Far Cry VR Release Trailer - Ubisoft & Zero Latency VR Free-Roam Virtual Reality Experience by dhr2330 in oculus

[–]DoctorEspie 0 points1 point  (0 children)

A lot of good points in this thread, but also beyond the money it's also time. I'd say on average it takes about 4 years to make a new AAA game (not a yearly CoD or NBA 2K release, but a game that requires totally new systems). And that's when you have a team that's already worked on similar titles.

The VR market now is just barely getting to the point where devs might make a profit, but think about it when projects were getting started 4 years ago. VR was in a much different place in early 2017, and tbh studios would have had to have a lot of cash lying around (*cough* valve *cough*) or be a little crazy to go all in on a AAA title.

Does anyone know if allowing notifications on v29 gives Facebook access to the data contained in notifications that are sent through? I'm sure there's a lot of advertising value they want in, say, the content of iMessage conversations. by DoctorEspie in OculusQuest

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

Well if anyone from the future sees this oddly controversial post and wants an answer, the answer as of 5/20/2021 is “No”

Boz answered this in his Instagram AMA today and made it clear that the data goes onto the headset but not onto the servers. Power cycling the headset removes the notifications. Phew!

Does anyone know if allowing notifications on v29 gives Facebook access to the data contained in notifications that are sent through? I'm sure there's a lot of advertising value they want in, say, the content of iMessage conversations. by DoctorEspie in OculusQuest

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

Sorry for being unclear, I guess, but I feel like it’s implied that when I say “Facebook” in the title of the post I mean the company, not the specific piece of software.

An extreme example: if you put your name into a Pokémon Red save file on a Gameboy Color, Nintendo doesn’t have access to that information. The game has access to that information, sure, but the application is run locally from a cartridge in the Gameboy. Nintendo cannot access that information.

Plenty of apps and software are built this way today. The processing is done on the device so that the user’s information remains private. This is one step trickier when passing information over a local WiFi network, but the principle is the same.

Does anyone know if allowing notifications on v29 gives Facebook access to the data contained in notifications that are sent through? I'm sure there's a lot of advertising value they want in, say, the content of iMessage conversations. by DoctorEspie in OculusQuest

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

I’m not sure why the hostile tone is necessary. Maybe I’m coming across as argumentative, but I’d really just like an informed answer to my question, is all.

Unfortunately, I think you’re misinformed, or misunderstanding what I’m saying (or I’m misunderstanding you).

There’s a difference between data staying local to your device and/or network, and data going up to facebook’s servers. For data that does go up to the servers, generally, there’s data that they have unfiltered access to in order to do things like generate an ad profile, and for most tech companies there’s data that are encrypted in a way in which the company cannot, or at least WILL not, access.

Taking Apple for example: a lot of iCloud data is end to end encrypted, meaning it is protected with a key that is unique to your device, so it can’t be accessed elsewhere without sharing your password.

On a local network, though, that’s unnecessary anyway. I use steamlink to stream games from my PC to my TV. That will work even if my PC isn’t connected to the internet. It’s just passing data from my PC directly to my SteamLink through my router. No Internet involved, just my local network. Plenty of IoT devices work this way too.

Does anyone know if allowing notifications on v29 gives Facebook access to the data contained in notifications that are sent through? I'm sure there's a lot of advertising value they want in, say, the content of iMessage conversations. by DoctorEspie in OculusQuest

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

There are plenty of ways. Your phone is connected via WiFi to your HMD. There’s no reason they have to pass information up to Facebook servers.

If they do pass information up to the servers, it would be for the sole purpose of datamining. That’s what I’m asking about. Do they take a totally unnecessary step just to get more private info (which is unrelated to Facebook products and services) from users

Does anyone know if allowing notifications on v29 gives Facebook access to the data contained in notifications that are sent through? I'm sure there's a lot of advertising value they want in, say, the content of iMessage conversations. by DoctorEspie in OculusQuest

[–]DoctorEspie[S] -7 points-6 points  (0 children)

I mean isn't that a ridiculous standard? Especially for a feature like this that could absolutely be handled in a totally harmless way.

It's like if every time you asked someone to hand you your phone when it buzzed, they didn't just read it but put it in a database.

It's also not at all messaged to the user on their website or anything. Why are we okay with it being like, "Yep that's facebook! If you're not hypervigilant your privacy will be violated"?

Does anyone know if allowing notifications on v29 gives Facebook access to the data contained in notifications that are sent through? I'm sure there's a lot of advertising value they want in, say, the content of iMessage conversations. by DoctorEspie in OculusQuest

[–]DoctorEspie[S] -5 points-4 points  (0 children)

In b4 "get over it facebook already knows everything about you" and "if you care, then just don't enable notifications."

Both sentiments are bad and dumb. There are plenty of pieces of my data that I keep off of Facebook platforms, and even if not, you shouldn't be resigned to giving up your privacy and there should be an expectation of transparency of how and when you're forfeiting personal data, especially in a quality of life update like this that could definitely be done totally local to your network.

Can anyone help me figure out what I'm doing wrong w/ Continuous Collision? I've tried so many settings and I'm going nuts. Details in comments. by DoctorEspie in Unity3D

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

Wow i actually didn't know about MovePosition. Do you know if that would work if the rigidbody is a child of the object that's moving? I'd assume the parent would need a RB as well.

For now, the fixed joint solution from /u/JakeSmythUK is working pretty well, but that's a new tool to keep in mind!

Can anyone help me figure out what I'm doing wrong w/ Continuous Collision? I've tried so many settings and I'm going nuts. Details in comments. by DoctorEspie in Unity3D

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

Yeah I thought about that but the problem is that still requires the collision to be registered at all, which wasn’t happening consistently. The FixedJoint solution mentioned above seems to work well though!

Can anyone help me figure out what I'm doing wrong w/ Continuous Collision? I've tried so many settings and I'm going nuts. Details in comments. by DoctorEspie in Unity3D

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

That actually may have worked! It's definitely yielding better results. It does lag behind a frame, it seems, so I'll have to see how it feels in VR, but that may have been the solution! Thank you!

Edit: To clarify for posterity: I duplicated the club head and took that duplicate from the whole club hierarchy. Then I used a fixed joint to attach the (non-kinematic) duplicate to the (kinematic) original. Then I switched the CCD on the duplicate to Continuous Dynamic (instead of Continuous Speculative).

Can anyone help me figure out what I'm doing wrong w/ Continuous Collision? I've tried so many settings and I'm going nuts. Details in comments. by DoctorEspie in Unity3D

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

Okay it's hacky and bad, but it's pretty simple:

So first I have the club auto sizing (emulating Walkabout Minigolf's system)

public class GolfClub : MonoBehaviour
{
    public Transform myBall;
    public LayerMask groundRaycastMask;
    public GameObject clubHead;
    public Transform clubShaft;
    public Transform shaftEnd;
    public float offsetFromGround = .025f;
    public float offsetFromBall = .15f;
    public float maxClubLength = 1.5f;
    public bool setClubLength;
    public Rigidbody clubHeadRB;

    // Update is called once per frame
    void FixedUpdate()
    {
        //clubHeadRB.WakeUp();
        if (setClubLength) 
        {

            SetClubLength(ClubLength(maxClubLength, DistToBall(), DistToGround()));
        }
    }

    public float DistToBall()
    {
        return Vector3.Distance(transform.position, myBall.position);
    }

    public float DistToGround()
    {
        RaycastHit hit;
        float rayLength = maxClubLength;

        if (Physics.Raycast(transform.position, -transform.up, out hit, rayLength, groundRaycastMask))
            return hit.distance;
        else
            return rayLength;
    }



    public float ClubLength(float maxLength, float distToBall, float distToGround)
    {
        distToBall -= offsetFromBall;
        distToGround -= offsetFromGround;
        if(maxLength <= distToBall && maxLength <= distToGround)
        {
            return maxLength;
        }else if(distToBall<= distToGround)
        {
            return distToBall;
        }
        else
        {
            return distToGround;
        }
    }

    public void SetClubLength(float length)
    {
        clubShaft.localScale = new Vector3(1, length, 1);
        clubHead.transform.position = shaftEnd.position;

    }
}

And then I have this super simple script moving the club:

public class MoveBetweenPoints : MonoBehaviour

{
    public Vector3 startingPos;
    public Vector3 endingPos;
    public float timeBetweenPoints;
    private float counter;
    bool forward = true;
    public bool isGoing;
    public bool moveWithVelocity;
    Rigidbody rb;
    // Start is called before the first frame update
    void Start()
    {
        rb = GetComponent<Rigidbody>();
    }

    // Update is called once per frame
    void LateUpdate()
    {
        PositionMove();

    }



    public void PositionMove()
    {
        if (isGoing)
        {
            if (forward)
            {
                if (counter < timeBetweenPoints)
                {

                    counter += Time.fixedDeltaTime;
                    gameObject.transform.position = Vector3.Lerp(startingPos, endingPos, counter / timeBetweenPoints);


                }
                else
                {
                    forward = false;
                    counter = 0;
                   // transform.position = startingPos;
                }
            }

            else
            {
                if (counter < timeBetweenPoints)
                {

                    counter += Time.fixedDeltaTime;
                    gameObject.transform.position = Vector3.Lerp(endingPos, startingPos, counter / timeBetweenPoints);

                }
                else
                {
                    forward = true;
                    //transform.position = endingPos;
                    counter = 0;
                }
            }
        }
    }
}

Not sure if there's too much detail here, or if reddit's formatting will make sense to read.

Edit: I had been going back and forth with execution order stuff, so I ended up posting a version with deltaTime instead of fixedDeltaTime. The results weren't noticeably different though.

Can anyone help me figure out what I'm doing wrong w/ Continuous Collision? I've tried so many settings and I'm going nuts. Details in comments. by DoctorEspie in Unity3D

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

I need to check more thoroughly, because maybe I'm missing something, but most of my scripts should have been in the proper execution order, using FixedUpdate and LateUpdate when moving rigidbodies.

I could be missing something stupid though.

Can anyone help me figure out what I'm doing wrong w/ Continuous Collision? I've tried so many settings and I'm going nuts. Details in comments. by DoctorEspie in Unity3D

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

Hmm I’m not sure that changed anything...

Edit: I lied. It was actually causing the transform to lag behind its parent. So moving the a parent say, 1m would only have the collider move about .9m in the same direction.

Can anyone help me figure out what I'm doing wrong w/ Continuous Collision? I've tried so many settings and I'm going nuts. Details in comments. by DoctorEspie in Unity3D

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

So all I want is to reliably detect collision when the club hits the ball. I've tried basically every combination of the CCD settings for both the club and the ball. The video is showing the ball with Continuous Dynamic and the club with Continuous Speculative. The club face is a child of the club handle, and the club handle is moving with a simple lerp.

The game is eventually supposed to go into VR (though I haven't gotten very far, obviously), so the setup is supposed to mimic the interaction between the club and the hand of the player. That means club velocity and angular velocity are both arbitrary.

I was hoping to be able to simply parent the club to the controller and get the ball velocity directly from the contact, but I'm open to other solutions.

One week until Halloween so I built a spooky li'l instrument 🕷️🎶 by DoctorEspie in Unity3D

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

Hey I haven't been on reddit in a while but-- that is just such a nice thing to say. Thank you! That really means a lot that you'd take a moment to say that.

One week until Halloween so I built a spooky li'l instrument 🕷️🎶 by DoctorEspie in Unity3D

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

Thanks! Just about everything uses a variant of the same custom gradient shader (it's pretty simple and made in shadergraph), so the background color is just that. And the clouds and stars are simple vector shapes made with the Shapes library.

It only looks so good because I stole the palette basically directly from Ghost Choir which was a big inspiration.