I wish so badly that SwiftUI's .onMove supported multiple-item selection in a List.
I should never need to tell my customers, "That was too difficult to achieve in SwiftUI, so that feature is gone.”
(Been fighting with the Transferable alternatives ALL day so far, with no success. There's only so much time I'm able to grind away at this before I need to give up and move on.)
I almost created an Instathread account just to help push the number of users up to 100M. Almost, but not quite, turns out my pettiness has its limits.
Had another look at the #artemisapp logo and decided to make some changes for @hariette . Icon Pack #1 has been updated, too.
Hope you like the smoother look!
I love the Fediverse and will definitely continue to be around here but if you also happen to be on Threads and would like to connect, you can find me here 😊
@manuel hopefully that will soon be the same thing. If you think about it, it could basically become Twitter with 3rd party apps, only moderated and open at the same time.
@daringfireball Apple did actually show a version of you as an avatar speaking to another avatar. The persona from the face time call in 3D and outside of the video frame, you can only see the face and hands (no legs or body).
@daringfireball Agreed! I get where they’re coming from and I dislike meta just like the next guy, but let them join the open standard if they want to. There’s always the option to exclude them and if you really want to you can pick an instance that’s already pledged to do so.
Currently I'm of the opinion that all of the Vision Pro product shots look better without the badly-3D-rendered face on the front. I think this instance of Apple's attempt to humanize the device does the opposite — an uncanny valley face is so much worse than no face at all. I don't know if they will be able to bridge that gap before launch w/ their Persona tech, but you're talking about an M2 and a hasty 3D facial scan; there's only so much better you can make this w/ the horsepower you've got
@stroughtonsmith I‘m curious if they’ll keep this in the cheaper version. Seems to be an obvious feature to drop to make it both cheaper and lighter (with basically the same feature set for the buyer), but @markgurman says it’s a non negotiable for Apple.
@stroughtonsmith no one has actually seen the outward facing screen yet, right? I find it hard to imagine it actually looking good in person, but I have to admit that the shots look a bit dead without the eyes
Listening to a bunch of reactions to Vision Pro, and I think many people are vastly overestimating how long it might take to get visionOS running on a stripped-down product more like glasses. There are many similar solutions on the market today that just don't have the silicon, software or sensors to pull off a standalone device. But for that to happen, I expect Apple needs to get visionOS running on a chip much closer to an Apple Watch SoC; years of miniaturization ahead!
@stroughtonsmith I’m super interested to see what they’re gonna strip away for the non-pro version. It has to be eyeSight and the display on the outside, or do we thing they deem that too important to the "AR-experience"?
I do think Apple is going to be in a tough spot with game devs for visionOS. Sessions make it clear that hand tracking just won’t be accurate enough for anything fast-paced, and everything has to be re-hosted using Apple APIs to do even basic things with the system compositor. I expect there will be a rising chorus of ‘we need hand controllers’ at the very least. If Apple doesn't have hand controllers of some kind by version 2.0, it could negatively impact the platform for years to come #WWDC23
@stroughtonsmith I‘d love to have M2 performance for standalone VR gaming, but if Apple focuses on productivity and a more general purpose device that’s going to help VR/AR more than yet another gaming headset. For these use-cases, a controller might just be in the way.
No matter how good Apple's hand-tracking is going to be, I really hope there's going to be an MFi hand-controller spec so I can play all the fun controller-essential VR games everybody else has 👀
@stroughtonsmith@igorcferreira I’d be happy to see it, but especially for a rhythm game I can’t imagine hand tracking being good enough any time soon. Apart from that, haptics also make a big difference.
@stroughtonsmith I don‘t see a $3000 headset with optional 3rd party controllers being a focus for the already niche VR gaming market, at least not anytime soon.
@stroughtonsmith I‘d love to get rid of specialized audio entirely, but no matter how hard I try, in some apps (e.g. teams, apollo) there’s just no way to turn it off.
🎙️ Got anything fun you're working on to show off before WWDC? New app? Update? Student Challenge submission? Concept art? Drop a reply here — include a screenshot, link-out, and use the hashtag #showcase if you'd like to be boosted. Do remember you can edit posts if you forget something
I’m amused by people saying how hard they are NOT going to buy Apple’s headset. I remain confident that Apple’s presentation of the hardware leaves us all wondering how we’ve lived without the headset for so long. That’s what Apple is good at.
@simonbs I play in VR almost every day since Quest 1, but other than virtual monitors and meetings I’m having a hard time coming up with compelling use cases. I also don’t see gaming being a focus for Apple.
The OS will likely blow everything we currently have out of the water (a low bar tbh) and hardware will be impressive, but I‘m not sure if that’s gonna be enough for most people.
Super excited to see what they’ve been working on either way.
@simonbs have you come across an issue where scriptable doesn’t receive parameters passed from a shortcut if run via Siri? It stopped working some time ago.