BUILD RECORD 03Active build2026

VRMac

A Mac display transported into a world-anchored Android VR, passthrough, and AR environment.

CreatorCreator · system design, transport, and interactionBoth device targets build; live end-to-end validation needs physical hardware
PRIMARY EVIDENCE

The work, not a mockup.

VRMac world-anchored desktop architecture capture

VRMac world-anchored desktop architecture capture
architecture capture1200 × 720APPROVED PUBLIC MEDIA
ARCHITECTURE

SPATIAL ↔ NATIVE ↔ MOBILE

01SPATIAL
02NATIVE
03MOBILE
01 / OVERVIEW

What exists.

A Swift host captures the Mac display while a Kotlin/Cardboard client renders it as a movable desktop in 3D space using ordinary mobile hardware.

02 / PROBLEM + CONSTRAINT

Where it resisted.

Capture, signaling, video transport, stereoscopic rendering, head pose, world placement, and gaze input must behave like a single product across two machines.

03 / INTERVENTION

What I changed.

I normalized the session protocol, repaired signaling and frame handling, and built gaze-driven placement with VR, passthrough, and AR modes.

DIFFICULT DECISION

The obvious implementation was not the product.

Use a phone and Cardboard as an accessible spatial client rather than requiring a dedicated high-end headset.

Current proof

03
  1. Swift host builds as a standalone package.
  2. Android client compiles, passes unit tests, and produces a debug APK.
  3. Pairing uses a normalized vrmac:// session URL with focused signaling and world-math tests.
LESSONS

What this build changed.

Cross-device experiences feel convincing only when transport, interaction, and spatial math are designed as one continuous system.

BUILD MATERIALS

The implementation surface.

01Swift02ScreenCaptureKit03WebRTC04Kotlin05OpenGL ES06ARCore
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