visionOS Release Notes Beta 0.6.2

We have published a new release (0.6.2) which includes an exciting new feature – Play To Device. We’ve heard from many users that a lot of time is spent building, deploying, and testing project changes in the visionOS simulator or on the device. This new feature allows you to iterate and live preview your content directly from the Unity Editor, without having to build and deploy your project. Please read this Discussion post and visit our documentation page to learn more about this new feature.

Additionally, VR samples are now included in the com.unity.xr.visionos package, available through the package manager UI. This sample content demonstrates how to configure the XR Interaction Toolkit in your project, including gaze input.

Please reference the Changelog for full details on the changes in the 0.6 release. For additional information please visit the General Release Notes.

For those who are testing on devices at Apple’s developer labs or via a developer kit, you should only be using the following updated configuration.

  • Apple Silicon Mac for development
  • Unity 2022 LTS (2022.3.11f1 and higher)
  • Xcode 15.1 beta 1
    • The Xcode 15 Release Candidate will not work
  • visionOS beta 4 (21N5259k) - SDK

We are aware of Apple’s new visionOS beta 6 release. While we are still running this release through our full suite of tests, we can share that there were no issues when running our samples in the visionOS simulator and on device (using package release 0.6.2, Unity 2022.3.13f1, Xcode 15.1 beta 3, visionOS beta 6). There may still be issues which we’ve not identified yet, and will share those if they come up.

To learn more about Unity’s visionOS beta program, please refer to this post. These release notes apply to the suite of packages released as part of Unity’s visionOS beta program:

  • com.unity.polyspatial (0.6.2)
  • com.unity.xr.visionos (0.6.2)
  • com.unity.polyspatial.visionos (0.6.2)
  • com.unity.polyspatial.xr (0.6.2)

Known Issues with 0.6.2:

  • At this time, the Play to Device feature is in Alpha and may include various instabilities.
    • Play to Device does not support runtime scene loading.
    • When using bounded volume cameras, only output dimensions (1,1,1) are supported.
    • While running, if users switch focus out of the PlayMode window in the editor (or switch focus outside the editor entirely), input on the Play to Device app may not work.
    • When adjusting volume camera dimensions or scale to be anything other than (1,1,1), you’ll see duplicated objects in the game view on the editor side.
  • When running samples in playmode using 0.6.2 packages, you may see flashes of pink objects.
  • Bake to mesh particle system continues to render static content when GameObject is set to inactive when running in PlayMode.
  • When switching from bake to mesh to replicate properties while running a scene having particles in PlayMode, the particles never disappear, even after deactivating and reactivating the particles GO.
  • Spatial UI Scene’s slider component stops rendering its value blue overlay after cycling through a different sample Scenes.
  • Some of the “Return Home” buttons stop rendering the return home icon. Particularly with the Object Manipulation Scene, where there is no text, only the icon, the button shows up as empty.

The changelog seems quite incomplete? Changelog | PolySpatial visionOS | 0.6.2

Upgraded from 0.5.0, and I’m getting a lot of crashes in the simulator which appear to be related to EngineCollisionEventDelegate.

What’s changed in relation to this? 0.5.0 doesn’t have these crashes, and I can’t see much information in the changelog.

The Sample scene is broken for me out-of-the-box and I get quite a few warnings and errors on the console. Any hints?

Looks like the link is wrong. Should be this.

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are you running in URP ?

I just opened the template 0.5.0 project with the latest Unity 2022 LTS, so I’d say so.

Hey @luispedrofonseca I digged into this more and turns out is a known issue we pointed out in the release notes at visionOS Release Notes Beta 0.5.0


VisionOS Template SampleScene shows pink material in PlayMode
    To work around this, please disable the XR simulator loader.

Hope this helps! :slight_smile:

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Shouldn’t there be a 0.6.2 template? Can’t find it in Google Drive like for the other versions.

ha!, it seems it got lost in the void but it should be there now; could you reload, check and confirm?

You about that stuff (planes + unity logo), why is that showing in the editor and in play-to-device mode anyway?
In a build, it’s at least gone. Is this some sort of watermark??

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Most likely is because you have a bounded volume camera and the content gets clipped

There is an error showed “Failed to upload NativeTexture” when changing the platform to VisionOS and run inside the player. Any hints?

This is likely to be from the default reflection probe (which is in a 24 bit color format, which visionOS doesn’t support). It’s not an actual error; just an indication that we are sending the texture via a different mechanism. We will be changing the message to reflect this.

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There is no VisionOS platform module listed for any Unity 2023 version. Is VisionOS not supported on 2023?

@IsaacsUnity I found my answer in the Version Support Matrix listed in the changelog

It would be great if you added this matrix to the requirements section of the documentation (visionOS PolySpatial Requirements & Limitations | PolySpatial visionOS | 0.6.2)

Unity 2022 LTS (2022.3.11f1 and higher)” in my view includes 2023

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Thanks for the feedback! we will be looking into adding this in that section instead; thanks!

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This is from the XRSimulation environment. To remove it you can either redefine the default XR Simulation Environment prefab or turn off “XR Simulation” in the Player Settings->XR Plug-in Management Plug-in Providers.

Note: We’ve found that Unity 2022.3.11 often won’t build to the simulator (visionOS simulators don’t appear in Xcode). We’ve had better luck with Unity 2022.3.12. This is still true in PolySpatial 6.2 templates.

The Loading window remains visible for the VR sample template (it can be moved aside) as it did in PS v5.0.

We have an Apple Developer lab tomorrow and want to know:

Is this where we can enable/disable the XR Simulator? (The Unity Logo and simulated wall & floor). Disabling the XR Simulation check box removes the Unity Window with the wall and floor. However, when using the template project v6.2 VR URP it then displays a dual view in the game view window instead. Is this correct? Or should VR apps not use the AR Session? The AR Session script appears to create the XR simulation environment. It’s this wall and floor restricts motion in Unity Editor. We can’t walk around the room. The camera appears constrained to the XR Simulation floor area.

Player Settings / XR Plug-in Management / Win/Mac/Linux Tab / XR Simulation

Update: It’s possible to clone an XR Simulation Environment and then disable the parts you don’t want. We had closed this panel in the Scene Window during the PSL tutorial some time ago. Open a new Scene Window tab to restore the XR Simulation panel. (HT @dilmerval )