At today’s WWDC keynote, Apple doubled down on its visionOS platform, unveiling visionOS 26 with sweeping updates that signal a maturing era for augmented and virtual reality. The new version isn’t just a name change—it introduces spatial computing features designed to elevate Vision Pro from early curiosity to practical headset.
Widgets are being reinvented for spatial real estate. With spatial widgets, Clock, Weather, Music, and Photos seamlessly blend into room environments—anchoring themselves and persisting in place whenever you wear the headset. It’s a bold move to make Vision Pro feel less like a gadget and more like an ambient companion .
Gaming gets a next-level boost. PlayStation VR2 Sense controller compatibility means Vision Pro is opening up to a broader, richer ecosystem of VR titles and haptic experiences—no longer limited to Apple Arcade or touch-only interaction . Add-ons like eye-based “Look to Scroll” let users browse hands-free, a nod to accessibility and intuitive design .
Perhaps the most significant shift is toward personality. Apple’s Personas—lifelike avatars used in FaceTime and virtual meetings—now support volumetric rendering and machine learning enhancements for more natural expressions. It’s a small change that makes social VR feel less uncanny and more engaging.
A new shared spatial experience API enables collaborative activities like watching movies or collaborating on 3D models with others wearing Vision Pro in the same room, hinting at future enterprise and social use cases . Developer support also expands with new enterprise APIs and support for 180°/360° content from Insta360, GoPro, and Canon, giving creatives more tools to pioneer immersive workflows .
Importantly, visionOS 26 is versioned in sync with Apple’s broader software lineup: it’s no longer version 3, but visionOS 26, reinforcing Apple’s “Liquid Glass” continuity and ecosystem alignment.
In sum, Apple’s vision for spatial computing is gaining shape. VisionOS 26 transforms the headset from a tethered demo into a platform for ambient apps, social interaction, and immersive content creation—with familiar input like VR2 Sense controllers reducing friction for users. It’s a strong statement that Apple isn’t just trailing in XR—it’s sprinting.
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