VRMac
A Mac display transported into a world-anchored Android VR, passthrough, and AR environment.
The work, not a mockup.
VRMac world-anchored desktop architecture capture
SPATIAL ↔ NATIVE ↔ MOBILE
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.
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.
What I changed.
I normalized the session protocol, repaired signaling and frame handling, and built gaze-driven placement with VR, passthrough, and AR modes.
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- Swift host builds as a standalone package.
- Android client compiles, passes unit tests, and produces a debug APK.
- Pairing uses a normalized vrmac:// session URL with focused signaling and world-math tests.
What this build changed.
Cross-device experiences feel convincing only when transport, interaction, and spatial math are designed as one continuous system.
The implementation surface.
Proof should be inspectable.
A public repository or live build is not linked yet. The status above states exactly what has been verified.