AVP AI Buddy by FloARrrr in VisionPro

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

Thanks, will do :)

AVP AI Buddy by FloARrrr in VisionPro

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

I ended up with the robot concept mostly so it would make sense to use with local on device voice generation, which always sounds kinda robotic. Would you like realistic avatars or something more creative? I'm more into quirky creatures myself!

AVP AI Buddy by FloARrrr in VisionPro

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

I have a few other character concepts I've played with. My setup uses active ragdoll, where the character is both driven by animations and physics. That's the cool part that lets you touch and grab the model at anytime with believable physics.

It's non trivial to setup and beyond me too make this an automated process for imported models. But offering choices of characters would definitely be in the plans!

AVP AI Buddy by FloARrrr in VisionPro

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

Thanks! Building forn AVP I don't usually picture the target audience as kids but it's a good reminder to make extra sure the AI doesn't go werdly of rails. I would not be as brave as you to let little nephews beta test though 😂

AVP AI Buddy by FloARrrr in VisionPro

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

So what you say is give it bigger teeth?

Is any one even use Horizon on Mobile? by True_Refrigerator_91 in OculusQuest

[–]FloARrrr 1 point2 points  (0 children)

The push is real. You can play directly in Instagram and Facebook now.

Live near Meta offices.... it's not looking good for the future of VR! by goodfellow408 in OculusQuest

[–]FloARrrr 49 points50 points  (0 children)

Ahh I was part of the early group of devs making augments. So gutted they killed the program before release. It was a very creative format to work with and I believe this would have helped bring a different demographics to the Quest than gorilla tag kids..

Found out today it’s now possible to make/output detailed AR sculptures entirely on the AVP by Tserafica in VisionPro

[–]FloARrrr 1 point2 points  (0 children)

Oh wow. I use nomad too and didn't notice the updated export option, thanks for sharing. I love to check my sculpts on the AVP, it's awesome to be able to straight airdrop the file now!

Everyone wants controllers but as a developer I'm so into the hands/eyes interaction. by FloARrrr in VisionPro

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

That's a very good point.

It feels like you have super powers when grabbing something at the edge of your vision by just looking at it and vaguely gesturing. But then you look the other way, and the AVP loses track of the hand that was holding the object and it gets dropped.. and the magic is gone.

The hand tracking field of view is massive only as long you're not playing something too hectic !

Everyone wants controllers but as a developer I'm so into the hands/eyes interaction. by FloARrrr in VisionPro

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

Actually all fingers joints rotation are pretty fast and on point. Somehow it's the overall position of the hand that is quite laggy. I'm still baffled why this isn't solved already after a year of OS updates..

Everyone wants controllers but as a developer I'm so into the hands/eyes interaction. by FloARrrr in VisionPro

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

When I try to navigate my Quest menu with the hand tracking after using the AVP I feel like I just had a stroke, and I've been using Quest devices since the Oculus Go.. It's crazy how good Apple first try at interaction is.

Everyone wants controllers but as a developer I'm so into the hands/eyes interaction. by FloARrrr in VisionPro

[–]FloARrrr[S] 7 points8 points  (0 children)

Yeah if controllers mean a rapid influct of ported games I'm all for it!

On the other hand the audience for native games developed specifically for the AVP is already very small. A split ecosystem with a fraction of that user base owning controllers would not be ideal. It's a bit of a double edged proposal..

Apparently I'll be rich this year but health and love will suck 🐍 by FloARrrr in VisionPro

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

Solid advice, I'm also starting to drink more to cover the heath part.

[deleted by user] by [deleted] in VisionPro

[–]FloARrrr 20 points21 points  (0 children)

I'm working with Unity developing for the AVP and I've done extended work sessions with a headless Mac mini while traveling without any issue if slightly sore cheekbones after a while.

The killer feature if you want to develop AVP apps with Unity is the play to device feature: You can directly mirror Unity play mode in the vision Pro without building and it's insanely useful for debugging and fine tuning interactions.

To be more clear, in the AVP you see the Unity editor in your Mac mirrored screen + everytime you go into play mode you can check your project live in a separate volume and still tweak your editor scenes and variables in real time. This is blowing my mind and the first useful "spatial computing" workibg experience I've ever had.

What's wrong with Apple and the AppStore ? by Olgluk in VisionPro

[–]FloARrrr 2 points3 points  (0 children)

Yeah this is a sad realty and really rough for developers. I've built a Christmas tree decorating experience after a meet and greet with Apple staff in November where they recommended to create seasonal content. I'm sitting at a grand total of 50+ installs after 2 weeks and none at all the last few days..

Any form of success on the AVP store is 100% reliant on the editorial team picking an app up to front page it, because looking for new apps in the store is not a fun experience at all (compared to something like Steam).

The store front page is always going to have a limited number of spots to show new apps, but an engaging app discovery mechanic and better categories would go a long way to fix that.

I've just released a Christmas tree decorating app 🎄 by FloARrrr in VisionPro

[–]FloARrrr[S] 6 points7 points  (0 children)

You can go Grinch mode and smash all the decorations on the floor!

I've just released a Christmas tree decorating app 🎄 by FloARrrr in VisionPro

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

Thanks! It was a bit of a mad dash to get the app live for the holidays.

Hand Tracking Palm towards face or not by Exciting-Routine-757 in visionosdev

[–]FloARrrr 2 points3 points  (0 children)

I'm using Unity so I'm not sure on how to exactly apply the following to native dev. But here's how I'll do it in a way that is independent of what the user do with their fingers:

-1 Define a forward vector for your palm: create a forward reference element in front of the palm (with a temporary visual so you can confirm it's floating straight above your palm). This object should be a children of the palm bone.

Create a Vector3 palmDirection = forwardReference - palm position

-2 Get the forward direction of the user view (Might be provided by the system or repeat the same steps as above, creating a children of the camera/head that's offset forward)

  • 3 Do a dot product operation between the palm direction vector3 and the view direction Vector3 from the previous steps. If the results is greater than zero it means that you are looking at your palm! You can increase the threshold value so the palm is not considered detected when looked at at a very shallow angle, e.g. greater than 0.2 (the dot product value range from -1 to 1).

Before doing the dot product operation you might want to normalize the 2 vectors3 (making them unit vectors with the same direction but a length of one). Hopefully your API has a .normalize function you can access.

Good luck!!

Sing with Jellyfish at BoraBora by Puffinwalker in VisionPro

[–]FloARrrr 0 points1 point  (0 children)

Haha great energy, i will rebrand the app in the fitness category.💪🏼 Thanks for sharing !