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@callstack/react-native-visionos

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@callstack/react-native-visionos

React Native for visionOS

  • 0.73.5
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React Native visionOS

Learn once, write anywhere:
Build spatial apps with React.

React Native visionOS allows you to write visionOS with full support for platform SDK. This is a full fork of the main repository with changes needed to support visionOS.

[!CAUTION] This project is still at an early stage of development and is not ready for production use.

New project creation

  1. Make sure you have a proper development environment setup
  2. Download the latest Xcode (at least 15.2).
  3. Install visionOS simulator runtime.
  4. Install the latest version of CMake (at least v3.28.0).
  5. Initialize the project using this command:
npx @callstack/react-native-visionos@latest init YourApp
  1. Next, go to YourApp/visionos folder and run following commands to install Pods:
bundle install
bundle exec pod install
  1. Now you can run yarn visionos
  2. (Optional) you also can open project using Xcode (xed YourApp/visionos/YourApp.xcworkspace).
  • Build the app by clicking the "Run" button in Xcode.

Platform guidelines

We suggest you read Human Interface Guidelines for visionOS when creating visionOS apps.

It's important not to cover the translucent background with a solid color, as it helps to ground apps and make them feel like part of the environment.

API Reference

App entry point

React Native visionOS uses SwiftUI lifecycle. The app entry point is now App.swift file (by default it is main.m). This change allows us to use full capabilities of the visionOS SDK.

Here is an example from the template:

// App.swift
@main
struct HelloWorldApp: App {
  @UIApplicationDelegateAdaptor var delegate: AppDelegate
  
  var body: some Scene {
    RCTMainWindow(moduleName: "HelloWorld")
  }
}

We are using @UIApplicationDelegateAdaptor, a property wrapper that allows us to use familiar AppDelegate in SwiftUI life cycle.

AppDelegate extends RCTAppDelegate which does most of React Native initialization.

Hover effect API

This is a prop on <View /> component allowing to add hover effect. It's applied to all Touchable and Pressable components by default.

If you want to customize it you can use the visionos_hoverEffect prop, like so:

<TouchableOpacity visionos_hoverEffect="lift">
  <Text>Click me</Text>
</TouchableOpacity>

The available options are: lift or highlight.

XR API

Manage Immersive Experiences.

Methods

requestSession

requestSession: (sessionId?: string) => Promise<void>

Opens a new ImmersiveSpace given it's unique Id.

endSession

endSession: () => Promise<void>

Closes currently open ImmersiveSpace.

Constants

supportsMultipleScenes

supportsMultipleScenes: boolean

A Boolean value that indicates whether the app may display multiple scenes simultaneously. Returns the value of UIApplicationSupportsMultipleScenes key from Info.plist.

Example Usage

  1. Set UIApplicationSupportsMultipleScenes to true in Info.plist:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
	<key>UIApplicationSceneManifest</key>
	<dict>
		<key>UIApplicationPreferredDefaultSceneSessionRole</key>
		<string>UIWindowSceneSessionRoleApplication</string>
		<key>UIApplicationSupportsMultipleScenes</key>
-   <false/>
+		<true/>
		<key>UISceneConfigurations</key>
		<dict/>
	</dict>
</dict>
</plist>

  1. Inside App.swift add new ImmersiveSpace:
@main
struct HelloWorldApp: App {
  @UIApplicationDelegateAdaptor var delegate: AppDelegate
+ @State private var immersionLevel: ImmersionStyle = .mixed
  
  var body: some Scene {
    RCTMainWindow(moduleName: "HelloWorldApp")
+   ImmersiveSpace(id: "TestImmersiveSpace") {
+     // RealityKit content goes here
+   }
+    .immersionStyle(selection: $immersionLevel, in: .mixed, .progressive, .full)
  }
}

For more information about ImmersiveSpace API refer to Apple documentation.

In the above example we set ImmersiveSpace id to TestImmersiveSpace.

Now in our JS code, we can call:

import {XR} from "@callstack/react-native-visionos"
//...
const openXRSession = async () => {
  try {
    if (!XR.supportsMultipleScenes) {
      Alert.alert('Error', 'Multiple scenes are not supported');
      return;
    }
    await XR.requestSession('TestImmersiveSpace'); // Pass the same identifier from `App.swift`
  } catch (e) {
    Alert.alert('Error', e.message);
  }
};

const closeXRSession = async () => {
  await XR.endSession();
};

[!CAUTION] Opening an ImmersiveSpace can fail in this secarios:

  • ImmersiveSpace is not declared.
  • UIApplicationSupportsMultipleScenes is set to false.
  • User cancels the request.

For a full example usage, refer to XRExample.js.

Contributing

  1. Follow the same steps as in the New project creation section.
  2. Checkout rn-tester README.md to build React Native from source.

Release process

We use a script called oot-release.js which automatically releases visionos packages and aligns versions of dependencies with React Native core.

Usage:

node ./scripts/oot-release.js --new-version "<visionos-version>" --react-native-version "<react-native-version>" --one-time-password "<otp>"

To test releases and template we use Verdaccio.

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Package last updated on 16 Feb 2024

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