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Main Camera development request blocked by Individual-to-Organization conversion
We are developing MadnessBot as a business-only Vision Pro automotive inspection app for professional mechanics and repair shops, intended for private business distribution. Main Camera access is essential for analyzing the vehicle and component in front of the technician. A native development app is running on our physical headset, and chat plus OBDLink CX diagnostics have been tested. Our existing Apple Developer Program membership is enrolled as Individual. We contacted Developer Support on October 6, 2026, with a follow-up on October 9, for assistance converting it to Organization. The conversion form asks for the type of tax ID historically associated with the Individual membership; the Account Holder does not know that record and has asked Support to verify it before selecting an answer. The enterprise API request form remains inaccessible until organization enrollment is confirmed. We have not submitted a camera entitlement request yet. Our planned initial request is Development Only Main Camera access for registered test devices. Feedback reference: FB25132939. Could the Enterprise APIs for visionOS team help route this prerequisite blocker to membership support, or advise the correct escalation path so we can complete conversion and apply for Development Only access?
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visionOS : any non-nil preferredSurroundingsEffect enables a light-spill halo around VideoPlayerComponent video
Hi all — sharing a platform behavior I isolated while building a custom immersive video player, in case others hit it (and to ask whether it's intended). Finding On visionOS 27 (Xcode 27), an entity playing video via VideoPlayerComponent(videoRenderer:) gets a light-spill "screen glow" halo around its edges whenever the immersive space declares any non-nil preferredSurroundingsEffect. The halo follows the video's colors frame by frame. With no surroundings effect (nil), there is no halo. Quick repro Progressive immersive space + VideoPlayerComponent playing. Add .preferredSurroundingsEffect(.dim(intensity: 0.0)) → halo appears (even though the effect is visually a no-op). Remove it → halo disappears. Same with .colorMultiply(_:) and preset effects. Things I ruled out on device (Vision Pro) ImmersiveContentBrightness (.custom(1.0) vs .automatic): no difference. VideoPlayerComponent configuration (.stereo, spatial video mode, isPassthroughTintingEnabled) and component attach timing: no difference. Presenting the same video via VideoMaterial: no halo. Bright white SwiftUI content: no halo. Questions Is this coupling intended? The preferredSurroundingsEffect docs don't mention any effect on video playback. Is there a public way to keep a surroundings effect (e.g. room dimming) while avoiding the video light spill? I found none on VideoPlayerComponent. Current workaround: don't declare any surroundings effect in the modes where the halo is undesirable. Also filed via Feedback Assistant(FB25130748). Curious if anyone else has seen this or knows a switch.
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RealityKit VideoMaterial renders 8-bit HEVC HLG/BT.2020 360° video with a purple tint in the visionOS Simulator (device is fine)
We paint a looping 360° video on the inside of a sphere with VideoMaterial(avPlayer:): an AVQueuePlayer plus AVPlayerLooper, a ModelEntity with an inward-facing equirectangular mesh, inside a .mixed ImmersiveSpace. No shaders, no VideoPlayerComponent. We could not find an official Apple sample that puts a VideoMaterial on a 360° sphere; this is the plain pattern from the VideoMaterial(avPlayer:) reference and the one used in threads like 734081. On Apple Vision Pro hardware the video renders correctly. In the visionOS Simulator (27.0, 26.5 and earlier 26.x, Xcode 27.0) the whole frame has a strong purple/magenta cast. Audio and timing are fine. The video (which we cannot share, so here is its metadata, image sample of issue on simulator provided below): MP4, HEVC Main, 8-bit 4:2:0, 3840x1920, tagged BT.2020 primaries, HLG transfer (ARIB STD-B67), BT.2020 non-constant matrix, both in the colr atom and in the SPS VUI. ffprobe -show_format -show_streams (trimmed): [STREAM] index=0 codec_name=hevc profile=Main codec_type=video codec_tag_string=hvc1 width=3840 height=1920 pix_fmt=yuv420p color_range=tv color_space=bt2020nc color_transfer=arib-std-b67 color_primaries=bt2020 r_frame_rate=30000/1001 avg_frame_rate=679200/22663 duration=37.771667 bit_rate=25030607 [SIDE_DATA] side_data_type=Stereo 3D type=2D horizontal_field_of_view=360000/1000 [/SIDE_DATA] [/STREAM] [STREAM] index=1 codec_name=aac profile=LC codec_type=audio codec_tag_string=mp4a sample_fmt=fltp sample_rate=48000 channels=2 channel_layout=stereo duration=37.758333 bit_rate=128176 [/STREAM] [FORMAT] nb_streams=2 format_name=mov,mp4,m4a,3gp,3g2,mj2 duration=37.778333 bit_rate=25160348 TAG:major_brand=mp42 TAG:minor_version=1 TAG:compatible_brands=isommp41mp42 [/FORMAT] AVFoundation's view of the track, from CMFormatDescriptionGetExtension on the loaded video track: primaries=ITU_R_2020 transfer=ITU_R_2100_HLG matrix=ITU_R_2020 bitsPerComponent=8 The playback code, reduced to the essentials: let item = AVPlayerItem(url: fileURL) let looper = AVPlayerLooper(player: player, templateItem: item) // retained player.actionAtItemEnd = .advance let material = VideoMaterial(avPlayer: player) let sphere = ModelEntity( mesh: try equirectSphere(radius: 12), // lat/long grid, normals inward, materials: [material] // UVs (u, 1 - v), inward winding ) sphere.position = [0, 1.5, 0] rootEntity.addChild(sphere) // rootEntity was added in RealityView { } player.play() What we have ruled out in a minimal sample project: Apple's own 360° HLS example (360 Lighthouse, HEVC Main 10, 10-bit, BT.709 SDR) plays with correct colours in the same sphere, same code, same simulator session. Rewriting our file's colr atom to BT.709 (three bytes, no re-encode) is honoured by AVFoundation (the track's CMFormatDescription then reports ITU_R_709_2 for primaries, transfer and matrix) but the tint stays. So the remaining differences between the failing file and Apple's working stream are 8-bit Main vs 10-bit Main 10, HLG/BT.2020 in the bitstream VUI vs BT.709, and local MP4 vs HLS. The minimal sample project (without the video) is available on request. Is this a known limitation of the simulator's VideoMaterial path with 8-bit HLG content, and is there a recommended way to get device-equivalent colour in the simulator? Feedback filed as FB24997147. Here is a sample of the result on the simulator of a cement column, painted white, but rendered purple on simulator:
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Revealed keyboard drifts in progressive immersion, and no immersion style gives windows-in-front + Crown + passthrough cutouts
Environment: Apple Vision Pro, visionOS 27.0.1 (24M372). Magic Keyboard, with Settings › Awareness & Safety › Reveal Keyboards set to Always. Our app puts the user in an opaque virtual room while they work at their real desk, using app windows and Mac Virtual Display. A virtual desk is placed on the real desk. It is world-locked: positioned once from a PlaneAnchor (PlaneDetectionProvider), then a plain entity at fixed ImmersiveSpace coordinates. No AnchorEntity or WorldAnchor is involved. We offer two modes: .mixed, and .progressive for Digital Crown control. Each gives us only half of what desk work needs. 1. The revealed keyboard drifts in progressive immersion (FB25006789) In .progressive, the physical keyboard shown by keyboard awareness does not stay registered with the virtual desk. After the keyboard has been out of view for a few seconds (for example, while looking at a Mac Virtual Display window), it looks "floaty" when you look back: as the head turns, it slides against the desk. Turning right, the keyboard moves left farther than the desk does. What we checked: It happens in .progressive at any Crown amount, and in .full. With identical content in .mixed (no app passthrough cutout, so again only keyboard awareness shows the keyboard), it is much steadier. On 27.0.1, PlaneAnchor and DeviceAnchor coordinateSpace(correction: .rendered) are exactly equal to their .none transforms: 0 mm, 0°, scale 1. That held over 835 per-frame samples with ±50° yaw and up to 36 cm of head movement. So the rendered correction gives the app nothing to compensate with. The app's desk transform is constant while the drift is visible. upperLimbVisibility(.automatic) vs .visible and a .portrait progressive aspect ratio make no difference. Possibly related: https://developer.apple.com/forums/thread/796557 (FB19666209). 2. No immersion style combines what desk work needs (FB25006837) We need, at the same time: windows (our own and Mac Virtual Display) never covered by the room's walls, furniture or trees; the Digital Crown to bring the real surroundings back in; a passthrough cutout over the real desk, and a well-registered keyboard. .mixed: ✓ OcclusionMaterial cutouts reveal passthrough. ✓ The keyboard stays registered. ✗ RealityKit entities can render in front of windows, including Mac Virtual Display and window chrome. breakthroughEffect doesn't cover whole windows or Mac Virtual Display. ✗ The Crown can't adjust immersion. .progressive: ✓ Windows always stay in front of immersive content (as an Apple engineer confirmed in https://developer.apple.com/forums/thread/764556). ✓ The Crown adjusts immersion. ✗ OcclusionMaterial reveals nothing inside the portal, so there is no desk cutout. ✗ The keyboard drifts (issue 1). Because of issue 1 we have switched our default back to .mixed, and lost windows-in-front. Questions Is keyboard awareness in .progressive/.full expected to be registered less accurately than in .mixed? Is there a supported way to keep it registered with world-locked content, or to get the pose at which the system draws it? In .mixed, is there a supported way to keep windows (including Mac Virtual Display) in front of an app's immersive content? Or, in .progressive, a supported way to show passthrough in an app-defined region inside the portal? Any pointers or workarounds are appreciated.
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RoomPlan crashes spiking on iOS 27
We're seeing a pretty significant spike in RoomPlan crashes on iOS 27, specifically a RoomScanCore EXC_BREAKPOINT. This crash isn't new, we've seen a low background rate of it across earlier iOS versions, but since iOS 27 shipped, the rate has jumped substantially, well beyond what iOS 27's adoption share alone would explain. We haven't reproduced the crash internally. As with the existing crashes, it's seemingly environment/scenario-dependent in ways that don't always show up in our QA passes. Is anyone else seeing this? Are there known issues that will be patched next month with iOS 27.2?
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visionOS 27.0 simulator restarts (backboardd EXC_BREAKPOINT in DRValidateIndices) on MeshResource.generate(from:) for a valid multi-part mesh
Since moving to Xcode 27.0 (27A266a) with the visionOS 27.0 simulator runtime (24M362), generating a mesh with several parts through MeshResource.generate(from: MeshResource.Contents) makes the simulator go black for a couple of seconds and restart. The app does not crash; the simulator's render server does: Thread ... Crashed :: com.apple.CoreRE.ResourceFetchManager-service-queue 0 DirectResource specialized static IndexValidation._validate_neon(_:vertexCount:) 1 DirectResource DRValidateIndices 2 CoreRE re::(anonymous namespace)::validatePrivateData(id<REMeshPayload>, unsigned char const*, unsigned long) 3 CoreRE -[REMultiBufferMeshPayload initWithCoder:] 4 Foundation _decodeObject Environment: MacBook Pro (M1 Pro, 16 GB), macOS 27.0 (26A428), Xcode 27.0 (27A266a), visionOS 27.0 SDK (24M361); failing runtime visionOS 27.0 simulator (24M362); working: the visionOS 26.5 simulator runtime (23O470) under the same Xcode, and an Apple Vision Pro on visionOS 27. What I have established: It reproduces with a fully synthetic mesh: one model, three parts (1330 / 20 / 24 vertices, 9513 / 72 / 120 indices), random positions, normals, UVs and triangle indices. Only the part layout matters. The mesh is valid: every part's indices are within its own vertex count, counts are multiples of three, attribute buffers match. RealityKit's app-side validator agrees and lets it through (it does reject a broken part with REMeshPartDescriptor: index buffer payload range is invalid), then the render server's validator traps on the accepted payload. Single-part meshes of any size, primitives, and compiled .reality scenes are fine. Same mesh, same Xcode: fine on a simulator device created on the 26.5 runtime, fine on a visionOS 27 device. Only the 27.0 simulator runtime traps. FB number: FB24831983. Workarounds so far: a simulator device on the 26.5 runtime, or generating one MeshResource per part. Has anyone seen DRValidateIndices trapping on the 27.0 simulator?
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WebXR Augmented Reality Module
On visionOS 26.5, I noticed the Safari Extension 'WebXR Augmented Reality Module' option. I've enabled this option in Safari Settings, and restarted Safari, but when I try to launch a WebXR experience that supports immersive-ar as option (for example this one: https://www.viverse.com/dPASDhP I don't see the option to Play in AR (like I do with a Quest 3S headset) Does anyone have any examples of websites that can make use of this new WebXR Augmented Reality Module feature flag in Safari, on visionOS?
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PresentationComponent loses gaze targeting or dismisses in a volumetric window
On visionOS 26.6 and 27 latest beta: PresentationComponent in a volumetric WindowGroup, when looking at the volume from a specific lower/back region create two bugs: buttons inside the presentation have their gaze obstructed by hand presence, no button shows any hover highlight hand movement in that specific area auto dismisses the presentation The focused public repro uses a thin ModelEntity with InputTargetComponent and ordinary SwiftUI buttons. Its README includes two clearer videos: https://github.com/mesqueeb/PresentationAutoCloseInBackOfVolume 1. Gaze obstructed on buttons when hand is at specific location (see "Test Action" has no hover highlight, even though i look at it) 2. Hover state restored on buttons when hand is gone (see "Test Action" has hover highlight) 3. Presentation auto closed when hand comes back The weirdest part: This only happens at a specific location, when walking to the back of the volume, then turning around and interacting with the volume from the lower right back side. Any workaround or fix guidance would be appreciated. Feedback Assistant: FB24569418.
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Sep ’26
Immersive space closes if immersive environment was fully open
If the immersive environment is fully open, then an immersive space is closed right after attempting to open it. The issue specifically impacts a mixed immersive space which replaces the immersive environment while the immersive environment is at 100%. This issue does not occur if immersive environment is any less than 100%, or if the immersionStyle is .full, or if immersiveEnvirionmentBehavior is .coexist. This can be reproduced in the template for an immersive visionOS app by removing the line .immersionStyle(selection: .constant(.full), in: .full) Then run the app and open the immersive space, and the space then closes after attempting to open it. I’m using visionOS 27.0 beta 5 and Xcode 27.0 beta 5. I've submitted feedback as FB24353599 Video of the behavior: https://youtu.be/wafDXRZVyog
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Aug ’26
Apple Cinema Environment
I’d be very interested in having Apple Cinema Environment deployed across all third party apps (I.e Disney+, HBO Max, etc). These already have their immersive environments as well as the option to use Apple’s immersive environments (i.e the Moon). However the Apple Cinema / Theater is the best implementation I’ve seen thus far however its currently limited to the AppleTV content. Are there any plans to deploy this across other apps?
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Aug ’26
How do I create Enterprise.license file?
Hello, I did get an email that I now have access to the Enterprise APIs and I should create the license file. However, I can't figure out a way to create the license file. I did go check out that button, it did have the buttons to "renew" the licenses I got a while ago (via email). but no way to create new ones. and I am enrolled in the "Apple Developer Program as an organization " Where can I create Enterprise.license file?
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Aug ’26
Adding a ManipulationComponent detaches the whole RealityView content hierarchy on visionOS 27
On visionOS 27 (27.0 Seed 4, 24M5326g), adding a ManipulationComponent to a single entity makes RealityKit remove the RealityView's ENTIRE content hierarchy from the scene and re-add it about 30ms later. Not just the manipulated entity — everything. Same app binary on visionOS 26: never happens. FB24092291. Bisected on the same build and device: two entities, neither with manipulation -> no detach add one entity with a ManipulationComponent -> detach, every time same entity, manipulation swapped for my own drag/rotate/ scale gesture handling -> no detach Everything else is identical between the last two cases — same entity, same collision shape, same InputTargetComponent, same ViewAttachmentComponent, same scene, same view hierarchy. The only variable is whether the component is installed. Setup: an immersive space containing a SwiftUI RealityView. One root entity added to the RealityViewContent in the make closure; all app content built as its descendants. The detach is brief but not harmless: every entity in the hierarchy gets SceneEvents.WillRemoveEntity and then DidAddEntity, so anything keyed to those events runs a full teardown and re-add for content that was never meant to go anywhere. In my app that cascade is what makes the scene visibly empty and rebuild. Nothing in my code removes it. Stack captured from a WillRemoveEntity subscription on the root — frame 0 is my callback, everything above it is framework: SwiftUI (AttributeGraph StatefulRule.withObservation ...) -> RealityFoundation -> CoreRE -> entity removal Ruled out before landing on the component: make runs exactly once, the root re-enters a scene with the same ObjectIdentifier (not a re-host), the hosting controller is never deallocated, there is exactly one RealityViewContent.add(_:) in the whole app, and with Self._printChanges() in the view's body the detach happens in an update pass where the body is not re-evaluated at all. Also ruled out: transient overlay UI (suppressed entirely, still detached) and entity count. Workaround if this is biting you: skip ManipulationComponent on 27 and handle drag/rotate/scale yourself. That is what I am doing for now. If you are debugging something similar: SceneEvents.WillRemoveEntity also fires when an entity merely leaves a scene, so a teardown-looking log is not proof anything was destroyed. Check whether make ran twice and whether the scene identity changed before suspecting your own code.
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Aug ’26
Technical specifications for a macOS immersive 180° video application (Apple Vision Pro)
Hello, I am not a developer, and I am programming a macOS application in Xcode with the help of Claude (Anthropic). Claude writes the code for me, but I need your help regarding the technical specifications. I am not trying to understand every technical detail, nor am I looking for someone to write the code for me. My goal is to obtain the most accurate technical information possible so that I can pass it directly to Claude, who will then generate the corresponding code in Xcode. This application is a personal project. It is not intended to be published on the App Store. Its sole purpose is to automatically process my own videos recorded with two DJI Action 6 cameras. It requires no user settings : the optimal parameters are defined by default within the application, and it directly outputs the final video file. My objective is to create an application that takes as input the two videos from the DJI Action 6 cameras mounted on a rig, and then produces a file that delivers a 180° immersive video with the highest possible quality. Claude has already conducted research in Apple's documentation as well as various online resources to determine the correct output format, encoding parameters, and necessary constraints. Despite this, the current result is not satisfactory. Currently, my application does not directly generate a file in the Apple Immersive format. Instead, it produces a stereoscopic video file containing both the left and right views side-by-side. I then use Moonlink on my Mac Studio and on my Apple Vision Pro, to play this video (the video is on the Mac and sent to the vision pro, wich works perfectly fine on some videos I have found on internet). The file is correctly recognized and can be opened, but the result presents two major issues: Playback is extremely choppy (about one second of playback followed by several seconds of freezing); The image is pinched at the top and bottom, which likely indicates an issue with the format, projection, or how the player interprets the file. I have no preference regarding the final format. If the best solution is to directly generate a file in the Apple Immersive format compatible with the Apple Vision Pro, that works for me. If, on the other hand, the best approach is to produce a high-quality stereoscopic video with the left and right views side-by-side, which can then be interpreted by a player application on the Apple Vision Pro or potentially other headsets, that works for me as well. My sole objective is to obtain: The best possible image quality (even though I am aware it will not match the quality produced by a Blackmagic URSA Cine Immersive camera); Perfectly smooth playback, without any stuttering or freezing; A correctly displayed 180° immersive video. Here are the specifications of my source videos: Two DJI Action 6 cameras. Interpupillary/Inter-axial distance (between optical centers): 6.5 cm. FOV Boost lens mounted on each camera (182° coverage). Video mode: 4K Custom 3840 \times 3840 at 60 fps. Color profile: D-Log M. Color conversion planned in the application via a DJI D-Log M to Rec.709 LUT in .cube format (.cube provided to the app). In FOV Boost mode, DJI enforces Electronic Image Stabilization (EIS) and removes gyroscope data from the MP4 files. Stereoscopic alignment is therefore performed via image analysis within the application (using ORB feature detection). With no FOV Boost I do not reach 180° with is the target. Fixed aperture. Both cameras are triggered simultaneously using the DJI GPS remote control. Fine synchronization is subsequently performed in the application via audio cross-correlation. My question is therefore the following : What exactly are the output specifications that my application should produce (format, codec, resolution, projection, metadata, encoding parameters, and any other technical constraints) in order to achieve the best possible result for a 180° immersive video on the Apple Vision Pro? I will pass all this information directly to Claude so that he can generate the corresponding code in Xcode. Therefore, I am not looking for a code example, but rather the technical specifications to follow. I would also welcome any advice or recommendations that a specialist in Vision Pro, immersive video, or Apple technologies might deem useful to improve the quality of the result or simplify my approach. Thank you in advance for your help. Best regards, Georges attached is a screen capture of the pinched image in the Vision Pro, this happens both at top and bottom, only displayed bottom.
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Jul ’26
Vision Pro operating limits and battery in 45°C heat
Hello everyone, ​I’m an R&D software engineer researching the Vision Pro for on-site CAD visualization and quality assurance. This requires using the headset outside in the open air in KSA, where ambient daytime temperatures easily hit 45°C (113°F). ​Before I try deploying this for field work, I have a few specific questions: ​Operating Limits: Will the headset function in 45°C ambient heat, or will it immediately trigger a thermal shutdown? ​Throttling: How aggressively does visionOS throttle performance or dim the displays when running demanding spatial apps in this heat? ​Battery: Will the external battery stop supplying power or refuse to charge under these conditions? ​Workarounds: Are there any known best practices or shading accessories for using the Vision Pro outdoors in extreme climates? ​I know the official operating limit is 30°C, so I'm looking for real-world insights from anyone who has pushed these environmental limits. ​Thank you!
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Jul ’26
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.
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Jun ’26
How do I dismiss a presented sheet?
I'm developing an app requiring data entry across several devices. My SwiftUI app runs on iOS and iPadOS but I also want to run it on visionOS. I'm using the visionOS simulator. When I enter data in one of my views I use a Form within a .sheet and this works perfectly well on iOS and iPadOS and I can dismiss the sheet by simply tapping the view behind the sheet. On visionOS I click my + button, the sheet appears, I enter the data as usual but after that there is no gesture in the app I can perform with keyboard or mouse that will make the sheet disappear! Do I have to add a "Close" button for visionOS or is there a way to enable the same interaction that works on iPadOS?
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Jun ’26
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
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Jun ’26
Main Camera development request blocked by Individual-to-Organization conversion
We are developing MadnessBot as a business-only Vision Pro automotive inspection app for professional mechanics and repair shops, intended for private business distribution. Main Camera access is essential for analyzing the vehicle and component in front of the technician. A native development app is running on our physical headset, and chat plus OBDLink CX diagnostics have been tested. Our existing Apple Developer Program membership is enrolled as Individual. We contacted Developer Support on October 6, 2026, with a follow-up on October 9, for assistance converting it to Organization. The conversion form asks for the type of tax ID historically associated with the Individual membership; the Account Holder does not know that record and has asked Support to verify it before selecting an answer. The enterprise API request form remains inaccessible until organization enrollment is confirmed. We have not submitted a camera entitlement request yet. Our planned initial request is Development Only Main Camera access for registered test devices. Feedback reference: FB25132939. Could the Enterprise APIs for visionOS team help route this prerequisite blocker to membership support, or advise the correct escalation path so we can complete conversion and apply for Development Only access?
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visionOS : any non-nil preferredSurroundingsEffect enables a light-spill halo around VideoPlayerComponent video
Hi all — sharing a platform behavior I isolated while building a custom immersive video player, in case others hit it (and to ask whether it's intended). Finding On visionOS 27 (Xcode 27), an entity playing video via VideoPlayerComponent(videoRenderer:) gets a light-spill "screen glow" halo around its edges whenever the immersive space declares any non-nil preferredSurroundingsEffect. The halo follows the video's colors frame by frame. With no surroundings effect (nil), there is no halo. Quick repro Progressive immersive space + VideoPlayerComponent playing. Add .preferredSurroundingsEffect(.dim(intensity: 0.0)) → halo appears (even though the effect is visually a no-op). Remove it → halo disappears. Same with .colorMultiply(_:) and preset effects. Things I ruled out on device (Vision Pro) ImmersiveContentBrightness (.custom(1.0) vs .automatic): no difference. VideoPlayerComponent configuration (.stereo, spatial video mode, isPassthroughTintingEnabled) and component attach timing: no difference. Presenting the same video via VideoMaterial: no halo. Bright white SwiftUI content: no halo. Questions Is this coupling intended? The preferredSurroundingsEffect docs don't mention any effect on video playback. Is there a public way to keep a surroundings effect (e.g. room dimming) while avoiding the video light spill? I found none on VideoPlayerComponent. Current workaround: don't declare any surroundings effect in the modes where the halo is undesirable. Also filed via Feedback Assistant(FB25130748). Curious if anyone else has seen this or knows a switch.
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RealityKit VideoMaterial renders 8-bit HEVC HLG/BT.2020 360° video with a purple tint in the visionOS Simulator (device is fine)
We paint a looping 360° video on the inside of a sphere with VideoMaterial(avPlayer:): an AVQueuePlayer plus AVPlayerLooper, a ModelEntity with an inward-facing equirectangular mesh, inside a .mixed ImmersiveSpace. No shaders, no VideoPlayerComponent. We could not find an official Apple sample that puts a VideoMaterial on a 360° sphere; this is the plain pattern from the VideoMaterial(avPlayer:) reference and the one used in threads like 734081. On Apple Vision Pro hardware the video renders correctly. In the visionOS Simulator (27.0, 26.5 and earlier 26.x, Xcode 27.0) the whole frame has a strong purple/magenta cast. Audio and timing are fine. The video (which we cannot share, so here is its metadata, image sample of issue on simulator provided below): MP4, HEVC Main, 8-bit 4:2:0, 3840x1920, tagged BT.2020 primaries, HLG transfer (ARIB STD-B67), BT.2020 non-constant matrix, both in the colr atom and in the SPS VUI. ffprobe -show_format -show_streams (trimmed): [STREAM] index=0 codec_name=hevc profile=Main codec_type=video codec_tag_string=hvc1 width=3840 height=1920 pix_fmt=yuv420p color_range=tv color_space=bt2020nc color_transfer=arib-std-b67 color_primaries=bt2020 r_frame_rate=30000/1001 avg_frame_rate=679200/22663 duration=37.771667 bit_rate=25030607 [SIDE_DATA] side_data_type=Stereo 3D type=2D horizontal_field_of_view=360000/1000 [/SIDE_DATA] [/STREAM] [STREAM] index=1 codec_name=aac profile=LC codec_type=audio codec_tag_string=mp4a sample_fmt=fltp sample_rate=48000 channels=2 channel_layout=stereo duration=37.758333 bit_rate=128176 [/STREAM] [FORMAT] nb_streams=2 format_name=mov,mp4,m4a,3gp,3g2,mj2 duration=37.778333 bit_rate=25160348 TAG:major_brand=mp42 TAG:minor_version=1 TAG:compatible_brands=isommp41mp42 [/FORMAT] AVFoundation's view of the track, from CMFormatDescriptionGetExtension on the loaded video track: primaries=ITU_R_2020 transfer=ITU_R_2100_HLG matrix=ITU_R_2020 bitsPerComponent=8 The playback code, reduced to the essentials: let item = AVPlayerItem(url: fileURL) let looper = AVPlayerLooper(player: player, templateItem: item) // retained player.actionAtItemEnd = .advance let material = VideoMaterial(avPlayer: player) let sphere = ModelEntity( mesh: try equirectSphere(radius: 12), // lat/long grid, normals inward, materials: [material] // UVs (u, 1 - v), inward winding ) sphere.position = [0, 1.5, 0] rootEntity.addChild(sphere) // rootEntity was added in RealityView { } player.play() What we have ruled out in a minimal sample project: Apple's own 360° HLS example (360 Lighthouse, HEVC Main 10, 10-bit, BT.709 SDR) plays with correct colours in the same sphere, same code, same simulator session. Rewriting our file's colr atom to BT.709 (three bytes, no re-encode) is honoured by AVFoundation (the track's CMFormatDescription then reports ITU_R_709_2 for primaries, transfer and matrix) but the tint stays. So the remaining differences between the failing file and Apple's working stream are 8-bit Main vs 10-bit Main 10, HLG/BT.2020 in the bitstream VUI vs BT.709, and local MP4 vs HLS. The minimal sample project (without the video) is available on request. Is this a known limitation of the simulator's VideoMaterial path with 8-bit HLG content, and is there a recommended way to get device-equivalent colour in the simulator? Feedback filed as FB24997147. Here is a sample of the result on the simulator of a cement column, painted white, but rendered purple on simulator:
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1w
Revealed keyboard drifts in progressive immersion, and no immersion style gives windows-in-front + Crown + passthrough cutouts
Environment: Apple Vision Pro, visionOS 27.0.1 (24M372). Magic Keyboard, with Settings › Awareness & Safety › Reveal Keyboards set to Always. Our app puts the user in an opaque virtual room while they work at their real desk, using app windows and Mac Virtual Display. A virtual desk is placed on the real desk. It is world-locked: positioned once from a PlaneAnchor (PlaneDetectionProvider), then a plain entity at fixed ImmersiveSpace coordinates. No AnchorEntity or WorldAnchor is involved. We offer two modes: .mixed, and .progressive for Digital Crown control. Each gives us only half of what desk work needs. 1. The revealed keyboard drifts in progressive immersion (FB25006789) In .progressive, the physical keyboard shown by keyboard awareness does not stay registered with the virtual desk. After the keyboard has been out of view for a few seconds (for example, while looking at a Mac Virtual Display window), it looks "floaty" when you look back: as the head turns, it slides against the desk. Turning right, the keyboard moves left farther than the desk does. What we checked: It happens in .progressive at any Crown amount, and in .full. With identical content in .mixed (no app passthrough cutout, so again only keyboard awareness shows the keyboard), it is much steadier. On 27.0.1, PlaneAnchor and DeviceAnchor coordinateSpace(correction: .rendered) are exactly equal to their .none transforms: 0 mm, 0°, scale 1. That held over 835 per-frame samples with ±50° yaw and up to 36 cm of head movement. So the rendered correction gives the app nothing to compensate with. The app's desk transform is constant while the drift is visible. upperLimbVisibility(.automatic) vs .visible and a .portrait progressive aspect ratio make no difference. Possibly related: https://developer.apple.com/forums/thread/796557 (FB19666209). 2. No immersion style combines what desk work needs (FB25006837) We need, at the same time: windows (our own and Mac Virtual Display) never covered by the room's walls, furniture or trees; the Digital Crown to bring the real surroundings back in; a passthrough cutout over the real desk, and a well-registered keyboard. .mixed: ✓ OcclusionMaterial cutouts reveal passthrough. ✓ The keyboard stays registered. ✗ RealityKit entities can render in front of windows, including Mac Virtual Display and window chrome. breakthroughEffect doesn't cover whole windows or Mac Virtual Display. ✗ The Crown can't adjust immersion. .progressive: ✓ Windows always stay in front of immersive content (as an Apple engineer confirmed in https://developer.apple.com/forums/thread/764556). ✓ The Crown adjusts immersion. ✗ OcclusionMaterial reveals nothing inside the portal, so there is no desk cutout. ✗ The keyboard drifts (issue 1). Because of issue 1 we have switched our default back to .mixed, and lost windows-in-front. Questions Is keyboard awareness in .progressive/.full expected to be registered less accurately than in .mixed? Is there a supported way to keep it registered with world-locked content, or to get the pose at which the system draws it? In .mixed, is there a supported way to keep windows (including Mac Virtual Display) in front of an app's immersive content? Or, in .progressive, a supported way to show passthrough in an app-defined region inside the portal? Any pointers or workarounds are appreciated.
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2w
RoomPlan crashes spiking on iOS 27
We're seeing a pretty significant spike in RoomPlan crashes on iOS 27, specifically a RoomScanCore EXC_BREAKPOINT. This crash isn't new, we've seen a low background rate of it across earlier iOS versions, but since iOS 27 shipped, the rate has jumped substantially, well beyond what iOS 27's adoption share alone would explain. We haven't reproduced the crash internally. As with the existing crashes, it's seemingly environment/scenario-dependent in ways that don't always show up in our QA passes. Is anyone else seeing this? Are there known issues that will be patched next month with iOS 27.2?
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2w
visionOS 27.0 simulator restarts (backboardd EXC_BREAKPOINT in DRValidateIndices) on MeshResource.generate(from:) for a valid multi-part mesh
Since moving to Xcode 27.0 (27A266a) with the visionOS 27.0 simulator runtime (24M362), generating a mesh with several parts through MeshResource.generate(from: MeshResource.Contents) makes the simulator go black for a couple of seconds and restart. The app does not crash; the simulator's render server does: Thread ... Crashed :: com.apple.CoreRE.ResourceFetchManager-service-queue 0 DirectResource specialized static IndexValidation._validate_neon(_:vertexCount:) 1 DirectResource DRValidateIndices 2 CoreRE re::(anonymous namespace)::validatePrivateData(id<REMeshPayload>, unsigned char const*, unsigned long) 3 CoreRE -[REMultiBufferMeshPayload initWithCoder:] 4 Foundation _decodeObject Environment: MacBook Pro (M1 Pro, 16 GB), macOS 27.0 (26A428), Xcode 27.0 (27A266a), visionOS 27.0 SDK (24M361); failing runtime visionOS 27.0 simulator (24M362); working: the visionOS 26.5 simulator runtime (23O470) under the same Xcode, and an Apple Vision Pro on visionOS 27. What I have established: It reproduces with a fully synthetic mesh: one model, three parts (1330 / 20 / 24 vertices, 9513 / 72 / 120 indices), random positions, normals, UVs and triangle indices. Only the part layout matters. The mesh is valid: every part's indices are within its own vertex count, counts are multiples of three, attribute buffers match. RealityKit's app-side validator agrees and lets it through (it does reject a broken part with REMeshPartDescriptor: index buffer payload range is invalid), then the render server's validator traps on the accepted payload. Single-part meshes of any size, primitives, and compiled .reality scenes are fine. Same mesh, same Xcode: fine on a simulator device created on the 26.5 runtime, fine on a visionOS 27 device. Only the 27.0 simulator runtime traps. FB number: FB24831983. Workarounds so far: a simulator device on the 26.5 runtime, or generating one MeshResource per part. Has anyone seen DRValidateIndices trapping on the 27.0 simulator?
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3w
WebXR Augmented Reality Module
On visionOS 26.5, I noticed the Safari Extension 'WebXR Augmented Reality Module' option. I've enabled this option in Safari Settings, and restarted Safari, but when I try to launch a WebXR experience that supports immersive-ar as option (for example this one: https://www.viverse.com/dPASDhP I don't see the option to Play in AR (like I do with a Quest 3S headset) Does anyone have any examples of websites that can make use of this new WebXR Augmented Reality Module feature flag in Safari, on visionOS?
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3w
PresentationComponent loses gaze targeting or dismisses in a volumetric window
On visionOS 26.6 and 27 latest beta: PresentationComponent in a volumetric WindowGroup, when looking at the volume from a specific lower/back region create two bugs: buttons inside the presentation have their gaze obstructed by hand presence, no button shows any hover highlight hand movement in that specific area auto dismisses the presentation The focused public repro uses a thin ModelEntity with InputTargetComponent and ordinary SwiftUI buttons. Its README includes two clearer videos: https://github.com/mesqueeb/PresentationAutoCloseInBackOfVolume 1. Gaze obstructed on buttons when hand is at specific location (see "Test Action" has no hover highlight, even though i look at it) 2. Hover state restored on buttons when hand is gone (see "Test Action" has hover highlight) 3. Presentation auto closed when hand comes back The weirdest part: This only happens at a specific location, when walking to the back of the volume, then turning around and interacting with the volume from the lower right back side. Any workaround or fix guidance would be appreciated. Feedback Assistant: FB24569418.
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Sep ’26
Immersive space closes if immersive environment was fully open
If the immersive environment is fully open, then an immersive space is closed right after attempting to open it. The issue specifically impacts a mixed immersive space which replaces the immersive environment while the immersive environment is at 100%. This issue does not occur if immersive environment is any less than 100%, or if the immersionStyle is .full, or if immersiveEnvirionmentBehavior is .coexist. This can be reproduced in the template for an immersive visionOS app by removing the line .immersionStyle(selection: .constant(.full), in: .full) Then run the app and open the immersive space, and the space then closes after attempting to open it. I’m using visionOS 27.0 beta 5 and Xcode 27.0 beta 5. I've submitted feedback as FB24353599 Video of the behavior: https://youtu.be/wafDXRZVyog
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Aug ’26
Vision OS Mac intel
Can I use Vision OS, on Mac with intel(2019) ? If yes with what version of Xcode?
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Aug ’26
Apple Cinema Environment
I’d be very interested in having Apple Cinema Environment deployed across all third party apps (I.e Disney+, HBO Max, etc). These already have their immersive environments as well as the option to use Apple’s immersive environments (i.e the Moon). However the Apple Cinema / Theater is the best implementation I’ve seen thus far however its currently limited to the AppleTV content. Are there any plans to deploy this across other apps?
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Aug ’26
How do I create Enterprise.license file?
Hello, I did get an email that I now have access to the Enterprise APIs and I should create the license file. However, I can't figure out a way to create the license file. I did go check out that button, it did have the buttons to "renew" the licenses I got a while ago (via email). but no way to create new ones. and I am enrolled in the "Apple Developer Program as an organization " Where can I create Enterprise.license file?
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Aug ’26
Adding a ManipulationComponent detaches the whole RealityView content hierarchy on visionOS 27
On visionOS 27 (27.0 Seed 4, 24M5326g), adding a ManipulationComponent to a single entity makes RealityKit remove the RealityView's ENTIRE content hierarchy from the scene and re-add it about 30ms later. Not just the manipulated entity — everything. Same app binary on visionOS 26: never happens. FB24092291. Bisected on the same build and device: two entities, neither with manipulation -> no detach add one entity with a ManipulationComponent -> detach, every time same entity, manipulation swapped for my own drag/rotate/ scale gesture handling -> no detach Everything else is identical between the last two cases — same entity, same collision shape, same InputTargetComponent, same ViewAttachmentComponent, same scene, same view hierarchy. The only variable is whether the component is installed. Setup: an immersive space containing a SwiftUI RealityView. One root entity added to the RealityViewContent in the make closure; all app content built as its descendants. The detach is brief but not harmless: every entity in the hierarchy gets SceneEvents.WillRemoveEntity and then DidAddEntity, so anything keyed to those events runs a full teardown and re-add for content that was never meant to go anywhere. In my app that cascade is what makes the scene visibly empty and rebuild. Nothing in my code removes it. Stack captured from a WillRemoveEntity subscription on the root — frame 0 is my callback, everything above it is framework: SwiftUI (AttributeGraph StatefulRule.withObservation ...) -> RealityFoundation -> CoreRE -> entity removal Ruled out before landing on the component: make runs exactly once, the root re-enters a scene with the same ObjectIdentifier (not a re-host), the hosting controller is never deallocated, there is exactly one RealityViewContent.add(_:) in the whole app, and with Self._printChanges() in the view's body the detach happens in an update pass where the body is not re-evaluated at all. Also ruled out: transient overlay UI (suppressed entirely, still detached) and entity count. Workaround if this is biting you: skip ManipulationComponent on 27 and handle drag/rotate/scale yourself. That is what I am doing for now. If you are debugging something similar: SceneEvents.WillRemoveEntity also fires when an entity merely leaves a scene, so a teardown-looking log is not proof anything was destroyed. Check whether make ran twice and whether the scene identity changed before suspecting your own code.
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Aug ’26
WebXR test for AVPro - Fly anywhere in the world ( using Google 3D Tiles, and headset orientation )
Hi there, I'd appreciate it if someone could test this on their AVPro, and give feedback etc. https://face-flight.com I'm hoping to add WebXR support for as many headsets as possible.
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837
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Jul ’26
Technical specifications for a macOS immersive 180° video application (Apple Vision Pro)
Hello, I am not a developer, and I am programming a macOS application in Xcode with the help of Claude (Anthropic). Claude writes the code for me, but I need your help regarding the technical specifications. I am not trying to understand every technical detail, nor am I looking for someone to write the code for me. My goal is to obtain the most accurate technical information possible so that I can pass it directly to Claude, who will then generate the corresponding code in Xcode. This application is a personal project. It is not intended to be published on the App Store. Its sole purpose is to automatically process my own videos recorded with two DJI Action 6 cameras. It requires no user settings : the optimal parameters are defined by default within the application, and it directly outputs the final video file. My objective is to create an application that takes as input the two videos from the DJI Action 6 cameras mounted on a rig, and then produces a file that delivers a 180° immersive video with the highest possible quality. Claude has already conducted research in Apple's documentation as well as various online resources to determine the correct output format, encoding parameters, and necessary constraints. Despite this, the current result is not satisfactory. Currently, my application does not directly generate a file in the Apple Immersive format. Instead, it produces a stereoscopic video file containing both the left and right views side-by-side. I then use Moonlink on my Mac Studio and on my Apple Vision Pro, to play this video (the video is on the Mac and sent to the vision pro, wich works perfectly fine on some videos I have found on internet). The file is correctly recognized and can be opened, but the result presents two major issues: Playback is extremely choppy (about one second of playback followed by several seconds of freezing); The image is pinched at the top and bottom, which likely indicates an issue with the format, projection, or how the player interprets the file. I have no preference regarding the final format. If the best solution is to directly generate a file in the Apple Immersive format compatible with the Apple Vision Pro, that works for me. If, on the other hand, the best approach is to produce a high-quality stereoscopic video with the left and right views side-by-side, which can then be interpreted by a player application on the Apple Vision Pro or potentially other headsets, that works for me as well. My sole objective is to obtain: The best possible image quality (even though I am aware it will not match the quality produced by a Blackmagic URSA Cine Immersive camera); Perfectly smooth playback, without any stuttering or freezing; A correctly displayed 180° immersive video. Here are the specifications of my source videos: Two DJI Action 6 cameras. Interpupillary/Inter-axial distance (between optical centers): 6.5 cm. FOV Boost lens mounted on each camera (182° coverage). Video mode: 4K Custom 3840 \times 3840 at 60 fps. Color profile: D-Log M. Color conversion planned in the application via a DJI D-Log M to Rec.709 LUT in .cube format (.cube provided to the app). In FOV Boost mode, DJI enforces Electronic Image Stabilization (EIS) and removes gyroscope data from the MP4 files. Stereoscopic alignment is therefore performed via image analysis within the application (using ORB feature detection). With no FOV Boost I do not reach 180° with is the target. Fixed aperture. Both cameras are triggered simultaneously using the DJI GPS remote control. Fine synchronization is subsequently performed in the application via audio cross-correlation. My question is therefore the following : What exactly are the output specifications that my application should produce (format, codec, resolution, projection, metadata, encoding parameters, and any other technical constraints) in order to achieve the best possible result for a 180° immersive video on the Apple Vision Pro? I will pass all this information directly to Claude so that he can generate the corresponding code in Xcode. Therefore, I am not looking for a code example, but rather the technical specifications to follow. I would also welcome any advice or recommendations that a specialist in Vision Pro, immersive video, or Apple technologies might deem useful to improve the quality of the result or simplify my approach. Thank you in advance for your help. Best regards, Georges attached is a screen capture of the pinched image in the Vision Pro, this happens both at top and bottom, only displayed bottom.
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Jul ’26
Spatial Audio: <<<< FigAudioSession(AV) >>>> signalled err=-19224 at <>:612
Ok trying to play Spatial Audio on my VisionPro. OS26.4, using Xcode 26.4.1. Every attempt gives me the following error. <<<< FigAudioSession(AV) >>>> signalled err=-19224 at <>:612 I have tried the sample code at https://developer.apple.com/documentation/visionos/playing-spatial-audio-in-visionos and it gives the same error.
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Jul ’26
Vision Pro operating limits and battery in 45°C heat
Hello everyone, ​I’m an R&D software engineer researching the Vision Pro for on-site CAD visualization and quality assurance. This requires using the headset outside in the open air in KSA, where ambient daytime temperatures easily hit 45°C (113°F). ​Before I try deploying this for field work, I have a few specific questions: ​Operating Limits: Will the headset function in 45°C ambient heat, or will it immediately trigger a thermal shutdown? ​Throttling: How aggressively does visionOS throttle performance or dim the displays when running demanding spatial apps in this heat? ​Battery: Will the external battery stop supplying power or refuse to charge under these conditions? ​Workarounds: Are there any known best practices or shading accessories for using the Vision Pro outdoors in extreme climates? ​I know the official operating limit is 30°C, so I'm looking for real-world insights from anyone who has pushed these environmental limits. ​Thank you!
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554
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Jul ’26
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.
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Jun ’26
How do I dismiss a presented sheet?
I'm developing an app requiring data entry across several devices. My SwiftUI app runs on iOS and iPadOS but I also want to run it on visionOS. I'm using the visionOS simulator. When I enter data in one of my views I use a Form within a .sheet and this works perfectly well on iOS and iPadOS and I can dismiss the sheet by simply tapping the view behind the sheet. On visionOS I click my + button, the sheet appears, I enter the data as usual but after that there is no gesture in the app I can perform with keyboard or mouse that will make the sheet disappear! Do I have to add a "Close" button for visionOS or is there a way to enable the same interaction that works on iPadOS?
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Jun ’26
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
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754
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Jun ’26