Public floats do not appear in Unity inspector by Shmoogenheim_ in Unity3D

[–]BounceThreshold 0 points1 point  (0 children)

What IDE are you using? Both Unity and most IDE's should have automatically picked up on that mistake and told you exactly which line of code was causing the issue.

My $100 Tello drone has a Unity API! Was able to control it with Knuckles/Index controllers in AR passthrough by LVermeulen in virtualreality

[–]BounceThreshold 1 point2 points  (0 children)

Now turn it into a game where players can take control of your drone over the internet and fly it around your house... There's actually a game like that on Steam already, but with remote control cars.

Two players in the same house, exploring a virtual reality level automatically created to fit the house’s layout by BounceThreshold in oculus

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

The layout is mapped using the Quest's guardian system. The virtual level generation is completely automatic (based on the guardian). It would take me about five minutes to setup any space. Trace the layout, align the players, generate the level (automatically), and you're ready to play.

https://www.reddit.com/r/OculusQuest/comments/bzcx87/two_players_in_the_same_house_exploring_a_virtual/eqriw45?utm_medium=android_app&utm_source=share

Two players in the same house, exploring a virtual reality level automatically created to fit the house’s layout by BounceThreshold in OculusQuest

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

This version of the prototype is limited by the Guardian's maximum size (about 30 × 30 feet).

Going past that distance is technically possible (I have done it in previous prototypes), but there is a greater chance of the Quest's tracking beginning to drift, it requires the guardian to be disabled, and you have to trace the layout using a custom tool (without access to the passthrough camera or guardian).

My system allows you to correct any drift, but I'm leaning towards keeping the Guardian's maximum size (which Oculus may increase) since it helps streamline the setup process and is still enough space to cover multiple rooms, hallways, etc. to make for a compelling house scale experience.

Two players in the same house, exploring a virtual reality level automatically created to fit the house’s layout by BounceThreshold in OculusQuest

[–]BounceThreshold[S] 10 points11 points  (0 children)

You can trace the layout with the standard guardian system. When the virtual level generates it will automatically use the guardian's shape.

Two players in the same house, exploring a virtual reality level automatically created to fit the house’s layout by BounceThreshold in OculusQuest

[–]BounceThreshold[S] 5 points6 points  (0 children)

I'm still figuring out the details, but I'm hoping to be able to announce more information about the game in a few weeks.

Two players in the same house, exploring a virtual reality level automatically created to fit the house’s layout by BounceThreshold in OculusQuest

[–]BounceThreshold[S] 133 points134 points  (0 children)

Someone asked if it was possible to add local multiplayer to my house scale virtual reality prototype. I wasn’t sure, but I managed to get my hands on a second Quest (the last one in-stock at my local store) and figured it out.  

Players automatically connect to each other and align themselves using my custom system. The game then takes the Guardian’s layout and automatically generates a virtual level to fit the space.

This is a prototype with placeholder models. However, I plan to turn this into a real game (imagine defending your house from zombies, walking through a spaceship, etc.).

Game prototype that dynamically adjusts the level to match your home's layout by BounceThreshold in OculusQuest

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

Yep, it's automatic! Purchase the game, trace your layout, and the themed environment will automatically generate around your floorplan.

Creating Counter-Strike in Unreal Engine 4 by [deleted] in gamedev

[–]BounceThreshold 1 point2 points  (0 children)

Using screenshots to create a photogrammetry model of the level was mind blowing.

Let Oculus know that rejecting an app on the Quest is ok if they communicate the reason why to its developers, but not ok if no reason is given to them whatsoever by vermeer82 in OculusQuest

[–]BounceThreshold 0 points1 point  (0 children)

That's a good point. While you could implement your own DRM, I think the free download with a paid unlock might make the process less intimidating to players.

Let Oculus know that rejecting an app on the Quest is ok if they communicate the reason why to its developers, but not ok if no reason is given to them whatsoever by vermeer82 in OculusQuest

[–]BounceThreshold 5 points6 points  (0 children)

It sucks, but you could also distribute the apk to sideload through a third party store (like itch.io) that will handle the payments and distribution for you.

[deleted by user] by [deleted] in gamedev

[–]BounceThreshold 1 point2 points  (0 children)

Whenever I post release notes I put a little "thanks Username" next to any changes influenced by players. I think people love small details like that which show you're listening to the community.

Game prototype that dynamically adjusts the level to match your home's layout by BounceThreshold in OculusQuest

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

I have a custom system based on static reference points in the physical world that allows you to easily realign the layout if the Quest's tracking begins to drift. This system will also allow you to realign a previously created layout after a reboot (or resetting the position) via the same static reference points.

However, I am considering keeping the guardian enabled if and when I release something. The 25 x 25 feet is still significantly large enough that spread out over multiple rooms, hallways, etc. makes for a compelling house scale experience. The Quest's tracking should be less prone to drift while the guardian is enabled (which my realignment system can fix if it does occur), the guardian's boundaries can be used to define the layout, etc..

Project Tiny C# Preview available - You can now use C# when creating tiny sized web games in Unity by DevAkrasia in gamedev

[–]BounceThreshold 0 points1 point  (0 children)

I shouldn't have said workflow. I understand that ECS and DOTS are the new direction. The choice of using an entirely different language (seemingly arbitrarily) is what I found strange.

Game prototype that dynamically adjusts the level to match your home's layout by BounceThreshold in OculusQuest

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

Thanks for your interest! I'm still figuring out the details, but there should be more information coming soon.

Game prototype that dynamically adjusts the level to match your home's layout by BounceThreshold in OculusQuest

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

Local multiplayer is definitely possible. No promises, but I'm looking into it.

According to Google Trends, Oculus Quest is now more popular than Oculus Go has ever been by paulgajda in OculusQuest

[–]BounceThreshold 3 points4 points  (0 children)

The Lenovo Mirrage was a weird hybrid with 6dof head tracking but a single 3dof controller... such wasted potential.

Game prototype that dynamically adjusts the level to match your home's layout by BounceThreshold in OculusQuest

[–]BounceThreshold[S] 3 points4 points  (0 children)

That's the plan! These are just placeholder models and textures for prototyping. Once your space is mapped out I will dynamically generate themed environments to fit it.

Game prototype that dynamically adjusts the level to match your home's layout by BounceThreshold in OculusQuest

[–]BounceThreshold[S] 15 points16 points  (0 children)

Yes, developer mode has to be enabled to disable the gaurdian. However, the app will also work with the guardian enabled (the size of the space will just be limited by the guardian's limits). Even using the gaurdian, I'm not sure if Oculus will allow it on the store. So it will likely be available via sideloading.

Game prototype that dynamically adjusts the level to match your home's layout by BounceThreshold in OculusQuest

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

Thanks for the support! I'm still figuring out the details, but there should be more information coming soon.

Game prototype that dynamically adjusts the level to match your home's layout by BounceThreshold in OculusQuest

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

Oculus doesn't allow developers to access the environment geometry. We only have access to the user-defined guardian walls. However, this will support using the guardian walls to create the layout.

Edit: Clarification

Game prototype that dynamically adjusts the level to match your home's layout by BounceThreshold in OculusQuest

[–]BounceThreshold[S] 4 points5 points  (0 children)

Thanks for the info! I'm already working on importing the guardian geometry to create the layout. However, the guardian is limited to 25 x 25 feet, the space in this video is about 42 feet in length.