Immersive polyspatial app opacity impacted by Camera translation

I am developing an Immersive PolySpatial Unity app with an unbounded camera volume, Unity 2022.3.20f1, visionOS SDK 1.0.3.

I have noticed that with just about any camera movement (specifically, if the Transform representing the AVP device translates in X or Z), the app rendering fades from opaque to a varying degrees of transparency.

Here is a recording: https://youtu.be/HcNsAxkF8t4

This feature(?) seems to be somewhat reliant on camera speed, not at all reliant on total distance traveled, nor reliant on distance between the camera and the objects being rendered.

This means if you walk towards a virtual object, or even quickly lean towards one while seated, your entire app will blink in and out of opacity, disrupting the sense of presence/immersion.

Note: Translation in Y and/or purely rotating the Camera seems to have no such impact on app opacity.

I have noticed this behavior does not afflict the visionOS native operating system windows nor virtual landscapes; the behavior is present on the Dinosaur Encounter demo, though not as reactive/severe as what I’m seeing coming out of Unity.

Is there a way around this for mixed reality immersive polyspatial apps with an unbounded camera volume coming out of Unity?

Thank you for any insights!

This is expected behavior managed by visionOS and not something that developers are able to manage or control. There isn’t something that Unity / PolySpatial is doing differently.

I don’t believe they have documentation on the exact behavior but I did find this snippet related to fully immersive (VR) experiences.

When you start a fully immersive experience, visionOS defines a system boundary that extends approximately 1.5 meters from the initial position of the person’s head. If their head moves outside of that zone, the system automatically stops the immersive experience and turns on the external video again. This feature is an assistant to help prevent someone from colliding with objects.

I recommend submitting feedback to Apple on this using the feedback assistant.

Hey Dan, thank you so much for your response.

I was able to recreate the Unity test scene in Swift/RealityKit, and I can see now the behavior manifests in the native build as well.

What a bummer! I will take your advice and submit feedback directly to Apple.

I tried using bounded volume cameras and found that the movement of the camera has no effect on the transparency of objects inside bound volume cameras, why is that, is there any way to change the unbounded volume cameras to this as well.