We're skipping our regular newsletter format this week to focus on some community work before WWDC. Want to help? https://lnkd.in/epXRevye
Step Into Vision
Software Development
Step into the world of visionOS development with SwiftUI, RealityKit, and ARKit.
About us
We publish tutorials and example code for visionOS developers working on Apple Vision Pro.
- Website
-
https://stepinto.vision/
External link for Step Into Vision
- Industry
- Software Development
- Company size
- 2-10 employees
- Headquarters
- Columbus
- Type
- Privately Held
- Founded
- 2024
- Specialties
- visionOS, SwiftUI, RealityKit, and ARKit
Locations
-
Primary
Get directions
Columbus, US
Employees at Step Into Vision
Updates
-
RealityKit Basics: Modify Component Values There are several approaches we can take when updating component values. https://lnkd.in/eiwGnBYr
-
Step Into Vision reposted this
I’ve been hearing the same thing from studios for a while now. “I have great immersive shots, but how can I monetize them 😞” Not full films. Not finished projects. Just those in-between moments, B-roll, short spatial clips that never really had a place to go. That’s what made this collaboration feel so obvious. I’ve been working with Matt Fisher and his platform StockSpatial to make it easy to publish and monetize immersive content directly from Immersa in one step. Starting today, creators can upload 180°/360° spatial content from Immersa and list it on StockSpatial at the same time. A lot of this came directly from conversations with studios and creators in the space. The need wasn’t more tools to create, but better ways to reuse and distribute the parts of work that usually stay locked away. What’s interesting is that this also opens up a different workflow for immersive production: turning fragments of shoots into assets others can build on. This connects naturally with what people like Matt Fisher and the Step Into Vision community have been exploring, where immersive creation is becoming more accessible, grab your iPhone install Spatialapse and you have 4K high bitrate spatial setup ready to go. You don’t need a 30k setup to participate in this anymore. You just need usable tools and a place for the content to live. If you want to try it, StockSpatial is live and ready to host your best next shots (and spatial audio). Can't wait to see what content will get uploaded there first!
-
-
Today we have a truly special episode of the podcast. Join us for a conversation with some of the incredible people building the Shared Visions Project. #visionOS #AppleVisionPro #SpatialComputing https://lnkd.in/enVjmfit
-
Step Into Vision reposted this
It’s Global Accessibility Awareness Day! 🌍 Over the last three months, I've been exploring how to make Apple Vision Pro experiences more accessible - and today feels like the perfect time to share what I've been building for Porta Nubi 🌥️ One challenge I kept thinking about was this: Custom gestures can unintentionally exclude people from using your app. In Porta Nubi, rotating levels originally required a middle-finger gesture - something not every player can physically perform. So I implemented a fully customizable input mapping system that allows players to remap every interaction to fit their own needs and preferences. 👋 Rotate with your ring finger 🔄 Restart a level with your little finger 🔒 Lock portals using different gestures 🦴 Even remap pinch detection from the tip of your thumb to other joints, like the thumb knuckle 🎮 And the same remapping system also works with spatial controllers This update reminded me once again that accessibility improvements don't just help a few people - they make the experience better for everyone. But I wanted to go even further. I also explored how people could play without using their hands at all. Using Apple Vision Pro’s eye tracking and accessibility features, I created a floating input panel that follows your head and allows the full game to be played using only your eyes 👁️ By mapping interactions from finger pinches to gaze-based dwell controls, players can interact with the entire game interface simply by looking. As part of this work, I also turned the input remapping system into a Swift package - making it reusable for any of my future apps and games. Right now, I'm finishing the last steps - including localization into all 33 supported languages 🌐 - to make Porta Nubi available to as many people as possible. Coming soon! 🚀 #GAAD #Accessibility #InclusiveDesign #VisionOS #AppleVisionPro #XR #AR #VR #GameDev #IndieDev #SwiftUI #InclusiveGaming #SpatialComputing
-
Step Into Vision reposted this
I had a great time chatting with Paolo V. on the Step Into Vision podcast recently, to talk about spatial computing, context-aware design, and what I like about creating for visionOS. We covered: - what it takes to get clients to shift from flat, rectangular screen thinking to spatial and 3D design - running over 200 first-time Apple Vision Pro demos taught me about how quickly people pick up eye-gaze and pinch interactions, and that people have to try it to understand its capabilities - why I believe context is super power for spatial computing — delivering the right information, to the right person, at exactly the right moment We also talked about proximity-based UI, accessibility, the future of smart glasses, and what a genuine "day in the life" of spatial computing might look like as the technology matures. https://lnkd.in/gWN-VQVr #podcast #spatialcomputing #visionOS #applevisionpro #stepintovision #sharedvision
-
RealityKit Basics: Loading Entities from Data We can load Entities from a block of Data, which we can retrieve locally form a file or remotely from a server. https://lnkd.in/eFx9_zz8
-
Some amazing stuff happening in the community. People working together, helping to shape the future of media and Spatial Computing.
Creating immersive content isn’t the problem anymore. Distribution is. At Immersa, we’re answering a single question: "What does it actually mean to share immersive content?" Not in theory. In production. With studios. With clients. Under NDA. On set. The best way to answer that was to listen to professional studios already working in immersive storytelling, many of them working with Blackmagic Design cameras or software in their production pipelines. The ones leading the industry shift. The ones constantly balancing creation, client expectations, and the reality of getting their work seen. Across their workflows, the same frictions kept showing up. First, controlled distribution: Immersive files are heavy, sensitive, and often meant for specific eyes only. The experience should be simple: a link or a code, instant streaming, no downloads, no friction, and full control over who can access what and when. Second, on-site experience: A lot of immersive work is still meant to be experienced together, in a room or on an event. So we built Kiosk mode. You hand someone the headset, no Guest setup, no explanation. They just watch the piece as intended. Third, actually shipping immersive work: Not just viewing it, but distributing it as an experience. A simple, brandable UI you can share directly with clients.. Including pathways into TestFlight and the App Store for more ambitious projects. Immersa solves those 3 pain points. A distribution layer for immersive content that helps studios reach their audience, without fighting the workflow every time they need to show their work. We’ve also started to see how broad this really is. It’s not just about one format. Spatial video, 180, 360, real-time rendering, 2D previews. Everything needs a way to move from creation to audience in a controlled, reliable way. And yes, Apple Vision Pro is part of that story. But it’s not the whole story. This is about immersive content as a category, across devices, contexts, and how people actually experience it. If you’re already in this space, you probably know the gap I’m talking about. If not, you’ll run into it soon enough. Thanks to Phil Traut for filming and realizing the teaser with us. It genuinely helps to translate what we’re building into something you can feel, not just explain. If you’re shipping immersive content yourself, I’m curious: how are you getting it in front of a real audiences?
-
In Lab 111 Jimmy Balladares builds a Progressive Page Indicator in SwiftUI. https://lnkd.in/eB9ti7kK
-
RealityKit Basics: Loading Entities on Device. When using Reality Composer Pro, Xcode optimizes our assets. If we're not using RCP we could load assets directly from our app bundle, but we can get much better results by providing an rkassets bundle. Loading the same 40MB file 👎 App Bundle: 1.25 seconds 🚀 RK Assets: 200 milliseconds https://lnkd.in/eRPfjx4j