Live data from Hacker News

Native visionOS platform support

github.com

11–20 of 346 posts

Re: Native visionOS platform support

#11
It should probably be a plugin of some sort rather than built in the engine. It's a very small use case scenario and the devices are expensive and rare.

Like the comments said there are also concerns about maintaining it in the long term.

Having made games in Godot, I'm quite excited by the prospect of making the games within vision OS and playing them in a virtual 3D space. But Apple has only shown its vision for it and the future prospects are very uncertain due to the economic climate and affordability.

Re: Native visionOS platform support

#12
post #11

It should probably be a plugin of some sort rather than built in the engine. It's a very small use case scenario and the devices are expensive and rare. Like the comments said there are also concerns about maintaining it in the long term. Having made games in Godot, I'm quite excited by the prospect of making the games within vision OS and playing them in a virtual 3D space. But Apple has only shown its vision for it…

This is discussed in the PR comments - it's a separate OS and will necessitate changes to core.

Re: Native visionOS platform support

#13
post #10

Are there any apps from this project available in the visionos App Store yet?

The PR to add the basic infrastructure for engine-level support was posted yesterday . There hasn't been enough time for anything to pass through App Store review yet, let alone all the work that has to happen before that, like writing and releasing the rest of the engine support for visionOS, and writing an application to use it.

smh, game devs always with the excuses

Re: Native visionOS platform support

#14

Shiny. Unsolicited advice. visionOS is a distraction for the Godot team (whether or not you believe visionOS is a dead end or not). I would recommend focusing on high impact domains while Godot competitors like Unreal and Unity diffuse their attention. If you officially support visionOS, it now requires all product and engineering innovation to take it into account, slowing down velocity for very little gain, if any.

It looks like Apple put their own people on this one. If they want to maintain this, the Godot foundation needs to be extremely clear about that. You're talking about an extremely niche platform that will require tons of ongoing maintenance. I would have hoped Apple also spent time working on the general engine and maybe tackling some bugs. Maybe they did maybe they didn't.

Even debating support for a niche platform is a distraction. Noise.

Re: Native visionOS platform support

#15
It’s nice to see this addition. I’m not sure if Godot would be better off bridging OpenXR to apple’s ar compositer or do as these PRs implement.

It isn’t much work to bridge from a metal renderer to the ar compositor. There are nice, if under documented c apis for Compositor Services in visionOS. I don’t think this will end up being a heavy maintenance burden, but they should donate some headsets as the second vertex amplification doesn’t run in the simulator. The max threads per thread group also differ. So real hardware is needed to measure performance.

https://developer.apple.com/documentation/compositorservices...

Re: Native visionOS platform support

#17

Shiny. Unsolicited advice. visionOS is a distraction for the Godot team (whether or not you believe visionOS is a dead end or not). I would recommend focusing on high impact domains while Godot competitors like Unreal and Unity diffuse their attention. If you officially support visionOS, it now requires all product and engineering innovation to take it into account, slowing down velocity for very little gain, if any.

It looks like Apple put their own people on this one. If they want to maintain this, the Godot foundation needs to be extremely clear about that. You're talking about an extremely niche platform that will require tons of ongoing maintenance. I would have hoped Apple also spent time working on the general engine and maybe tackling some bugs. Maybe they did maybe they didn't.

And since Apple is here, please help adding support for Apple TV. Apple and Android TV support sometimes makes the difference when choosing an engine.

Re: Native visionOS platform support

#18
Looks like Apple might be prioritizing gaming for the next gen Vision devices? Hopefully, as I know many, myself included that passed on the Vision because the gaming support wasn't there. Price was never an issue.

Re: Native visionOS platform support

#19

Earlier quoted context omitted.

It looks like Apple put their own people on this one. If they want to maintain this, the Godot foundation needs to be extremely clear about that. You're talking about an extremely niche platform that will require tons of ongoing maintenance. I would have hoped Apple also spent time working on the general engine and maybe tackling some bugs. Maybe they did maybe they didn't.

Even debating support for a niche platform is a distraction. Noise.

Niche platform from one of the biggest companies on the planet isn’t as niche as others though. If there’s a way to get first party support from the vendor directly it could be beneficial to the other platforms too (iOS).

Re: Native visionOS platform support

#20
post #17

Earlier quoted context omitted.

It looks like Apple put their own people on this one. If they want to maintain this, the Godot foundation needs to be extremely clear about that. You're talking about an extremely niche platform that will require tons of ongoing maintenance. I would have hoped Apple also spent time working on the general engine and maybe tackling some bugs. Maybe they did maybe they didn't.

And since Apple is here, please help adding support for Apple TV. Apple and Android TV support sometimes makes the difference when choosing an engine.

One of the comments says another team is working on Apple TV.
Post reply on HN