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There was no mention if the Vision Pro could be used outside. Several of the other AR/VR systems out there are prohibited from this (sensors overload). Can the Vision Pro be used in sunlight?
Thanks!
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I am creating an AR app that uses ARKit and SceneKit.
Will visionOS support SceneKit AR applications, or will I have to rewrite my app using RealityKit?
Thanks for answering my question.
: - )
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Hey everyone,
I’m thinking about building a warehouse management app for the new Vision Pro. But I have some concerns and would love to get some of your opinions or feedback:
Comfort for Extended Use: How does Vision Pro fare for all-day use? Is it comfortable without causing fatigue or nausea? This is crucial in a warehouse scenario.
Movement: Is Vision Pro built for scenarios with plenty of movement, or is it more of a stationary device? Warehousing involves a lot of moving around.
Visual Accuracy: Are the passthrough visuals accurate enough for precise tasks like opening boxes and handling items? This would be a make-or-break feature for a warehouse app. Since we use a lot of visual feedback from our eye to make fine adjustments to our movement, I imagine that the passthrough has to be quite good to not be clumsy when manipulating the real physical world.
These are just some things on my mind. I’d really appreciate your thoughts and opinions on this. If any Apple folks are out there, your input would be super valuable too.
Thanks in advance!
Bastian
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noob to apple software development here and i need to get some questions sorted before i can try to begin developing apps for visionOS
I dont own a mac so the only way i can run XCode is through a MacOS 13.0 VM with a windows 10 host but that does not support XCode 15. Can XCode 14.3.1 do?
Apple says the sdk will be relased later this month. Does that maen by installing the sdk I can develop visionOS apps on other platforms like Visual Studio code and still see how the app would look like running on the vision pro?
Thanks a lot i just need to find a way to start coding asap
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How can we use ARKit hand tracking within the visionOS simulator?
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I am interested in experimenting with different algorithms to support people with color vision deficiency. Can shaders and/or color matrix transformations be applied to the camera images themselves via Unity and, if so can they be applied to each eye independently?
Thanks,
Tom
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After the foundation video and UI Design session on the Apple Developers app, I was wondering if you have prepared an official figma ui design system template that we can use?
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One thing that was not very clear for me on the WWDC videos regarding VisionOS app development was:
If I want to trigger an action (let's say change the scene) using the user's relative position to do so, am I going to be able to do it?
Example: If the user comes too close to an object, it starts to play some animation.
Reference video:
wwdc2023-10080
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Hi, in the "Run your iPad and iPhone apps in the Shared Space" session video, it is mentioned that all suitable iOS/iPadOS apps will be made available in the visionOS app store by default. I'm wondering if someone could share the criteria that will be used to determine if an iOS/iPadOS application is suitable for visionOS?
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How to create a visionOS project in Xcode15.0beta
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Has Apple worked out how WebXR authored projects in Safari operate with VisionOS? Quest has support already. And I imagine many cross platform experiences (especially for professional markets where the apps are on windows through web) would be serve well with this.
Is there documentation for this?
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In ARKit for iPad, I could 1) build a mesh on top of the real world and 2) request a people occlusion map for use with my application so people couls move behind or in fromt of virtual content via compositing. However, in VisionOS, there is no ARFrame image to pass to the function that would generate the occlusion data. Is it possible to do people occlusion in visionOS? If so, how it is done—through a data provider, or is it automatic when passthrough is enabled? If it’s not possible, is this something that might have a solution in future updates as the platform develops? Being able to combine virtual content and the real world with people being able to interact with the content convincingly is a really important aspect to AR, so it would make sense for this to be possible.
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On VisionOS, is a combination of full passthrough, unbounded volumes, and my own custom 3D rendering in Metal Possible?
According to the RealityKit and Unity VisionOS talk, towards the end, it’s shown that an unbounded volume mode allows you to create full passthrough experiences with graphics rendering in 3D — essentially full 3D AR in which you fan move around the space. It’s also shown that you can get occlusion for the graphics. This is all great, however, I don’t want to use RealityKit or Unity in my case. I would like to be able to render to an unbounded volume using my own custom Metal renderer, and still get AR passthrough and the ability to walk around and composit virtual graphical content with the background. To reiterate, this is exactly what is shown in the video using Unity, but I’d like to use my own renderer instead of Unity or RealityKit.
This doesn’t require access to the video camera texture, which I know is unavailable.
Having the flexibility to create passthrough mode content in a custom renderwr is super important for making an AR experience in which I have control over rendering.
One use case I have in mind is: Wizard’s Chess. You see the real world and can walk around a room-size chessboard with virtual chess pieces mixed with the real world, and you can see the other player through passthrough as well. I’d like to render graphics on my living room couches using scene reconstruction mesg anchors, for example, to change the atmosphere.
The video already shows several nice use cases like being able to interact with a tabletop fantasy world with characters.
Is what I’m describing possible with Metal? Thanks!
EDIT: Also, if not volumes, then full spaces? I don’t need access to the camera images that are off-limits. I would just like passthrough + composition with 3D Metal content + full ARKit tracking and occlusion features.
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Hi may I ask how to be a developer for the new AR/VR headset for apple?
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I downloaded Xcode 15 beta but don't see RealityView or Model3D as being available.
Excited to see SwiftUI not relying on UIKit interfacing for 3D!
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Hi
One point I would like to ask.
How many specs do you need and which Mac would you recommend for Apple Vision Pro development? We use XCode, RealityKit, ARKit, Reality Composer Pro, Unity Editor which supports visionOS development, and MaterialX.
If possible, what notebook and desktop models do you recommend?
Best regards
Sadao Tokuyama
https://1planet.co.jp/
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Watching "Go beyond the window with SwiftUI" and the presenter is talking about immersive spaces phases (about 12:41 in the presentation) being automatically becoming inactive on the user stepping outside of the system boundary.
I am curious about how this system boundary is defined? What happens if I have a mixed immersive space and want to allow the user to walk around a large room (ar enhanced art gallery experience for example) and explore, after a few steps will the space become inactive?
Thanks for any clarifications.
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Hey! I had a question about how large a volume's defined bounds (along with its corresponding 3D content) is allowed to be within the Shared Space? Also, is a user able to change/scale the dimensions specified of the volume's bounds? Thanks.
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is it possible?
By right i know its not doable since its different OS. Need confirmation thank you.
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My iOS app has a Quick Look extension. Will this Quick Look extension be available in visionOS when run as an iPad app in the Shared Space and/or if I rebuild using the visionOS SDK?