Apple Vision Pro Quick Start Guide
https://dev.epicgames.com/community/learning/tutorials/1JWr/unreal-engine-apple-vision-pro-quick-start-guide
Excellent!! Thanks so much for giving developers a really exciting new way to engage with Apple’s emerging ecosystem. Love the OpenXR tie-ins.
Thanks to you folks for sharing this piece of knowledge. I was worried that people were going to gatekeep this info.
Greate news for UE developer planning XR development for Vision Pro!
Great - for getting a first glimpse on what you are working - super thanks for sharing!.
Works - especially with the Desktop Renderer
The mobile renderer is rendering only parts (could this be fixed?)
I there a way to open an UnReal App in Shared Space?
like an Unreal USD stage would be rendered by natively by RealityKit?
and realworld light effects & occlusion would be taken into account .
This looks like you’re using an older version of 5.4 that had this issue. Sync latest on GitHub (either 5.4 release branch or Main).
For me only the 5.4 release branch is working (compiling & running).
the 5.5 branch is - since some days - building, but when launching, UE5.5 is crashing during initialization at around 86%:
from Unreal.log (CrashReport):
[2024.04.11-21.09.49:053][ 0]LogSerialization: Error: Invalid boolean encountered while reading archive FMemoryReaderView - stream is most likely corrupted.
*[2024.04.11-21.09.49:053][ 0]LogMac: Error: appError called: Fatal error: [File:Runtime/Apple/MetalRHI/Private/Shaders/Types/Templates/MetalBaseShader.h] [Line: 155] *
Invalid Shader Bytecode provided.
[2024.04.11-21.09.49:132][ 0]LogMac: === Critical error: ===
SIGSEGV: invalid attempt to access memory at address 0x3
[2024.04.11-21.09.49:132][ 0]LogMac: 0x65315390 UnrealEditor-MetalRHI.dylib!TMetalBaseShader<FRHIComputeShader, 5>::Init(TArrayView<unsigned char const, int>, FMetalCodeHeader&, NS::SharedPtrMTL::Library) [UnknownFile])
I tried to compile twice even deleting the intermediate directory and rebuilding it.
Git was synced about one hour ago (set to UE5-main branch).
If you would need the whole crash log, please let me know.
(Compiled with Xcode Version 15.3 (15E204a) with generated, unmodified build settings (except DevTeam & Bundle identifier)
I do get a warning during building the “Unreal Editor for Mac”:
dylib (/Users/aj/Documents/GitHub/UnrealEngine/Engine/Binaries/ThirdParty/Apple/MetalShaderConverter/Mac/libmetalirconverter.dylib) was built for newer macOS version (13.0) than being linked (11.0)*
maybe:
Apple has released an updated version of it’s “Metal Developer Tools for Windows Version 4.3 (for use with Xcode 15.3)”, today.
Not sure if this is outdated now that UE5.4 is full release, but when i follow the instructions i get to the packaging part and i get a failure saying “The VisionOS platform is not supported from this engine distribution”. i assume this is the error you reference in the tutorial, so i then ran the ./RunUAT and i get the same error message.
i installed from the Epic client and noticed that visionOS wasnt in the platforms to download files for, so maybe this is the case? Or does this tutorial just need an update?
Thank you very much, very excited to push my real project over to AVP once this is sorted out
Similar problem here – using the 5.4 release engine on a Mac, I get “The SDK for VisionOS is not installed property, which is needed to generate Data. Check the SDK section of the Launch On Menu in the main toolbar to uipdate SDK.” I don’t see a “Launch on” menu. The Vision OS SDK is installed on my system ( the one in Xcode anyway), because I’m currently shipping apps for it. Tried to follow the instructions above, but they seem out of date?
Same here, yesterday was not possible to pack because of that error. Seems that the rules of packing are not included in the release, as doesn’t create the XCode file for VisionOS, only for mac.
I will try the compiled code from GitHub when I have time.
@VictorLerp Could you give us an update on any steps that might be different now for the full release? Seems like a few of us are having issues getting UE5.4 to build for AVP.
alright so good news is I was able to pull from github release branch and that seems to come with the VisionOS SDK. so my guess is the epic launcher needs this to be added, to be able to build from that installer.
I think you are right. Still the same issue with 5.4.1. when installed from EGS
After making all the changes in project settings and adding the C++, I get this error after restart. Anyone having this issue?
Just a shot in the dark, have you tried compiling/building the code from XCode and running the project from your IDE?
Hi, I have an issue when trying to launch an exported VisionOS project in the Simulator(I used Xcode 15.4, UE 5.4.2 and Vision OS 1.2.)
. It seems there is a Metal issue. It is a metal issue for VisonOS simulator or how can I fix it?
Any news on “official” support for the Apple Vision Pro - as it is published on your roadmap for UE5.5 but the AVP SDK is still missing in UE5.5 Preview 1
Hello All, Hello @VictorLerp,
Is there any way to that the Apple Vision Pro is displayed in
In Xcode “Run Destinations” it is active but unlike other IOS devices (also connected via WiFi) the VisionPro does not show up in UE5s “Platforms / Quicklaunch” nor in “Platforms Device Manager”, .
Is there any way/ hint / turnkey tuning to make the AVP visible here?
(tested in 5.5 (self compiled also not in the most up-to-date UE5-main)?
Thanks
hi,
if any have issue with FMetalCommandBuffer* Buffer
here what i change to make it work.
in MetalViewPort.m change line 704:
TArray<FMetalCommandBuffer*> Buffers = Context.Finalize();
for (FMetalCommandBuffer* Buffer : Buffers)
{
Context.GetDevice().GetCommandQueue().CommitCommandBuffer(Buffer);
}
//FMetalCommandBuffer* Buffer = Context.Finalize();
//Context.GetDevice().GetCommandQueue().CommitCommandBuffer(Buffer);
Context.ResetContext();
FMetalCommandBuffer* CurrentCommandBuffer = Context.GetCurrentCommandBuffer();
#if ENABLE_METAL_GPUPROFILE
and also line 732
Buffers = Context.Finalize();
for (FMetalCommandBuffer* Buffer : Buffers)
{
METAL_GPUPROFILE(Stats->End(CurrentCommandBuffer->GetMTLCmdBuffer()));
Context.GetDevice().GetCommandQueue().CommitCommandBuffer(Buffer);
}
Context.ResetContext();
//Buffer = Context.Finalize();
//METAL_GPUPROFILE(Stats->End(CurrentCommandBuffer->GetMTLCmdBuffer()));
//Context.GetDevice().GetCommandQueue().CommitCommandBuffer(Buffer);
//Context.ResetContext();
cp_frame_end_submission(CompositorServicesFrame);
// Wait for the frame semaphore
dispatch_semaphore_wait(Device.GetFrameSemaphore(), DISPATCH_TIME_FOREVER);
}
}
}
FMetalGPUProfiler::ResetFrameBufferTimings();
}
#endif //PLATFORM_VISIONOS
config:
unreal engine 5.5
M1