This pull request introduces initial support for Apple's visionOS platform in the Godot Engine. It adds a new build target enabling developers to create and export Godot projects specifically for visionOS headsets. The implementation leverages the existing xr
interface and builds upon the macOS platform support, allowing developers to reuse existing XR projects and code with minimal modifications. This preliminary support focuses on enabling core functionality and rendering on the device, paving the way for more comprehensive visionOS features in future updates.
This GitHub pull request, titled "Native visionOS platform support," introduces initial support for Apple's visionOS operating system within the Godot Engine, a popular open-source game engine. This integration allows developers utilizing the Godot Engine to create applications and experiences specifically designed for Apple Vision Pro, the mixed-reality headset powered by visionOS. The implementation leverages the newly available visionOS SDK and Xcode toolchain provided by Apple, enabling developers to build, deploy, and debug Godot projects directly on the Vision Pro hardware.
The pull request encompasses numerous modifications and additions to the Godot Engine's core codebase to accommodate the specifics of the visionOS platform. These changes include adjustments to the engine's rendering pipeline to support the stereoscopic 3D rendering required by the Vision Pro headset. Furthermore, the input system has been updated to incorporate hand tracking and other unique input methods provided by visionOS. The integration also addresses considerations related to the unique user interface paradigms of visionOS, such as spatial computing and the blending of virtual content with the real world.
This preliminary support for visionOS lays the groundwork for future development and enhancements targeted at optimizing the performance and expanding the capabilities of Godot-based applications on the Vision Pro platform. It represents a significant step towards enabling Godot developers to tap into the emerging mixed-reality ecosystem and create innovative experiences for the Vision Pro headset. This implementation provides a foundation for exploring and leveraging the distinctive features of visionOS, ultimately empowering developers to build compelling and immersive applications tailored to the mixed-reality landscape.
Summary of Comments ( 206 )
https://news.ycombinator.com/item?id=43768421
Hacker News users generally expressed excitement about Godot's upcoming native visionOS support, viewing it as a significant step forward for the engine and potentially a game-changer for VR/AR development. Several commenters praised Godot's open-source nature and its commitment to cross-platform compatibility. Some discussed the potential for new types of games and experiences enabled by visionOS and the ease with which existing Godot projects could be ported. A few users raised questions about Apple's closed ecosystem and its potential impact on the openness of Godot's implementation. The implications of Apple's developer fees and App Store policies were also briefly touched upon.
The Hacker News post titled "Native visionOS platform support" (linking to a Godot Engine pull request adding visionOS support) has a modest number of comments, sparking a discussion around the implications and potential of this development.
Several commenters express excitement about Godot's support for visionOS, seeing it as a significant step towards broader adoption of the platform. One user highlights the relative ease with which Godot projects can now be ported to visionOS, potentially attracting developers interested in exploring the new platform without extensive rewrites. This sentiment is echoed by others who believe Godot’s open-source nature and ease of use make it an ideal engine for early visionOS development.
Some discussion revolves around the current limitations of the visionOS implementation. Commenters mention the absence of finger tracking and the need for further refinements to the input system. There's also acknowledgment that visionOS itself is still in its early stages, and developers are waiting to see how the platform evolves and what opportunities it presents.
The performance of Godot on visionOS is a topic of interest, with one user pointing out the potential overhead of running Godot's game loop on top of Apple's RealityKit. However, there's also optimism about the performance potential given Apple's hardware and Godot's relatively lightweight nature.
A few commenters express skepticism about visionOS's overall prospects, questioning the market demand for the platform and Apple's approach to XR. However, these comments are interspersed with more positive perspectives that see potential in the long term, particularly for specific use cases like productivity applications and immersive experiences.
Finally, some comments delve into technical details of the implementation, discussing the use of MoltenVK and the challenges of supporting a new platform within Godot's existing architecture. One user specifically questions the reliance on MoltenVK and expresses a preference for native Metal support.
In summary, the comments section reflects a mix of enthusiasm and cautious optimism for Godot's visionOS support. While some users express reservations about the platform itself, many see this as a positive development for Godot and a potential catalyst for wider visionOS adoption, especially among indie and smaller developers. The discussion also touches upon technical challenges and the need for ongoing development to fully realize the potential of this new platform integration.