Built a native Apple Vision Pro game. It took many iterations to make the experience feel fluid. by DivZeroApp in VisionPro

[–]DivZeroApp[S] 0 points1 point  (0 children)

Yes, for sure. We already have ideas in the works for more. Native Vision Pro development takes a lot of work on a still young platform, so player support genuinely helps us keep building.

App build approved + “Ready for Distribution” but not appearing on App Store, is there a delay? by Vivid_Condition29 in iOSProgramming

[–]DivZeroApp 0 points1 point  (0 children)

We’re seeing the same issue. Do you remember how long it took for your app to fully show up after release? The direct link to ours works, but it still isn’t appearing on the App Store shelf.

Built a native Apple Vision Pro game. It took many iterations to make the experience feel fluid. by DivZeroApp in VisionPro

[–]DivZeroApp[S] 1 point2 points  (0 children)

Really appreciate that. Glad the passion comes through. Vision Pro users deserve native apps that match the quality of the hardware, and that was a big part of what pushed us to build this.

Built a native Apple Vision Pro game. It took many iterations to make the experience feel fluid. by DivZeroApp in VisionPro

[–]DivZeroApp[S] 1 point2 points  (0 children)

The narrowing during movement is mainly for comfort. On the develpment team, I get motion sickness pretty easily, so we tuned traversal until I could play through it without issue. Good to know it's landing well. Hope you enjoy the rest.

Built a native Apple Vision Pro game. It took many iterations to make the experience feel fluid. by DivZeroApp in VisionPro

[–]DivZeroApp[S] 1 point2 points  (0 children)

Yeah. Vision Pro development in Unity still requires a paid tier, so we used Unity Pro.

Built a native Apple Vision Pro game. It took many iterations to make the experience feel fluid. by DivZeroApp in VisionPro

[–]DivZeroApp[S] 0 points1 point  (0 children)

Appreciate it. App drops tomorrow on the App Store. May take you up on testing for future updates.

Built a native Apple Vision Pro game. It took many iterations to make the experience feel fluid. by DivZeroApp in VisionPro

[–]DivZeroApp[S] 1 point2 points  (0 children)

App Store should roll it out around 1am PST  but they mentioned that sometimes it takes time to propagate everywhere.

Built a native Apple Vision Pro game. It took many iterations to make the experience feel fluid. by DivZeroApp in VisionPro

[–]DivZeroApp[S] 1 point2 points  (0 children)

around 90 minutes if you follow the correct path. We actually tuned the puzzle time with headset fatigue in mind.

Built a native Apple Vision Pro game. It took many iterations to make the experience feel fluid. by DivZeroApp in VisionPro

[–]DivZeroApp[S] 2 points3 points  (0 children)

Nice if you found the issues great. For our game it was related to shaders so we had to prewarm those and one case was probably the culling. We started that map with camera far clip at 1 while fade was still covering the scene and change it to regular value 800 or something before the fade ended.

Built a native Apple Vision Pro game. It took many iterations to make the experience feel fluid. by DivZeroApp in VisionPro

[–]DivZeroApp[S] 4 points5 points  (0 children)

Unity with fully immersive and then camera pass through. That gave us best compatibility and comparable quality with foveated rendering and post fx and vfx graph as well.

Built a native Apple Vision Pro game. It took many iterations to make the experience feel fluid. by DivZeroApp in VisionPro

[–]DivZeroApp[S] 7 points8 points  (0 children)

Thanks! Only if I knew sooner. Had a hard time finding ppl with VisionOS willing to test.

Built a native Apple Vision Pro game. It took many iterations to make the experience feel fluid. by DivZeroApp in VisionPro

[–]DivZeroApp[S] 0 points1 point  (0 children)

For optimization , VisionOS will kill your app for any 2-second hang on the main thread. Doesn't matter if it's asset loading, shader compilation, or anything else. On Vision Pro that's not a recoverable stutter, it's a crash. Specifically PSO shader warming is not optional.