We’ve updated the visionOS template with an unbounded (Immersive space - Mixed Reality) scene that shows off a wide range of functionality around ARKit enabled features alongside the XR interaction toolkit.
The goal of the template is to show off how to set up and combine a variety of features available on visionOS and provide a great starting project for anyone building something for visionOS with PolySpatial.
Here’s a preview video showing the full template starting from the bounded scene.
There’s a spatial UI onboarding prompt that introduces you to the scene and a persistent menu that allows you to configure the objects and return to the bounded scene.
ARKit planes have a custom shader along with colliders. There are rigidbodies tracked to the user’s hand allowing you to tap any horizontal surface to place an object.
The placeable totems are complex interactables with a guide that snaps to placeable surfaces. The physics objects are simple interactables that will interact with any found plane.
All of these features can be found in the template project available here. Note it has the same name as the previous template since it works with the latest 1.0.3 releaes packages.
We hope you find this useful and are open to feedback for future updates.
The template looks amazing. I noticed that some of the UI and 3D elements have baked diffuse lighting (or baked AO) which helps to make it look really awesome. However, for some reason, Unity only allows this type of baking on static objects which is inconvenient. I suppose the PolySpatial team used an external 3D authoring tool like Maya / 3DS MAX?
Is there any chance that Unity would make it possible to bake diffuse lighting into non static gameobjects?
It looks like this is in a sample scene we ship from the hands package in the template but not the actually template scenes which are SampleScene and SampleSceneUnbounded. I’ll try to clean this up with the next release, thanks for flagging it!
When the new SampleSceneUnbounded scene is opened in the Unity Editor with the platform set to VisionOS, there are quite a few validation errors related to UI layout items.
While they don’t seem to have any effect on being able to run on device or in the simulator, what is considered best practice to handle these type of items? Should "Fix All " be used which basically just disables the offending Components or should these offending Components be removed from the Game Objects altogether? Or should they be replaced with something else?
Looks super interesting. We don’t own an AVP yet but I’ve read up on it. Could someone maybe help me understand what’s happening here?
The “Expand View” button seems to switch from bounded to unbounded mode, correct? So there could have been other bounded volumes in the user’s space, and they would have become invisible when switching to unbounded? (Or do they get killed?)
I get that there’s no hand/head tracking in shared mode, so does this become available when switching to unbounded? Is this how the place-objects gesture is recognized, by tracking the position of the hand? Would it be possible to directly touch the objects in unbounded mode as well?
Hey when i deploy template project with apple pro vision i get this trial version? I’m wondering if this is due to having a trial version of unity pro? I have never had anything like this happen before with unity, ive had oculus headsets all the way back to the samsung gear vr seems super odd
Correct, the OS fades out all content in the shared space (bounded apps) when switching to unbounded (immersive space). When switching back to bounded mode the shared space apps will come back in the same position that they were previously in.
Correct, in unbounded mode we enable world sensing permisisons and hack tracking permissions the enable device (head) position and ARKit hands (hand tracking).
Yes, direct pinch is also enabled in unbounded mode. We leverage the spatial tap gesture and filter input to allow indirect and direct pinch for al interactables
I did try that, im not sure because the trial is assigned within a org and not sure is the project is registered. I also i tried uninstall and reinstalling the project both the templates and unity hub. I think its something within the account that is sending the wrong signal
Hey, I tried three different licenses and two different users with different licenses and nothing would work. I ended up purchasing it to test and it still would not work. I’m going to set up a different profile in Mac to see if that works and then possibly buy a new Mac
I’ll let me know if there might be any other solutions