Here’s the use case I’ve been asked for in a few prototypes:
- User starts in Bounded mode, can position volume in space. Imagine a rocket on a launch pad.
- User presses launch and app switches to UnBounded mode, other apps fade out and rocket launches around space
I’m believe this isn’t possible, if I switch the VolumeCamera to an unbounded VolumeCameraWindowConfig the coordinate system switches to the user’s feet and moves all content with it (and I can’t move the content back to where it was as there is no way of getting the transform of the previous bounded camera). First, is this all correct in assuming there is no (even hacky or native) way to have an object seamlessly persist in the same location between bounded and unbounded modes?
Second, I’m wondering if there is a middle ground with VisionOS 2 where it isn’t in shared mode to start, but is in “exclusive” mode. You wouldn’t see other open apps, but I can open the rocket in a volume, have the user move it around with the native controls, then when launched I can use the relative position of the window to swap it with a rocket in an unbounded space. I’m curious being able to access the relative positioning of the volumes would allow me to do this?
from the docs:
In “exclusive” mode, a single application controls the entire view, via an unbounded volume (see below) in addition to previously created bounded volumes. In this mode, an app knows the relative positioning of its volumes, can access all AR features of the device, and use hand/joint position information to drive input and interactions directly. The app still does not have the ability to move or size bounded volumes, and thus must rely on the user to ensure bounded volumes don’t overlap with meaningful content within the unbounded volume.
thanks!!