Hello, I am currently going through the Unity documentation and I’m not sure how to proceed. Can someone help me by pointing out where I can find more documentation, tutorials, or guides for setting up the URP for the Vision Pro DEVICE and simulator, please? I have tried but I cannot get the Vision Pro simulator to respect the lights I have in the Unity URP editor.
I would greatly appreciate any help. Thank you.
attacehd 2 pictures below !!!
The upcoming 2.X release (which will require the visionOS 2.0 beta and Unity 6000) will include an example of dynamic lights and shadows using the new support for dynamic point/spot/directional lights and spot/directional shadows added to visionOS 2.0.
Because visionOS 1.0 doesn’t support dynamic lights in RealityKit, the only way to reproduce them is to use a shader graph with the PolySpatial Lighting node (which does not currently support shadows). There’s no example of using this, but the documentation explains how to use it and I can answer any questions you might have about it.
2.x is at a pre-release stage, so if you enable “Pre-release packages” from the Package Manager in the Project Settings you should be able to install PolySpatial 2.x using the “Install package by name…” option from the Package Manager. That’s how I was able to install it before the stable version was released.
I do not have the VisionPro Device, only the simulator, and I have installed Pre-Release Polyspatial 2, Unity 6000, Xcode 15.2 on VenturaOS X, Chip M1 ARM, but I cannot run tests on the visionOS 1.0 simulator. What do I need to do to be able to test Polyspatial 2.x and project shadows with a single HARD LIGHT SHADOW in the Xcode simulator, please?
Or what are the requirements to test PolySpatial 2.x in the simulator?
The only shadows supported in the current version are the top-down Grounding Shadows enabled by adding the VisionOSGroundingShadow component to individual objects. The next 2.X release will add support for the visionOS 2.0 beta’s new dynamic point/spot/directional lights and spot/directional shadows.
Other than that, I would have to know more about what you’re trying to test. Your screenshot indicates that you’re using the Play to Device app. Can you successfully test an Xcode build for the visionOS simulator?
Thank you for replying so quickly. My problem is only with the shadows in LOWPOLY scenes, and I don’t have the device yet, as it is not available in my country. I only have the Vision Pro simulator from Xcode. Sometimes I use “PLAY TO DEVICE” and sometimes I send complete scenes to the simulator through Xcode. My question is whether I can generate shadows using Unity 6000 and the Xcode simulator, or do I have to wait for the official release of PolySpatial 2? … Since I have managed to install Unity 6000 on an M1 chip Mac and the pre-release of PolySpatial 2.x, but the shadows still do not work… that’s why I’m asking if in the official version of PolySpatial 2.x real shadows will be able to be projected?
i attach some samples i need to do with polyspatial HARD shadows on my scene on unity.
They will be supported in the next 2.X release (only), which will require the visionOS 2.0 beta (which adds support for spot/directional shadows via RealityKit).
Hello, I see that the latest version of Polyspatial 2.0 has finally been released. My question is, is there an official page where ALL the hardware, software, and operating system requirements for installing it are listed, and is there a guide on how to use the template from this page?
-And the second question, which is the most important: for those of us who don’t have the device yet and only have the Vision Pro Xcode simulator, can we do the entire installation and run tests in the simulator? Especially with shadows?
Yes, you can run just about everything in the simulator, including the new lighting features (assuming you have Xcode 16 beta 4/visionOS 2.0 beta 4). The big exceptions are AR features like planes/mesh/image/hand/etc. tracking.
The up-to-date requirements are listed in the release notes post here (although it mistakenly says Xcode 16 beta 3–it should be beta 4, which was just released). Instructions for the template are here (although that mistakenly says Unity 2022.3 LTS–it should say Unity 6000).