{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} PolySpatial Asset Support | PolySpatial visionOS | 0.0.4
docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    PolySpatial Asset Support

    Meshes

    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.

    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.

    Materials

    Please refer to PolySpatial Material Support for detailed information about material and shader support on visionOS.

    Unity ShaderGraphs

    Please refer to Shader Graph Support for detailed information about how custom shaders defined via Unity ShaderGraph are converted to MaterialX to interop with RealityKit.

    Textures

    Unity provides support for 2D textures on visionOS, and takes advantage of native texture compression options.

    RealityKit for visionOS does not support 3D textures or cubemaps, so users must reimplement these texture assets in terms of 2D textures instead.

    Render Textures

    Unity will replicate render targets to RealityKit in real time, but currently only a limited number of submissions can be made at rate. Introducing additional render targets may contend with Unity's own graphics buffer sumbmission, hindering overall performance.

    Also note that you must manually mark RenderTextures as dirty after modifying them; currently, no such dirtying occurs automatically, and if the texture isn't dirtied it won't be replicated over to RealityKit.

    Fonts

    Both rasterized and SDF fonts are supported on visionOS, but we highly recommend using SDF fonts to ensure sharpness at all viewing distances.

    In This Article
    Back to top
    Copyright © 2023 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)