Author: Marissa – New Business, Experience Strategy
Apple Vision Pro Mazecubix here we come!Our first AVP Puzzler is a simple and fun game bringing you joy - and us a plethora of insights and know-how on what the real differences in creating AVP experiences really are - interestingly enough we actually haven't heard a lot about that - only seen a bunch of people wearing it - but no hard facts.
Terminology also varies inside Unity and AVP - which makes a few things still a bit complicated.
There are three types of apps one can make, windowed, bounded and unbounded. Basically it means you can spawn windows or volumes. These can be spawned Full Space (so taking over everything) or in shared space - running side by side with other apps - and then in passthrough or fully immersive space.
But the magic of the AVP is actually in combining apps in shared spaces, i.e. running spotify while playing a game. One thing to note here is: Apps in shared spaces are limited. I.e. in bounded/shared space you can not track fingers, but only interactions "pinches" / "drags". This is most likely for security reasons so one app cant "steal" i.e. tracking your fingers while entering a password or so.
As we wanted to go and checkout the hand-tracking in comparison to other headsets, and also portability with other headsets, we opted to go for a direct and not a "look and pinch" approach. Masking of the hands (so you seeing the real-hands) is best of class in the AVP. The Quest can only dream of this, the Magic Leap2 obviously has it build in, as you can see your real hands - but the tracking of the AVP is miles ahead.