Develop for Apple Vision Pro with Unity’s PolySpatial | Play to Device, XR Simulator & visionOS

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  • Опубликовано: 25 дек 2024

Комментарии •

  • @Zyklopenpopel
    @Zyklopenpopel 8 месяцев назад +1

    Danke! Perfect introduction!

  • @matt_3D
    @matt_3D 9 месяцев назад +1

    That's exactly what I needed! Thanks!

  • @BogdanOfficalPage
    @BogdanOfficalPage 10 месяцев назад +1

    Fantastic tutorial and what I’ve been looking for ! Kudos sir

  • @nayyershahzad8051
    @nayyershahzad8051 Год назад +2

    Amazing video! Thank you

  • @flexcg675
    @flexcg675 3 месяца назад +1

    supe bro! thank you!

  • @KaanErayAKAY
    @KaanErayAKAY 10 месяцев назад +1

    Amazing tutorial!

  • @Nynex
    @Nynex 11 месяцев назад +1

    Thank you, I hope you got your APV pre-order in because im happily a subscriber

    • @blackwhalestudio
      @blackwhalestudio  11 месяцев назад

      Man, I wish I could get it haha! Unfortunately I don't live in the US :(
      However, I will continue to cover Polyspatial with Unity and the visionOS Simulator. I hope to try the actual device as soon as possible!
      Anyway, thank you so much for your support!

    • @matt_3D
      @matt_3D 9 месяцев назад +1

      @@blackwhalestudio Looking at your profile - are you based in Switzerland? If so, let me know. I'm based in Zurich and own the AVP, happy to let you try it.
      Invite on LinkedIn sent!

  • @HolodeckDeveloper-0711
    @HolodeckDeveloper-0711 5 месяцев назад

    Thanks for the great video. I tried it all out and got it to work, but it was a little bit difficult at first, as the sample apps did not run on the real device. I had to remove some shaders as the project was consuming too much memory and crashed. One question I have: is it possible to get access to the Xcode Projekt for the Play to device host app, so I can install it directly on the AVP? I am asking, because the TestFlight app is only valid for 19 days and I would like to use it longer and install it directly without TestFlight. Thanks in advance for your help!

    • @blackwhalestudio
      @blackwhalestudio  5 месяцев назад

      Thanks for the feedback! As far as I know, unfortunately the play to device app is only available through testflight

  • @SharatAchary-o6l
    @SharatAchary-o6l 3 месяца назад

    Seems shadows are not available in the simulator and device. Can you please share some insight over this or how to implement realtime shadows ?

  • @warfaman
    @warfaman Месяц назад

    I am able to load the scene in my Appalachian pro through unity. The gaze function seems to work but the hand interactions don't work. I pinch but nothing happens. I tried to manipulate the cube but I am unable to do so. Any ideas into what is happening? I would really appreciate it

  • @뭉도리
    @뭉도리 7 месяцев назад

    Hello! I'm a college student watching in Korea! Unity and play to device host connection is made, but the interaction between simulator and unity is not applied. What is the problem?

  • @SanjaySingh-bs1mc
    @SanjaySingh-bs1mc 7 месяцев назад

    Black screen in the simulator when I open the fully immersive application, any idea?

  • @web3.0_metaverse_XR
    @web3.0_metaverse_XR 7 месяцев назад

    how to open webview in Mix reality mode ? kindly guide. its bit urgent

  • @wynton921
    @wynton921 7 месяцев назад

    Hello, I know SwiftUI. Is there a way to write code for my XR apps in XCode and deploy apps that are compatible for AVP and Meta Quest?

    • @blackwhalestudio
      @blackwhalestudio  7 месяцев назад

      For Meta Quest unfortunately not. You would need C# in Unity or C++ in Unreal.

  • @DefuWu-i4y
    @DefuWu-i4y 10 месяцев назад +1

    Hi, this video was very helpful to me, I was wondering, if I want to develop a VR game (xr hands and xr interaction tool), do I need to use polyspatial functionality?

  • @poolplayer322
    @poolplayer322 10 месяцев назад +1

    Awesome video. Im running into some issue though. Have you seen this error?
    Library/Bee/artifacts/iOS/AsyncPluginsFromLinker: xcrun: error: SDK "xros" cannot be located
    UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:190)
    It was because I wasn't using Xcode Beta.

  • @Mstr1k
    @Mstr1k 8 месяцев назад +1

    Can I use apple vision pro for unity software using a pc and not a macOS system?

  • @jekwiwhe
    @jekwiwhe 6 месяцев назад +1

    Hi bro sorry for the inconvenience it could be a way that for example in the app 2 That I can interact with the cube for example rotating and all of that stuff to see the cube in 3D

    • @blackwhalestudio
      @blackwhalestudio  6 месяцев назад

      yes of course

    • @jekwiwhe
      @jekwiwhe 6 месяцев назад

      @@blackwhalestudiocan you explain me how can I do that please?

  • @StuffToDaMax
    @StuffToDaMax Год назад +2

    Very informative, thank you!

  • @wdavemart
    @wdavemart 11 месяцев назад +1

    Does this require Unity Pro? I can't find much info about it, but when I tried installing it with a regular license the module wasn't there.

    • @blackwhalestudio
      @blackwhalestudio  11 месяцев назад

      Yes, it requires a pro or higher license!

    • @lukejeong899
      @lukejeong899 10 месяцев назад

      @@blackwhalestudio Hey blackwhalestudiom amazing video. I have one question though: if I need to buy Unity Pro, is there any way to get a discount, apply for a program or something to not pay 2k per year? I bought a macbook pro for vision os development and can't spend another 2k on this journe. Did you buy unity pro? Do you think it's worth it? Let me know your opinion and again thanks for the great video.

  • @HariNair108
    @HariNair108 11 месяцев назад +1

    I am gonna purchase a m3pro. Can you please share a suitable configuration for this?

    • @blackwhalestudio
      @blackwhalestudio  11 месяцев назад

      The same configuration as you can see in the video

  • @THINKINGin3D
    @THINKINGin3D Год назад +1

    I have a project that heavily depends on Unity's LineRenderer, but every attempt to bring this into the Simulator fails. Every other object shows up just fine, and I'm even using the recommended shaders. Have you tried this, and do you have any information on why this might not be working?

    • @blackwhalestudio
      @blackwhalestudio  Год назад +1

      Line Renderers are not supported at the moment sadly: docs.unity3d.com/Packages/com.unity.polyspatial.visionos@0.6/manual/SupportedFeatures.html

    • @THINKINGin3D
      @THINKINGin3D Год назад +1

      @@blackwhalestudio thanks!

  • @dingluwang229
    @dingluwang229 Год назад +1

    Hi, can I open multiple bounded volumes in Shared Space from one Unity app like in Swift?

    • @blackwhalestudio
      @blackwhalestudio  Год назад

      For this you would need to be in an exclusive space I think. I mention something about it at 10:50

  • @TheLyricsGuy
    @TheLyricsGuy 10 месяцев назад +1

    The video is flying by way too fast to keep up, but I appreciate the video.

    • @blackwhalestudio
      @blackwhalestudio  10 месяцев назад

      Feel free to adjust the video speed or rewind as you like!

  • @haraldgundersen7303
    @haraldgundersen7303 Год назад +2

    Anyone calculated estimates of how much it will cost you as a developer to start on this journey? You might have to buy a macbook or whatever to run the Xcode, plus the Apple Helmet itself, maybe a nice pc to run the Unity thing on, if windows is your thing originally, and also a yearly subscription of the Unity Pro. With xx assets etz you are close to burning 10.000$ first year in investment and licensing long before you get a commercial app out there to a very limited user group. To be honest I think the price tag of this road will set AR back some years due to loosing 90% of unity developers... Too bad since the tech looks awesome... We are actually talking quite a long way beyond the 2017 MS Hololens which was way underrated even though quite a small screen space.. (Had voice commands, hand tracking gestures etz. working quite so nice back in 2017)

    • @blackwhalestudio
      @blackwhalestudio  Год назад

      I saw these numbers circulating on social media a lot lately. But as you can see, all you need is a silicon Mac! Yes, they are expensive, but you also need a Mac to develop for iOS, iPadOS, watchOS, and so on, so this is not something different in this case. Of course you might want to test your app on the actual device, which is very expensive, but in my opinion they are working hard on this simulator and allow you to test most of the things very nicely!
      I don't think it will set back AR at all, actually quite the opposite! The concept of volumes that Apple introduced is amazing and brilliant. If we don't focus on the price, this is really an awesome ecosystem that will push XR even further. If you have a silicon Mac, you can get started right now and FOR FREE.

    • @haraldgundersen7303
      @haraldgundersen7303 Год назад +1

      @@blackwhalestudio I sincerely hope you are right. Hope Unity standard edition can be used so you don't have to spend a lot on yearly unity licensing. BTW Realy like your videos. Would love to see some more Netcore based interactivity videos...🙂👍

    • @blackwhalestudio
      @blackwhalestudio  Год назад +1

      @@haraldgundersen7303 thanks a lot for the feedback and the video suggestion, I will definitely look into Netcode in the future!

    • @ChristianSquare
      @ChristianSquare Год назад +2

      I think that Unity has already lost many developers (especially indie devs) with their whole pricing model scare, and in my opinion the features that the Vision Pro adds are cool and all, but they are not functionally better than what already exists.
      If you don't already use a silicon mac and Unity Pro and are on your own or a part of a small company, developing for visionOS is an expensive and risky investment. It cost me $600 for the cheapest silicon mac. If you're not using a Unity Pro free trial (and you wouldn't want to because of the watermark), it costs $2,040 more just to use the visionOS build platform in Unity. That is $2,640 if you start from scratch.
      From my perspective, this is disappointing because it's so expensive. Wish they wouldn't make you pay to fix a problem they put in place. (they being Apple and Unity)