Play to Device

unity6000.0.19f1 + PlayToDevices APP 2.1.2 + PolySpatial 2.0.4 is break “0B loading…”

how to get PlayToDevices APP 2.0.4

You should be able to downgrade to the 2.0.4 version using the instructions here. You must use the version of Play to Device that matches the PolySpatial version.

Alternately, you could upgrade to the most recent version of PolySpatial (2.1.2). That’s generally what we would recommend.

Hello, I had Play to Device working when on poly spatial 2.0.4, however when my TestFlight host app on the Vision Pro automatically updated to 2.1.2, I haven’t been able to get it working since. I have:

  • upgraded my project to use poly spatial 2.1.2
  • tried restarting laptop and Vision Pro multiple times
  • force quit the play to device host app on the Vision Pro

Is this a known issue? And is there anything else I can check? Don’t think it’s a firewall issue since it was previously working with version 2.0.4

It’s not a known issue; we expect projects that use PolySpatial 2.1.2 (and Unity 6000, the required version for 2.1.2) to work with Play to Device 2.1.2. What does the failure look like? Does it just spin indefinitely when loading the initial scene?

Either way, if it’s possible to submit a bug report that reproduces this behavior and send us the incident number (IN-#####), we can look into it further.

I’m using Unity 6000.0.33f1. When I try to Play to Device, the host doesn’t attempt to load my scene at all. The unity editor tries to play to device for 5 seconds, and then defaults to running locally. When my project was still on 2.0.4 polyspatial version, and the host app had been auto updated to 2.1.2, there would be a spinning red circle and “0 kb” would show up, as though the host was trying to load the scene but failing. Ever since upgrading my project to 2.1.2, there is no “0 kb” spinning message, and the host does not react to launch attempts at all.

I’ll create a bug report and post the ID of it here.

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We have also been having this exact problem with P2D 2.1.2.
No spinning red loading circle, just not connecting to the device.

The first thing to try is always to force-quit and restart Play to Device. There’s an issue, for example, where the app stops accepting connections after taking the device off and putting it back on again. We have a fix for that particular issue pending for a future release.

If force-quitting doesn’t work, though, then a repro case would be very helpful. It’s also worth just seeing if it works with a minimal example scene (like a single cube).

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Created a bug report, incident number: IN-93595

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What macOS version are you on? We have the same issue on macOS Sequoia 15.2 and tried to reproduce the issue on 15.1.1 but there it works without any problem.

I am indeed on Sequoia 15.2, maybe that’s the issue. That would be frustrating though, as there is not an easy way to downgrade. @kapolka, can you attempt to reproduce using Sequoia 15.2? Or can you please add that information to IN-93595?

I was able to load the example in IN-93595 in Play to Device (v2.1.2) both in the simulator and on device. This was using macOS 15.2 (Sequoia) and Unity 6000.0.32f1.

Is Image Tracking supported? It doesn’t work for me

Yes, Image Tracking is supported over Play-to-Device.

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In fact, there is an image tracking sample scene in the package that works over Play-to-Device.

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Every time I remove the headset and put it again I need to force quit and reopen Play to Device, it is so frustrating, is that a current bug? It happened using previous versions of the plugin too

Also I add the device connetion on the PTD window and it shows as Available connections but the status always shows as unlinked, and never shows the App Version (I could only see the version using the Simulator)
Captura de pantalla 2025-02-13 a las 12.13.46

Hi,

I’m sorry you are having these issues. I’m wondering if we could get a little more information on them.

What version of Unity are you using?
What version of PolySpatial?
What version of Xcode?
VisionOS version?

Every time I remove the headset and put it again I need to force quit and reopen Play to Device, it is so frustrating, is that a current bug?

is this with the play to device application still connected and running when you doff the device? Or regardless of if you are connected?

but the status always shows as unlinked,

When P2D is connected?

(I could only see the version using the Simulator)

This and previous sound like bugs. If you could file a bug and post the bug id (IN-XXXXX) here we can then take a look into it.

Yes, and we have a fix that will go out in the next release of com.unity.polyspatial.visionos (which should be soon). From the release notes: Reset PlayToDevice network connections when all volume camera windows in PlayToDevice (including the connection UI window) are backgrounded. This can occur if the headset is taken off the user's head and locked, or if the user manually closes each window visible.

This happens because we share that data via IP broadcast, which isn’t accessible over the network from the device (but is accessible when you run the simulator, at least if it’s on the same machine). That’s something we’re aware of, but don’t have a fix planned yet. We may eventually be able to use something like Bonjour to automatically discover the Play to Device instance.

Links to TestFlight now say: “This beta isn’t accepting any new testers right now.”

I can’t continue my project without PlayToDevice…

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Having the same problem. Could you guys please make it available again? I’m hoping you are just doing an update and it’ll be back soon. :crossed_fingers:

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I have had Play to Device visionOS1 and visionOS2 on my AVP for the last year but visionOS2 Play2Device Just stopped working this morning. Opening Play2Device visionOS2 now says “Play to Device Host Unity6” Beta Has Expired as shown in the photos. Also if you go back to testflight it doesn’t show there or if you go back to the install page, it says “Not accepting new testers right now”. I was using Play2Device yesterday for a project so this is a new issue starting today. I have attached screenshots to show the issue.



I know we can simply Build to Device but Play2Device is actually great for rapid protoyping and using the Editor to do quick edits and check vs Building everytime for every change you implement. Please let me know how this Play2Device visionOS 2 issue can be resolved. Thanks