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Won't Fix

Votes

0

Found in [Package]

1.1.6

Issue ID

AVPB-454

Regression

No

[VisionOS] Buttons in the Player can not be clicked properly when using the .windowStyle(.plain)

Package: PolySpatial

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Reproduction steps:
1. Open the attached "PROJECTFILE" project
2. Build the project (File > Build Settings)
3. In the built Xcode project go to “BUILDLOCATION/MainApp/UnityVisionOSSettings.swift” and change “.windowStyle” from “.volumetric” to “.plain” at line 39
4. Open the Xcode project
5. Start the built project
6. Press the bottom right corner edge of the “Hide” button in the Player

Expected result: The “Hide” button is clicked and is activated
Actual result: The “Hide” button does not activate and the Show button is clicked and activated instead

Reproducible with: 1.1.6 (2022.3.20f1)

Reproducible on: macOS Sonoma 14.3.1 (M1 Max)
Not reproducible on: No other environment tested

Note: The buttons are clickable as expected when “.volumetric” is used instead of “.plain”

  1. Resolution Note:

    Manual modifications of this kind to the Xcode project after it's been generated by Unity are an unsupported feature. While we're not going to prevent you from making these kind of changes, there's unfortunately no way for us to support the full range of changes developers might make to Xcode projects outside of the paths Unity has tested and validated.

Comments (1)

  1. mml

    Apr 26, 2024 08:34

    While I understand that Unity can’t support every special case developers build, I want to take the moment to promote the ability to render into Windows as well as Volumes.

    I think many Unity users, especially those who want to bring a 2D game with some 3D content to Apple Vision Pro, would benefit if Unity would allow rendering its content into a Window as well:

    - Windows can be resized. Volumes can’t.
    - Windows align themselves to the users head tilt, allowing for comfortable play when for example lying on a couch. Volumes always face forward.
    - Windows’ size is adapted naturally when moving the Window away from, or closer, to the user. Volumes scale down very small when moved away.
    - Windows allow (a limited range of) 3D content, which works great if you e.g. want to render your 2D content onto a curved plane or have UI float in front of the main game’s screen.
    - RequestReview can be called from inside a Window. It doesn’t work within the context of a Volume.

    If this can’t be fixed from your side we will have to render our game into a Volume with the next update, which I think is detrimental to the experience. I still hope we can avoid this! Looking forward to hearing your thoughts on this issue!

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