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com.unity.polyspatial.visionos@2.0.4
## [2.0.4] - 2024-09-25 ### Added - PlayToDevice will now limit the editor framerate to 45 by default in order to lower network congestion. The editor sending too many packets over PlayToDevice could cause significant lag and latency for some users. This limit can be changed in the PlayToDevice window. - Fix issue of two scenes simultaneously existing for a frame when new scene is loaded. ### Changed - XRTouchSpaceInteractor renamed to XRSpatialPointerInteractor. - Update minimum Editor version to 6000.0.22f1. ### Deprecated ### Removed ### Fixed - Bones are now parented to the parent of the RootBone instead of to the SkinnedMeshRenderer entity. This fixes an issue where if the SkinnedMeshRenderer was on a different hierarchy than the RootBone, the bones might not be affected by any transforms applied to the RootBone. - Child colliders of XRBaseInteractables are now recognized when using XRTouchSpaceInteractor/XRSpatialPointerInteractor. ### Security
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CHANGELOG.md

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@@ -9,13 +9,33 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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For general changes to PolySpatial, refer to the [PolySpatial Changelog](https://docs.unity3d.com/Packages/com.unity.polyspatial@latest?subfolder=/changelog/CHANGELOG.html).
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## [2.0.0-pre.11] - 2024-08-12
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## [2.0.4] - 2024-09-25
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### Added
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- PlayToDevice will now limit the editor framerate to 45 by default in order to lower network congestion. The editor sending too many packets over PlayToDevice could cause significant lag and latency for some users. This limit can be changed in the PlayToDevice window.
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- Fix issue of two scenes simultaneously existing for a frame when new scene is loaded.
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### Changed
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- XRTouchSpaceInteractor renamed to XRSpatialPointerInteractor.
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- Update minimum Editor version to 6000.0.22f1.
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### Deprecated
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### Removed
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### Fixed
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- Bones are now parented to the parent of the RootBone instead of to the SkinnedMeshRenderer entity. This fixes an issue where if the SkinnedMeshRenderer was on a different hierarchy than the RootBone, the bones might not be affected by any transforms applied to the RootBone.
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- Child colliders of XRBaseInteractables are now recognized when using XRTouchSpaceInteractor/XRSpatialPointerInteractor.
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### Security
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## [2.0.0-pre.11] - 2024-08-12
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### Added
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### Changed
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- Duplicate VolumeCameraWindowConfigurations are not allowed - in each project, there can only be one of each of Metal and Unbounded configurations. There can be multiple Bounded configurations, but each Bounded configuration must have a different OutputDimension.
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- We have narrowed down the conditions under which the package will compile from UNITY_VISIONOS || UNITY_IOS || UNITY_EDITOR_OSX to (UNITY_VISIONOS || UNITY_IOS) && UNITY_EDITOR_OSX. This should eliminate compile errors in the case where you had the OSX editor but not the visionOS or iOS platform dependencies.
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### Deprecated
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### Added
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- Added `Hybrid` app mode. This allows an application to switch between Metal and RealityKit mode at runtime. Hybrid mode requires PolySpatial. Refer to the **PolySpatial Hybrid apps on visionOS** section of the PolySpatial VisionOS documentation for more information.
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- Added the ability to create multiple volume cameras. Refer to the **Volume cameras** section of the PolySpatial VisionOS documentation for more information.
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- Added the ability to create multiple volume cameras. Refer to the **Volume cameras** section of the PolySpatial VisionOS documentation for more information.
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### Changed
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- Updated instructions for setting up 2.x prerelease packages. This currently requires manually pointing your project's manifest.json at the appropriate package versions.
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### Added
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- Added installation instructions to the documentation.
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- Added VolumeCamera OnWindowEvent event handler. This is invoked whenever a volume camera's window has state changes, such as opening or becoming unfocused.
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- Added VolumeCamera OnWindowEvent event handler. This is invoked whenever a volume camera's window has state changes, such as opening or becoming unfocused.
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- Added a "PolySpatial XR" Plug-in Provider to XR Plug-in Managment in Project Settings. Allows you to view ARPlane's and hands from device in editor while using Play To Device.
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### Changed
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- Improved documentation about samples.
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### Deprecated
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- Volume camera events other than OnWindowEvent are now obsolete and will be removed in later releases. OnWindowEvent will supply all the information the other OnWindow events would normally supply.
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- Volume camera events other than OnWindowEvent are now obsolete and will be removed in later releases. OnWindowEvent will supply all the information the other OnWindow events would normally supply.
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### Removed
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### Fixed
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- Updated ReplicateProperty Particle mode to better reflect opacity when using startColor or colorOverLifetime particle modules. Setting opacity to 0 at the start of a gradient or/and at the end will cause different opacityCurves to be applied to the RealityKit particle system.
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- Updated ReplicateProperty Particle mode to better reflect opacity when using startColor or colorOverLifetime particle modules. Setting opacity to 0 at the start of a gradient or/and at the end will cause different opacityCurves to be applied to the RealityKit particle system.
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- Updated ReplicateProperty Particle mode to better reflect startSize and sizeOverLifetime module.
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- Corrected a few documentation errors.
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- Fixed a crash that could occur if a game object that was being used as a bone in a skinned mesh renderer was deleted during runtime.
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* Unity 2022 LTS (2022.3.11f1) and higher
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* Xcode 15.1 beta 1
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* The Xcode 15 Release Candidate will _not_ work
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* visionOS beta 4 (21N5259k) - SDK
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* visionOS beta 4 (21N5259k) - SDK
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To learn more about Unity's visionOS beta program, please refer to [this post](https://discussions.unity.com/t/welcome-to-unitys-visionos-beta-program/270282).
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To learn more about Unity's visionOS beta program, please refer to [this post](https://discussions.unity.com/t/welcome-to-unitys-visionos-beta-program/270282).
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### Related Changelogs
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## [0.6.0] - 2023-11-08
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### Added
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- Particle property transfer render mode now supports StretchedBillboard->LengthScale, and has more accurate emitter shape representation.
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- Particle property transfer render mode now supports StretchedBillboard->LengthScale, and has more accurate emitter shape representation.
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- Added `PolySpatialWindowManagerAccess.entityForIdentifier` in Swift and `PolySpatialObjectUtils.GetPolySpatialIdentifier` to C#, to allow accessing the RealityKit Entity corresponding to a Unity GameObject from Swift code. No guarantees are made about whether there is a RealityKit Entity for any given GameObject, or about the lifetime of the Entity.
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### Changed
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## [0.4.3] - 2023-10-13
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## Fixed
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### Fixed
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-- Slowdown in visionOS player introduced in 0.4.2 fixed.
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## [0.4.2] - 2023-10-12
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## [0.4.0] - 2023-10-04
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## Added
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### Added
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- Documentation for Volume Camera around configuration assets.
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- Build error if trying to build for Simulator SDK in Unity prior to 2022.3.11f1.
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## [0.4.0] - 2023-10-04
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Documentation~/Assets.md

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# PolySpatial Asset Support
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## Meshes
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RealityKit offers a limited set of predefined vertex formats. Meshes can supply a position, a normal, a tangent, a color, blend weight and blend indices. Unity will supply up to 8 texture coordinates to RealityKit, but note that only the first two UV channels are useable within its MaterialX implementation, limiting the utility of the extra geometric data.
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RealityKit offers a limited set of predefined vertex formats. Meshes can supply a position, a normal, a tangent, a color, blend weight and blend indices. Unity will supply up to 8 texture coordinates to RealityKit, but note that only the first two UV channels are useable within its MaterialX implementation, limiting the utility of the extra geometric data.
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As Unity and RealityKit use different coordinate systems, some vertex attributes are modified when passing between systems. Handedness swapping is performed for position, normal, and tangent. UVs are flipped for all UV channels.
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As Unity and RealityKit use different coordinate systems, some vertex attributes are modified when passing between systems. Handedness swapping is performed for position, normal, and tangent. UVs are flipped for all UV channels.
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## Materials
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Please refer to [PolySpatial Material Support](Materials.md) for detailed information about material and shader support on visionOS.
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Please refer to [Shader Graph Support](ShaderGraph.md) for detailed information about how custom shaders defined via Unity Shader Graph are converted to MaterialX to interop with RealityKit.
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## Textures
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Unity provides support for 2D textures, 3D textures, and cube maps on visionOS, and takes advantage of native texture compression options.
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Unity provides support for 2D textures, 3D textures, and cube maps on visionOS, and takes advantage of native texture compression options.
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### Render Textures
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Please refer to [PolySpatial Render Texture Support](RenderTextures.md) for detailed information about support for render textures.

Documentation~/Extensions.md

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# Extensions Package
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Unity’s **PolySpatial Extensions** package provides functionality that is either optional, or currently experimental.
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Unity’s **PolySpatial Extensions** package provides functionality that is either optional, or currently experimental.
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> [!NOTE]
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> Experimental features are only being developed for Unity 6+ and URP with RenderGraph enabled.

Documentation~/FAQ.md

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# Frequently Asked Questions (FAQ)
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## Q: I see different results running in the visionOS simulator than on Hardware
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* Note that when running in Simulator, some hardware-specific features are not available - most notably AR data. This could mean that the simulated outcomes in the visionOS simulator may be different from the simulation on the Vision Pro headset. Check out Apple’s guide on running your app in the simulator to learn more.
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* Note that when running in Simulator, some hardware-specific features are not available - most notably AR data. This could mean that the simulated outcomes in the visionOS simulator may be different from the simulation on the Vision Pro headset. Check out Apple’s guide on running your app in the simulator to learn more.
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* Please note that Unity is still building towards feature parity with the Metal API on XCode, so you might observe warnings from Metal’s API validation layer. To work around this, you can turn off the Metal API Validation Layer via XCode’s scheme menu.
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## Q: How can I bring an existing mobile project to the visionOS Mixed Reality platform?
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## Q: I enter Play Mode and see no visual or execution difference in my project!
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Ensure that you have **visionOS** as your active build target, and that **RealityKit** or **Hybrid** is selected as the current **App Mode** in **Project Settings > XR Plugin-in Management > Apple visionOS**.
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## Q: I'm targeting visionOS with a RealityKit app, but nothing shows up!
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* Ensure you have a Volume Camera in your scene. An Unbounded Volume Camera with its origin positioned in the middle of your scene is a good starting point.
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If one is not present a default one will be created that will include the bounds of every object in the scene, but this may cause objects in the scene within the bounds of the volume camera to be too small to see.
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* Verify that the in-editor preview runtime is functioning. Open the “DontDestroyOnLoad” scene in the hierarchy while playing, and check if there is a "PolySpatial Root” object present. If there is not, please contact the Unity team.
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* When using an Unbounded camera, the platform is responsible for choosing the (0,0,0) origin and may choose a position for it that is unexpected. Look around (literally) to see if your content is somewhere other than where you think it should be. Rebooting the device can also help to reset its session space. It can be helpful to ensure that it is in a consistent location (for example, sitting on the desk, facing forward) every time you boot it up.
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## Q: Skinned Meshes are not animating!
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* On the **Animator** component, ensure **Culling Mode** is set to **Always Animate**.
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* On the **Animator** component, ensure **Culling Mode** is set to **Always Animate**.
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* If the model is imported, navigate to the **Import Settings** for the model. Under the **Rig** tab, ensure **Optimize Game Objects** is unticked. Some models may not even have this setting; in that case, it should be good as-is.
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2. Each bone in the skeleton must be able to traverse up the transform hierarchy without passing any non-bone GameObjects.
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* In general, skeletons that have a non-bone GameObject somewhere in the skeleton (often used for scaling or offsets on bones) are not supported.
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1. A group of bones must have a common ancestor GameObject in the transform hierarchy.
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2. Each bone in the skeleton must be able to traverse up the transform hierarchy without passing any non-bone GameObjects.
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* In general, skeletons that have a non-bone GameObject somewhere in the skeleton (often used for scaling or offsets on bones) are not supported.
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## Q: My TextMeshPro text shows up as Pink glyph blocks or My TextMeshPro text is blurry**
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* Locate the shader graphs included in the visionOS Package (visionOS/Resources/Shaders) and right click -> Reimport.
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## Q: My content is too dark in visionOS simulator**
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## Error: `Failed to find a suitable device for the type ...`
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## Error: `ARM64 branch out of range (-140497472 max is +/-128MB)`
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- If you see this error when building in Xcode, try enabling `Project Settings > XR Plug-in Management > Apple visionOS > IL2CPP Large Exe Workaround` and rebuilding the Xcode project from Unity.
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# Play to Device Host
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Documentation~/GettingStarted.md

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These guides have step by step instructions for getting started with visionOS.
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* In [Starting a new visionOS project from scratch](TutorialCreateFromScratch.md), you will find a step-by-step tutorial that guides you through installing, setting up and deploying a simple Unity app from scratch to target visionOS and the Apple Vision Pro.
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* In [Starting a new visionOS project from the Immersive App Template](TutorialCreateFromTemplate.md), you will find a step-by-step tutorial for setting up a new project using the Immersive App Template.
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* In [Sample Contents: Learn how to use visionOS with Application Examples](Samples.md),
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* In [Sample Contents: Learn how to use visionOS with Application Examples](Samples.md),
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## Porting Existing Projects
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When porting existing Unity projects to visionOS, several considerations need to be taken into account. The biggest limitation is that some core Unity features aren't supported, and others provide a reduced feature set. In addition, input is different, and processing power and supported components will vary. Sometimes you will have to develop your own systems to support your unique project features and work around these limitations.
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When porting existing Unity projects to visionOS, several considerations need to be taken into account. The biggest limitation is that some core Unity features aren't supported, and others provide a reduced feature set. In addition, input is different, and processing power and supported components will vary. Sometimes you will have to develop your own systems to support your unique project features and work around these limitations.
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You can find information about [porting VR experiences to visionOS](MetalApps.md#porting-vr-experiences-to-visionos), find out which [Unity features and components](SupportedFeatures.md) are currently supported for immersive apps, or how to use [Project Validation](PolySpatialXRProjectValidation.md) for helpful in-editor assistance to port a project.
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Documentation~/Glossary.md

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- **(Unity) Sim Space**: The world space of a Unity Sim. While a typical Unity app simulates and renders objects in the same space, these may differ in a PolySpatial app.
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- **(Unity) Sim Physics**: The physics and colliders of the Unity Sim.
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- **Vanilla Unity**: In the context of PolySpatial, Vanilla Unity refers to a non-PolySpatial Unity app.
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- **Vanilla Unity**: In the context of PolySpatial, Vanilla Unity refers to a non-PolySpatial Unity app.
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- **PolySpatial Host** (or Backend): The system that's responsible for actually rendering the objects controlled by the **Unity Sim**.
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- **Host (or Backend) Space**: The world space of the backend or Host in which a PolySpatial app is running. This may differ from **Unity Sim Space** because the host environment may allow apps to be moved around independently (for example, relocated to another position and volume in the real world).

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