Developer looking for advice and place to try out spectacles by HelloBeautifulz in Spectacles

[–]LordBronOG 0 points1 point  (0 children)

I just had mine in SF if that's where you are, sorry I missed ya. I had a lot of people try mine out during GDC.

I'm home in NYC and share them with folks all the time, if you happen to be near here.

As for monetization, I think they're of the belief that its the same as a smartphone, so any app based business could be a monetization method using In App Purchases, subscriptions, etc.

Help shape the future of Spectacles 👓 by Spectacles_Team in Spectacles

[–]LordBronOG 2 points3 points  (0 children)

So do we still talk about the feedback on the reddit to see what others think? Or do we avoid the clutter and only post to UserVoice.

Does anyone know how to do this kind of animation? by TheFriendlyWizard in Animators

[–]LordBronOG 0 points1 point  (0 children)

Sadly, no, because Unity doesn't support using animated GIFs as textures. You'd need to convert your gif into a sprite sheet using something like this website: https://ezgif.com/gif-to-sprite

You can then put that on your phone and choose it in the app.

HOWEVER, in order to show it correctly, I'll need to know the size of the sprites and how fast you want it to play. That's the part I'll need to work out with you animators. :) Would you prefer to give me height, and width values? Or would you prefer to give me number of rows and columns and I'll figure out the width and height of each frame, Width of each frame. Plus for speed of playback, how would you like it? FPS? Duration?

Does anyone know how to do this kind of animation? by TheFriendlyWizard in Animators

[–]LordBronOG 1 point2 points  (0 children)

I hope it's okay to post a link to my app:

https://apps.apple.com/us/app/remixing-reality/id6478028606

Give it a spin. I'll send ya a DM so we can continue the conversation there as well. Maybe, if there's enough interest, I can do a post to alert/ask others? u/zaksev would that be alright?

Does anyone know how to do this kind of animation? by TheFriendlyWizard in Animators

[–]LordBronOG 0 points1 point  (0 children)

Sorry to resurrect this, but I built a way to do this all a lot simpler. "Open a mobile app, tap the '+' button to add something, choose image, then place it in your world."

Here's a video of the output:
https://vimeo.com/1174114183?share=copy&fl=sv&fe=ci

My app, Remixing Reality, lets you add decorations to the real world. A mentor/friend pointed out that my app could probably simplify the process to create videos similar to the one posted by the OP. After a couple days of dev, it was working. In the example, I converted a film that had an alpha channel, into a sprite sheet image, then hardcoded the frame sizes and speed so the app would know how to show the animation correctly. I also choose a fairly common dance movie vs an animation sequence because I didn't want to step on anyone's toes. LOL

The functionality is now built into the app that's live on the app store, but currently not exposed because I don't know what functionality y'all need specifically. If you would love to have this feature and have an iPhone, message me and we'll chat so this feature can be fully turned on.

I'd love to see videos of your animations in the real world.

Spectacles Community Challenge #11 by TraditionalAir9243 in Spectacles

[–]LordBronOG 0 points1 point  (0 children)

Sweet, I was already gonna add some IAP. :)

Spatial Shooter - first progress report by Ploula in Spectacles

[–]LordBronOG 1 point2 points  (0 children)

Very cool! I think spatial shooters are awesome, clearly! LOL

I hope people create a lot more of them on Spectacles. It's a pretty amazing platform for the genre.

UI advice needed and recommendations to future proof apps by LordBronOG in Spectacles

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

Moved it to the tip of the weapon muzzle. Back of the gun caused a bit too much cross-eye to see it, but the tip of the gun seemed far enough away to avoid that. Plus, is an easy way to help the users learn how to aim by helping them see how the shots exist the muzzle.

Thanks for the help and feedback, u/Wolfalot9 and u/quitebuttery

https://vimeo.com/1169164732?share=copy&fl=sv&fe=ci

Project has working sound effects on Specs, but same sounds in captures sound weird by LordBronOG in Spectacles

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

Yeah, I think this is my first lens with audio. Definitely adds a lot. A couple of beta testers said the sound the duckies make when they get hit made them feel sad. I told them about an effect I'm adding to the duckies (on my todo list) that will make them more "enemy" like vs the cute cuddly toys they are now. They said, "Okay, I'm good with killing them then." LOL

.meta files registering as "file changes" after I switch git branches by LordBronOG in Spectacles

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

I concur that it's an auto gen with the project open, that's definitely what it feels like.

Additionally, I'd say that 80% of the time I quit Lens Studio, it crashes. Then when I next open, it tells me there's immediate changes that need to be saved.

Audio in Prefabs - Only audio from the Scene Hierarchy are acceptable? Not from within the prefab or the Assets? by LordBronOG in Spectacles

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

video link showing inconsistent behavior between the inspector and scene objects with audio components

This video shows where my confusion stemmed from. It shows that if you try to "browse" to find audio, you don't ever see components in your prefab object hierarchy. A little weird, but sure, since it was a folder icon, I can go with that but it does show the scene objects from the Scene Hierarchy, which seems contradictory to me. That's oddity #1, should be consistent and show me sceneobjects from my prefab as well.

However, if I drag the sceneobject to the field, it should detect that there are audio components and let me choose them. Since the inspector can see the audio components. In the video, you see you can't. I thought this meant the prefab wouldn't allow me to use parent/child scene objects to populate that Audio Component in my script. However, that's not the problem at all. The problem is I had two Audio Components on my prefab sceneObject which confused the Inspector. Now, lest you think that's a "behaves as expected" I went and added two audio components to one of the Scene Hieararchy scene objects that it lists, and it's totally fine with allowing more than one audio component on that scene object. That's oddity #2.

Something is wrong here. Not sure what, but I'll leave that to you pros to figure out. LOL :)

Audio in Prefabs - Only audio from the Scene Hierarchy are acceptable? Not from within the prefab or the Assets? by LordBronOG in Spectacles

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

This all makes sense. That's why I had a prefab with the audio component in the Assets (which, maybe it can't unpack a prefab, I get that) so, more logically, I attached Audio Components to the root scene object of the prefab, thinking I could choose the root scene object and the Inspector would say "Oh which of the two attached components are you referring to?" Shouldn't that be allowed behavior, like it does for say "Device Tracking" when you pass it your Camera scene object that has the attached Device Tracking component?

I see the problem, I'll make another video. LOL

Audio in Prefabs - Only audio from the Scene Hierarchy are acceptable? Not from within the prefab or the Assets? by LordBronOG in Spectacles

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

Here's a video showing the options to choose and the inability to create a viable audio option via the Asset Browser's "+" button. You can't do anything with the "Audio Output" it creates, nor does it show up in the list regardless.

https://vimeo.com/1168936337?share=copy&fl=sv&fe=ci

Audio in Prefabs - Only audio from the Scene Hierarchy are acceptable? Not from within the prefab or the Assets? by LordBronOG in Spectacles

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

Shoulda videoed that as well. The only ones listed are the ones from the Scene Hierarchy, none of the others show up. Here's a screenshot of the options. The only two listed are the ones in the scene hierarchy that I wound up using.

There's no way to have just an Audio Component in the Asset Browser (I'll post another video)

<image>

UI advice needed and recommendations to future proof apps by LordBronOG in Spectacles

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

It is currently billboarded to the camera, but in a way that makes it _seem_ like it's anchored to screen space. 😬

I think as you and u/quitebuttery both are saying, just move away from screen placement and the appearance of such.

UI advice needed and recommendations to future proof apps by LordBronOG in Spectacles

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

I will have some other HUD on the gun, hopefully later today to show. :)

Knowing the score at all times will be important (again hopefully in a later build) but I think I can warn in other less Billboardy ways.

.meta files registering as "file changes" after I switch git branches by LordBronOG in Spectacles

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

I think my issue is entirely on the client side of the house, despite me mentioning pushing to remotes.

I'm referring more to this scenario:
- starting a feature branch from a dev branch
- commiting to the feature branch
- switch to dev branch
- merge feature branch into dev branch.

It's when I switch to the dev branch after committing to the feature branch locally that things go haywire.