If the video URL is not properly provided to the player while developing on-device using Mac Virtual Display and implementing a video player that uses video reflections in an immersive space, reflections will use the Mac mirroring feed. This can be reproduced using the Xcode template for immersive spaces and without providing a URL https://youtu.be/kNf2F4tSzJI
Allowing the window containing a TabletopKit game to be resized makes interaction with equipment incorrect. When moving equipment on default scale equipment around the table, it is possible to the limits of the volume, but once resized, the reported limits are not correct, limiting to a smaller boundary than any of the containers. https://youtu.be/nZPHbDi0kU8
We've seen users hold various pieces of equipment in different hands and try to combine them for real-life applications (e.g., constructing puzzles, a magnifier on top of a map, a flashlight to reveal the contents of a slate), resulting in conflicting physical sorting of the equipment. It will boost the utility if the sorting process could be opted out to allow this type of interaction without getting to the extreme of removing completely the equipment from the physics simulation.
Currently, there is no out-of-the-box accessibility on TabletopKit; it would be helpful if the equipment could include and expose an AccessibilityComponent to generate a smoother API that allows gameplay in an accessible manner, such as custom rotors or voice commands for actions.
When entering decimal numbers into the inspector, if a period is used instead of a comma, the value is not recognized and the field is reset. This behavior is inconsistent with the rest of the app, as it behaves the reverse way on the shader graph inspector fields. It appears to be a localization issue; my system is configured with English US as the primary language and Germany as the region.
When trying to create a resizable TabletopKit game that uses SwiftUI attachments in the equipment, some z-fighting happens during the rendering. As soon as you apply the volumeBaseplateVisibility(.hidden), the display behaves as expected, but this limits the ability to resize the window.
In the current version of TabletopKit, the view modifier required has no limit on the number of views that can be utilized (failing silently when attempting to). If allowing multiple tabletop games is not feasible, at least it would give greater flexibility and encapsulation (i.e., different game boards during a session) if the modifier contained an option to enable or disable that specific game.