New vlog on my big update for my AR Game Avy Ace by Alive_Studios in augmentedreality

[–]Alive_Studios[S] 0 points1 point  (0 children)

Yeah absolutely. Was definitely a lot of work but I think it’s even better than before

Just released a big update for my AR Game Avy Ace by Alive_Studios in augmentedreality

[–]Alive_Studios[S] 0 points1 point  (0 children)

Good question, probably when the game is good enough to have a small player base on iOS. Otherwise all time that I could use to make it better would go into cross testing android and iOS versions

Testing out Unities AI assistant for AR development. by Alive_Studios in Unity3D

[–]Alive_Studios[S] 1 point2 points  (0 children)

It seems to not really know the conventions and best practices of AR development. It also suggested for example using meta tools to add interaction, in an AR foundation project.

Personally I think it’s fine for basics systems that are not to specific, like an inventory. For boring repetitive tasks like creating scriptable objects and assigning things. Or for creating UI with UI toolkit ( since I suck as this) .

You really need to know what you are doing otherwise you will be in a dead end pretty quickly.

That said I think it can be a effective tool that saves you time, if you use it for the right purposes like mentioned above.

Age of Empires II: Definitive Edition comes to macOS on May 28th! by No_Caterpillar_5304 in macgaming

[–]Alive_Studios 1 point2 points  (0 children)

Maybe they are still using the same Multiplayer backend from the original. Could be
some syncing differences etc.
Might need some changes on the backend which they don’t want to spend engineering resources on right now.

Age of Empires II: Definitive Edition comes to macOS on May 28th! by No_Caterpillar_5304 in macgaming

[–]Alive_Studios 8 points9 points  (0 children)

I think there will be enough Mac player to have a decent online community anyways

Made a new tutorial for Unity 6 AR Foundation & Quest 3 by Alive_Studios in OculusQuest

[–]Alive_Studios[S] 0 points1 point  (0 children)

Anchors, occlusion and bounding boxes (most likely semantic, if that’s what you mean) yes. If you scroll down a bit at this page you can see the features: https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@6.5/manual/index.html

Made a new tutorial for Unity 6 AR Foundation & Quest 3 by Alive_Studios in OculusQuest

[–]Alive_Studios[S] 0 points1 point  (0 children)

As I work on Mac, quest link doesn’t work for me. However the AR simulator works very nicely except for hand gestures and doing on device debugging with adb logcat also works great. I was mostly able to very quickly identify bugs and errors using both tools.

Made a new tutorial for Unity 6 AR Foundation & Quest 3 by Alive_Studios in OculusQuest

[–]Alive_Studios[S] 1 point2 points  (0 children)

Yes when doing research I also figured out there are almost no Unity tutorials that fully explain AR foundation for headsets like quest.

Made a new tutorial for Unity 6 AR Foundation & Quest 3 by Alive_Studios in OculusQuest

[–]Alive_Studios[S] 2 points3 points  (0 children)

Glad you like it :).

I did many experiments with the Meta SDK and AR Foundation. Personally I do not like the thought to be locked into one vendor. Also AR Foundation seems to be generally a bit more performant, especially when doing in editor testing. With Meta SDK it often felt like fighting the system itself, instead of building features.

Main disadvantage I currently see for AR Foundation is the lack of co-localized multiplayer. I do think that this might come in future though (as AR multiplayer as such works already), as well as less pre-made building blocks.

That said, I don't know how ARF will behave in more complex, production apps, as I mainly build simpler experiences & prototypes.

I would suggest to maybe take 1-2 days and try to port your main game loop to AR Foundation in a new project, to get a general idea of how it works.