![]() You can make use of the real world around them or transport them into an entirely different place. Something can fly out and land in the player's hands. Your game can appear on the player's desk. With all these options, you have a lot to think about.Īs you design your game, think about how you can take advantage of these new opportunities for gameplay experiences, from having a giant high-resolution screen to having something personal that you can play in your own room. Or you can add support for custom hand gestures. You can also have elements that come out of the plane, such as smoke or sparks. You can also spice up a 2D game by adding some 3D elements to it.įor example, your window has real depth, so you can render your objects in separate layers and get a real parallax effect. You can also connect a Bluetooth controller or a keyboard, just as you can on iOS, and the passthrough is helpful here because you can look down and see the controller you are using. Players can interact with your game just as they would on iOS, but instead of touching the screen, they'll look at an object and tap their fingers together to select it. They could hang it on the wall or put it on a desk, or have it as the largest screen they've ever had right in front of their face. It doesn't even have to be a vertical window, it could be a flat surface laying on the ground. They run in a virtual window, and the player can make that window as big or as small as they want. Of course, you can also make traditional 2D games. Instead of your room, there's an environment and you can no longer see the real world. You can have spaceships coming through a hole in the wall, for example.Ī fully immersive experience is when the game takes over the whole view. This might be suitable for an action game - something you're actively playing but that still interacts with the real world. This closes all other windows and volumes, focusing the experience on your content, while still keeping the player connected to their surroundings through passthrough. You can put all attention on your game when you move into Full Space. There might be a virtual chessboard on the player's actual desktop representing an active game of chess, or a virtual pet sitting on the floor.Īll of these apps live together, and the player can interact with whichever one they want. This means that your game can live in space together with other games and apps and the player's surroundings. You can build games that span a spectrum of immersion, all depending on how much of the player's attention you want to capture.Īll apps and games start in the Shared Space. This has exciting possibilities and lets you create a wide variety of different game types. It has high-resolution screens, a wide field of view, and a great refresh rate.Īnd there's LiDAR that tracks both hand movements and the shape of the room around the player.Īnd players can stay connected to their surroundings using the device's high-quality passthrough. This is a standalone spatial computing device. ![]() You have several choices when it comes to which frameworks and tools you can use to build games on it, and that includes RealityKit.īut first, I'll give you an idea of what types of games are possible on this new platform. It has unique rendering, audio, and input characteristics. ![]() Spatial computing makes all sorts of new game types possible. Welcome to "Build great games for spatial computing." I am really excited to talk to you today about making games for this new device. ♪ Mellow instrumental hip-hop ♪ ♪ Hi! I am Tricia Gray, and I work on the RealityKit Tools team. ![]()
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