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!
@@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!
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!
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
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?
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?
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.
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 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.
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?
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)
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.
@@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...🙂👍
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)
Danke! Perfect introduction!
Thanks a lot for your support!
That's exactly what I needed! Thanks!
Glad to hear that!
Fantastic tutorial and what I’ve been looking for ! Kudos sir
Glad it helped!
Amazing video! Thank you
Glad it was helpful to you!
supe bro! thank you!
Amazing tutorial!
Thank you, I hope you got your APV pre-order in because im happily a subscriber
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!
@@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!
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!
Thanks for the feedback! As far as I know, unfortunately the play to device app is only available through testflight
Seems shadows are not available in the simulator and device. Can you please share some insight over this or how to implement realtime shadows ?
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
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?
Black screen in the simulator when I open the fully immersive application, any idea?
how to open webview in Mix reality mode ? kindly guide. its bit urgent
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?
For Meta Quest unfortunately not. You would need C# in Unity or C++ in Unreal.
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?
Yes, you need PolySpatial for that!
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.
Can I use apple vision pro for unity software using a pc and not a macOS system?
no
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
yes of course
@@blackwhalestudiocan you explain me how can I do that please?
Very informative, thank you!
Glad it was helpful!
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.
Yes, it requires a pro or higher license!
@@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.
I am gonna purchase a m3pro. Can you please share a suitable configuration for this?
The same configuration as you can see in the video
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?
Line Renderers are not supported at the moment sadly: docs.unity3d.com/Packages/com.unity.polyspatial.visionos@0.6/manual/SupportedFeatures.html
@@blackwhalestudio thanks!
Hi, can I open multiple bounded volumes in Shared Space from one Unity app like in Swift?
For this you would need to be in an exclusive space I think. I mention something about it at 10:50
The video is flying by way too fast to keep up, but I appreciate the video.
Feel free to adjust the video speed or rewind as you like!
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)
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.
@@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...🙂👍
@@haraldgundersen7303 thanks a lot for the feedback and the video suggestion, I will definitely look into Netcode in the future!
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)