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[Feat Request] visionOS/tvOS support with Device SDK and Simulator SDK #124
Dear Rive Team,
I'm glad to see that the beta version is already compatible with tvOS. #118
However, I have a few requests at this time:
1: tvOS currently only offers a Device SDK, not a Simulator SDK. Connecting to an Apple TV via Xcode is indeed very slow. Please consider adapting a Simulator SDK.
2: Is visionOS supported? I currently have no way to test on a physical device. If not supported, are there plans to adapt it? I understand the adaptation process might be similar to tvOS.
Hi, I see Example (visionOS) in rive-ios.
Is Rive ready to support Vision OS, but the Unity plugin requires a Vision OS binary version to be compiled? This is how I understand it.Is this task only available to official employees? Can I compile it myself? Is there any relevant documentation?
Hello @tlsneo , could you try v0.3.9-canary.178 and let us know if it addresses your concerns. It includes simulator support for tvos, and experimental visionOS support (for simulator and device).
Do we need to do anything special to get the Canvas rendering working on VisionOS? Just trying out v0.4.0 and I get just a white solid background, instead of the actual Rive artboard.
Hi @kamend , is this on the actual VisionOS device or in the simulator? Could you share any logs as well as your VisionPro/XR settings in the Unity Editor?
Hi @kamend , is this on the actual VisionOS device or in the simulator? Could you share any logs as well as your VisionPro/XR settings in the Unity Editor?
I dont see anything secific in the logs, the only change in the settings is that I am using app mode: RealityKit with Polyspatial, Unbounded Camera.
I was able to get the Rive Texture Renderer working, but I needed to add one additional script that will force the update of the RivePanel render texture every frame (per Polyspatial requirements)
void Update()
{
var renderTexture = panel.RenderTexture;
if (renderTexture != null)
{
Unity.PolySpatial.PolySpatialObjectUtils.MarkDirty(renderTexture);
}
}
The Rive Canvas Renderer give me white color, though.
Activity
damzobridge commentedon Sep 15, 2025
We plan to support visionOS in Unity, hopefully really soon.
Similarly, we've had a few requests for simulator SDK support, so that is also on the roadmap. visionOS will likely come first, though.
tlsneo commentedon Dec 6, 2025
Hi, I see Example (visionOS) in rive-ios.
Is Rive ready to support Vision OS, but the Unity plugin requires a Vision OS binary version to be compiled? This is how I understand it.Is this task only available to official employees? Can I compile it myself? Is there any relevant documentation?
damzobridge commentedon Dec 12, 2025
Hello @tlsneo , could you try v0.3.9-canary.178 and let us know if it addresses your concerns. It includes simulator support for tvos, and experimental visionOS support (for simulator and device).
In the package manager, you can use this:
kamend commentedon Jan 19, 2026
Do we need to do anything special to get the Canvas rendering working on VisionOS? Just trying out v0.4.0 and I get just a white solid background, instead of the actual Rive artboard.
damzobridge commentedon Jan 19, 2026
Hi @kamend , is this on the actual VisionOS device or in the simulator? Could you share any logs as well as your VisionPro/XR settings in the Unity Editor?
kamend commentedon Jan 20, 2026
I dont see anything secific in the logs, the only change in the settings is that I am using app mode: RealityKit with Polyspatial, Unbounded Camera.
I was able to get the Rive Texture Renderer working, but I needed to add one additional script that will force the update of the RivePanel render texture every frame (per Polyspatial requirements)
The Rive Canvas Renderer give me white color, though.
damzobridge commentedon Jan 22, 2026
Alright, thanks for reporting this, @kamend . We'll debug and get back to you when we've made progress on this.