Alex CoulombePresents
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Godot visionOS Simulator Kit

4

Develop & test Godot visionOS apps in the Simulator — input, hand-tracking, one-command build switching.

The story

A Godot visionOS app renders an immersive custom-Metal CompositorServices scene — which means the visionOS Simulator's built-in pinch simulation can't reach it. Out of the box you get zero input and zero hands in the sim, forcing a physical-device round-trip for every change. This kit closes the gap: simulated input over UDP, a SwiftUI control panel, canned hand feeds, and an engine module for real articulated MediaPipe hands.

Highlights

  • One command builds + runs in Simulator or on device — signing and install differences hidden
  • UDP input injection keeps the Simulator focused while actions reach the app
  • Webcam → MediaPipe → Godot XRHandTracker articulated hands in the sim
  • Extracted from the Cascade Countdown pilot — drops into any Godot visionOS repo

Docs · live from GitHub wiki

Godot visionOS Simulator Kit — Wiki

Tools to develop and test Godot visionOS apps in the visionOS Simulator — working input, hand‑tracking, and a one‑command sim/device build switcher. (The README is the quick reference; these pages go a little deeper.)

Why this exists

A Godot visionOS app renders an immersive, custom‑Metal CompositorServices scene. The Simulator's built‑in pinch/gesture simulation only reaches RealityKit/SwiftUI apps — so a Godot immersive app gets zero input and zero hands in the sim out of the box, and you'd be stuck testing only on a physical Apple Vision Pro. This kit closes that gap so you can iterate in the Simulator, which is far faster than a device round‑trip.

Pages

  • [[Build Switcher]]build.sh sim | device: one command, the right destination/signing/install for each.
  • [[Simulator Input and Hands]] — drive your immersive app in the sim: keyboard/GUI input over UDP, and real or canned hand‑tracking.

The pieces (all in the repo)

PieceWhat it doesEngine rebuild?
build.shone‑command sim/device build switcherno
godot/simulator_input.gdUDP 127.0.0.1:9999 input autoload (sim‑gated)no
tools/SimInputTap.swiftmacOS global key‑tap → UDPno
tools/SimControlPanel/macOS GUI for input + hand feed + live calibrationno
tools/simhands_canned_sender.swiftcanned hand feed over MultipeerConnectivityno
engine/simhands_bridge.mmnative bridge: webcam hands → XRHandTracker in the simyes (Clancey engine)

Pairs great with Cascade Countdown

This kit was extracted from Cascade Countdown — a hand‑tracked physics arcade game for Apple Vision Pro (the pilot's wiki is a beginner‑friendly Godot‑on‑AVP walkthrough). Cascade uses this kit to prototype in the Simulator; any Godot visionOS project can do the same.

Built by Alex Coulombe. MIT licensed. Interoperates with VisionOS‑SimHands (Ben Lumen Digital); hand‑tracking engine support rides on Clancey/godot (Marshall Nowak).

$ git clone https://github.com/ibrews/godot-visionos-simulator-kit.git