Tutorial — Vision Pro Builds
Augmented Traveler local tutorial. Back to Unreal — Tutorials · surface: Apple Vision Pro — Process · other headsets: Tutorial — OpenXR Headset Builds
What Unreal can and can't do on Apple Vision Pro in September 2026, how to make a test build, and the other routes if we need mixed reality.
1. Where things stand (September 2026)
| Fact | Detail |
|---|---|
| Support level | Experimental, since UE 5.4 |
| Mode | Full immersion only. No mixed reality or passthrough, no shared space, no "progressive" immersion |
| Epic's position (January 2026, forums) | "Still considered experimental and we have no roadmap to take it to Beta… unlikely you'll see significant improvements" |
| Reported issues (5.7) | MSAA renders black, SMAA renders one eye, vr.PixelDensity has no effect, the app breaks after pressing Home, world-space UI text is pixelated. Users report 5.7 worse than 5.6.1 |
| UE 5.8 requirements | visionOS 2.4 with Xcode 26.1.1 recommended (26.0 minimum); macOS Sonoma 14.5 or later on the build Mac |
Consequence for us: Unreal on Vision Pro is fine for an internal test of a full-immersion room (the Vestal House room with Mitchell). It is not a dependable public product, and it can't do the "figure standing in your real room" experience that makes Vision Pro attractive.
2. Our decision
- Kiosk and Quest remain the priority surfaces. Vision Pro stays optional and unfunded until a partner asks for it (see the optional visionOS developer in Year One Budget — Personnel).
- For a mixed-reality Vision Pro piece (the figure in your own room), plan a native RealityKit or Unity PolySpatial build using exported assets, not Unreal:
- the figure: export an animated USD (skeletal animation plus baked face animation) of an authored monologue. This is a performance, not live conversation;
- props: USD from Maya (Tutorial — USD for Maya);
- live conversation would need a separate lip-sync solution on device or streamed. Treat it as research.
- Revisit when UE6 plans for visionOS are announced.
3. Making a Unreal full-immersion test build (Mac seat)
- Hardware: an Apple silicon Mac with Xcode 26.1.1, an Apple Developer account and a Vision Pro in developer mode.
- Engine: the same UE 5.8 project, opened on the Mac. Install the iOS/visionOS target components in the launcher.
- Project settings:
- turn on the visionOS platform;
- set the bundle ID and signing team;
- use a headset level (baked lighting, Optimized MetaHuman, cards hair, skinned clothing);
- avoid MSAA until checked (it rendered black in 5.7 reports).
- Package for visionOS and deploy through Xcode (Tutorial — Packaging Builds for Each Surface).
- On-device checks:
- both eyes render;
- text readable;
- frame rate steady;
- Home and return works;
- microphone permission string set.
- Record every issue on this page with the UE and visionOS versions.
4. Alternatives at a glance
| Route | Mixed reality | Our assets | Effort |
|---|---|---|---|
| Unreal (visionOS target) | ❌ Full immersion only | Direct | Low to try; unreliable |
| Unity PolySpatial (needs Unity Pro, Enterprise or Industry) | ✅ RealityKit, Metal or hybrid modes | Via FBX/USD; MetaHuman look won't match | Medium; see Unity — Process |
| Native RealityKit / Reality Composer Pro | ✅ | USD (animated) | Medium; Swift developer needed |
| Native Metal (Compositor Services) | Full immersion (passthrough via Apple's newer APIs) | Custom renderer | High |
Sources
- 80 Level, Unreal Engine gets Vision Pro full-immersion support: https://80.lv/articles/unreal-engine-will-get-support-for-apple-vision-pro-s-full-immersion
- Epic forums, visionOS 26.2 and Vision Pro issues (Epic reply, January 2026): https://forums.unrealengine.com/t/collection-of-visionos-26-2-and-vision-pro-issues-and-hopes-for-any-timeline-to-resolve-them/2691226
- Epic, UE 5.8 release notes (Xcode/visionOS requirements): https://dev.epicgames.com/documentation/unreal-engine/unreal-engine-5-8-release-notes
- Epic, Supported XR devices: https://dev.epicgames.com/documentation/unreal-engine/supported-xr-devices-in-unreal-engine
- Unity, PolySpatial visionOS manual: https://docs.unity3d.com/Packages/com.unity.polyspatial.visionos@2.2/manual/index.html
- Apple, Drawing fully immersive content using Metal: https://developer.apple.com/documentation/compositorservices/drawing-fully-immersive-content-using-metal
- Apple, WWDC24 Render Metal with passthrough in visionOS: https://developer.apple.com/videos/play/wwdc2024/10092/
- Full list: Sources — 2026-09-20