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SPATiAL OS for MOBILE / ANDROID


#1

Hello! First of all I’m thrilled to have come across an article with information on what Spatial can do.

Secondly, I would like to know what plans you have for mobile platforms (made for Android with Unity). What complications may exist and if there has been any progress. Last post I could find here was written in Jan.

If possible, I would like to discuss my project in a little bit more detail with someone.

Thank you


#3

Hi @VRCOMET ,

Thanks for the interest in SpatialOS!

Unfortunately we don’t currently support it, and it’s not on our roadmap, but we do plan to come back to it in the future. Once we do you’ll likely hear about it here :slight_smile:

We did have an internal try-out of iOS of which can you see the result in our Quest demo:

Hopefuly this makes sense :slight_smile:

-Ev


#4

Hang on, please could you clarify what is meant by mobile platforms not being on your roadmap?


#5

At the moment we don’t have a timetable for when mobile platforms will be officially supported for development/release.


#6

Hi @Kevin thanks for your response. I guess I’m trying to understand how essential mobile platform support is considered for SpatialOS.

Now in terms of unofficial support, what options are present short term-wise? I have a couple of early mobile concepts that I would like to play around with/demo on indicative hardware; are there any options available that allow this currently? What process did you follow when developing your aforementioned Quest demo?

Cheers! :slightly_smiling_face:


#7

Mobile is something we definitely want to support as soon as we can, but we have been prioritizing work on engines that our current customers are working on. For developing on mobile now, the main issues are that we haven’t been running tests for building on mobile devices so we can’t guarantee what will or will not build for the specific devices that you are working on, but it’s likely the case that the changes needed to get things building aren’t huge. Specifically for android we know even less, but I’d recommend giving a build a shot and see what problems you run into. There’s always a chance the workaround isn’t too difficult.


#8

Hi Kevin,
I’ve been periodically checking in on mobile support, and after reading through the different questions and responses, I wanted to pose a few questions and propose a path forward.

  1. It seems that reducing the scope of ‘mobile’ support to something like “Unity v.X on Android” support would significantly reduce the complexity of this feature proposal. Given there is already a C# SDK, a Unity SDK, and Unity runs on Android, it seems like this is mostly hammering out a build and deployment strategy along with some platform tweaks - is that accurate assessment?

  2. Would Spatial consider opening this up to a community effort? I’m sure there are other thoughts along the lines of “x engine on y device,” but if we could pull the community together to push one of the requested platforms forward, would Spatial be open to supporting that development model? Given that a POC on iOS already exists, it seems like this could be a well-scoped effort, and with the potential market would provide benefit to both Spatial and the developer community. I think the platform is disruptive, and that individuals would participate for the experience and gained knowledge, but I can also imagine a variety of ways Spatial could give incentives for contributions that would attract teams backed by studios.

I understand that a considered response to this suggestion will not, and probably should not be immediate. After reading the threads on this topic, my goal here was to table a suggestion and see where it might lead. Spatial is an amazing platform that I have been enjoying learning, and I for one would love to contribute to the platform and help push the boundaries of what a mobile game can deliver. I would put my time and effort into the above, and I believe that with the right structure and support from Spatial, other individuals and even backed teams would as well.


#9

Seems that this is the most recent thread about this topic.
I hope I didn’t miss anything on the forum and this is the correct place to ask more about mobile support and more in general multi platform.

Well, these words from @evamitay really scared me:

Unfortunately we don’t currently support it, and it’s not on our roadmap

Hopefully things have changed from one year ago, even because from the pricing page I got a different idea about your roadmap and current support:

Why do you show a cross-platform support in this image?

This brought me to another thread, where I basically found myself in the same position of @solsnare (i.e. thinking that you were compatible with all unity supported platforms).
Just to discover that @chris.major answer made lot of sense.

I found about your partnership with PlayRaven and now I am extremely curious to know more about the progress of this.

Again, I probably have been misled by the image in the pricing page, but I am in the process of making a very important decision for a big project: cross-platform (windows, macos, ios, android) is crucial. This project will start on January and will be launched with the first beta in June. So please, I really need to know more about your idea of compatibility in the next months, because I’m started to think that working on SpatialOS could be a huge mistake.

Please let me know.

Edit
I bumped into this in the docs:

Mobile support is in pre-alpha (SpatialOS documentation). Currently, you can only connect your mobile client-workers to a local deployment: you cannot connect mobile client-workers to a cloud deployment. Please follow our Roadmap to learn more about updates to this in future releases.

That brought me to your future releases card on Trello.

Can we have an ETA for this future release?


#10

Also, in the homepage I read this:

SpatialOS games can be developed for PC, Xbox One, PS4, iOS and Android – and are cross-platform by default.


#11

Hey @pacepiro,

this thread is from a while back now and I’m happy to tell you that things have moved on from then :slight_smile:

Yes, we are cross-platform and we’re working on supporting iOS and Android development. This is on our Unity Roadmap, which you can check out for a bit more info on what that means.

Although we have no set date for this at the moment, we are planning this as a future release and will keep you updated. Stay tuned here on our Forums, or on our Discord and website for info and news.

best,
Nee


#12

Hi @Nee!
Thanks for the answer, it seems that you answered while I was editing (I found the roadmap in the meantime).
Anyway, besides staying tuned on those channels, is it really impossible to have a date about the future release? It would make a huge difference for our decision as a company.
Thanks.


#13

Hi @pacepiro, glad you found the roadmap!

We have no concrete dates for as yet but I can tell you that it is a priority focus for us and our dev team are working hard on it. The moment we have more information, we will definitely be communicating it here and on the channels I previously mentioned - you’ll be the first to know.

Best,
Nee :slight_smile:


#14

This is interesting.

I’m especially curious about how client mobile workers are filtered out - given the contents of the SDKs i’ve seen so far and how they are implemented, there is no obvious hint that this would happen… in fact one of my future plans for an experiment was to see how the C++ worker SDKs perform on low end mobile devices and if there was any potential to do something there.

My initial thought was that i might be something to do with NAT traversal but historically mobile phones have less trouble with this than desktop machines…

In any case, if there are any specific details that can be revealed it would certainly be useful for deciding what do with these ideas… if anything.

Thanks in advance.