Apple engineers have submitted a pull request to add native visionOS platform support to the open-source Godot game engine, igniting a passionate debate within the developer community about platform standards, maintenance responsibilities, and strategic priorities.
The contribution, submitted as pull request #105628, aims to enable Godot developers to create applications for Apple's Vision Pro headset. According to the PR description, Apple's engineering team is seeking to implement the necessary infrastructure for running Godot applications natively on visionOS, both in simulator environments and on actual devices.
Standards vs. Proprietary Solutions
A significant portion of the community discussion centers around Apple's decision to implement a proprietary solution rather than supporting OpenXR, the industry-standard API for cross-platform VR/AR development backed by the Khronos Group and used by platforms like SteamVR, Oculus, and Windows Mixed Reality.
I would insist Apple conforms to the industry standard. More scalable, open.
This tension reflects a broader industry divide between open standards and platform-specific implementations. While some developers argue that Apple should adopt OpenXR to ensure cross-platform compatibility, others point out that the current PR is a necessary first step to enable any Godot development on visionOS, regardless of which XR implementation is used.
Maintenance Concerns and Long-term Support
Many commenters expressed concern about the long-term maintenance burden this contribution might place on the Godot project. Questions arose about whether Apple would commit to ongoing support or if the maintenance responsibility would eventually fall to Godot's volunteer contributors.
The PR itself contained several issues that needed addressing, including incorrect library paths that would cause bundling to fail. This prompted some developers to question whether Apple was fully committed to properly supporting the implementation over time or merely interested in getting minimal functionality working before moving on.
In response to these concerns, Apple representatives in the PR thread have indicated their intention to maintain the code going forward, recognizing that abandoning it would harm their own platform's ecosystem.
Strategic Value for Godot and Apple
The community is divided on whether supporting visionOS represents a strategic opportunity or a distraction for Godot. Some argue that the Vision Pro's limited adoption and high price point (USD $3,500) make it a niche platform that could divert resources from more widely used platforms. Others see potential value in strengthening ties with Apple, which could potentially benefit iOS support as well.
From Apple's perspective, the move appears to be part of a strategy to increase developer adoption of visionOS. With relatively few applications currently available for Vision Pro, bringing a popular open-source engine like Godot into the fold could help expand the ecosystem.
Key Points About the PR
- Contribution: Apple engineers submitted PR 105628 to add native visionOS platform support to Godot
- Current Status: Under review, with several technical issues identified
- Implementation Approach: Core engine changes rather than plugin/extension
- Community Concerns:
- Long-term maintenance responsibility
- Lack of OpenXR support
- Strategic value for Godot given visionOS's limited market
- Technical Requirements: Metal renderer support (OpenGL not supported by visionOS)
Implementation Approach
Technical discussions in the PR comments clarify that this implementation cannot be built as an extension or plugin, as some had suggested. Since visionOS is a distinct operating system, core engine changes are necessary to support it properly. The PR primarily addresses build system support rather than XR/spatial rendering elements, which would be addressed in future contributions.
The implementation draws inspiration from existing Apple platform support in Godot, such as iOS, while introducing new components specific to visionOS requirements.
As the review process continues, both Apple and the Godot community will need to find common ground on how to integrate this support while maintaining the engine's cross-platform philosophy and ensuring sustainable maintenance practices. Whether this marks the beginning of a fruitful collaboration or a challenging integration remains to be seen.
Reference: Native visionOS platform support #105628