More Than Just Code podcast - iOS, visionOS and Swift development, news and advice · Tim Mitra, Jaime Lopez Jr, Mark Rubin

Phantom Pinching with Mike Bundy

·1 hr 12 min·2 clips
Key insight from segment 5
Tim opens by checking in on the weather with Mike Bundy in Portland. That small bit of banter sets the tone for a conversation that moves casually but stays technical. Mike’s background in 3D work comes up early, and the show uses that to trace how he thinks about Vision Pro and visionOS development. Tim asks whether Mike has always been a Mac user and whether he sees himself more as an iOS or visionOS developer, which opens into a wider story about how he arrived at this kind of work. The discussion keeps circling back to native development. Mike is clear that he prefers writing everything in source code. That preference shapes how he approaches tools, assets, and animation workflows. The conversation gets especially detailed around multi-animation handling. Tim tries to reason through how the same object can be animated across different scenes while still being treated as the same object. Mike brings the discussion back to the practical reality of how these systems actually behave. Unity comes up as a contrast point, with Mike describing it as doing some sort of magic behind the scenes, while native Vision Pro workflows feel more hands-on. Asset size becomes part of the problem. Mike notes that bringing in multiple textured versions of the same model can quickly inflate the cost of even a simple animation sequence. The robot example makes the point plainly. If one model is seven megs, three variants become twenty-one megs before you have even solved the interaction problem. The conversation also touches on the awkwardness of swapping models the way table view cells get reused. That analogy lands because it shows how easily animation state can get messy, especially if something is mid-motion when a model changes. Reality Composer Pro gets mentioned as part of that tooling stack. Mike is skeptical of it, or at least reluctant to live in it as a primary workflow. The overall tone stays conversational rather than instructional. Tim keeps the thread moving with practical questions, while Mike answers from experience instead of theory. There is very little formal exposition. Instead, the episode builds its point by moving from one concrete workflow irritation to another. By the end, the listener has a clear sense that Vision Pro development is still full of small, technical compromises. The final stretch relaxes back into the show’s usual loose banter, including talk about a new episode on tonight, lunch, and taking the dog outside.

As heard by us

A practical Vision Pro conversation that stays close to the messy parts.

This is a developer conversation about Vision Pro and what it actually takes to build for it when assets, animation, and tooling start to pile up.

Read the full review in PlayNext →

Why you'd press play

Want a real Vision Pro developer conversation, not a polished demo reel?

Read the full recommendation in PlayNext →
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