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> But how those SDK events gets translated into UI control movement is obviously going to be dependent on each developer. And I suspect the variance in quality
by ctvo 3y ago
> But how those SDK events gets translated into UI control movement is obviously going to be dependent on each developer. And I suspect the variance in quality will be much greater than with iOS given everything is in 3D.
Why is the variance any different? You're provided a tuple representing where the user is looking similar to the location of their fingers? You're provided a hook for when the user clicks (with their fingers) in various ways?
This all relies on Apple to accurately capture those inputs at the device and OS level to provide it to developers, which they've apparently done a very good job at. The abstractions on top of this don't feel very different than those that exist on any other platform.
- threeseed 3y agoI built a number of iOS apps in the early days of the SDK and I remember it took a while for the community to learn the best techniques to efficiently render complex tables in scroll views. The same thing will happen here except that you have the additional issue of learning how to efficiently render 3D assets in response to user events. After all most developers do not come from a gaming/VR background.
- pornel 3y agoIn VR gaming there's already a huge variance in UX. Many developers treat VR as just a mouse look + gamepad. Only the top few games design bespoke interactions where you move hands naturally interacting with the world, instead of pointing at things and pressing A/B buttons. I suspect majority of visionPro apps will be mostly iOS apps with iOS gestures, maybe with one or two 3d gimmicks.