kevinw / GodotVision

Godot in RealityKit / visionOS
MIT License
136 stars 5 forks source link

Feature Request/Question #6

Open ckempke opened 6 months ago

ckempke commented 6 months ago

What would be involved in rendering to a fully (or progressively) immersive space rather than a volume? The volume metaphor used by AVP seems to me that it's a particularly clumsy one for seated usability. Particularly if the user is reclined (and combined with the weird Apple decision to put the drag bars on the bottom--generally inside the chest or lap of a seated player), games with any sort of a top-down view are hard to comfortably place.

adamwatters commented 6 months ago

This is very doable! I was able to hack our example app into an immersive space in about 30 minutes.

IMG_0271

If you want to DIY it, happy to point you in the right direction! Best place for that is our Discord if you're not already in there.

The main volume specific thing we're doing now is scaling and translating the Godot scene so the area inside the "volume camera" fits inside the visionOS volume. We just need a mode where GodotVision isn't expecting a volume camera.

And once we have those basics done, we can send ARKit stuff to Godot...

ckempke commented 6 months ago

Sounds good. I'll hook up with the discord in a few minutes here. It's not clear whether I have the skills yet to DIY it; I'm familiar with Apple's SDKs (and Unity, up until it exploded); my only shipping visionOS app is in straight Apple Swift/RealityKit. My next project is an immersive game, and I'm trying to decide whether to do it in Godot, RealityView, or Unreal Engine 5.4 (which was my "obvious" choice until I saw GodotVision and Unreal Engine's 5.4 version shipped without being able to build for visionOS.) I've got lots of software dev experience in general, but 'm basically a rank beginner at both Godot and Unreal Engine at the moment.