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.
Native visionOS platform support
21–30 of 346 posts
Re: Native visionOS platform support
#22Earlier quoted context omitted.
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).
In what way?
As far as I know, iOS support on Godot is almost entirely community-driven. If true, Godot has nothing to gain. Apple is struggling with adoption so they have most to gain from Godot support for visionOS, but is not obvious that visionOS support would benefit Godot in any strategic manner.
One strategic heuristic is that you don’t want to undertake the work to enable another company’s success on a product line, unless you depend on it or believe you have a strategic advantage against other competitors.
For example, if Godot negotiates for exclusivity or primary status for game engine positioning on visionOS and they believe VR is a material future footprint, that might be interesting. Anything less is in Apple’s favor and not in Godot’s.
Re: Native visionOS platform support
#23Re: Native visionOS platform support
#24Looks 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
#25Re: Native visionOS platform support
#26Earlier quoted context omitted.
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
#27OpenXR is the Khronos-maintained industry standard for VR/AR devices—supported by SteamVR, Oculus, Vive, Pico, Windows Mixed Reality, Quest.
Notably absent is visionOS / Vision Pro.
I would insist Apple conforms to the industry standard. More scalable, open.
Re: Native visionOS platform support
#28Earlier quoted context omitted.
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).
> it could be beneficial to the other platforms too (iOS). In what way? As far as I know, iOS support on Godot is almost entirely community-driven. If true, Godot has nothing to gain. Apple is struggling with adoption so they have most to gain from Godot support for visionOS, but is not obvious that visionOS support would benefit Godot in any strategic manner. One strategic heuristic is that you don’t want to underta…
Re: Native visionOS platform support
#29Earlier quoted context omitted.
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).
> it could be beneficial to the other platforms too (iOS). In what way? As far as I know, iOS support on Godot is almost entirely community-driven. If true, Godot has nothing to gain. Apple is struggling with adoption so they have most to gain from Godot support for visionOS, but is not obvious that visionOS support would benefit Godot in any strategic manner. One strategic heuristic is that you don’t want to underta…
Re: Native visionOS platform support
#30Earlier 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.
Even when it comes to TV, Apple realized they had to create an Apple TV+ app for other platforms to extend the reach of their investment in shows/movies beyond their own hardware.