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By Design

Votes

0

Found in

2.4.3

1.3.13

3.0.3-pre.4

Issue ID

UUM-131321

Regression

Yes

UI Buttons are no longer interactable when they are using the VisionOSHoverEffect function on Apple Vision Pro Built Players

PolySpatial visionOS

-

How to reproduce:
1. Open the attached “IN-122600.zip” Project
2. Build and Run on VisionOS
3. Interact with the UI Button elements in the Player

Actual result: VisionOSHoverEffect function is not being called and UI Buttons are not interactable
Expected result: Visible “Hover Effect” is seen on the buttons and they are interactable

Reproducible with: 1.3.13 (2022.3.46f1, 2022.3.70f1), 2.4.3 (6000.0.65f1), 3.0.3 (6000.3.2f1, 6000.4.0b3, 6000.5.0a4)
Not reproducible with: 1.2.3 (2022.3.46f1)
Couldn’t test with: 1.3.1, 1.3.9 (2022.3.46f1) - Compilation errors due to missing namespaces

Testing environment: macOS 26.2 (M3 Pro)

Reproducible on: Apple Vision Pro 26.2

Note: Related Discussions thread - https://discussions.unity.com/t/hovereffect-not-working-for-buttons-in-polyspatial-2-4-3/1691990/6

  1. Resolution Note:

    Thanks for sharing the repro and details.

    This behavior is currently by design. VisionOSHoverEffect and UI.Button both create a HoverEffectComponent in RealityKit and aren’t intended to be used together. Buttons should use their built-in Selectable transition states, while VisionOSHoverEffect is meant for non-UI objects, and requires a collider for interaction.

    For your case, it sounds like the goal is to trigger a hover effect when interacting with custom graphics. This is supported in newer versions:

    * Unity 6000.3 + PolySpatial 3.1.0

    We recommend upgrading and just using your custom Graphic type as you normally would, without VisionOSHoverEffect. It should have a HoverEffectComponent applied on the RealityKit side to reflect its Selectable transition states, just like the default Button.

    Let us know if your use case differs—we’re happy to help further.

  2. Resolution Note:

    Thanks for sharing the repro and details.

    This behavior is currently by design. VisionOSHoverEffect and UI.Button both create a HoverEffectComponent in RealityKit and aren’t intended to be used together. Buttons should use their built-in Selectable transition states, while VisionOSHoverEffect is meant for non-UI objects, and requires a collider for interaction.

    For your case, it sounds like the goal is to trigger a hover effect when interacting with custom graphics. This is supported in newer versions:

    * Unity 6000.3 + PolySpatial 3.1.0

    We recommend upgrading and just using your custom Graphic type as you normally would, without VisionOSHoverEffect. It should have a HoverEffectComponent applied on the RealityKit side to reflect its Selectable transition states, just like the default Button.

    Let us know if your use case differs—we’re happy to help further.

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