visionOS environments are photo-realistic, parallax-aware 3D landscapes that fully surround the viewer with depth, motion, and spatial audio. iOS 27 / visionOS 2026 extends authoring guidance and APIs for developers to create custom immersive environments for both native apps and the spatial web.
⢠True 3D parallax at 40 px/degree (14,400Ć7,200 px panoramas) creates believable depth that flat panoramic images cannot replicate, setting a quality bar for spatial experiences.
⢠Environments can be tailored to specific use-cases ā media viewing, productivity, brand expression ā by controlling lighting, audio, and viewer placement, giving apps a distinct spatial identity.
⢠The same asset pipeline now targets both visionOS apps and the spatial web, meaning a single well-produced environment can reach users across platforms without rework.
Demonstrates loading a custom RealityKit environment with full immersion style and attaching a spatial audio source to a scene anchor, matching the design pipeline described in the WWDC session.
import SwiftUI
import RealityKit
import AVFoundation
// MARK: - Immersive Space Content
struct CustomEnvironmentView: View {
var body: some View {
RealityView { content in
// Load a custom environment from the app bundle
// The .skybox is an equirectangular panorama mesh (14400x7200 target)
if let environment = try? await EnvironmentResource.load(
named: "YosemiteValley"
) {
let skyEntity = Entity()
skyEntity.components.set(
EnvironmentLightingConfigurationComponent(
environmentResource: environment
)
)
content.add(skyEntity)
}
// Attach a spatial audio source to a scene anchor (e.g., a waterfall)
let audioAnchor = AnchorEntity(world: SIMD3<Float>(x: -3.0, y: 0.0, z: -8.0))
if let audioResource = try? await AudioFileResource.load(
named: "WaterfallAmbience",
configuration: .init(shouldLoop: true)
) {
let spatialAudio = SpatialAudioComponent(gain: -6)
audioAnchor.components.set(spatialAudio)
let controller = audioAnchor.prepareAudio(audioResource)
controller.play()
}
content.add(audioAnchor)
}
.immersiveContentBrightness(.dim)
}
}
// MARK: - App Entry Point
@main
struct ImmersiveEnvironmentApp: App {
var body: some Scene {
// Standard window for app UI
WindowGroup {
ContentView()
}
// Declare a full-immersion space using the custom environment
ImmersiveSpace(id: "CustomEnvironment") {
CustomEnvironmentView()
}
.immersionStyle(selection: .constant(.full), in: .full)
}
}
// MARK: - Trigger View
struct ContentView: View {
@Environment(\.openImmersiveSpace) private var openImmersiveSpace
@Environment(\.dismissImmersiveSpace) private var dismissImmersiveSpace
@State private var isImmersed = false
var body: some View {
VStack(spacing: 20) {
Text("Yosemite Valley")
.font(.largeTitle)
Button(isImmersed ? "Exit Environment" : "Enter Environment") {
Task {
if isImmersed {
await dismissImmersiveSpace()
} else {
await openImmersiveSpace(id: "CustomEnvironment")
}
isImmersed.toggle()
}
}
.buttonStyle(.borderedProminent)
}
.padding()
}
}Target 14,400Ć7,200 px equirectangular panoramas for sharpness at 40 px/degree; lower resolution environments will appear noticeably soft. The 3D mesh UV transfer must be validated with A/B comparison against the source panorama to avoid data loss. Secondary photography (captured 2 m above ground) is needed to fill occluded regions of the mesh. Spatial audio sources must be attached to scene elements before export ā adding them post-hoc is difficult.
Requires Apple Vision Pro hardware; full immersion and parallax depth require visionOS. Not applicable to iOS or macOS targets.
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