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If Godot does nothing and insists that it's on Apple to to support OpenXR, then VR developers who want to support the Vision Pro will have to use Unity or Unreal or some other non-Godot engine. It achieves nothing other than to reduce Godot's relevance. Godot isn't big enough to pressure Apple.


Considering install base, I'd figure the Vision Pro isn't big enough to pressure Godot.


Good thing I never mentioned anything about anyone pressuring Godot


Apple is big enough to sponsor Godot and should if they want to burden their maintainers with extra work long term.


I agree. I'm just saying that the result of responding "no, we won't accept this PR because we won't support visionOS until it supports OpenXR" only results in Godot not support ion visionOS. It doesn't result in visionOS gaining OpenXR support.

Now that doesn't mean it would be the wrong choice for the Godot project, they don't have to support visionOS.




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