> I would insist Apple conforms to the industry standard
Insisting Apple conforms to anything is useless, unless you're in control of government regulations.
You can stick to Apple's ridiculous custom APIs, or you can release your software without Apple support. Luckily, VisionOS seems to have gone the way of the Apple Pippin, so I don't think many people will care much about Apple's headsets not being supported by VR games. Apple certainly doesn't.
If Godot wants VisionOS support, this is probably the way to do it. The question then becomes: is an alteration this heavy worth the maintenance cost, especially for hardware that expensive and uncommon? You don't want to end up in a situation where the one guy with such a headset falls ill and suddenly you can't test your engine anymore without spending a couple thousand on new hardware.
It's a pretty well self regulating issue, isn't it? If there is no maintainer available, there's no market either, so it could be dropped. If there's enough people to develop for this expensive uncommon system, then surely there's enough money going round to pay someone.
Right now it looks like they have enough first party support and third party dyi efforts to at least give it a go.
> VisionOS seems to have gone the way of the Apple Pippin
There are rumours indicating that they working on multiple new models including one designed for tethering to the Mac:
https://www.macrumors.com/2025/04/13/vision-pro-2-two-rumore...
Apple wants Godot to support the Vision Pro, hence the PR. Hence Godot has some leverage here (though possibly not enough).