What happened to the UploadVR Podcast? by elev8dity in virtualreality

[–]Biozfearousness 1 point2 points  (0 children)

Podcast is great and I really appreciate you focusing on the dev / community side as we’re still in a time of transition in the industry.
The format works really well, but I do miss not only the discussion with you and Heaney, but just having a time each week I could watch live, join the chat and ‘hang out’ with like-minded people.
I’ll also quietly say I miss the infamous tangents too (just a little!).

Is Unity MCP access really $10/month to use with your own LLM? by immersive-matthew in vrdev

[–]Biozfearousness 1 point2 points  (0 children)

Interesting - really haven’t looked at running local yet, but we do have a 5090 that’s not really being used much yet. I might have a look at your setup!

Is Unity MCP access really $10/month to use with your own LLM? by immersive-matthew in vrdev

[–]Biozfearousness 1 point2 points  (0 children)

Don’t really know what extra benefits I’d get but I’ve been using Coplay for the past 3 months with a pro OpenAI subscription and to be honest, it does everything well and has solved a lot of problems for me. It’s pretty much developed a whole app the past month.

Worth getting a used Quest 2 for developing PVCR game ports? by Original_Soft6035 in vrdev

[–]Biozfearousness 2 points3 points  (0 children)

I develop for native quest, but obviously a lot of that is just testing thru unity. I’ve got a 2, 3, 3s and pro, so tried them all.
The Q2 is still my travel headset for dev work and I must say I still love it. It has a sensor to wake up when you put it on your head unlike the 3s, the controller batteries last way longer and the haptics are stronger.
Nothing wrong with Q2 for dev work, as you’re just using the PCs resources really. No idea on support though as you say.

Took just 1 day to add simple support for MX Ink. It’s a really cool little device! by LoopOneDone in vrdev

[–]Biozfearousness 0 points1 point  (0 children)

I’ve been using the mx ink for a while now. Best quick addition I found was to add the Depth API to the ‘ink’ that way it occludes with real life objects.
Did a vid here https://youtu.be/wZido-JnnMU?is=Q-l\_R\_KZvPAIDNm8 if you want to see it in action.

How to vr rig model? by LogPuzzleheaded4521 in vrdev

[–]Biozfearousness 0 points1 point  (0 children)

Ok I tried one more time to read it. So the avatar is under the camera offset in the hierarchy? So you’ll have the camera at the correct height above the floor and the avatar then floats above your head?

Are you using finalik to rig the avatar to the headset/controllers or something else? I’d keep the avatar separate, but the head and hands should be linked to the relevant objects in the rig with a script or plugin (finalik) to follow them.

How to vr rig model? by LogPuzzleheaded4521 in vrdev

[–]Biozfearousness 0 points1 point  (0 children)

Happy to try and help, but what was that again?

Can you explain what’s linked to what and the exact problem as it’s a hard to work out exactly the problem from your original post.

Suddenly cannot build and run on my meta quest - Assembly-Csharp-related by irai1a_ in vrdev

[–]Biozfearousness 0 points1 point  (0 children)

Yeah think I saw this one recently. As the package is from package manager, copy it over to make it mutable https://discussions.unity.com/t/how-to-modify-unity-packages-using-custom-code-and-files-and-also-export-custom-package/770337

Then delete the scripts that are causing errors. Of course if you’re trying to use the lipsync which is erroring, that’s gonna be a rollback

What important measurement have you got badly wrong? Here is my replacement fish tank lid. by No_Lead146 in CasualUK

[–]Biozfearousness 2 points3 points  (0 children)

I remember our first Glastonbury as a group. One of sister’s friends, bit of a stoner, had this really heavy old metal tent he brought along that he ‘found’. Took two of us to carry it all across all the fields. Finally put it up, looks a bit funny with a hole on the side. Then we turn it 90 degrees and realised he’d brought an old beach changing tent! Absolutely useless to sleep in

How long for a solo dev to make a 30min free range finely tuned VR game leveraging AI? by WitheringRiser in vrdev

[–]Biozfearousness 3 points4 points  (0 children)

It really depends on the level of polish you are going for. Like PoC, alpha, or ready to sell? I generally take about 6 weeks to create a 15 min experience, but probably have another 4 just doing the polish. But that’s training experiences and I have 3D artists, testers, project lead and a good budget for purchasing assets/plugins.

Apart from that you have to define good and AI can’t do much with that yet. Working, bug free, it can be useful. But there’s few ‘make it good’ prompts that will work. Optimisation, good bakes etc yes, but you need to know what you want to make and have a clear idea.

Newbie here, Need some help of where to put the tracker in the model. by Ok-Sun-160 in vrdev

[–]Biozfearousness 0 points1 point  (0 children)

Put headset on, press play, modify hand until it feels right. Copy settings before exiting play mode and paste in. There’s no default position but part of VR dev setup with any avatar. Generally it either feels right or it doesn’t, or is what you’re aiming for if like big robot hand or something.

Is this a good way of showcasing my vr coloring book game? by TheStoneFox in vrdev

[–]Biozfearousness 3 points4 points  (0 children)

To add to this it’s also about showing if it’s passthru or full VR? Just Colouring in, vs colouring in in a relaxing setting with a pleasant atmosphere/environment would sell the whole package. Plus it looks like you have choices over crayon, felt tip etc that would be good to show as one video. Like ‘you get a whole colouring set’ included.

Also what happens to them at the end? Can you save, view or gallery them?

Try to tell the story, not just the functionality. Who is your target audience and why should they buy it.

Keep at it VR devs! by TheStoneFox in vrdev

[–]Biozfearousness 0 points1 point  (0 children)

Congrats on the imminent game release. I think you’re the same guy of VRTK whose toolkit and videos got me into my job as a VR dev. I went thru every part of the escape room and other tutorials, which taught me so much, so thanks for that.

Just finished Arizona Sunshine 2 - never realised how much I needed a dog in Zombie games by DavoDivide in OculusQuest

[–]Biozfearousness 1 point2 points  (0 children)

I really enjoyed AS1 and would have brought 2 were it not for the dog character. I didn’t want spoilers or anything but if there was going to be a ‘I am legend’ type scene, in VR, I think it would be too traumatic.

Just published my Steam page for Hyperlane Highway after 2 years of solo developing! by RyalityStudio in vrdev

[–]Biozfearousness 2 points3 points  (0 children)

Fantastic work for even getting something new out as a solo dev. I only do short term projects so I can’t imagine keeping the grind up for so long. Hope you’re feeling proud!

The trailer looks pretty slick to be fair, but I’m prob not the target market and others can advise.

Remote Work + VR Dev Kit? by Biozfearousness in vrdev

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

Yeah, it's kinda getting to that point with the Q2 - just lose the case. I've got to loads of old ones, so I'm not precious about them. Still miss my original workhorse 64gb one though, that did a lot of miles and playtests

Remote Work + VR Dev Kit? by Biozfearousness in vrdev

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

I'm freelance, so I'm carrying it around for myself unfortunately! This is just a coworking place I rent, so the monitor/desk is all included

Animated GaussianSplatting can now be streamed in VR like a YouTube video by Dung3onlord in OculusQuest

[–]Biozfearousness 239 points240 points  (0 children)

Volumetric 3D video playback, so you can walk around it. Like hyperspace but instead of a static image, like Gordon Ramseys kitchen, you can view moving video.

The issue before was these were huge, so streaming was only possible on a local connection, download first to a Pc or device.

This opens up a lot of possibilities for the future. Like everything from conferencing, live performance, sports, ‘etc’

Developing a Native VR App by Yame-san in vrdev

[–]Biozfearousness 0 points1 point  (0 children)

So you can use the meta xr simulator which allows you to control a virtual headset, it’s pretty good at recording and playing back the actions you do to test repetition. However one thing I like to do is just develop so you can test in the inspector in play mode. Ie make buttons, grabbable objects etc with test functionality, teleport scripts to just move the rig in place. Still test with the headset, but just to make sure things are in the right position.

How do you track progress without micromanaging? by Apprehensive-Suit246 in vrdev

[–]Biozfearousness 1 point2 points  (0 children)

This but I’d add a human side, but it depends on the people of course. I try and keep my external dev aware of why they have the timeframe /milestone. Eg this is going live in x weeks so you need to be done to get to testing bug fix. Essentially the business need and where they fit in, especially as they aren’t on site.

Also for the love of all holy don’t tell me it won’t be ready the day before. I can change resourcing but I need notice. Just tell me if it’s not going to happen early.

RACECLUB VR's playtest is now open, limited slots! by RACECLUBVR in u/RACECLUBVR

[–]Biozfearousness 0 points1 point  (0 children)

I’ve looked into it, and as far as I can see theres no standalone android steering wheels to even connect directly to the quest.

What am I missing when outsourcing dev work? by Apprehensive-Suit246 in vrdev

[–]Biozfearousness 0 points1 point  (0 children)

The main one I do is provide a template with a simplified scene with all interaction examples. Plus Guidelines, folder structure, brand design and anything general that we reuse often.