3 ms·
I don't think that tweet thread addresses gaze in particular? Is there a particular tweet I should be looking at or is it just asserting the (absolutely correct
by gpm 3y ago
I don't think that tweet thread addresses gaze in particular? Is there a particular tweet I should be looking at or is it just asserting the (absolutely correct) assertion that it's confusing?
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I'm specifically talking about the "Bring your Unity VR app to a fully immersive space" WWDDC talk, which claimed to be built on Metal and ArKit, and had a very very brief demo in it talking about gaze, screenshot here: https://media.hachyderm.io/media_attachments/files/110/520/911/531/453/396/original/ea8773b2451b6d2f.png https://media.hachyderm.io/media_attachments/files/110/520/9...
Note the demo wasn't actually on-device, and gaze was just following where the screen was pointing, so it's definitely possible I'm reading too much into this.
- jimmySixDOF 3y agoNo I am sure they don't give you access to the Passthrough data or gaze details to the app in VR mode unless there are quite a few people wrong on this too. And since in VR you are completely outside the rendering subsystem I don't even know how you would interface whats in your app and the gaze hover trigger etc. My guess is the slide is referring to the MR unbound mode (full space they can call it to muddy the water). I would definitely be interested to know I am wrong here. See this : https://twitter.com/Tojiro/status/1667028702734209025?t=1SnM9c3IaBSrDeH76CH_pA&s=19 https://twitter.com/Tojiro/status/1667028702734209025?t=1SnM... EDIT: Checked with our team and so VR mode gaze has event triggers on any Apple UI object without exposing the details so that works unless your UI is not easily portable. And that's the same across all MR and VR modes.