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visionOS 27: allAnchors and anchorUpdates disagree on WorldAnchor transforms (different coordinate frame)
After updating to visionOS 27.0, WorldTrackingProvider.allAnchors returns WorldAnchor.originFromAnchorTransform values that do not match what anchorUpdates delivers for the same anchor, read at the same moment, both isTracked == true, with no .updated event in between. The difference is a rigid frame change, not drift: Same vertical offset on every anchor: -1.173 m. Identical across two apps and two days with the head at 1.13 m and 1.22 m, so a constant, not head height. Horizontal deltas vary per anchor, but inter-anchor distances are preserved, so it is a yaw plus translation. Stable over time, same across launches. anchorUpdates matches the ImmersiveSpace frame RealityKit draws in. allAnchors does not. On visionOS 26 both agreed. Same anchor, same instant: allAnchors (0.1486, -0.7143, 0.2231) anchorUpdates (0.1316, 0.4590, -1.0955) device pose (0.0073, 1.2195, -0.0038) Four other anchors, delta = allAnchors - anchorUpdates: ( 2.6933, -1.1733, -0.2514) (-0.0810, -1.1733, 1.1339) ( 0.1878, -1.1733, 0.9891) ( 2.6289, -1.1733, -0.1809) In our app this showed up as a placed model vanishing after a scene switch: we re-pinned the model root from allAnchors, and it landed below the floor behind the user. A standalone sample (one provider, one anchor, a green sphere from anchorUpdates, a red sphere from allAnchors) shows two spheres on visionOS 27.0, the red one below the floor: added F21942C4-… at (-0.031, 0.712, -0.976) update added F21942C4-… tracked=true at (-0.031, 0.712, -0.976) MISMATCH delta (-0.211, -1.173, 1.444) m allAnchors (-0.243, -0.461, 0.468) anchorUpdates (-0.031, 0.712, -0.976) tracked=true device (0.000, 1.129, -0.001) Questions: Is allAnchors now intentionally expressed in a different frame on visionOS 27, for example related to the new ARKitCoordinateSpaceProviding / coordinateSpace(correction:) API? The documentation for allAnchors does not mention it. If so, which frame is it, and how should it be converted to the ImmersiveSpace frame? Workaround we use: read transforms only from anchorUpdates into a per-id cache and never position from allAnchors. Filed as FB24799304. Minimal repro project attached to the feedback.
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Update entity state across devices through SharePlay on VisionOS
I am trying to create an app where I have multiple users modifying an entity at runtime similar to collaborative digital sculpting using SharePlay on VisionOS. When creating a collaborative experience using other 3D engines I have utilized an external server that devices send and update their state from serving as a global "source of truth". This doesn't seem to be the intended workflow for SharePlay which seemingly only allows for device to device messaging. While this works for a variety of apps it doesn't provide a smooth experience when multiple users are interacting with and manipulating the same 3D entity. Is there an intended way to do this for SharePlay? Would the best practice be to have one user serve as a host and establish a "source of truth" based on their app state? The closest example in documentation I have found is an example for using SharePlay in a drawing app. When a user is drawing they send the information for their realtime stroke through unreliable SharePlay messages and then, when they've finished, they send a reliable message with the final line. This technique makes sense for the given example since there is no scenario where multiple users would be drawing the same line, but it seemingly falls short for my use case since multiple users can sculpt in the same area of a given mesh. What would the intended approach be to achieve this with SharePlay? Is it simply a limitation of this type of networking? Thanks!
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visionOS app icons and Icon Composer
I'm currently in the WWDC26 Group Lab for Icon Composer and they will not allow questions about the newest features in Icon Composer and visionOS app icons. Why are visionOS app icons not supported? Why are they so different that this isn't possible? Are there any plans to include them? In an age where Apple is increasingly encouraging developers to create apps across multiple platforms (resizability), this becomes an even more reasonable question to ask. Why is this one platform not getting the love??
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MainCameraAccess for CameraFrameProvider Broke Between Xcode v. 26.2 and 26.6
Good Evening, I have some old code that uses the CameraFrameProvider successfully when run through Xcode versions 26.0 and 26.2, but not for 26.6. I have double checked all Custom iOS Target Properties in the project's info tab to make sure all required capabilities are added. I also updated the enterprise license by adding a new entitlements file approving main-camera-access. Somewhere between Xcode 26.2 and Xcode 26.6 what has changed that affects the ability to use CameraFrameProvider and access the Main Camera? Thank you.
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Best practice for connecting Mac-side USDZ preparation with exact-asset Vision Pro verification?
I’m developing two complementary developer tools: Reality Prep Pro on macOS and Reality Prep Preview on visionOS. The workflow I’m trying to solve is: Mac: prepare and validate a USDZ Vision Pro: verify that exact USDZ on-device Mac: bring the device evidence back and associate it with the exact asset revision I currently use the USDZ’s SHA-256 as the authoritative identity. If the asset bytes later change, the previous Vision Pro evidence is treated as stale and a re-test is recommended. Existing USDZ→USDZ preparation is package-preserving, so non-texture payloads such as animation/rigging data are not unnecessarily re-authored. I’d be interested in hearing from other RealityKit / Reality Composer Pro developers: Is this similar to how you currently handle asset provenance between desktop preparation and real-device testing? Are there any Apple frameworks or established visionOS practices you would recommend for strengthening this kind of revision-to-device-evidence workflow?
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Can a published native visionOS app switch back to “Designed for iPad” on the same listing?
My app has one App Store Connect listing with released iOS, tvOS, and native visionOS versions. I have temporarily discontinued native visionOS development due to very limited adoption and no access to a physical Vision Pro for ongoing testing. I would like Vision Pro users to receive my iPad app through “Designed for iPad” compatibility instead. Xcode is configured with “Apple Vision (Designed for iPad)” and correctly produces an iOS build. I am not trying to generate another native visionOS build. The obstacle is the existing published visionOS version. Apple’s documentation says that iPad compatibility is unavailable when the app already supports native visionOS, and that a platform cannot be deleted once a build has been uploaded. Has anyone successfully made this transition while keeping the same App Store Connect record? Specifically: Is there a supported way to retire the native visionOS version and offer the compatible iPad app? Can Apple Developer Support enable this if App Store Connect cannot? What happens to existing native visionOS installations? I would appreciate any firsthand experience or clarification from Apple on whether this transition is supported.
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Physical space lighting (SurroundingsLight) never lands on sloped ceiling surfaces that are present in the scene reconstruction mesh
Summary A SpotLightComponent with SpotLightComponent.SurroundingsLight() (and a ProjectiveTexture) lights the flat part of my ceiling and the walls, but never the two sloped ceiling surfaces of a converted attic room, at any angle, intensity, attenuation radius or falloff. The lit area stops in a hard straight line exactly where the flat ceiling meets each slope, even though the beam clearly extends past that line. The sloped surfaces are fully present in SceneReconstructionProvider's mesh, and their faces point into the room. So this doesn't look like a scene understanding coverage problem. It looks as if physical space lighting only considers surfaces classified as horizontal ceiling, wall or floor, and skips slanted ones. Steps to reproduce Open a mixed immersive space in a room with a sloped ceiling (a converted attic, or any vaulted ceiling). Add an entity with SpotLightComponent(color: .white, intensity: 40_000, innerAngleInDegrees: 44.5, outerAngleInDegrees: 45, attenuationRadius: 10), SpotLightComponent.SurroundingsLight(), and a SpotLightComponent.ProjectiveTexture carrying a labelled grid texture so the beam's extent is visible. Place it near the floor under the wearer and aim it straight up. Run SceneReconstructionProvider alongside and draw each MeshAnchor as a wireframe (or as a solid material with faceCulling = .back) to confirm the mesh covers the slopes and faces inward. Expected The projected pattern conforms to every surface in the scene understanding mesh inside the cone, including the sloped ceiling, as it does for the flat ceiling and walls. Actual The pattern appears only on the flat ceiling strip and on the walls. Both slopes stay completely dark, with a hard straight cut at the crease. Tilting the light to aim directly at a slope, raising intensity to 200,000, and changing attenuation radius and falloff make no difference. The wireframe shows continuous mesh across the crease and onto the slopes; the back-face-culled solid view shows the slope faces pointing into the room. Screenshots attached: (1) the projected grid stopping at the crease, (2) the reconstruction wireframe covering the slopes, (3) the solid front-faces-only mesh showing the slopes are front-facing. (4) an additional image of the projected grid with both ceiling and walls in view Code let spot = Entity() spot.components.set(SpotLightComponent.SurroundingsLight()) var light = SpotLightComponent(color: .white, intensity: 40_000, innerAngleInDegrees: 44.5, outerAngleInDegrees: 45, attenuationRadius: 10) light.attenuationFalloffExponent = 0.5 spot.components.set(light) spot.components.set(SpotLightComponent.ProjectiveTexture(texture: gridTexture)) spot.look(at: from + SIMD3(0, 1, 0), from: from, upVector: SIMD3(0, 0, -1), relativeTo: nil) root.addChild(spot) Questions Is physical space lighting limited to horizontally and vertically classified surfaces by design? If so, could this be documented on SurroundingsLight, and is there a way to include slanted surfaces? If not by design, is there anything an app can do to have the light use the full reconstruction mesh?
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visionOS Developer Strap: UVC video works, but how can I access the capture device’s USB Audio Class (UAC) audio?
I’m developing a native visionOS application that uses an external HDMI capture device connected to Apple Vision Pro through the Developer Strap. The goal is to use Apple Vision Pro as a low-latency display for external HDMI sources such as an Xbox Series X, including both the HDMI video and the original digital game audio. My current hardware path is: Xbox Series X → HDMI → Elgato 4K X → USB-C → Apple Vision Pro Developer Strap The Elgato 4K X receives both video and audio from the Xbox over HDMI. What is working UVC video capture is working successfully on visionOS. The external Elgato capture device can be used as the video source and the Xbox video is displayed correctly inside the Vision Pro application. I have also verified the Elgato 4K X independently on macOS, where the device is recognized correctly. The problem I cannot find a supported way on visionOS to access the USB Audio Class (UAC) audio interface associated with the capture device. I specifically need the digital game audio originating from: Xbox HDMI → Elgato 4K X → USB/UAC → visionOS I do not want to use the Apple Vision Pro’s built-in microphone. Selecting/capturing the Vision Pro microphone would only record environmental sound and is not a substitute for the digital HDMI audio stream. Apple’s visionOS documentation for external devices through the Developer Strap appears to focus on UVC video capture. I haven’t been able to determine whether the accompanying UAC interface of a UVC/UAC composite capture device is exposed to visionOS applications. What I’ve tried / verified Connected an Xbox Series X to the HDMI input of an Elgato 4K X. Connected the 4K X to Apple Vision Pro through the Developer Strap. Successfully discovered and received the external UVC video stream. Successfully displayed the Xbox video feed in visionOS. Confirmed that the 4K X itself is recognized and functional on macOS. Attempted to obtain audio corresponding to the external capture source. The Vision Pro microphone is available as an audio source, but this is not the audio source required. I have not found a documented visionOS API that exposes the 4K X’s USB/UAC audio endpoint through the Developer Strap. Questions Does visionOS currently support USB Audio Class input devices connected through the Apple Vision Pro Developer Strap? If a device exposes both UVC video and UAC audio interfaces, is there a supported way to associate/access both interfaces from a visionOS application? If UAC is supported, which framework/API should be used to discover the external audio endpoint — AVFoundation, Core Audio, or another API? Does accessing the UAC interface require an entitlement in addition to UVC device access? If generic UAC access through the Developer Strap is currently unavailable to third-party visionOS applications, is there a restricted/managed entitlement that developers can request? If this isn’t currently supported, what is Apple’s recommended architecture for receiving synchronized video and audio from an HDMI capture device on Apple Vision Pro? Ultimately, I’m trying to achieve: HDMI source → UVC video + UAC audio → visionOS application → video displayed in Vision Pro + audio played through Vision Pro speakers/AirPods Since UVC video from this exact hardware is already working, I’m primarily trying to determine whether access to the accompanying USB audio interface is possible with the current visionOS SDK, requires another entitlement/API, or is currently unsupported. Any guidance from Apple or developers who have worked with composite UVC/UAC devices on Vision Pro would be greatly appreciated.
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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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On vision 27, accessoryRectangular shows blank
Hi, On visionOS 27 simulator accessoryRectangular widget shows completely blank with no text. The same widget shows up correctly on iOS 27 simulator. What I have tried: I have checked the timeline provider and they all seem to be generating timeline entries. supportedFamilies include accessoryRectangular I have even hard coded the content in the view for the widget yet only accessoryRectangular for visionOS 27 shows up blank. Isolated problem The same widget shows up correctly on iOS 27 simulator. The problem is only with visionOS 27. Environment: macOS: 26.6.1 (25G76) Xcode: 27.0 beta 5 (27A5237l) Simulator: visionOS 27.0 Questions What am I missing? How can I resolve it? Is this a known issue? Has anyone gotten accessoryRectangular widget showing up on visionOS 27 simulator? Any help on this would be much appreciated.
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Aug ’26
ViewAttachmentComponent Resolution Low After Moving Into Frame
If a ViewAttachmentComponent moves into frame, it is low resolution until something changes the view while it is in frame. Video demonstrating the behavior: https://youtu.be/KXEFFiAnv1s I am on visionOS 27 beta 4. This did not occur when I was on visionOS 26.5. Also using Xcode 27.0 beta 4 and macOS 27.0 beta 4. To reproduce, have a ViewAttachmentComponent in an immersive space, look away, then look back, and it'll be low resolution. Anything which would change the view while it's in frame will then cause it to update in full resolution. Screenshot of low-resolution view after it moves back into frame from being out of frame: Screenshot after updating the view, making it high-resolution again: I've submitted feedback as FB24116473.
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Aug ’26
Xicap new spatial accessory under development
Hi Everyone, we've started working on the Xicap tag, a new general purpose active spatial accessory puck for the Vision Pro here at Xikaku. It can be attached to any type of rigid object or will work as a wearable device. We're adding customizable buttons and IO ports for switches etc. to make it versatile for all kinds of tracking applications. I created an intro on our blog with some more info: https://xikaku.com/blog/xicap-vision-pro-spatial-accessory Happy to receive any kind of feedback or comments so we can kepp that in mind while finalizing the device. Klaus
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Aug ’26
A ClothGrabComponent movement problem
I'm building a Wacom tablet-driven cloth editing rig in visionOS: a persistent grab sphere (one Entity with ClothGrabComponent, volume mode) parented to the simulation root, toggled with isGrabbing on each pen-down. A single grab behaves correctly — the cloth follows the sphere, nothing else moves. On the second grab at a different position (same cloth, no rebuild), the component keeps dragging the particles from the FIRST grab to the new sphere position — its internal grab coordinates are not updated by the new activation. The vertex that was just bound is pushed away from the sphere at the same time. Instrumented demo is (0.5 × 0.5 m grid, 289 vertices, four corners pinned, gravity = 0, sphere radius 0.06, falloff = .disabled), grab A at vertex #294 (−0.118, +0.118), release, then grab B at vertex #105 (+0.118, −0.118) — 0.335 m apart: t = 345.9 GRAB_B starts: previous #294 disp = 0.000 dist-to-ball = 0.335 current #105 disp = 0.000 dist-to-ball = 0.000 t = 346.4 (+0.5 s): previous #294 disp = 0.335 dist-to-ball = 0.000 ← dragged to the NEW ball current #105 disp = 0.191 dist-to-ball = 0.191 ← pushed AWAY from the ball t = 347.0 … 349.6 previous #294 pinned at ball (dist 0.000), #105 held away at 0.16–0.19 t = 351.9 after release: #294 back to rest (0.012), cloth flat again The 0.335 m displacement of #294 happens within half a second and equals exactly the distance from #294's rest position to the new sphere — the previous grab's particle set is being pulled toward the new sphere location, as if the component re-applied the old grab selection with the new transform. this can repeat with identical numbers. The docs for isGrabbing only say "Indicates whether particles are currently being grabbed" — they don't describe what happens on a false→true transition after the entity has moved, which is the case the official sample never demonstrates. The setup is the one shown in the official sample — a persistent entity carrying the grab component, isGrabbing toggled per interaction: // makeCloth — once let dragBall = makeBall(radius: 0.015, parent: simRoot) var grab = ClothGrabComponent(mode: .volume(shape: .sphere(ClothSphereShape(radius: 0.06)))) grab.falloff = .disabled dragBall.components.set(grab) // grab: move ball to new vertex, activate dragBall.position = body.convert(position: vertexPos, to: simRoot) var g = dragBall.components[ClothGrabComponent.self]! g.isGrabbing = true dragBall.components.set(g) // release: deactivate only var g = dragBall.components[ClothGrabComponent.self]! g.isGrabbing = false dragBall.components.set(g) some tries: Remove and re-add ClothGrabComponent on each grab — the simulator crashes within 1–2 frames with Assertion failed Rebuild the whole ClothBodyComponent between grabs Environment: Xcode 27 beta (build 24M5316i), xrOS 27.0 SDK, simulator runtime com.apple.CoreSimulator.SimRuntime.xrOS-27-0 (avp1). All Cloth* APIs are Beta on visionOS 27
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Aug ’26
visionOS hover effect in sheet stops working after interacting with a button
In a sheet, the gaze hover effect stops working after interacting with a button, until the sheet is closed and re-opened. As a result, I have no visual feedback on what UI elements are selected until I interact with them or until the sheet is re-opened. I'm using visionOS 27 beta 5 and Xcode 27 beta 5. I've submitted feedback as FB24299285 Video demonstrating the issue: https://youtu.be/l-t1ZEHDSzo
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Aug ’26
RealityKit portal crossing leaves a hard PBR lighting seam despite environmentLightingWeight being 0
I’m seeing a device-only lighting discontinuity on PBR entities that intersect a RealityKit portal plane in visionOS 27. A sharp brightness boundary appears exactly where the portal plane cuts through the entity. The portion outside the portal receives a different physical environment-probe contribution from the portion inside. The behavior is reproducible with two independent cases: A completely static blue sphere positioned across the portal plane. An orange sphere moved through the portal using ManipulationComponent and the standard visionOS pinch gesture. Both spheres use: var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: .orange) material.metallic = 0 material.roughness = 1 Each sphere has the crossing and lighting components attached directly: sphere.components.set(PortalCrossingComponent()) sphere.components.set( ImageBasedLightReceiverComponent( imageBasedLight: portalImageBasedLight ) ) var lightingConfiguration = EnvironmentLightingConfigurationComponent() lightingConfiguration.environmentLightingWeight = 0 sphere.components.set(lightingConfiguration) The portal is created using the visionOS 27 factory API: let portal = PortalComponent.makePortal( surfaceStyle: .init(width: 1.2, height: 0.8), boundaryStyle: .infinitePlane(), boundaryMode: .clippingAndCrossing ) if var component = portal.portalEntity.components[PortalComponent.self] { component.lightingBlendDistance = 0.2 portal.portalEntity.components.set(component) } For the moving sphere, environmentLightingWeight stays at 0 for the entire interval in which any part of the sphere intersects the portal. The realtime environment-probe contribution only begins fading from 0 to 1 after the complete sphere has cleared the plane. However, a spatially sharp edge remains: In a bright physical environment, the outside portion is brighter. In a dark physical environment, the outside portion is darker. With UnlitMaterial, the edge disappears completely. With PBR—even metallic 0 and roughness 1—the edge returns. The static sphere reproduces the issue, so it does not appear to be caused by gesture or lighting-update timing. Changing lightingBlendDistance does not soften this remaining edge. The issue is visible on Apple Vision Pro but not in visionOS Simulator. I watched the portal-lighting section of WWDC24 session 10103 and implemented the recommended EnvironmentLightingConfigurationComponent solution. I have also reviewed the documentation for PortalComponent, PortalCrossingComponent, PortalComponent.makePortal, ImageBasedLightReceiverComponent, and environmentLightingWeight. Is there another component or entity-hierarchy requirement needed to fully suppress the physical environment probe on the host-side fragments of a crossing PBR entity? Or is this a RealityKit rendering issue on physical hardware? Environment: Apple Vision Pro (M5) visionOS 27.0 (24M5326g) Xcode 27.0 (27A5228h) visionOS SDK 27.0 (24M5326e) Here is a minimal standalone Xcode reproduction containing both the static and pinch-draggable spheres: https://drive.google.com/file/d/13qqOlDJVCCtlFcMaHCBpDkVJgRzmNjBK/view?usp=sharing
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Aug ’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
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Aug ’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
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Aug ’26
visionOS 27: allAnchors and anchorUpdates disagree on WorldAnchor transforms (different coordinate frame)
After updating to visionOS 27.0, WorldTrackingProvider.allAnchors returns WorldAnchor.originFromAnchorTransform values that do not match what anchorUpdates delivers for the same anchor, read at the same moment, both isTracked == true, with no .updated event in between. The difference is a rigid frame change, not drift: Same vertical offset on every anchor: -1.173 m. Identical across two apps and two days with the head at 1.13 m and 1.22 m, so a constant, not head height. Horizontal deltas vary per anchor, but inter-anchor distances are preserved, so it is a yaw plus translation. Stable over time, same across launches. anchorUpdates matches the ImmersiveSpace frame RealityKit draws in. allAnchors does not. On visionOS 26 both agreed. Same anchor, same instant: allAnchors (0.1486, -0.7143, 0.2231) anchorUpdates (0.1316, 0.4590, -1.0955) device pose (0.0073, 1.2195, -0.0038) Four other anchors, delta = allAnchors - anchorUpdates: ( 2.6933, -1.1733, -0.2514) (-0.0810, -1.1733, 1.1339) ( 0.1878, -1.1733, 0.9891) ( 2.6289, -1.1733, -0.1809) In our app this showed up as a placed model vanishing after a scene switch: we re-pinned the model root from allAnchors, and it landed below the floor behind the user. A standalone sample (one provider, one anchor, a green sphere from anchorUpdates, a red sphere from allAnchors) shows two spheres on visionOS 27.0, the red one below the floor: added F21942C4-… at (-0.031, 0.712, -0.976) update added F21942C4-… tracked=true at (-0.031, 0.712, -0.976) MISMATCH delta (-0.211, -1.173, 1.444) m allAnchors (-0.243, -0.461, 0.468) anchorUpdates (-0.031, 0.712, -0.976) tracked=true device (0.000, 1.129, -0.001) Questions: Is allAnchors now intentionally expressed in a different frame on visionOS 27, for example related to the new ARKitCoordinateSpaceProviding / coordinateSpace(correction:) API? The documentation for allAnchors does not mention it. If so, which frame is it, and how should it be converted to the ImmersiveSpace frame? Workaround we use: read transforms only from anchorUpdates into a per-id cache and never position from allAnchors. Filed as FB24799304. Minimal repro project attached to the feedback.
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3h
Update entity state across devices through SharePlay on VisionOS
I am trying to create an app where I have multiple users modifying an entity at runtime similar to collaborative digital sculpting using SharePlay on VisionOS. When creating a collaborative experience using other 3D engines I have utilized an external server that devices send and update their state from serving as a global "source of truth". This doesn't seem to be the intended workflow for SharePlay which seemingly only allows for device to device messaging. While this works for a variety of apps it doesn't provide a smooth experience when multiple users are interacting with and manipulating the same 3D entity. Is there an intended way to do this for SharePlay? Would the best practice be to have one user serve as a host and establish a "source of truth" based on their app state? The closest example in documentation I have found is an example for using SharePlay in a drawing app. When a user is drawing they send the information for their realtime stroke through unreliable SharePlay messages and then, when they've finished, they send a reliable message with the final line. This technique makes sense for the given example since there is no scenario where multiple users would be drawing the same line, but it seemingly falls short for my use case since multiple users can sculpt in the same area of a given mesh. What would the intended approach be to achieve this with SharePlay? Is it simply a limitation of this type of networking? Thanks!
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14h
visionOS app icons and Icon Composer
I'm currently in the WWDC26 Group Lab for Icon Composer and they will not allow questions about the newest features in Icon Composer and visionOS app icons. Why are visionOS app icons not supported? Why are they so different that this isn't possible? Are there any plans to include them? In an age where Apple is increasingly encouraging developers to create apps across multiple platforms (resizability), this becomes an even more reasonable question to ask. Why is this one platform not getting the love??
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991
Activity
1d
MainCameraAccess for CameraFrameProvider Broke Between Xcode v. 26.2 and 26.6
Good Evening, I have some old code that uses the CameraFrameProvider successfully when run through Xcode versions 26.0 and 26.2, but not for 26.6. I have double checked all Custom iOS Target Properties in the project's info tab to make sure all required capabilities are added. I also updated the enterprise license by adding a new entitlements file approving main-camera-access. Somewhere between Xcode 26.2 and Xcode 26.6 what has changed that affects the ability to use CameraFrameProvider and access the Main Camera? Thank you.
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Best practice for connecting Mac-side USDZ preparation with exact-asset Vision Pro verification?
I’m developing two complementary developer tools: Reality Prep Pro on macOS and Reality Prep Preview on visionOS. The workflow I’m trying to solve is: Mac: prepare and validate a USDZ Vision Pro: verify that exact USDZ on-device Mac: bring the device evidence back and associate it with the exact asset revision I currently use the USDZ’s SHA-256 as the authoritative identity. If the asset bytes later change, the previous Vision Pro evidence is treated as stale and a re-test is recommended. Existing USDZ→USDZ preparation is package-preserving, so non-texture payloads such as animation/rigging data are not unnecessarily re-authored. I’d be interested in hearing from other RealityKit / Reality Composer Pro developers: Is this similar to how you currently handle asset provenance between desktop preparation and real-device testing? Are there any Apple frameworks or established visionOS practices you would recommend for strengthening this kind of revision-to-device-evidence workflow?
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3d
Can a published native visionOS app switch back to “Designed for iPad” on the same listing?
My app has one App Store Connect listing with released iOS, tvOS, and native visionOS versions. I have temporarily discontinued native visionOS development due to very limited adoption and no access to a physical Vision Pro for ongoing testing. I would like Vision Pro users to receive my iPad app through “Designed for iPad” compatibility instead. Xcode is configured with “Apple Vision (Designed for iPad)” and correctly produces an iOS build. I am not trying to generate another native visionOS build. The obstacle is the existing published visionOS version. Apple’s documentation says that iPad compatibility is unavailable when the app already supports native visionOS, and that a platform cannot be deleted once a build has been uploaded. Has anyone successfully made this transition while keeping the same App Store Connect record? Specifically: Is there a supported way to retire the native visionOS version and offer the compatible iPad app? Can Apple Developer Support enable this if App Store Connect cannot? What happens to existing native visionOS installations? I would appreciate any firsthand experience or clarification from Apple on whether this transition is supported.
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137
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4d
FoundationModels.LanguageModelError error -1 on visionOS simulator
I am getting FoundationModels.LanguageModelError error -1 when trying to use Foundation Models on the visionOS 27 simulator. It works on the iOS 27 simulator. Is this a bug with the visionOS 27 simulator specifically?
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481
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5d
Physical space lighting (SurroundingsLight) never lands on sloped ceiling surfaces that are present in the scene reconstruction mesh
Summary A SpotLightComponent with SpotLightComponent.SurroundingsLight() (and a ProjectiveTexture) lights the flat part of my ceiling and the walls, but never the two sloped ceiling surfaces of a converted attic room, at any angle, intensity, attenuation radius or falloff. The lit area stops in a hard straight line exactly where the flat ceiling meets each slope, even though the beam clearly extends past that line. The sloped surfaces are fully present in SceneReconstructionProvider's mesh, and their faces point into the room. So this doesn't look like a scene understanding coverage problem. It looks as if physical space lighting only considers surfaces classified as horizontal ceiling, wall or floor, and skips slanted ones. Steps to reproduce Open a mixed immersive space in a room with a sloped ceiling (a converted attic, or any vaulted ceiling). Add an entity with SpotLightComponent(color: .white, intensity: 40_000, innerAngleInDegrees: 44.5, outerAngleInDegrees: 45, attenuationRadius: 10), SpotLightComponent.SurroundingsLight(), and a SpotLightComponent.ProjectiveTexture carrying a labelled grid texture so the beam's extent is visible. Place it near the floor under the wearer and aim it straight up. Run SceneReconstructionProvider alongside and draw each MeshAnchor as a wireframe (or as a solid material with faceCulling = .back) to confirm the mesh covers the slopes and faces inward. Expected The projected pattern conforms to every surface in the scene understanding mesh inside the cone, including the sloped ceiling, as it does for the flat ceiling and walls. Actual The pattern appears only on the flat ceiling strip and on the walls. Both slopes stay completely dark, with a hard straight cut at the crease. Tilting the light to aim directly at a slope, raising intensity to 200,000, and changing attenuation radius and falloff make no difference. The wireframe shows continuous mesh across the crease and onto the slopes; the back-face-culled solid view shows the slope faces pointing into the room. Screenshots attached: (1) the projected grid stopping at the crease, (2) the reconstruction wireframe covering the slopes, (3) the solid front-faces-only mesh showing the slopes are front-facing. (4) an additional image of the projected grid with both ceiling and walls in view Code let spot = Entity() spot.components.set(SpotLightComponent.SurroundingsLight()) var light = SpotLightComponent(color: .white, intensity: 40_000, innerAngleInDegrees: 44.5, outerAngleInDegrees: 45, attenuationRadius: 10) light.attenuationFalloffExponent = 0.5 spot.components.set(light) spot.components.set(SpotLightComponent.ProjectiveTexture(texture: gridTexture)) spot.look(at: from + SIMD3(0, 1, 0), from: from, upVector: SIMD3(0, 0, -1), relativeTo: nil) root.addChild(spot) Questions Is physical space lighting limited to horizontally and vertically classified surfaces by design? If so, could this be documented on SurroundingsLight, and is there a way to include slanted surfaces? If not by design, is there anything an app can do to have the light use the full reconstruction mesh?
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1w
visionOS Developer Strap: UVC video works, but how can I access the capture device’s USB Audio Class (UAC) audio?
I’m developing a native visionOS application that uses an external HDMI capture device connected to Apple Vision Pro through the Developer Strap. The goal is to use Apple Vision Pro as a low-latency display for external HDMI sources such as an Xbox Series X, including both the HDMI video and the original digital game audio. My current hardware path is: Xbox Series X → HDMI → Elgato 4K X → USB-C → Apple Vision Pro Developer Strap The Elgato 4K X receives both video and audio from the Xbox over HDMI. What is working UVC video capture is working successfully on visionOS. The external Elgato capture device can be used as the video source and the Xbox video is displayed correctly inside the Vision Pro application. I have also verified the Elgato 4K X independently on macOS, where the device is recognized correctly. The problem I cannot find a supported way on visionOS to access the USB Audio Class (UAC) audio interface associated with the capture device. I specifically need the digital game audio originating from: Xbox HDMI → Elgato 4K X → USB/UAC → visionOS I do not want to use the Apple Vision Pro’s built-in microphone. Selecting/capturing the Vision Pro microphone would only record environmental sound and is not a substitute for the digital HDMI audio stream. Apple’s visionOS documentation for external devices through the Developer Strap appears to focus on UVC video capture. I haven’t been able to determine whether the accompanying UAC interface of a UVC/UAC composite capture device is exposed to visionOS applications. What I’ve tried / verified Connected an Xbox Series X to the HDMI input of an Elgato 4K X. Connected the 4K X to Apple Vision Pro through the Developer Strap. Successfully discovered and received the external UVC video stream. Successfully displayed the Xbox video feed in visionOS. Confirmed that the 4K X itself is recognized and functional on macOS. Attempted to obtain audio corresponding to the external capture source. The Vision Pro microphone is available as an audio source, but this is not the audio source required. I have not found a documented visionOS API that exposes the 4K X’s USB/UAC audio endpoint through the Developer Strap. Questions Does visionOS currently support USB Audio Class input devices connected through the Apple Vision Pro Developer Strap? If a device exposes both UVC video and UAC audio interfaces, is there a supported way to associate/access both interfaces from a visionOS application? If UAC is supported, which framework/API should be used to discover the external audio endpoint — AVFoundation, Core Audio, or another API? Does accessing the UAC interface require an entitlement in addition to UVC device access? If generic UAC access through the Developer Strap is currently unavailable to third-party visionOS applications, is there a restricted/managed entitlement that developers can request? If this isn’t currently supported, what is Apple’s recommended architecture for receiving synchronized video and audio from an HDMI capture device on Apple Vision Pro? Ultimately, I’m trying to achieve: HDMI source → UVC video + UAC audio → visionOS application → video displayed in Vision Pro + audio played through Vision Pro speakers/AirPods Since UVC video from this exact hardware is already working, I’m primarily trying to determine whether access to the accompanying USB audio interface is possible with the current visionOS SDK, requires another entitlement/API, or is currently unsupported. Any guidance from Apple or developers who have worked with composite UVC/UAC devices on Vision Pro would be greatly appreciated.
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1w
App API and Native iOS Understanding with Image capture and Corporate Reporting
I would like to understand the foundations of connecting my apps api structure to corporate reporting in regards to textile manufacturing. utilizing the core ML and vision through smartphone to link raw data capture and strategic execution.
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344
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2w
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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898
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4w
On vision 27, accessoryRectangular shows blank
Hi, On visionOS 27 simulator accessoryRectangular widget shows completely blank with no text. The same widget shows up correctly on iOS 27 simulator. What I have tried: I have checked the timeline provider and they all seem to be generating timeline entries. supportedFamilies include accessoryRectangular I have even hard coded the content in the view for the widget yet only accessoryRectangular for visionOS 27 shows up blank. Isolated problem The same widget shows up correctly on iOS 27 simulator. The problem is only with visionOS 27. Environment: macOS: 26.6.1 (25G76) Xcode: 27.0 beta 5 (27A5237l) Simulator: visionOS 27.0 Questions What am I missing? How can I resolve it? Is this a known issue? Has anyone gotten accessoryRectangular widget showing up on visionOS 27 simulator? Any help on this would be much appreciated.
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473
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Aug ’26
ViewAttachmentComponent Resolution Low After Moving Into Frame
If a ViewAttachmentComponent moves into frame, it is low resolution until something changes the view while it is in frame. Video demonstrating the behavior: https://youtu.be/KXEFFiAnv1s I am on visionOS 27 beta 4. This did not occur when I was on visionOS 26.5. Also using Xcode 27.0 beta 4 and macOS 27.0 beta 4. To reproduce, have a ViewAttachmentComponent in an immersive space, look away, then look back, and it'll be low resolution. Anything which would change the view while it's in frame will then cause it to update in full resolution. Screenshot of low-resolution view after it moves back into frame from being out of frame: Screenshot after updating the view, making it high-resolution again: I've submitted feedback as FB24116473.
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Aug ’26
Xicap new spatial accessory under development
Hi Everyone, we've started working on the Xicap tag, a new general purpose active spatial accessory puck for the Vision Pro here at Xikaku. It can be attached to any type of rigid object or will work as a wearable device. We're adding customizable buttons and IO ports for switches etc. to make it versatile for all kinds of tracking applications. I created an intro on our blog with some more info: https://xikaku.com/blog/xicap-vision-pro-spatial-accessory Happy to receive any kind of feedback or comments so we can kepp that in mind while finalizing the device. Klaus
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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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1.4k
Activity
Aug ’26
A ClothGrabComponent movement problem
I'm building a Wacom tablet-driven cloth editing rig in visionOS: a persistent grab sphere (one Entity with ClothGrabComponent, volume mode) parented to the simulation root, toggled with isGrabbing on each pen-down. A single grab behaves correctly — the cloth follows the sphere, nothing else moves. On the second grab at a different position (same cloth, no rebuild), the component keeps dragging the particles from the FIRST grab to the new sphere position — its internal grab coordinates are not updated by the new activation. The vertex that was just bound is pushed away from the sphere at the same time. Instrumented demo is (0.5 × 0.5 m grid, 289 vertices, four corners pinned, gravity = 0, sphere radius 0.06, falloff = .disabled), grab A at vertex #294 (−0.118, +0.118), release, then grab B at vertex #105 (+0.118, −0.118) — 0.335 m apart: t = 345.9 GRAB_B starts: previous #294 disp = 0.000 dist-to-ball = 0.335 current #105 disp = 0.000 dist-to-ball = 0.000 t = 346.4 (+0.5 s): previous #294 disp = 0.335 dist-to-ball = 0.000 ← dragged to the NEW ball current #105 disp = 0.191 dist-to-ball = 0.191 ← pushed AWAY from the ball t = 347.0 … 349.6 previous #294 pinned at ball (dist 0.000), #105 held away at 0.16–0.19 t = 351.9 after release: #294 back to rest (0.012), cloth flat again The 0.335 m displacement of #294 happens within half a second and equals exactly the distance from #294's rest position to the new sphere — the previous grab's particle set is being pulled toward the new sphere location, as if the component re-applied the old grab selection with the new transform. this can repeat with identical numbers. The docs for isGrabbing only say "Indicates whether particles are currently being grabbed" — they don't describe what happens on a false→true transition after the entity has moved, which is the case the official sample never demonstrates. The setup is the one shown in the official sample — a persistent entity carrying the grab component, isGrabbing toggled per interaction: // makeCloth — once let dragBall = makeBall(radius: 0.015, parent: simRoot) var grab = ClothGrabComponent(mode: .volume(shape: .sphere(ClothSphereShape(radius: 0.06)))) grab.falloff = .disabled dragBall.components.set(grab) // grab: move ball to new vertex, activate dragBall.position = body.convert(position: vertexPos, to: simRoot) var g = dragBall.components[ClothGrabComponent.self]! g.isGrabbing = true dragBall.components.set(g) // release: deactivate only var g = dragBall.components[ClothGrabComponent.self]! g.isGrabbing = false dragBall.components.set(g) some tries: Remove and re-add ClothGrabComponent on each grab — the simulator crashes within 1–2 frames with Assertion failed Rebuild the whole ClothBodyComponent between grabs Environment: Xcode 27 beta (build 24M5316i), xrOS 27.0 SDK, simulator runtime com.apple.CoreSimulator.SimRuntime.xrOS-27-0 (avp1). All Cloth* APIs are Beta on visionOS 27
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889
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Aug ’26
visionOS hover effect in sheet stops working after interacting with a button
In a sheet, the gaze hover effect stops working after interacting with a button, until the sheet is closed and re-opened. As a result, I have no visual feedback on what UI elements are selected until I interact with them or until the sheet is re-opened. I'm using visionOS 27 beta 5 and Xcode 27 beta 5. I've submitted feedback as FB24299285 Video demonstrating the issue: https://youtu.be/l-t1ZEHDSzo
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412
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Aug ’26
RealityKit portal crossing leaves a hard PBR lighting seam despite environmentLightingWeight being 0
I’m seeing a device-only lighting discontinuity on PBR entities that intersect a RealityKit portal plane in visionOS 27. A sharp brightness boundary appears exactly where the portal plane cuts through the entity. The portion outside the portal receives a different physical environment-probe contribution from the portion inside. The behavior is reproducible with two independent cases: A completely static blue sphere positioned across the portal plane. An orange sphere moved through the portal using ManipulationComponent and the standard visionOS pinch gesture. Both spheres use: var material = PhysicallyBasedMaterial() material.baseColor = .init(tint: .orange) material.metallic = 0 material.roughness = 1 Each sphere has the crossing and lighting components attached directly: sphere.components.set(PortalCrossingComponent()) sphere.components.set( ImageBasedLightReceiverComponent( imageBasedLight: portalImageBasedLight ) ) var lightingConfiguration = EnvironmentLightingConfigurationComponent() lightingConfiguration.environmentLightingWeight = 0 sphere.components.set(lightingConfiguration) The portal is created using the visionOS 27 factory API: let portal = PortalComponent.makePortal( surfaceStyle: .init(width: 1.2, height: 0.8), boundaryStyle: .infinitePlane(), boundaryMode: .clippingAndCrossing ) if var component = portal.portalEntity.components[PortalComponent.self] { component.lightingBlendDistance = 0.2 portal.portalEntity.components.set(component) } For the moving sphere, environmentLightingWeight stays at 0 for the entire interval in which any part of the sphere intersects the portal. The realtime environment-probe contribution only begins fading from 0 to 1 after the complete sphere has cleared the plane. However, a spatially sharp edge remains: In a bright physical environment, the outside portion is brighter. In a dark physical environment, the outside portion is darker. With UnlitMaterial, the edge disappears completely. With PBR—even metallic 0 and roughness 1—the edge returns. The static sphere reproduces the issue, so it does not appear to be caused by gesture or lighting-update timing. Changing lightingBlendDistance does not soften this remaining edge. The issue is visible on Apple Vision Pro but not in visionOS Simulator. I watched the portal-lighting section of WWDC24 session 10103 and implemented the recommended EnvironmentLightingConfigurationComponent solution. I have also reviewed the documentation for PortalComponent, PortalCrossingComponent, PortalComponent.makePortal, ImageBasedLightReceiverComponent, and environmentLightingWeight. Is there another component or entity-hierarchy requirement needed to fully suppress the physical environment probe on the host-side fragments of a crossing PBR entity? Or is this a RealityKit rendering issue on physical hardware? Environment: Apple Vision Pro (M5) visionOS 27.0 (24M5326g) Xcode 27.0 (27A5228h) visionOS SDK 27.0 (24M5326e) Here is a minimal standalone Xcode reproduction containing both the static and pinch-draggable spheres: https://drive.google.com/file/d/13qqOlDJVCCtlFcMaHCBpDkVJgRzmNjBK/view?usp=sharing
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Aug ’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
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Aug ’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
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Aug ’26