Yes. And the videos themselves are played in a boring mini-window. It's pretty lame.
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Just found this info on the Unity forums:
"you need to enable developer mode on the device in the settings. I think part of it was under General, it lets you pair the device with a mac. The other part was in privacy settings to enable developer mode. The device will reboot and then it’ll show up in xcode as a target."
I think it is pretty weird that the cameras are "off-limits". Makes it pretty useless for many serious applications.
I'd love to know this myself. It's a shame that international developers are excluded. Also: why do you block users who have cylinders in their description? Is this what Apple considers "inclusion"?
What do you mean by the $299 dongle? I want to order a Vision Pro, but did not see this in the accessories list.
Just came across this sample code that uses a custom AVPlayer view via the PlayerModel and SystemPlayerView classes:
https://developer.apple.com/documentation/visionos/destination-video
Maybe that helps.
Apple provides sample apps here: https://developer.apple.com/documentation/visionos
visionOS development does not work on Intel Macs under Sonoma. I had to install Ventura on an external drive to make it work again. Eventually, I got an M3 MacBook. Which is insane, as I only needed it for visionOS.
We would need photo and video recording capabilities. AFAIK, this is not possible right now either, which is limiting potential applications a lot.
The MapCompass and MapScaleView work, if I add them manually as an .overlay, but not inside .mapControls. I also noticed that MapPitchSlider and MapZoomStepper are not supported on visionOS. Which is sad, since manual zoom and pitch do not really work well.
I tried this with an annotation on a map. But I can't get the long-press to work here either.
I also think it's a bummer that ARKit is not fully supported in the simulator. Especially since only a select handful of companies can get access to the actual device.
Besides Apple requiring a Silicon Mac, there is also one caveat that I did not find anywhere in the documentation: You had to set the supported platform in the build settings to "visionossimulator". But this seems to have changed now, and it's just visionos. However, if you come from Unity, they still export "xros" or "xrsimulator" and also do not mention this detail anywhere in their docs. It took me ages to find this out.
Update: You can now use the most recent Xcode 15.1 beta 3 with PolySpatial 0.6.2. The Unity docs are outdated.
We applied on the day the application form went online and haven't heard back yet. From the Unity forums I learned that only a very exclusive set of companies got granted access. And they even have to put on window lids to prevent anyone from seeing what they're doing. I learned this when I asked the community if anyone had tried out the glasses outdoors yet.