it searches for which objects to instantiate at launch. After investigating, the error comes from a debug setting from Xcode to show the stack trace. To avoid the error when run from Xcode Version 26.5 (17F42) In Xcode, open Product > Scheme > Edit Scheme. Select the Run action in the sidebar, then open the Options tab. Find Queue Debugging and uncheck Enable backtrace recording. If Queue debugging is enabled, then the program crashes when launched It is useful to be able to run apps from the production Xcode to devices with 27 OSes in beta to be able to test that everything will work fine for new versions of apps released before OSes 27 release. Thank you A previous post was made but the cause was badly identified. New Feedback including a sample code FB23384318 Topic: Developer Tools & Services SubTopic: Xcode Tags: Debugging iOS visionOS 6 0 407 1w Viewing Gaussian splats while inside the model I am trying to view immersive environments that are Gaussian Splats created by marble [dot] worldlabs [dot] ai. For example, here is one named "Steampunk City Night View": (Note: the low-res version is 500,000 splats, so I am just testing the first 200,000 splats). But when I try to view it at scale, nothing appears. I tried shrinking it down (scale factor of 0.00595458) and positioning it in front of me, and I could see the content, so the parsing of the PLY file is working. Example: But when I move into the model, it goes clear, also hiding virtual content behind it that is also in the splats' space (like the Mac virtual screen). Example: It is as if when I move inside the Gaussian Splats' bounding box, it sets an opacity material on the splats. This prevents me from using these Gaussian Splats as immersive environments. Is there any way to disable this behavior? Topic: Spatial Computing SubTopic: 3D Content Tags: RealityKit visionOS 1 0 227 2w Reality Composer Pro 3 is unable to properly import my .usdz file Hi, I’m running into an issue when importing a .usdz asset into Reality Composer Pro 3. The exact same asset was working perfectly in Reality Composer Pro 2, and it also works correctly when previewed in Xcode 27.0 beta or loaded directly in RealityKit from code. However, in Reality Composer Pro 3, the asset does not import correctly: The material appears completely broken and looks different from the original asset. The animations are not working. The same .usdz works as expected in Reality Composer Pro 2, including materials and animations. The same .usdz also works as expected in Xcode / RealityKit. I also noticed that the Preview app does not seem to import the asset correctly either. In Preview, the asset has the wrong orientation and it looks like the skeleton and animations may not be recognized properly. Here are a few screenshots showing how the asset appears in each app: Reality Composer Pro 2: asset works correctly, including materials and animations. Xcode 27.0 beta preview: asset works correctly, including materials and animations. Reality Composer Pro 3: material is broken and animations are not working. Preview app: wrong orientation, possible skeleton / animation import issue. I filed a ticket FB23214120 that contains an example Xcode project and RCP2 & RCP3 projects. Is there anything specific that changed in the USDZ import pipeline in Composer Pro 3 that could explain this behavior? Thanks! Topic: Spatial Computing SubTopic: Reality Composer Pro Tags: AR / VR Reality Composer Pro RealityKit visionOS 3 2 509 2w Access main camera on Apple Vision Pro From visionOS 2.0 we can access Apple Vision Pro's main camera but only for Enterprise account as it is enterprise API only, I have a normal Developer account and I want to use main camera and want to have a video call feature in app by using main camera of AVP, is it possible to do it using developer account only. Currently using that account I am not able to create entitlement certificate as there is no option. Topic: Spatial Computing SubTopic: General Tags: Camera visionOS 4 0 876 2w Allow External Apps to Remain Visible in an Immersive Space Many apps utilize ImmersiveSpace simply to render large-scale, custom geometry (such as curved screens, wide-canvas media players, or specialized data visualizations) that cannot be achieved within a standard volumetric window limitations. However, users often still want to multitask—check Messages, reference Safari, access YouTube, etc. Forcing the user to exit the immersive space just to see their other apps breaks their workflow and creates a disjointed user experience. Proposed Solution: I propose adding a property to ImmersionStyle (or a similar API configuration) such as allowSharedSpaceVisibility. When enabled, this would: Allow the ImmersiveSpace to render its custom RealityKit content as usual and prevent the system from automatically hiding the user's existing Shared Space windows. Do me a solid here VisionOS team and please consider this feedback request. 🙏 FB: FB22973973 FB: FB21630340 Topic: Spatial Computing SubTopic: General Tags: visionOS RealityKit 1 0 273 3w Will the Chaparral Village sample code be available for download? Hi, several WWDC26 sessions this year feature the Chaparral Village project. However, I can't find a download for it anywhere. Will the Chaparral Village project be published as downloadable sample code? Thanks! Topic: Spatial Computing SubTopic: Reality Composer Pro Tags: Reality Composer Pro visionOS 2 0 428 3w How do you get continuous eye-gaze coordinates on visionOS? (accessibility AAC app — all hover APIs return zero events) Building Dasher (eye-gaze text-entry system for people with motor impairments — ALS, cerebral palsy, etc.) for visionOS. See https://github.com/dasher-project/Dasher-Apple The app needs continuous (x, y) gaze coordinates to steer a zooming alphabet interface. Vision Pro has incredible eye tracking hardware built in — this should be the perfect platform — but I can't get gaze coordinates through any API I've tried. What I've tested (all deliver zero events in a windowed app): UIHoverGestureRecognizer — Apple's docs say it "detects when the user is looking at a view" on visionOS. Added it to a UIView inside UIViewRepresentable. Looked at the view for 2+ minutes on real hardware. Console.app shows zero began/changed/ended callbacks. .onContinuousHover (SwiftUI) — zero .active phases delivered, whether attached to the canvas view or the ZStack root. UIPointerInteraction with a delegate — regionFor callback never fires. The system clearly is tracking gaze — I can see beginScrollingWithRegion events in Console.app with the correct window rect, and the visual hover highlight appears on buttons. But the coordinates are routed to scroll handling, not exposed as a usable pointer position. What does work: pinch-and-drag follows the hand position (where the pinch is in 3D space), not gaze. That's fine for general apps but doesn't help users who need eye-only control. What I'm wondering: Has anyone successfully received continuous gaze coordinates in a windowed (non-immersive) visionOS app? If so, which API? Is UIHoverGestureRecognizer supposed to work on UIView inside UIViewRepresentable, or does it require a pure UIKit view hierarchy? Is there an ARKit provider for eye tracking that I'm missing? I see HandTrackingProvider but no EyeTrackingProvider in the capability list. Could the issue be that my SwiftUI overlay (toolbar VStack) is intercepting hover events before they reach the canvas underneath? If so, how do you make a SwiftUI overlay pass-through for hover? Dasher is a well-established accessibility tool that lets people type using only their eyes. Its the fastest text entry method for eyegaze and head controlled systems. On every other platform (iOS with external trackers, Windows with Tobii, etc.) it reads continuous gaze coordinates and zooms toward wherever the user is looking. Vision Pro should be the best hardware for this — the tracking is already there, we just can't read it. If there's no public API for this, I'd love to know so I can scrap my feedback assistant entry!. If there IS a way and I've missed it, I'd be grateful for a pointer. Thanks! Topic: Spatial Computing SubTopic: Foveated Streaming & Spatial Tracking Tags: visionOS 2 0 248 3w visionOS no longer displays App Entities icon in the search results In visionOS 2, the system search displays the icon of each App Entity registered. It used to work up to visionOS 26 beta 7. But since visionOS 26 beta 8, visionOS 26.x , and still in the current visionOS 27 Beta 2 the system search no longer display the right icon. Instead it displays the icon of an AppShortcut declared by the source code which uses the AppEntities. This does not help the users to find the right AppEntity in a search with multiple results as they all have the same AppShortcut icon. This "bug" also make the search result differ from the experience with iOS and iPadOS which display each AppEntity icon. You can use the Apple sample to see this bug on visionOS 27 Beta 2 and 26. Accelerating app interactions with App Intents AppEntities are an important part of Apple Intelligence, the system integration is really important for a great user experience. FB19915478 Topic: Machine Learning & AI SubTopic: App Intents Tags: Spotlight App Intents visionOS 0 0 181 3w Surface Snapping in visionOS Simulator How do I snap a window to a surface in the visionOS Simulator? Topic: Spatial Computing SubTopic: General Tags: visionOS Simulator 2 0 243 3w MaterialX definitions download link is broken in ShaderGraph documentation The link to download “MaterialX definitions” is broken on the main page of ShaderGraph documentation in the Interoperability section. See here: https://developer.apple.com/documentation/ShaderGraph#Interoperability Link in the page is https://developer.apple.com/augmented-reality/realitykit/files/MaterialX-definitions.zip but leads nowhere now. Since Reality Composer Pro 3 has been released, it would be good to have these definitions available to download again and to know if it’s still MaterialX 1.38 being used in the updated RCP & RealityKit. Opened a ticket about this: FB23258836 Topic: Graphics & Games SubTopic: RealityKit Tags: RealityKit Shader Graph Editor visionOS 1 0 355 Jun ’26 No Siri AI in visionOS 27 with a non-US Apple ID With visionOS 27, if you use a non US Apple ID, if the language is set to English on the country to USA, you don’t get Siri AI even if Siri AI is supposed to be available on visionOS 27 in all countries if the system is in English. iOS and iPadOS are the only systems where Siri AI is not available in Europe. As macOS, visionOS is supposed to have Siri AI enabled worldwide if the system is configured in English. The problem is confirmed with many French Vision Pro users with a French Apple ID. Feedback: FB23207278 Topic: Machine Learning & AI SubTopic: Apple Intelligence Tags: Siri and Voice visionOS 0 4 433 Jun ’26 VisionOS: << FigVideoTargetRemoteXPC >> signalled err=-15562 visionOS 26.5, xcode26.5 - app terminated with exit code 9 then crashed and rebooted the entire device (Apple Vision Pro). I was connected to the Xcode debugger when this happened, and it didn't crash in any of our code. Memory and CPU usage was low at the time. Any idea what could be causing the issue? Some logs: << FigVideoTargetRemoteXPC >> signalled err=-15562 at <>:868 ... Call start on AVKSDockingService before making requests. <<<< FigPlayerInterstitial >>>> signalled err= 18,446,744,073,709,535,945 at <>: 10,773 <<<< FigPlayerInterstitial >>>> signalled err= 18,446,744,073,709,535,945 at <>: 10,773 << FigVideoTargetRemoteXPC >> signalled err=-15562 at <>:868 <<<< PlayerRemoteXPC >>>> signalled err= 18,446,744,073,709,538,756 at <>: 1,538 SessionCore_NotificationHandlers.mm : 73 Server returned an error:. Error Domain=NSOSStatusErrorDomain Code=-50 "Session lookup failed" UserInfo={NSLocalizedDescription=Session lookup failed} <<<< PlayerRemoteXPC >>>> signalled err= 18,446,744,073,709,538,756 at <>: 1,538 ... nw_read_request_report [C 1 ] Receive failed with error " No message available on STREAM " nw_protocol_socket_reset_linger [C1:2] setsockopt SO_LINGER failed 22 Debug session ended with code 9: Terminated due to signal 9 Program ended with exit code: 9 Thanks, bvsdev Topic: Media Technologies SubTopic: Video Tags: visionOS Core Media 1 0 255 Jun ’26 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]; } Topic: App & System Services SubTopic: General Tags: visionOS 14 1 1.8k Jun ’26 visionOS nearby SharePlay blocks local microphone capture I created a minimal sample project that reproduces a microphone issue with nearby SharePlay / Window Sharing on Apple Vision Pro. Sample project: https://github.com/JerryNee/mic-demo Screen recording: https://youtu.be/aMj_A_leJWU Issue I first implemented SharePlay through FaceTime and found that local microphone capture was unavailable. That seemed understandable because FaceTime itself uses the microphone. I then moved the app to a nearby SharePlay / Window Sharing session specifically to avoid a FaceTime call, but local microphone capture still fails. Local microphone capture works before starting nearby SharePlay. After starting a nearby SharePlay / Window Sharing session with GroupActivities, the same app fails at: try audioEngine.start() This does not require a FaceTime call. It happens with an in-room nearby SharePlay / Window Sharing session. The screen recording also goes silent when the Share Window UI appears. I checked the MP4 audio track with ffmpeg silencedetect; audio becomes silent at about 00:00:22.60, matching the moment nearby sharing starts: silence_start: 22.600612 silence_end: 55.051927 | silence_duration: 32.451315 Environment Two nearby Apple Vision Pro devices Xcode device list: visionOS 27.0 and visionOS 26.5 Xcode 27.0, build 27A5194q Frameworks: GroupActivities, AVFoundation, Speech Entitlement: com.apple.developer.group-session Microphone and speech recognition permissions granted Steps Run the sample on Apple Vision Pro. Tap Start Listening and speak. Transcription works. Tap Stop Listening. Tap Start Nearby Session. Share with another nearby Apple Vision Pro. Tap Start Listening again while the nearby session is active. audioEngine.start() fails. Ending the nearby session makes microphone capture work again. Minimal microphone code let recognizer = SFSpeechRecognizer() let audioEngine = AVAudioEngine() let request = SFSpeechAudioBufferRecognitionRequest() request.shouldReportPartialResults = true let session = AVAudioSession.sharedInstance() try session.setCategory(.record, mode: .measurement, options: [.duckOthers]) try session.setActive(true) let input = audioEngine.inputNode let format = input.outputFormat(forBus: 0) input.installTap(onBus: 0, bufferSize: 1024, format: format) { buffer, _ in request.append(buffer) } audioEngine.prepare() try audioEngine.start() Minimal nearby SharePlay code struct MicDemoActivity: Codable, GroupActivity, Transferable { static let activityIdentifier = "com.example.mic-demo.nearby-mic-repro" static var transferRepresentation: some TransferRepresentation { CodableRepresentation(contentType: .micDemoActivity) } var metadata: GroupActivityMetadata { var metadata = GroupActivityMetadata() metadata.type = .generic metadata.title = "Mic Demo Nearby Session" return metadata } } for await session in MicDemoActivity.sessions() { session.join() } _ = try await MicDemoActivity().activate() Questions Is local microphone capture expected to be unavailable during a nearby SharePlay / Window Sharing session? Is screen recording audio expected to become silent during nearby sharing? What is the recommended way to support nearby shared UI/state while still allowing local voice input? Topic: Spatial Computing SubTopic: General Tags: visionOS Group Activities AVAudioSession AVAudioEngine 1 0 198 Jun ’26 Any update during WWDC26 on UWB direction-finding for 3rd party devices using the NI framework, etc? Kind folks, Was all setup for online access to several Q&A sessions at this WWDC, even posted some questions. But other priorities on my project prevented me from attending. Did any of you hear any news on direction finding with 3rd party devices at this year's WWDC? My current understanding is that (for iPhones later than 15) the NI framework returns null for direction. Apple recommends use of the ARkit in conjunction with NI (tech session way back in WWDC22!) FYI, I've been trying hard to get any information on this topic. Would be happy to share what public information/speculation I've found (including how Apple get's such good range and direction info in their Find My app for their AirTag 2 😉). Perhaps we can set up a small discussion group for sharing insights and experiences with emerging UWB technology. Comments appreciated. Mike Topic: Community SubTopic: Apple Developers Tags: Nearby Interaction Core Location visionOS ARKit 2 0 401 Jun ’26 re-entering website environment fails I have been working with visionOS 27's website environment features, and I have found when entering a website environment, leaving the website environment, waiting 10 seconds, and then trying to re-enter the website environment, the attempt fails. The thrown error reports: AbortError: Immersive request was superseded by another request Strangely, if I try to immediately re-enter the website environment, I succeed. I have to wait several seconds before trying to re-enter the environment to experience the failure. The workaround is to reload the page. Anyone know why this is occurring or how to avoid it? Anyone know a more graceful workaround than asking the user to reload the page? I have filed a feedback on this: FB23208345 Topic: Spatial Computing SubTopic: 3D Content Tags: visionOS WebKit Safari 1 0 228 Jun ’26 EnvironmentBlendingComponent(.occluded(by: .surroundings)) culling entities entirely? Hi there! While building my visionOS app, I’ve encountered some strange behaviour with EnvironmentBlendingComponent. Entities using .occluded(by: .surroundings) are culled entirely whenever a Mac Virtual Display or Apple Immersive Environment is behind them, regardless of the entities’ actual depth, and even when the environment is set to coexist. This feels like it could be a bug, although I’m fairly new to visionOS development, so I may be missing something! In a .mixed immersive space with plain passthrough, the component behaves as I would expect: an entity is occluded accurately when a real-world object is placed in front of it. However, when either of the following is visible behind the entity: a Mac Virtual Display window; or an Apple Immersive Environment enabled using the Digital Crown, the entity carrying EnvironmentBlendingComponent disappears completely. This happens even when the entity is physically closer to the viewer than the virtual surface. An otherwise identical entity without the component remains visible. Moving the virtual surface out of the line of sight, disabling the Immersive Environment, or removing the component immediately makes the entity visible again. Is it intended that .occluded(by: .surroundings) treats Mac Virtual Display and Apple Immersive Environments as occluders? The documentation describes this mode as depth-based occlusion against static “real-world objects”, so it isn’t clear whether these system-rendered virtual surfaces should participate. Even if they are intended to participate, the observed behaviour appears depth-independent: the entire entity is hidden when the virtual surface is behind it, rather than only when the surface is closer to the viewer. That seems inconsistent with the documented depth-based behaviour. I can reproduce this on an M5 Apple Vision Pro running visionOS 26.5 using the following minimal example: import SwiftUI import RealityKit import UIKit @main struct OcclusionReproApp: App { var body: some SwiftUI.Scene { WindowGroup { OcclusionReproLauncher() } ImmersiveSpace(id: "immersive") { RealityView { content in // Control: opaque, no component — proves the bare setup renders. let control = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .green, isMetallic: false)] ) control.position = [-0.25, 1.2, -1.3] // ~1.3 m ahead, eye height // Under test: identical opaque sphere plus the occlusion component. let occluded = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) occluded.position = [0.25, 1.2, -1.3] occluded.components.set( EnvironmentBlendingComponent(preferredBlendingMode: .occluded(by: .surroundings)) ) content.add(control) content.add(occluded) } } .immersionStyle(selection: .constant(.mixed), in: .mixed) // Let the app's mixed space coexist with an Apple Immersive Environment, // as visionOS suppresses Environments while an immersive space is open otherwise. // The same bug can be reproduced with just a Mac Virtual Display, but // this provides a second way to reproduce the same behaviour: .immersiveEnvironmentBehavior(.coexist) } } struct OcclusionReproLauncher: View { @Environment(\.openImmersiveSpace) private var openImmersiveSpace var body: some View { Button("Open immersive space") { Task { await openImmersiveSpace(id: "immersive") } } .padding() } } To reproduce (on a Vision Pro, as the Simulator won't provide passthrough): Open the immersive space in plain passthrough. Both spheres should be visible. Place a real object in front of the red sphere. It should be occluded correctly according to depth. Open a Mac Virtual Display or enable an Apple Immersive Environment, with its visible surface behind the red sphere. The red sphere disappears entirely, despite being in front of that surface. The green control sphere remains visible. Move the virtual surface out of view or disable it, and the red sphere reappears. Please let me know if this is expected behaviour, or if I'm doing something wrong - thanks! Jack Topic: Spatial Computing SubTopic: General Tags: RealityKit visionOS 3 0 238 Jun ’26 Personas stopped working during full immersive SharePlay Session I got it working recently that I could be in an immersive environment in my App with another FaceTime participant while we both see each others personas. The room needed to be shared as it has a presentation baked in to it that one person can present. However, since yesterday whenever I enter the immersive SharePlay experience, the personas no longer appear and only a coin of the other person is visible with the text "immersed" beneath it. The room is still shared, so I can change the slides and the other person can see the changes. If one person exits the immersive space, their persona is rendered from my point of view (in the immersive space) but we can't be in there together. Topic: Spatial Computing SubTopic: General Tags: visionOS Group Activities 1 0 198 Jun ’26 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: visionOS 4 0 2k Jun ’26 VisionOS 27 Custom Spatial Accessories ASA Host Version remains 0.0 I am implementing a custom generic spatial accessory according to Section 20 of the Accessory Design Guidelines dated 2026-06-08. Apple Vision Pro discovers the accessory, completes BLE pairing and encryption, reads the Apple Spatial Accessory Version and Uniform Type Identifiers characteristics, and recognizes the device in the accessory tracking debug view. However, visionOS writes ASA protocol version 00.00 to the Apple Spatial Accessory Host Version characteristic instead of selecting version 01.01. Here is the log message when I connected my spatial accessory with apple vision pro with os27 beta 3. The error is the ASA part. BLE advertising: ZemScannerASA15; BLE ATT MTU tx=23,rx=23; BLE conn timing connected: interval=30000; us,latency=0,timeout=72; TimeSync anchor report enabled: h=0x011f; BLE connected TimeSync anchor #1 ce=0,int=30000,delay=0 TimeSync anchor #2 ce=3,int=30000,delay=0 TimeSync anchor #3 ce=4,int=30000,delay=0 BLE ATT MTU tx=293,rx=65 BLE security level 2 BLE pairing complete, bonded ASA version read #1 off=0 req=64 hex=02 01 01 01 01 ASA UTI read #2 off=0 req=64 total=49 ASA host wr #3 o=0 l=4 f=00 hex=00 00 01 31 ASA host raw: off=0,write=4,total=4,hex=00 00 01 31 ASA host version: >len=4,ver=0.0,features_len=1,features=0x31 ASA host selected no common protocol HID direct input report sent HID notif #4 report=3 enabled HID IMU stream started HID notif #5 report=2 enabled HID IMU report sent BLE conn params updated: interval=7500 us,latency=4,timeout=100 Topic: Spatial Computing SubTopic: Foveated Streaming & Spatial Tracking Tags: visionOS ARKit Replies 1 Boosts 0 Views 107 Activity 2d Xcode 26.5 can't run apps on visionOS 27 and iOS 27 Beta 2 With Xcode Version 26.5 (17F42) apps can no longer be launched on a real Vision Pro once migrated to visionOS 27 Beta 2. At launch there is an EXC_BAD_ACCESS runtime error in an initialiser. If you launch apps on a real iPhone/Ipad with OS 27 Beta 2 the program will stop before the end of its start, but there is no precise line with the error. Xcode just stop in assembly code in the debugger, in the init phase of Swift where it searches for which objects to instantiate at launch. After investigating, the error comes from a debug setting from Xcode to show the stack trace. To avoid the error when run from Xcode Version 26.5 (17F42) In Xcode, open Product > Scheme > Edit Scheme. Select the Run action in the sidebar, then open the Options tab. Find Queue Debugging and uncheck Enable backtrace recording. If Queue debugging is enabled, then the program crashes when launched It is useful to be able to run apps from the production Xcode to devices with 27 OSes in beta to be able to test that everything will work fine for new versions of apps released before OSes 27 release. Thank you A previous post was made but the cause was badly identified. New Feedback including a sample code FB23384318 Topic: Developer Tools & Services SubTopic: Xcode Tags: Debugging iOS visionOS Replies 6 Boosts 0 Views 407 Activity 1w Viewing Gaussian splats while inside the model I am trying to view immersive environments that are Gaussian Splats created by marble [dot] worldlabs [dot] ai. For example, here is one named "Steampunk City Night View": (Note: the low-res version is 500,000 splats, so I am just testing the first 200,000 splats). But when I try to view it at scale, nothing appears. I tried shrinking it down (scale factor of 0.00595458) and positioning it in front of me, and I could see the content, so the parsing of the PLY file is working. Example: But when I move into the model, it goes clear, also hiding virtual content behind it that is also in the splats' space (like the Mac virtual screen). Example: It is as if when I move inside the Gaussian Splats' bounding box, it sets an opacity material on the splats. This prevents me from using these Gaussian Splats as immersive environments. Is there any way to disable this behavior? Topic: Spatial Computing SubTopic: 3D Content Tags: RealityKit visionOS Replies 1 Boosts 0 Views 227 Activity 2w Reality Composer Pro 3 is unable to properly import my .usdz file Hi, I’m running into an issue when importing a .usdz asset into Reality Composer Pro 3. The exact same asset was working perfectly in Reality Composer Pro 2, and it also works correctly when previewed in Xcode 27.0 beta or loaded directly in RealityKit from code. However, in Reality Composer Pro 3, the asset does not import correctly: The material appears completely broken and looks different from the original asset. The animations are not working. The same .usdz works as expected in Reality Composer Pro 2, including materials and animations. The same .usdz also works as expected in Xcode / RealityKit. I also noticed that the Preview app does not seem to import the asset correctly either. In Preview, the asset has the wrong orientation and it looks like the skeleton and animations may not be recognized properly. Here are a few screenshots showing how the asset appears in each app: Reality Composer Pro 2: asset works correctly, including materials and animations. Xcode 27.0 beta preview: asset works correctly, including materials and animations. Reality Composer Pro 3: material is broken and animations are not working. Preview app: wrong orientation, possible skeleton / animation import issue. I filed a ticket FB23214120 that contains an example Xcode project and RCP2 & RCP3 projects. Is there anything specific that changed in the USDZ import pipeline in Composer Pro 3 that could explain this behavior? Thanks! Topic: Spatial Computing SubTopic: Reality Composer Pro Tags: AR / VR Reality Composer Pro RealityKit visionOS Replies 3 Boosts 2 Views 509 Activity 2w Access main camera on Apple Vision Pro From visionOS 2.0 we can access Apple Vision Pro's main camera but only for Enterprise account as it is enterprise API only, I have a normal Developer account and I want to use main camera and want to have a video call feature in app by using main camera of AVP, is it possible to do it using developer account only. Currently using that account I am not able to create entitlement certificate as there is no option. Topic: Spatial Computing SubTopic: General Tags: Camera visionOS Replies 4 Boosts 0 Views 876 Activity 2w Allow External Apps to Remain Visible in an Immersive Space Many apps utilize ImmersiveSpace simply to render large-scale, custom geometry (such as curved screens, wide-canvas media players, or specialized data visualizations) that cannot be achieved within a standard volumetric window limitations. However, users often still want to multitask—check Messages, reference Safari, access YouTube, etc. Forcing the user to exit the immersive space just to see their other apps breaks their workflow and creates a disjointed user experience. Proposed Solution: I propose adding a property to ImmersionStyle (or a similar API configuration) such as allowSharedSpaceVisibility. When enabled, this would: Allow the ImmersiveSpace to render its custom RealityKit content as usual and prevent the system from automatically hiding the user's existing Shared Space windows. Do me a solid here VisionOS team and please consider this feedback request. 🙏 FB: FB22973973 FB: FB21630340 Topic: Spatial Computing SubTopic: General Tags: visionOS RealityKit Replies 1 Boosts 0 Views 273 Activity 3w Will the Chaparral Village sample code be available for download? Hi, several WWDC26 sessions this year feature the Chaparral Village project. However, I can't find a download for it anywhere. Will the Chaparral Village project be published as downloadable sample code? Thanks! Topic: Spatial Computing SubTopic: Reality Composer Pro Tags: Reality Composer Pro visionOS Replies 2 Boosts 0 Views 428 Activity 3w How do you get continuous eye-gaze coordinates on visionOS? (accessibility AAC app — all hover APIs return zero events) Building Dasher (eye-gaze text-entry system for people with motor impairments — ALS, cerebral palsy, etc.) for visionOS. See https://github.com/dasher-project/Dasher-Apple The app needs continuous (x, y) gaze coordinates to steer a zooming alphabet interface. Vision Pro has incredible eye tracking hardware built in — this should be the perfect platform — but I can't get gaze coordinates through any API I've tried. What I've tested (all deliver zero events in a windowed app): UIHoverGestureRecognizer — Apple's docs say it "detects when the user is looking at a view" on visionOS. Added it to a UIView inside UIViewRepresentable. Looked at the view for 2+ minutes on real hardware. Console.app shows zero began/changed/ended callbacks. .onContinuousHover (SwiftUI) — zero .active phases delivered, whether attached to the canvas view or the ZStack root. UIPointerInteraction with a delegate — regionFor callback never fires. The system clearly is tracking gaze — I can see beginScrollingWithRegion events in Console.app with the correct window rect, and the visual hover highlight appears on buttons. But the coordinates are routed to scroll handling, not exposed as a usable pointer position. What does work: pinch-and-drag follows the hand position (where the pinch is in 3D space), not gaze. That's fine for general apps but doesn't help users who need eye-only control. What I'm wondering: Has anyone successfully received continuous gaze coordinates in a windowed (non-immersive) visionOS app? If so, which API? Is UIHoverGestureRecognizer supposed to work on UIView inside UIViewRepresentable, or does it require a pure UIKit view hierarchy? Is there an ARKit provider for eye tracking that I'm missing? I see HandTrackingProvider but no EyeTrackingProvider in the capability list. Could the issue be that my SwiftUI overlay (toolbar VStack) is intercepting hover events before they reach the canvas underneath? If so, how do you make a SwiftUI overlay pass-through for hover? Dasher is a well-established accessibility tool that lets people type using only their eyes. Its the fastest text entry method for eyegaze and head controlled systems. On every other platform (iOS with external trackers, Windows with Tobii, etc.) it reads continuous gaze coordinates and zooms toward wherever the user is looking. Vision Pro should be the best hardware for this — the tracking is already there, we just can't read it. If there's no public API for this, I'd love to know so I can scrap my feedback assistant entry!. If there IS a way and I've missed it, I'd be grateful for a pointer. Thanks! Topic: Spatial Computing SubTopic: Foveated Streaming & Spatial Tracking Tags: visionOS Replies 2 Boosts 0 Views 248 Activity 3w visionOS no longer displays App Entities icon in the search results In visionOS 2, the system search displays the icon of each App Entity registered. It used to work up to visionOS 26 beta 7. But since visionOS 26 beta 8, visionOS 26.x , and still in the current visionOS 27 Beta 2 the system search no longer display the right icon. Instead it displays the icon of an AppShortcut declared by the source code which uses the AppEntities. This does not help the users to find the right AppEntity in a search with multiple results as they all have the same AppShortcut icon. This "bug" also make the search result differ from the experience with iOS and iPadOS which display each AppEntity icon. You can use the Apple sample to see this bug on visionOS 27 Beta 2 and 26. Accelerating app interactions with App Intents AppEntities are an important part of Apple Intelligence, the system integration is really important for a great user experience. FB19915478 Topic: Machine Learning & AI SubTopic: App Intents Tags: Spotlight App Intents visionOS Replies 0 Boosts 0 Views 181 Activity 3w Surface Snapping in visionOS Simulator How do I snap a window to a surface in the visionOS Simulator? Topic: Spatial Computing SubTopic: General Tags: visionOS Simulator Replies 2 Boosts 0 Views 243 Activity 3w MaterialX definitions download link is broken in ShaderGraph documentation The link to download “MaterialX definitions” is broken on the main page of ShaderGraph documentation in the Interoperability section. See here: https://developer.apple.com/documentation/ShaderGraph#Interoperability Link in the page is https://developer.apple.com/augmented-reality/realitykit/files/MaterialX-definitions.zip but leads nowhere now. Since Reality Composer Pro 3 has been released, it would be good to have these definitions available to download again and to know if it’s still MaterialX 1.38 being used in the updated RCP & RealityKit. Opened a ticket about this: FB23258836 Topic: Graphics & Games SubTopic: RealityKit Tags: RealityKit Shader Graph Editor visionOS Replies 1 Boosts 0 Views 355 Activity Jun ’26 No Siri AI in visionOS 27 with a non-US Apple ID With visionOS 27, if you use a non US Apple ID, if the language is set to English on the country to USA, you don’t get Siri AI even if Siri AI is supposed to be available on visionOS 27 in all countries if the system is in English. iOS and iPadOS are the only systems where Siri AI is not available in Europe. As macOS, visionOS is supposed to have Siri AI enabled worldwide if the system is configured in English. The problem is confirmed with many French Vision Pro users with a French Apple ID. Feedback: FB23207278 Topic: Machine Learning & AI SubTopic: Apple Intelligence Tags: Siri and Voice visionOS Replies 0 Boosts 4 Views 433 Activity Jun ’26 VisionOS: << FigVideoTargetRemoteXPC >> signalled err=-15562 visionOS 26.5, xcode26.5 - app terminated with exit code 9 then crashed and rebooted the entire device (Apple Vision Pro). I was connected to the Xcode debugger when this happened, and it didn't crash in any of our code. Memory and CPU usage was low at the time. Any idea what could be causing the issue? Some logs: << FigVideoTargetRemoteXPC >> signalled err=-15562 at <>:868 ... Call start on AVKSDockingService before making requests. <<<< FigPlayerInterstitial >>>> signalled err= 18,446,744,073,709,535,945 at <>: 10,773 <<<< FigPlayerInterstitial >>>> signalled err= 18,446,744,073,709,535,945 at <>: 10,773 << FigVideoTargetRemoteXPC >> signalled err=-15562 at <>:868 <<<< PlayerRemoteXPC >>>> signalled err= 18,446,744,073,709,538,756 at <>: 1,538 SessionCore_NotificationHandlers.mm : 73 Server returned an error:. Error Domain=NSOSStatusErrorDomain Code=-50 "Session lookup failed" UserInfo={NSLocalizedDescription=Session lookup failed} <<<< PlayerRemoteXPC >>>> signalled err= 18,446,744,073,709,538,756 at <>: 1,538 ... nw_read_request_report [C 1 ] Receive failed with error " No message available on STREAM " nw_protocol_socket_reset_linger [C1:2] setsockopt SO_LINGER failed 22 Debug session ended with code 9: Terminated due to signal 9 Program ended with exit code: 9 Thanks, bvsdev Topic: Media Technologies SubTopic: Video Tags: visionOS Core Media Replies 1 Boosts 0 Views 255 Activity Jun ’26 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]; } Topic: App & System Services SubTopic: General Tags: visionOS Replies 14 Boosts 1 Views 1.8k Activity Jun ’26 visionOS nearby SharePlay blocks local microphone capture I created a minimal sample project that reproduces a microphone issue with nearby SharePlay / Window Sharing on Apple Vision Pro. Sample project: https://github.com/JerryNee/mic-demo Screen recording: https://youtu.be/aMj_A_leJWU Issue I first implemented SharePlay through FaceTime and found that local microphone capture was unavailable. That seemed understandable because FaceTime itself uses the microphone. I then moved the app to a nearby SharePlay / Window Sharing session specifically to avoid a FaceTime call, but local microphone capture still fails. Local microphone capture works before starting nearby SharePlay. After starting a nearby SharePlay / Window Sharing session with GroupActivities, the same app fails at: try audioEngine.start() This does not require a FaceTime call. It happens with an in-room nearby SharePlay / Window Sharing session. The screen recording also goes silent when the Share Window UI appears. I checked the MP4 audio track with ffmpeg silencedetect; audio becomes silent at about 00:00:22.60, matching the moment nearby sharing starts: silence_start: 22.600612 silence_end: 55.051927 | silence_duration: 32.451315 Environment Two nearby Apple Vision Pro devices Xcode device list: visionOS 27.0 and visionOS 26.5 Xcode 27.0, build 27A5194q Frameworks: GroupActivities, AVFoundation, Speech Entitlement: com.apple.developer.group-session Microphone and speech recognition permissions granted Steps Run the sample on Apple Vision Pro. Tap Start Listening and speak. Transcription works. Tap Stop Listening. Tap Start Nearby Session. Share with another nearby Apple Vision Pro. Tap Start Listening again while the nearby session is active. audioEngine.start() fails. Ending the nearby session makes microphone capture work again. Minimal microphone code let recognizer = SFSpeechRecognizer() let audioEngine = AVAudioEngine() let request = SFSpeechAudioBufferRecognitionRequest() request.shouldReportPartialResults = true let session = AVAudioSession.sharedInstance() try session.setCategory(.record, mode: .measurement, options: [.duckOthers]) try session.setActive(true) let input = audioEngine.inputNode let format = input.outputFormat(forBus: 0) input.installTap(onBus: 0, bufferSize: 1024, format: format) { buffer, _ in request.append(buffer) } audioEngine.prepare() try audioEngine.start() Minimal nearby SharePlay code struct MicDemoActivity: Codable, GroupActivity, Transferable { static let activityIdentifier = "com.example.mic-demo.nearby-mic-repro" static var transferRepresentation: some TransferRepresentation { CodableRepresentation(contentType: .micDemoActivity) } var metadata: GroupActivityMetadata { var metadata = GroupActivityMetadata() metadata.type = .generic metadata.title = "Mic Demo Nearby Session" return metadata } } for await session in MicDemoActivity.sessions() { session.join() } _ = try await MicDemoActivity().activate() Questions Is local microphone capture expected to be unavailable during a nearby SharePlay / Window Sharing session? Is screen recording audio expected to become silent during nearby sharing? What is the recommended way to support nearby shared UI/state while still allowing local voice input? Topic: Spatial Computing SubTopic: General Tags: visionOS Group Activities AVAudioSession AVAudioEngine Replies 1 Boosts 0 Views 198 Activity Jun ’26 Any update during WWDC26 on UWB direction-finding for 3rd party devices using the NI framework, etc? Kind folks, Was all setup for online access to several Q&A sessions at this WWDC, even posted some questions. But other priorities on my project prevented me from attending. Did any of you hear any news on direction finding with 3rd party devices at this year's WWDC? My current understanding is that (for iPhones later than 15) the NI framework returns null for direction. Apple recommends use of the ARkit in conjunction with NI (tech session way back in WWDC22!) FYI, I've been trying hard to get any information on this topic. Would be happy to share what public information/speculation I've found (including how Apple get's such good range and direction info in their Find My app for their AirTag 2 😉). Perhaps we can set up a small discussion group for sharing insights and experiences with emerging UWB technology. Comments appreciated. Mike Topic: Community SubTopic: Apple Developers Tags: Nearby Interaction Core Location visionOS ARKit Replies 2 Boosts 0 Views 401 Activity Jun ’26 re-entering website environment fails I have been working with visionOS 27's website environment features, and I have found when entering a website environment, leaving the website environment, waiting 10 seconds, and then trying to re-enter the website environment, the attempt fails. The thrown error reports: AbortError: Immersive request was superseded by another request Strangely, if I try to immediately re-enter the website environment, I succeed. I have to wait several seconds before trying to re-enter the environment to experience the failure. The workaround is to reload the page. Anyone know why this is occurring or how to avoid it? Anyone know a more graceful workaround than asking the user to reload the page? I have filed a feedback on this: FB23208345 Topic: Spatial Computing SubTopic: 3D Content Tags: visionOS WebKit Safari Replies 1 Boosts 0 Views 228 Activity Jun ’26 EnvironmentBlendingComponent(.occluded(by: .surroundings)) culling entities entirely? Hi there! While building my visionOS app, I’ve encountered some strange behaviour with EnvironmentBlendingComponent. Entities using .occluded(by: .surroundings) are culled entirely whenever a Mac Virtual Display or Apple Immersive Environment is behind them, regardless of the entities’ actual depth, and even when the environment is set to coexist. This feels like it could be a bug, although I’m fairly new to visionOS development, so I may be missing something! In a .mixed immersive space with plain passthrough, the component behaves as I would expect: an entity is occluded accurately when a real-world object is placed in front of it. However, when either of the following is visible behind the entity: a Mac Virtual Display window; or an Apple Immersive Environment enabled using the Digital Crown, the entity carrying EnvironmentBlendingComponent disappears completely. This happens even when the entity is physically closer to the viewer than the virtual surface. An otherwise identical entity without the component remains visible. Moving the virtual surface out of the line of sight, disabling the Immersive Environment, or removing the component immediately makes the entity visible again. Is it intended that .occluded(by: .surroundings) treats Mac Virtual Display and Apple Immersive Environments as occluders? The documentation describes this mode as depth-based occlusion against static “real-world objects”, so it isn’t clear whether these system-rendered virtual surfaces should participate. Even if they are intended to participate, the observed behaviour appears depth-independent: the entire entity is hidden when the virtual surface is behind it, rather than only when the surface is closer to the viewer. That seems inconsistent with the documented depth-based behaviour. I can reproduce this on an M5 Apple Vision Pro running visionOS 26.5 using the following minimal example: import SwiftUI import RealityKit import UIKit @main struct OcclusionReproApp: App { var body: some SwiftUI.Scene { WindowGroup { OcclusionReproLauncher() } ImmersiveSpace(id: "immersive") { RealityView { content in // Control: opaque, no component — proves the bare setup renders. let control = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .green, isMetallic: false)] ) control.position = [-0.25, 1.2, -1.3] // ~1.3 m ahead, eye height // Under test: identical opaque sphere plus the occlusion component. let occluded = ModelEntity( mesh: .generateSphere(radius: 0.12), materials: [SimpleMaterial(color: .red, isMetallic: false)] ) occluded.position = [0.25, 1.2, -1.3] occluded.components.set( EnvironmentBlendingComponent(preferredBlendingMode: .occluded(by: .surroundings)) ) content.add(control) content.add(occluded) } } .immersionStyle(selection: .constant(.mixed), in: .mixed) // Let the app's mixed space coexist with an Apple Immersive Environment, // as visionOS suppresses Environments while an immersive space is open otherwise. // The same bug can be reproduced with just a Mac Virtual Display, but // this provides a second way to reproduce the same behaviour: .immersiveEnvironmentBehavior(.coexist) } } struct OcclusionReproLauncher: View { @Environment(\.openImmersiveSpace) private var openImmersiveSpace var body: some View { Button("Open immersive space") { Task { await openImmersiveSpace(id: "immersive") } } .padding() } } To reproduce (on a Vision Pro, as the Simulator won't provide passthrough): Open the immersive space in plain passthrough. Both spheres should be visible. Place a real object in front of the red sphere. It should be occluded correctly according to depth. Open a Mac Virtual Display or enable an Apple Immersive Environment, with its visible surface behind the red sphere. The red sphere disappears entirely, despite being in front of that surface. The green control sphere remains visible. Move the virtual surface out of view or disable it, and the red sphere reappears. Please let me know if this is expected behaviour, or if I'm doing something wrong - thanks! Jack Topic: Spatial Computing SubTopic: General Tags: RealityKit visionOS Replies 3 Boosts 0 Views 238 Activity Jun ’26 Personas stopped working during full immersive SharePlay Session I got it working recently that I could be in an immersive environment in my App with another FaceTime participant while we both see each others personas. The room needed to be shared as it has a presentation baked in to it that one person can present. However, since yesterday whenever I enter the immersive SharePlay experience, the personas no longer appear and only a coin of the other person is visible with the text "immersed" beneath it. The room is still shared, so I can change the slides and the other person can see the changes. If one person exits the immersive space, their persona is rendered from my point of view (in the immersive space) but we can't be in there together. Topic: Spatial Computing SubTopic: General Tags: visionOS Group Activities Replies 1 Boosts 0 Views 198 Activity Jun ’26 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: visionOS Replies 4 Boosts 0 Views 2k Activity Jun ’26 First Page 1 Developer Footer This site contains user submitted content, comments and opinions and is for informational purposes only. Apple disclaims any and all liability for the acts, omissions and conduct of any third parties in connection with or related to your use of the site. All postings and use of the content on this site are subject to the Apple Developer Forums Agreement and Apple provided code is subject to the Apple Sample Code License. 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