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AppleAR/VR/MRTechVision ProvisionOS

visionOS 26 makes Vision Pro more immersive with shared 3D experiences

The latest visionOS 26 update brings PlayStation VR2 controller support, spatially persistent widgets, and shared experiences to the Apple Vision Pro headset.

By
Shubham Sawarkar
Shubham Sawarkar's avatar
ByShubham Sawarkar
Editor-in-Chief
I’m a tech enthusiast who loves exploring gadgets, trends, and innovations. With certifications in CISCO Routing & Switching and Windows Server Administration, I bring a sharp...
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Jun 11, 2025, 3:52 AM EDT
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Person wearing Apple Vision Pro headset and PlayStation VR2 Sense controller in his hands.
Image: Apple
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Apple’s WWDC 2025 brought a host of updates across Apple’s ecosystem, but for Vision Pro enthusiasts, visionOS 26 is the headliner. With Apple shifting to a year-based naming scheme (aligning visionOS with iOS 26, macOS 26, etc.), this update is more than a rebrand: it introduces novel spatial experiences and practical refinements aimed at both everyday users and developers.

One of the marquee features in visionOS 26 is spatial widgets that truly blend digital elements into your environment. Rather than floating arbitrarily in space, widgets can now be “pinned” to physical locations so that they reappear in the exact same spot every time you don the Vision Pro. Users can tweak a widget’s frame width, color accent, and depth, making them feel like part of the room’s decor rather than an overlay. Apple’s own lineup of widgets—Clock, Weather, Music (for quick playlist access), and Photos (displaying panoramas and spatial images)—are the first to gain these spatial capabilities, but the underlying framework allows developers to create their own. This marks a step toward making the headset feel more like an extension of your personal space than a closed-off virtual environment.

From a usability perspective, spatial widgets can reduce the cognitive load of repositioning elements each session; if your calendar widget always sits on the virtual desk by your left shoulder, you build muscle memory and spatial context. Developers will be keen to experiment: think persistent to-do lists hovering near your real-life monitor or live sports scores anchored to a wall in your living room. Early reactions suggest this is a foundation for more ambient, glanceable information in spatial computing.

Vision Pro has long worked with Bluetooth keyboards, mice, and traditional gamepads, but visionOS 26 goes further by officially supporting PlayStation VR2 Sense controllers. Announced at WWDC 2025 and first hinted at last year, this integration acknowledges that advanced VR/AR experiences often demand more precise, intuitive input than eye- or hand-tracking alone can provide. Sony’s PSVR2 controllers bring haptic feedback, adaptive triggers, and finger-sensing to the table, which could unlock richer interactions—imagine gripping virtual tools in a spatial design app or enjoying VR games ported or developed for Vision Pro with controller-based locomotion and gestures. This also signals Apple’s willingness to embrace a broader accessory ecosystem rather than keep everything in-house.

For gamers and developers accustomed to console-quality input, the PSVR2 support lowers barriers to porting experiences or creating new titles that feel responsive and familiar. It may also encourage third parties to certify or optimize their titles for Vision Pro, expanding available content. That said, Apple still emphasizes its own eye- and hand-tracking paradigms; PSVR2 is an optional complement, ensuring users who prefer hands-free or more tactile controls have choices.

visionOS 26 introduces “Look to Scroll,” a hands-free scrolling mechanism that leverages the headset’s eye-tracking to navigate apps and websites. Previously, users needed to perform pinch gestures to grab and drag content or pinch-and-flick for faster scrolling. Look to Scroll simplifies this by letting you fix your gaze at the top or bottom edge of a viewport to scroll in that direction, with adjustable speed settings. Apple’s own apps will adopt it immediately, and developers can integrate the API into third-party apps. This design addresses fatigue from repetitive pinching gestures and can make longer reading sessions more comfortable.

From a human-factors standpoint, eye-driven scrolling feels futuristic but also introduces new considerations: ensuring accidental glances don’t trigger unwanted scrolling, and providing clear visual cues so users understand the mechanism. Apple’s developer documentation reportedly offers guidelines on dwell times, speed thresholds, and fallback options. As spatial computing matures, blending gaze input with subtle gestures seems key, and Look to Scroll is a noteworthy step in that direction.

A practical pain point—juggling your iPhone while immersed in Vision Pro—is addressed in visionOS 26. If you’re wearing the headset and a call comes in or you need to authenticate something, you can now unlock your iPhone directly from the Vision Pro (for Face ID–enabled iPhones running iOS 26). Calls can be relayed, letting you answer or initiate phone conversations from within the headset’s People View. This kind of cross-device continuity eases friction: no more fumbling to remove the headset or break immersion for a quick interaction with the phone.

In practical terms, this fosters a more integrated workflow: imagine receiving a two-factor authentication prompt on your phone while deep in a Vision Pro session—you can authenticate without removing the headset. Or taking an urgent call while working in a virtual workspace. It further cements Apple’s ecosystem play: the Vision Pro becomes another node seamlessly tied to your iPhone.

Apple’s Personas (hyperrealistic avatars used in FaceTime or shared spatial interactions) get a significant refresh. visionOS 26 leverages volumetric rendering and machine learning to produce full side-profile views with highly accurate details—hair strands, eyelashes, subtle complexion nuances—so your avatar looks more like you and feels more expressive. During setup, users can preview their Persona spatially, adjusting lighting and angles to fine-tune their appearance. The goal is to reduce the “uncanny valley” effect and foster more natural remote interactions.

In a broader context, enhanced avatars could impact social and professional use cases, from virtual meetings to family gatherings in spatial spaces. When avatars convincingly capture nonverbal cues, communication becomes richer. For developers, Apple’s updated frameworks may expose APIs for deeper integration of Personas in social apps or enterprise collaboration tools.

visionOS 26 allows multiple Vision Pro users in the same room to share spatial sessions—watching a 3D movie on the same virtual screen while seated together, collaborating on 3D designs, or enjoying synchronized experiences. Partnerships with content creators and hardware makers (Insta360, GoPro, Canon) mean support for 180°, 360°, and wide field-of-view content, so immersive media feels native. Adobe plans to release a Premiere-powered visionOS app enabling on-device creation and editing of spatial videos, further enriching the ecosystem for creators.

Shared experiences highlight the social potential of spatial computing: instead of isolated sessions, Vision Pro can be communal, bridging physical and virtual presence. For education or design, think co-located brainstorming with floating 3D models. For entertainment, group movie nights with spatial audio. Apple’s partnerships also signal an expanded content pipeline, crucial for wider adoption.

visionOS 26 broadens language support to French, German, Italian, Japanese, Korean, and Spanish, plus regional English variants (Australia, Canada, India, Singapore, UK). This localization effort is vital for international adoption, ensuring UI elements, voice commands, and help resources cater to diverse audiences. As Apple seeks to expand Vision Pro markets beyond early adopters in a few countries, robust language support is a strategic necessity.

Localized experiences can also spur regional developers to build apps tailored to local contexts—travel apps showing spatial guides, educational content in native languages, or region-specific spatial design tools. It underlines Apple’s ambition for Vision Pro as a global platform, not a niche luxury.

visionOS 26’s redesigned Control Center consolidates features like Guest User, Focus modes, Travel Mode, and quick Environment adjustments into a single pane, simplifying management of core settings. Home View now supports folders for grouping similar apps, reducing clutter in spatial app layouts. These may seem incremental, but in a 3D environment with many floating icons and windows, organization and quick access are key to a smooth user experience.

For productivity-focused users, these refinements can make the difference between a nagging annoyance and a fluid workflow. Think of quickly toggling Focus mode when diving into work or grouping collaboration apps into a “Work” folder that sits conveniently in your spatial workspace.

All visionOS 26 features are available in the developer beta starting immediately through the Apple Developer Program, with a full release expected in the fall. Developers can begin experimenting with spatial widgets, Look to Scroll, PSVR2 controller input, advanced volumetric APIs, and enhanced Personas. Apple’s sessions (e.g., “What’s new in visionOS 26” on Apple Developer) dive into RealityKit, ARKit, SwiftUI integration, SharePlay updates, and enterprise APIs for building engaging apps and professional tools.

Given the breadth of updates—from input options and UI refinements to social features and content pipelines—developers have an opportunity to innovate across entertainment, productivity, education, and beyond. Early feedback cycles during the beta will be crucial to refine interactions, ensure performance, and craft experiences that leverage the Vision Pro’s unique capabilities.

visionOS 26 is both evolutionary and foundational. Spatial widgets and enhanced Personas signal how Apple envisions persistent, personalized experiences integrated into users’ physical environments. PSVR2 support and eye-scrolling address input challenges in spatial computing, while shared experiences and expanded media formats push toward broader use cases. Interoperability with iPhone underlines Apple’s ecosystem strength. Localization and interface tweaks further smooth the path for everyday use.

For users, visionOS 26 should feel more comfortable and intuitive: less fatigue, more seamless cross-device workflows, and a richer selection of content and collaborative opportunities. For developers, it opens new APIs and hardware integrations to explore. And for the industry, Apple’s moves underscore that spatial computing is still early but maturing—Apple is investing in the platform’s foundations rather than chasing hype alone.


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