The Lab
Experiments & research
Spikes, sandboxes and pitches that feed the shipping work. Some are public repositories, some are notes; all of them taught the studio something about building for a headset.
GitHub
VRNavDemo
A VR navigation sandbox for Vision Pro: testing tumble, orbit and fly navigation models against comfort. The Maya-style Y-up tumble with two scalar rotation states that Quads uses came out of this.
RepositoryInput research
Muse stylus & pointer probes
Instrumented test targets for Logitech Muse accessory tracking, GameController button and pressure channels, and pointer input inside RealityKit's ManipulationComponent. Findings filed as Apple Feedback and folded into Quads.
Pitch
The Museum of Untold Possibilities
An Epic MegaGrant proposal for a non-game VR museum in the World of Sketchbot, with timed exhibitions, an AI robot docent and an Art Lab where visitors build and 3D-print their own robots.
Read the pitchSketchfab
ZBrush for iPad tests
Alien Head V2, sculpted entirely on iPad and published as an interactive model.
Sketchfab
Field notes
Things learned building for visionOS 27
Interactive UI lives in windows
Typing, scrubbing, popovers and dialogs need an OS window. Spatial panels get no keyboard and no presentations; keep them for glanceable, tap-only content.
ARKit needs an ImmersiveSpace
Hand and accessory tracking only run in an immersive space, so a serious modeling workspace can't live in a volume. Volumes are for viewing, not for making.
Budget your entities
Every per-element handle is a RealityKit entity. Past a couple of thousand, the CPU watchdog wins. Dense meshes want collider tools, not handles.
Small mesh files aren't free
Apple's proprietary mesh codec halves a USDZ but locks out Maya, Blender and Pixar's tools. Ship standard packages when the file has to travel.