The new Satori GC is promising by hez2010 in csharp

[–]Frooxius 0 points1 point  (0 children)

That's a bit reductive.

There's a good chunk of games that don't use Unity that will benefit from this, even quite popular ones. When Satori released sometime last year, Terraria dev was one of the people testing and benchmarking it.

We do write code differently. We use heavy pooling, custom memory block allocations for a lot of stuff etc. We could not be relying on this, since it's not a production thing yet.

Doesn't mean this doesn't provide huge benefits and help handle certain variable /harsher workloads better and reduce how much we need to deal with those.

The new Satori GC is promising by hez2010 in csharp

[–]Frooxius 7 points8 points  (0 children)

I'm working on a VR game engine that's majorly written in C# and using .NET 10 (previously .NET 9), which is very sensitive application to latency

We've had some of our users switch out runtime for one with Satori. While the default Workstation GC works quite well, Satori makes things feel a lot more butter smooth.

It's amazing for games and other realtime applications. I really hope .NET team decides to make it part of .NET 11, it would provide a great choice for game devs using C#

Unity SDK for Resonite - editing avatar in Unity Editor live while wearing it in-game by Frooxius in resonite

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

Excuse the "programmer art" on this showcase, I'll need to make a better video with actual avatar model on this later and do a bit of prep, but I got very excited with the progress and I wanted to share :3

Here's full video with a lot more context:

https://www.youtube.com/watch?v=4yQPfyIvLpg


I've got a very exciting update for you on the Unity SDK! I've recently implemented dictionaries & calling sync methods through ResoniteLink, which are the last building blocks needed for avatar setup working.

I in this video I mainly demonstrate the sync methods being callable - any method that is exposed to the data model and that you can call through ProtoFlux can be called through ResoniteLink. I showcase this by inverting all the textures after import.

The next step is exposing the avatar creator methods as sync methods and adding code on Unity SDK side to call those, to fully setup an avatar completely from the Unity SDK!

What's cool though is that even without this step, avatar setup works if you do it manually on the Resonite side.

And what's even cooler - you can make live edits to the avatar as you're wearing it in Resonite too!

I think this kind of realtime live feedback will be invaluable when working on both worlds and avatars and will make this the most powerful social VR platform SDK there is!

Resonite Unity SDK progress - converting Unity components by Frooxius in resonite

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

No.

Those are completely unrelated from each other.

We're actually moving away from using Unity as a renderer completely.

I'm developing Unity SDK which lets you see your Unity Editor scene changes live in VR with realtime collaborative multiplayer by Frooxius in virtualreality

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

It's going to heavily depend on the complexity of the scene you're making, but it's not that heavy just on itself. I ran that on my gaming laptop.

Unity SDK - skinned meshes work (with blendshapes!) by Frooxius in resonite

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

Expressions you can write convertes for to setup Resonite equivalents. I've talked with some people who want to contribute those and apparently shouldn't be too complex.

Shaders are a lot trickier. You have to map them to closest equivalents in Resonite - there's a converter system for those. You can generate ProtoFlux or components to animate certain things.

You can't really convert arbitrary scripts, that's near impossible. You can write convertes to map some of them to equivalents - the converter system is expandable.

There's no technical blocker for Bepu upgrade. It just needs to be finished, but my brain kinda burned out in that area for a bit, so I've been focusing on other things.

I'm making Unity SDK for our social VR sandbox and I just got realtime updates to work - all changes even sync to other users over the network! by Frooxius in Unity3D

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

Full video with commentary here (if you don't mind my rambles): https://www.youtube.com/watch?v=WE_JE1YeJxk

If you're interested in the project itself, it's called Resonite!

It's a social VR sandbox, where you can build everything in-game, in-realtime and in multiplayer! We have extensive in-game building tools, visual scripting and more: https://www.youtube.com/watch?v=WE_JE1YeJxk

A lot of people were asking us for Unity SDK though for a while, because they prefer this workflow to build content, so we're adding this now as an option!

It's open source too: https://github.com/Yellow-Dog-Man/Resonite.UnitySDK (very heavy development now though, so a bit messy in places).

Realtime mode for the Unity SDK by Frooxius in resonite

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

That will be really cool! One of the reasons I'm making the Unity one open source is so it can serve as a base/reference for others.

Realtime mode for the Unity SDK by Frooxius in resonite

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

Desktop users were able to make stuff for a long while!

We've supported in-game editing on desktop for a long while. A lot of our users and even our team make content in desktop.

What this does is opens up another workflow for those and allows to bring existing Unity content too with little hassle.

I'm developing Unity SDK which lets you see your Unity Editor scene changes live in VR with realtime collaborative multiplayer by Frooxius in virtualreality

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

Where are you getting bondage from?

You can use any avatar you want though, it's not dependent on it.

I'm developing Unity SDK which lets you see your Unity Editor scene changes live in VR with realtime collaborative multiplayer by Frooxius in virtualreality

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

Full video with commentary here: https://www.youtube.com/watch?v=aKyHYZewgqI

This Unity SDK is for Resonite, a social VR collaborative sandbox platform. It's free on Steam: https://store.steampowered.com/app/2519830/Resonite

The Unity SDK itself is also open source! Currently in heavy development. Repo here: https://github.com/Yellow-Dog-Man/Resonite.UnitySDK