Native visionOS platform support

whalee | 335 points

This indicates to me that the Apple Vision and visionOS product line and OS are not canceled internally and that Apple is still committed to its future.

While the Apple Vision Pro itself is not a good or successful product, progress in display technology will enable Apple to build a more attractive consumer product, in the form of light, comfortable and unobtrusive AR glasses.

In this line of thinking — not just focusing on the flopped AVP but looking at the product line on the long term - I think it makes sense for this OS to be added to Godot.

I do think the concern for who will carry the maintenance burden is valid. In my experience, Apple hasn’t been the most responsive company when it comes to obscure bugs or issues with their API (e.g. with Cocoa). I would be wary of depending on continued support from a large tech company that can change its goals at any time.

All that being said, this is exciting!

arjonagelhout | 6 hours ago

Godot already supports VR via OpenXR.

OpenXR is the Khronos-maintained industry standard for VR/AR devices—supported by SteamVR, Oculus, Vive, Pico, Windows Mixed Reality, Quest.

Notably absent is visionOS / Vision Pro.

I would insist Apple conforms to the industry standard. More scalable, open.

andsoitis | 12 hours ago

Both users of visionOS are happy about this announcement.

elAhmo | 10 hours ago

It’s nice to see this addition. I’m not sure if Godot would be better off bridging OpenXR to apple’s ar compositer or do as these PRs implement.

It isn’t much work to bridge from a metal renderer to the ar compositor. There are nice, if under documented c apis for Compositor Services in visionOS. I don’t think this will end up being a heavy maintenance burden, but they should donate some headsets as the second vertex amplification doesn’t run in the simulator. The max threads per thread group also differ. So real hardware is needed to measure performance.

https://developer.apple.com/documentation/compositorservices...

v1sea | 13 hours ago

Insane that Apple put this PR up without at all contributing to the development fund.

Didn't even put up an issue first haha.

skeptrune | 12 hours ago

This is surprising. From everything I've been hearing in the media, I got the impression Apple had mostly given up on their XR products and will keep them on life-support until the technology is ready for mass consumption.

lordofgibbons | 10 hours ago

Reading a lot of comments it sounds like Apple should:

1. Give Godot some money.

2. Implement visionOS support via an extension not directly into core OR conform to industry standard OpenXR.

october8140 | 11 hours ago

Apple should flick Godot a chunk of change to properly get this rolling.

frosting1337 | 12 hours ago

The interesting thing here is that Apple finally learned that games matter. Of course they go about it in the same "we're never wrong" attitude by never admitting it, like how their mice don't have two physical buttons to stay true to "a mouse should have one button" from the original Mac. They're learning though, it was voluntary unlike USB-C on their phones/tablets.

karmakaze | 4 hours ago

Looks like Apple might be prioritizing gaming for the next gen Vision devices? Hopefully, as I know many, myself included that passed on the Vision because the gaming support wasn't there. Price was never an issue.

fixprix | 13 hours ago

Interesting piece from Ben Thomson regarding Apple’s troubles in AI. He says this of Vision Pro:

https://stratechery.com/2025/apple-and-the-ghosts-of-compani...

“We already established above that the next paradigm is wearables. Wearables today, however, are very much in the pre-iPhone era. On one hand you have standalone platforms like Oculus, with its own operating system, app store, etc.; the best analogy is a video game console, which is technically a computer, but is not commonly thought of as such given its singular purpose. On the other hand, you have devices like smart watches, AirPods, and smart glasses, which are extensions of the phone; the analogy here is the iPod, which provided great functionality but was not a general computing device.

Now Apple might dispute this characterization in terms of the Vision Pro specifically, which not only has a PC-class M2 chip, along with its own visionOS operating system and apps, but can also run iPad apps. In truth, though, this makes the Vision Pro akin to Microsoft Mobile: yes, it is a capable device, but it is stuck in the wrong paradigm, i.e. the previous one that Apple dominated. Or, to put it another way, I don’t view “apps” as the bridge between mobile and wearables; apps are just the way we access the Internet on mobile, and the Internet was the old bridge, not the new one.”

retskrad | 4 hours ago

Back in the day when Microsoft dominated everything, we would have said embrace, extend, extinguish.

amelius | 10 hours ago

Jeez, some people are just insufferable

I'm glad some people like https://github.com/godotengine/godot/pull/105628#issuecommen... exists

"why this is not an extension" sounds like an awfully naive question. I'm not a Godot expert but I'd bet a very large amount of money that this is not in the realm of a simple extension, as flexible as Godot can be (and a check of the PR seems to confirm this)

raverbashing | 8 hours ago
[deleted]
| 13 hours ago

Shiny. Unsolicited advice. visionOS is a distraction for the Godot team (whether or not you believe visionOS is a dead end or not). I would recommend focusing on high impact domains while Godot competitors like Unreal and Unity diffuse their attention.

If you officially support visionOS, it now requires all product and engineering innovation to take it into account, slowing down velocity for very little gain, if any.

andsoitis | 13 hours ago

[dead]

curtisszmania | 25 minutes ago

TLDR; We hate Epic and Unreal, can we be friends pllleeeeaaassseeee.

jonplackett | 7 hours ago

[flagged]

DidYaWipe | 13 hours ago

Good on Apple.

etchalon | 13 hours ago

Are there any apps from this project available in the visionos App Store yet?

waynecochran | 13 hours ago

It should probably be a plugin of some sort rather than built in the engine. It's a very small use case scenario and the devices are expensive and rare.

Like the comments said there are also concerns about maintaining it in the long term.

Having made games in Godot, I'm quite excited by the prospect of making the games within vision OS and playing them in a virtual 3D space. But Apple has only shown its vision for it and the future prospects are very uncertain due to the economic climate and affordability.

keyle | 13 hours ago