I know what I'm about to say is a very big hot take since I know the S word is a hot button topic with people in the forum, but screw it, it needs to be said: visionOS should have sideloading. Limiting app development to the app store is gonna hurt the Vision Pro for the first few years
VR app developers have a way of doing things, and that way is openness. Spatial computing is still a new term for many and many don't know how they should develop apps for that. When consumer VR launched back in 2016 with the HTC Vive and the Oculus Rift, both headsets were tied to PCVR only. PCVR of course is open, you weren't restricted to a single app store, but there were app stores to sell on as well, those being SteamVR and the Oculus Store. But since VR/AR is still kinda in the early adopter phase, many developers don't release their apps on Steam or Oculus immediately, but instead release them on their own for users to test and give feedback. Then once the app is at a good enough state, release it to the store, and while it's waiting for store approval people can check it out immediately. In this wild west we got really creative apps like EmuVR, which is designed not just to emulate retro games, but emulate the nostalgic feeling of playing these games as they were back then, with actual virtual consoles you could pick up and plug into virtual CRTs, and bedrooms you could customize however you wished. You could even watch videos in this space as they'd appear as VHS tapes.
This developer philosophy carried over to the Meta Quest. The Quest is limited to an app store as well, but it has sideloading since the OS is Android based. Through the Quest's sideloading spawned an alternative app store called SideQuest (get it? Because it's sideloading but sidequest is a video game term and...yeah you get it.) SideQuest became very popular as many prominent VR developers and newcomers use it to launch their apps and games to test them, as well as try them out while they awaited store approval. Meta took notice of this and decided to incorporate that sideloading easier into something they call App Lab. App Lab is you can distribute your apps and games on the Quest App Store for free so people can hop in and try them, but they won't be discoverable from the store unless you type it's name in directly into the Search Bar. They even directly incorporate SideQuest in with App Lab. Doing this means easier testing and getting apps out of the door quickly and just trying out new things before releasing them to the store to be monetized. The popular multiplayer game Gorilla Tag got it's start on App Lab, as did the Quest port of the popular VR shooter Pavlov.
Now compare this to visionOS. visionOS just like all the other non-Mac OSs does not have sideloading at all. You cannot install any .ipas unless you have a $100 a year developer account, versus Meta where developer accounts are free and you only need a Quest to start developing. Not only that but Apple is a lot more restrictive of what can be made for the Vision Pro.
Firstly, no camera apps. This is a big mistake since the cameras were a heavily advertised feature of the Vision Pro, being able to make 3D images and videos. Why the hell can people not make their own camera apps like they can on the iPhone and iPad? Secondly, no navigation apps. Can't make an AR app that places directional markers in real time, which is one of the top things people requested. Then of course is the other standard backwards App Store Guidelines like no game emulation so EmuVR, that really creative app I mentioned earlier, can't be done. Apple won't allow it
Rules like these will make it very hard to get existing VR developers to get on board with visionOS. Why would they develop apps for a $3500+ headset that is very restrictive, when they could just develop for the Quest since Meta is giving them complete creative freedom to do so? These development and distribution rules will only hurt the headset going forward as many will just ignore it and stick with developing for Quest. So unless visionOS gets sideloading either from government intervention or Apple realizing locking it down is dumb, then this is gonna be a slow burn. Which honestly, the headset costs $3500. If you're spending that much money on a HMD, then let me do whatever the hell I want with it.
VR app developers have a way of doing things, and that way is openness. Spatial computing is still a new term for many and many don't know how they should develop apps for that. When consumer VR launched back in 2016 with the HTC Vive and the Oculus Rift, both headsets were tied to PCVR only. PCVR of course is open, you weren't restricted to a single app store, but there were app stores to sell on as well, those being SteamVR and the Oculus Store. But since VR/AR is still kinda in the early adopter phase, many developers don't release their apps on Steam or Oculus immediately, but instead release them on their own for users to test and give feedback. Then once the app is at a good enough state, release it to the store, and while it's waiting for store approval people can check it out immediately. In this wild west we got really creative apps like EmuVR, which is designed not just to emulate retro games, but emulate the nostalgic feeling of playing these games as they were back then, with actual virtual consoles you could pick up and plug into virtual CRTs, and bedrooms you could customize however you wished. You could even watch videos in this space as they'd appear as VHS tapes.
This developer philosophy carried over to the Meta Quest. The Quest is limited to an app store as well, but it has sideloading since the OS is Android based. Through the Quest's sideloading spawned an alternative app store called SideQuest (get it? Because it's sideloading but sidequest is a video game term and...yeah you get it.) SideQuest became very popular as many prominent VR developers and newcomers use it to launch their apps and games to test them, as well as try them out while they awaited store approval. Meta took notice of this and decided to incorporate that sideloading easier into something they call App Lab. App Lab is you can distribute your apps and games on the Quest App Store for free so people can hop in and try them, but they won't be discoverable from the store unless you type it's name in directly into the Search Bar. They even directly incorporate SideQuest in with App Lab. Doing this means easier testing and getting apps out of the door quickly and just trying out new things before releasing them to the store to be monetized. The popular multiplayer game Gorilla Tag got it's start on App Lab, as did the Quest port of the popular VR shooter Pavlov.
Now compare this to visionOS. visionOS just like all the other non-Mac OSs does not have sideloading at all. You cannot install any .ipas unless you have a $100 a year developer account, versus Meta where developer accounts are free and you only need a Quest to start developing. Not only that but Apple is a lot more restrictive of what can be made for the Vision Pro.

Here are the Vision Pro apps that Apple won’t allow
While Apple is encouraging developers to write software for the Vision Pro AR headset, there are some types of applications it doesn’t want.
www.cultofmac.com
Firstly, no camera apps. This is a big mistake since the cameras were a heavily advertised feature of the Vision Pro, being able to make 3D images and videos. Why the hell can people not make their own camera apps like they can on the iPhone and iPad? Secondly, no navigation apps. Can't make an AR app that places directional markers in real time, which is one of the top things people requested. Then of course is the other standard backwards App Store Guidelines like no game emulation so EmuVR, that really creative app I mentioned earlier, can't be done. Apple won't allow it
Rules like these will make it very hard to get existing VR developers to get on board with visionOS. Why would they develop apps for a $3500+ headset that is very restrictive, when they could just develop for the Quest since Meta is giving them complete creative freedom to do so? These development and distribution rules will only hurt the headset going forward as many will just ignore it and stick with developing for Quest. So unless visionOS gets sideloading either from government intervention or Apple realizing locking it down is dumb, then this is gonna be a slow burn. Which honestly, the headset costs $3500. If you're spending that much money on a HMD, then let me do whatever the hell I want with it.
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