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skyace65
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Pretty much does what the title says. I've added VisionOS to the list of features page in the XR section, I've also linked to that page from the Intro to XR page. It seemed less clunky than adding a note or warning box to the intro page. I've also updated a screenshot on the exporting projects page.

This PR does NOT cover exporting to VisionOS itself right now. I assume the process is near identical to what's on the iPhone export page but I'm not comfortable setting up a page based on a guess. There's also some odd stuff related to exporting that should be documented. Since it's built on top of what's already in place for iPhone's there's options in the VisionOS export that only make sense in that context such as "Performance Gaming Tier" and "Performance A 12".

@skyace65 skyace65 added this to the 4.5 milestone Jul 24, 2025
@skyace65 skyace65 requested a review from BastiaanOlij July 24, 2025 21:58
@skyace65 skyace65 added enhancement topic:xr Related to XR documentation area:manual Issues and PRs related to the Manual/Tutorials section of the documentation labels Jul 24, 2025
@skyace65
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Fixed

@skyace65
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Fixed

@mhilbrunner
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poke @BastiaanOlij

A list of supported platforms can be found on the list of features page :ref:`here <doc_xr_support>`.
Supported interfaces register themselves with the :ref:`XRServer <class_xrserver>`
and can be queried with the ``find_interface`` method on the :ref:`XRServer <class_xrserver>`.
When the desired interface is found it can be initialized by calling ``initialize``
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Owh dang, this is a little outdated now. It's still correct and how it was designed to work, but for OpenXR we've had to early initialise in the core. While we talk about that elsewhere, wonder if we should add a note about it here.

Totally offtopic for VisionOs though so something to do separately.

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My main concern here is that in 4.5, we don't really have any XR specific functionality for VisionOS.
We're just supporting it as a platform to export to so you can run normal Godot games and apps in the shared environment.

In 4.6 when we actually should get specific XR functionality added to this, the doc changes here will already become outdated. Might still be worth adding as this is where people will look but IDK..

Comment on lines +668 to +672
- Out of the box limited support for visionOS Apple headsets.

- Currently only exporting an application for use on a flat plane within the
headset is supported. Immersive experiences are not supported.

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Apple describes iPhone and iPad apps compiled for visionOS as Compatible Apps:

We could include these links to give developers more information.

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My main concern here is that in 4.5, we don't really have any XR specific functionality for VisionOS.
We're just supporting it as a platform to export to so you can run normal Godot games and apps in the shared environment.

Yes but since it's in the engine now, we should be telling people somewhere that it's not full support. The stuff in this PR also isn't hard to update when full support comes. The XR page change is just pointing at the list of features for supported platforms, which I think we should have been doing anyway, and we'd just have to update a small amount of text in the list of features when full XR functionality is available.

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@skyace65 I agree we should have mention of VisionOS support in the manual, the question is whether this belongs in the XR sections of the manual as we do not have specific XR functionality yet.

I was under the impression we already had manual changes addressing VisionOS support around the platform that either Recardo or Stuart submitted. Or maybe those are still outstanding PRs?

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@BastiaanOlij there have been no opened or merged documentation PRs for the manual regarding visionOS other than this one.

I think it makes sense to mention it in the XR system requirements section. If we leave it out I think people will just assume that it wasn't updated, rather than assume it doesn't actually have full functionality

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