![]() I hope Apple improves on this side in the future. HoloLens) to Vision Pro requires some heavy refactoring. I think that porting an existing MR experience from another platform (e.g. Creating MR experiences, instead, has many breaking changes: the foundation tools to be used are the same as other MR platforms, but the actual implementation is quite different. In this case, the create-once-deploy-everywhere mantra of Unity is working quite well. 2D Windows (The experience is an iOS app in a floating window)ĭeveloping VR experiences for Apple Vision Pro is very similar to doing that for the other platforms. ![]() Shared MR experiences (The experience that is running is running simultaneously to others).Exclusive MR experiences (The experience that is running is the only one running at that moment).On Apple Vision Pro, you can run three types of applications: Types of experiences The type of applications you can create with Vision Pro (Image by Apple) This also made me realize how much Microsoft was ahead of its time (and its competitor) with HoloLens back in the days, and how much expertise it has thrashed away by shutting down its Mixed Reality division. I also have to say that when reading the various docs, many things I read reminded me of the times I developed an experience on the HoloLens 1: I think that Apple took some inspiration from the work that Microsoft did when designing its SDK. In fact, also when developing for Apple, you use the same basic tools you use on other XR platforms: keywords like URP, XR Interaction Toolkit, New Input System, AR Foundation, and Shadergraph should be familiar to all XR devs out there. That’s why it is fundamental that the development for a new platform shares some foundations with the development for the other ones. This is an advantage not only for the developer, who can do the hard work only once but also for the platform holders: if developing for the Vision Pro required to re-write applications from scratch, many teams wouldn’t have the resources to do that and would skip Vision Pro, making the Apple ecosystem poorer. We Unity developers know that it is never 100% this way, usually, you need some little tweaks to make things work on all platforms, but the premise is almost true. PC), it can be built and deployed on all other platforms (e.g. Unity is a cross-platform engine, and one of the reasons why it got so popular is because theoretically, once you have created your game for a platform (e.g. It seems from the documentation that the Unity and Apple teams worked together to make sure that t he development for this new platform was as close as possible to developing for other platforms. There is also some interesting news about Vacation Simulator in it □ Developing for Vision Pro A person wearing an Apple Vision Pro (Image by Apple) General Impressionsīefore delving into the technical details, let me give you some overall impressions that can be understandable also by all of you who are not developers. ![]() For now, I’ve read the available documentation and I think it’s already worth telling you what are some very interesting tidbits that I’ve learnt about Apple Vision Pro development in Unity. hoping to make for you my classic tutorial on how to develop an application with a cube for this new platform. ![]() At VRROOM, we have a Unity Enterprise subscription, so I’ll be able to get my hands dirty on the SDK pretty soon.
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