r/visionosdev

Building a visionOS game without Unity/Unreal, and the tooling rabbit hole it sent me down
▲ 47 r/visionosdev+2 crossposts

Building a visionOS game without Unity/Unreal, and the tooling rabbit hole it sent me down

Some context: I'm a 55-year-old solo dev. Here's what I've been building on Vision Pro over the past months — and the rabbit hole it sent me down.

**The first game.** A native visionOS game in Swift / RealityKit. I deliberately skipped Unity and Unreal — I wanted Apple's latest frameworks and SDKs, lower cost, and no exposure to a third party's policy changes. After ~3 months learning Swift, RealityKit, ECS and Reality Composer Pro, it became a casual AR Metroidvania (platforming, puzzles, enemies, rooms to explore, objects to collect), played with a gamepad. I built the mechanics, animations and several levels — then the visionOS 26 beta dropped and I hit a bug I couldn't pin down. Couldn't tell if it had always been there and the new OS exposed it, or if the OS caused it. I investigated for a couple of months, through the RC, and never found the root cause. So I paused it — also because reaching the polish I wanted meant learning to properly drive a 3D DCC app, and I'm not a modeler/animator.

**The pivot.** A second game built around procedural animation: take a classic arcade game and make it playable in both VR and AR (think your toys coming to life on your desk), each mode its own experience. It came together fast — until the first real level. My in-game level editor (placing/tuning enemies by eye with gamepad + hands) was too cumbersome, and neither Reality Composer Pro nor Blender did what I needed.

**So I built USDZForge.** A fully "vibe-coded" native macOS app (Metal + RealityKit, USD at its core), in ~1.5 months: a 3D/2D/audio asset + project manager with 3D conversion, an animation library, 3D character animation retargeting, 3D scene assembly with authoring of custom components for an ECS, a 3D tile system, and a RealityKit export pipeline straight into my Xcode project. Basically Reality Composer Pro in many respects, and better in several.

https://preview.redd.it/37xt2gcr7d5h1.png?width=1803&format=png&auto=webp&s=01813cac124dd683f2a89a1a74995c5113f4e13a

https://preview.redd.it/g0jhogcr7d5h1.png?width=1803&format=png&auto=webp&s=89c2908033a7a667785f64fc820131d18e8b15f7

**Then the deeper rabbit hole: Mnesium.** USDZForge only makes sense if it helps me finish the game — which means it needs to understand my other projects: how they work, how they relate, how to reuse code across them. That's a memory/continuity problem, so I spent two months on Mnesium.

The setup: Claude (Desktop or CLI) designs, Xcode codes, and they never talk directly — Mnesium is the bridge between them. Everything I design with Claude passes through Mnesium to Xcode, which implements it, and results come back the same way. Because every exchange on both sides runs through Mnesium (via the MCP tools it exposes), it builds a shared, persistent memory: a local SQL DB, on-device embeddings, a roadmap it tracks itself, a handoff system for continuity across sessions, custom context + CLAUDE.md compiled per side, skill sync, and the knowledge it captures. Net result: Claude as a semi-autonomous assistant across all my projects.

https://preview.redd.it/pzjuh9pu7d5h1.png?width=3140&format=png&auto=webp&s=98592fa82dcd1fd330e769f8405a10a910c50b95

It's almost done — a few details and polish — then back to USDZForge, and finally the levels to finish the game.

Honestly it's been a strange spiral: I set out to make a game, needed a tool to make it, then needed another tool to make that tool. Now I get to climb back down, one finished project at a time.

Happy to answer anything — visionOS dev, RealityKit, the no-Unity choice, the tooling, the AI workflow. Feedback welcome.

reddit.com
u/Economy_Stand_6600 — 4 days ago
▲ 56 r/visionosdev+1 crossposts

Apple's Unreleased Persona Body Animation Solver, Running on a Mac

Further to my prior post on this sub, I thought I'd share a fun project. Implementing Apple's TBD Persona Body Tracking / Animation code, inside the Vision OS Simulator. You can run it, on a Mac, no Vision Pro needed!

This is Something Apple's and it's legal team said is impossible outside their own lab! I detailed my process and decided to share it with context to the world.

I was hired to implement this tech. It's not shipped :/

This raises some very interesting questions about what the heck happened to the embodied telepresence we were promised, and how did one lanky guy, currently suing Apple for disability discrimination manage to prove them wrong.

Maybe we'll see the feature ship at WWDC 2026, I wouldn't bet on it though.

If you have any questions, let me know :)

gitlab.com
u/IHeartBigGPUs — 5 days ago
▲ 9 r/visionosdev+1 crossposts

WWDC26 Vision Wishlist

An earlier post on this sub discussed desired updates for visionOS27. However, as a Spatial Video creator, there is tooling needed beyond visionOS, specifically to move the nascent Vision ecosystem forward.

Any other AVP creators like me on here? What are you looking forward to at WWDC26?

•	Spatial Scenes for Spatial Video: Allows Spatial Video parallax preview on non-AVP devices.

•	Interoperability: Apple Projected Media Profile (APMP) support for side-by-side (SBS) video.

•	Final Cut Pro and Compressor: Support for authoring and encoding Apple Spatial Audio Format (ASAF).

•	Apple Compressor or Blackmagic Design partnership update: Support for encoding Dolby Vision profile 20.

•	Vimeo partnership update: Support for ASAF Spatial Audio, Dolby Vision profile 20, and APMP/SBS.

•	Google partnership update (aside from Siri/Gemini): YouTube support for APMP/MV-HEVC and/or APMP/SBS.
reddit.com
u/AndGuz16 — 5 days ago
▲ 25 r/visionosdev+2 crossposts

StratoSync 2.0 — Real-time ISS tracking for Vision Pro with SharePlay, Aurora/Galaxy overlays, and spatial gestures

Hello everyone 👋

About 8 months ago, I shared StratoSync here with the r/VisionPro community.

That first post meant a lot to me.

StratoSync was already on TestFlight at the time, and some of you actually tried it, watched the video, and gave honest feedback. I kept that feedback in mind as I continued working on the app.

The original idea is still the same:

I’ve always wanted to look up and understand where the International Space Station is — not as a flat dot on a map, but as something alive, moving above Earth in real time, inside a spatial environment.

That feeling is still the heart of StratoSync.

Over the last 8 months, I focused on making the experience clearer, smoother, and more natural on Vision Pro — especially the first few seconds after launch, the Earth / ISS relationship, live telemetry, SharePlay synchronization, and the transition into immersive space.


✨ What StratoSync feels like now

When you launch StratoSync, Earth slowly comes into view as a living sphere in your space.

The ISS moves around it using live position data, and the orbit trail helps you understand its path around the planet.

You can rotate the Earth, zoom into the scene, follow the station’s movement, open the live telemetry panel, switch between mixed and full immersive modes, and explore the experience with Vision Pro gestures.

The goal is simple:

To make space feel closer.


🌍 Highlights

  • Real-time ISS position updates every 5 seconds
  • 3D Earth + ISS visualization built with SwiftUI and RealityKit
  • Accurate ISS positioning based on live latitude/longitude data
  • Orbit trail visualization
  • Live telemetry panel with altitude, velocity, latitude, and longitude
  • Manual spatial controls with drag, pinch, and 3D rotation gestures
  • Mixed and full immersive space modes
  • SharePlay support for synchronized ISS tracking
  • Solar System overlays with Aurora and Galaxy scenes
  • Spatial audio / ambience
  • Look-based scrolling
  • Persistent user settings
  • Optional Logitech Muse spatial stylus support for 3D drawing
  • Wall-proximity safety warnings while immersive overlays are active
  • Foreground-only location comparison for checking your position relative to the ISS

🚀 TestFlight

I’m sharing this mainly to get feedback from people who actually use Vision Pro, not as a promo blast.

https://testflight.apple.com/join/tWS4CERT


🛠 Built with

  • SwiftUI
  • RealityKit
  • visionOS 26
  • Reality Composer Pro
  • Metal compute kernels for Aurora / Galaxy overlays
  • ARKit Room Tracking for wall-proximity safety
  • SharePlay / Group Activities
  • Live ISS data from wheretheiss.at

Thank you again to everyone who tried the first version and gave feedback. 🌌

u/durul — 7 days ago
▲ 32 r/visionosdev+1 crossposts

I wanted to tinker with Apple Foundation Models and visionOS, so I built a mind mapping app - Canvo

Hi everyone 🖐

I originally started building this mind mapping app as a small personal project.

I wanted a simple way to capture ideas, connect thoughts, and explore topics visually. What I expected to be a quick experiment gradually turned into something I use almost every day.

Over the past few months I've continued improving it, adding new capabilities, and thinking about how mind mapping could become a more natural part of brainstorming, learning, and planning.

The project is still evolving, and I'm actively looking for new ideas, workflows, and features to explore. I'd genuinely love to hear how other people use mind maps and what they feel is missing from existing tools.

The app is completely free, so if you'd like to try it out and share feedback:

App Store

I'm especially interested in hearing what would make a mind mapping tool more useful for your own workflow.

u/Darthroid — 9 days ago
▲ 22 r/visionosdev+1 crossposts

Soon to be released - Spatial Agentic Engineering

For quite some time I have been using the Vision Pro for my work. Mac virtual display is something that still blows my mind and gives me freedom but something has been missing.

No AI client can truly interact with vision os and make use of our world yet. As an engineer I have been needing basically an IDE and AI client in vision to break the barriers of the 2d screen.

Internally for both my business and day job, I have been dog fooding my software and would love to get your opinion on this.

Initially this is for engineers but soon it will open up to anyone.

Any feedback, ideas or thoughts would be greatly appreciated from this community x

u/unclebazrq — 13 days ago

Has Apple Vision Pro become a developer platform first?

Has Apple Vision Pro become a developer platform first rather than a mainstream consumer product?

reddit.com
u/EpiLudvik — 13 days ago