I have seen the document of PolySpatial(Supported Unity Features & Components | PolySpatial visionOS | 0.0.4), but there is no detail description about the spatial audio. What is “not fully spatialized” really mean?
I’m not entirely sure what the original intent being that wording was, but I can hazard a guess. Audio is handled using the standard Unity audio player (versus, say, transferring clips to RealityKit and having it play them). That means that it depends on the Audio Listener pose (typically attached to the same GameObject as the main Camera). If you move the Audio Listener’s Transform to reflect the device pose, then it will be appropriately spatialized (as in any other Unity app). However, with RealityKit, this is only possible with Unbounded volumes. With Bounded volumes, audio won’t be spatialized because Unity doesn’t know where your ears are with respect to the content (or, more accurately, it will be spatialized based on wherever the Audio Listener happens to be).
To add on a little more info - for Bounded volumes, audio will not be spatialized within the bounded volume. Audio will originate from the center of the bounded volume, meaning, if you walk away from the bounded volume, it will still sound progressively quieter.
But this also means that if you have a sufficiently large bounded volume, you won’t be able to make the audio originate from the corner of the volume or from a particular side.
