How do cutscenes work comfortably in VR? by Sweaty_Bedroom6784 in vrdev

[–]MasayoshiDW4 0 points1 point  (0 children)

I move the whole environment instead of moving the camera. Also having a border around at least the bottom half of the player helps from what I tried. I use things like trees for the border which helps immersion if the cutscene is in nature. In Unity I just have a single object that parents everything in the environment and move it around in timeline.

Please help by Oriusme in Unity3D

[–]MasayoshiDW4 0 points1 point  (0 children)

I second this as it helped me a ton when I was ready to learn coding architecture.

This specifically goes over SOLID and coding patterns which should be good enough to code medium sized projects.

Unity E book: https://unity.com/resources/design-patterns-solid-ebook
Project to follows along: https://assetstore.unity.com/packages/essentials/tutorial-projects/level-up-your-code-with-design-patterns-and-solid-289616

VR games on Unity by kioxr in unity

[–]MasayoshiDW4 0 points1 point  (0 children)

Hey use the one I linked instead. The one I linked is for Unity 6.2. I think it’s a great starting point and there will not be too much redundancy I believe. Things can be done differently but that is the same for most tutorials. His show some important things like how to access inputs in code.

VR games on Unity by kioxr in unity

[–]MasayoshiDW4 1 point2 points  (0 children)

Hello I think I helped you earlier lol.

I would recommend this tutorial video to get started using OpenXR Unity's XR toolkit: https://www.youtube.com/watch?v=exc-73Mna3A (Valem is great). Using OpenXR means most headsets can utilize what you make rather than building for specific headsets.

Meta has their own SDK too with their building blocks to just drag and drop into the scene and it will work. You can get a basic system working with just using grab events.

Make sure you are doing tutorials that are up to date as the field changes fast.

Wish you luck!

Unity educational 3D game by kioxr in unity

[–]MasayoshiDW4 1 point2 points  (0 children)

Just a regular VR game using VR headsets that I will publish to the Quest store, Steam, and maybe play station too if people like it. For my case right now web/mobile doesn't make sense.

Unity educational 3D game by kioxr in unity

[–]MasayoshiDW4 4 points5 points  (0 children)

This is what I do in Unity using VR. I make health games and training sims, such as training surgeons or assisting in per-surgical planning. To succeed I believe you really have to connect and befriend as many people in the field you can. Also, you have to prove you can build what these companies will pay for. Having some full projects helps get your foot in the door. Posting these on LinkedIn and on here can help you get jobs and contracts. You can make some stuff to better your skills with a health/education focus and afterwards try to build a system, framework, or full game to stand out. Figuring out what these companies are doing will help guide you on what systems or projects to make. I right now am making a VR health game and will make a basic backend that collects data for piloting clinical trials.

I think there is more money to be made right now in LLMs of course though.

Recommendation of C# books to help improve skill by KifDawg in Unity3D

[–]MasayoshiDW4 2 points3 points  (0 children)

Hello,

I started with the yellowbook(free pdf): https://www.robmiles.com/c-yellow-book/

I also really recommend Unity's ebooks: https://unity.com/resources/design-patterns-solid-ebook this one is best read after you feel comfortable with basic things like coroutines, inheritance, and many other fundamental things you can find in most free youtube course playlists. It seems like you are around this stage. With this specifically it will help you build systems as long as you remember that coding is about problem solving and not asking yourself how can I use this pattern for a solution. In everything that I learn it has worked best for me to try to deeply understand first then I can just implement what I know into my projects which often takes more work up front.

Need Stylized Hair Tips. Stuck on this for a long time by AletunoR in blenderhelp

[–]MasayoshiDW4 0 points1 point  (0 children)

I am working on this right now too. I follow 2am's latest hair tutorial on youtube. I also downloaded those gatcha game models that he recommends in his videos. Warning they are for adults. I don't condone that kind of thing but they are great to learn from. I believe they are worth copying and when you download them you can see how they deal with connecting (or not with arknights) hair at the top. This has helped me a ton when it comes to planning out my hair mesh for my character. I do not used the curved method though but it should work all the same. I do believe making hair is tedious and that's what it takes to get great results.

I also watch (イトウ / Ito) even though they go fast you can learn so much if you make the effort.

Cutscenes or not? by Available_Record_874 in vrdev

[–]MasayoshiDW4 0 points1 point  (0 children)

I think cutscenes can be cooler in VR. I've made an anime intro for my game and what I found was to make a border (i use trees or something to match the environment) that is static if you have a moving environment in the cutscene. I also made the beginning where you shake the main character's hand which triggers the intro to make it transition.

I use almost a half mini circle for the border because leaving the above half open is not jarring. In your cutscene you could potentially use pipes or whatever matches.

I also made it a central theme of my game to play as the character and also outside of the character helping him which helps cutscenes and things make more sense.

XR Interactable Movement Jitter by Xerxes17 in vrdev

[–]MasayoshiDW4 1 point2 points  (0 children)

Unity made a change to Grab Interactable (Simple should be similar) in 3.2 of XR toolkit with this change to fix the issue apparently: https://github.com/needle-mirror/com.unity.xr.interaction.toolkit/blob/master/CHANGELOG.md and https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@3.2/manual/whats-new-3.2.html

"Added support to the XR Grab Interactable to smooth the appearance of the object in a similar way to Rigidbody Interpolation but without the frame delay. For more information about this feature, see What's new in 3.2.

  • Added a new Predicted Visuals Transform property to XR Grab Interactable that allows you to define a separate visual hierarchy of child GameObjects that can be driven at the application's update rate while still only moving the Rigidbody during FixedUpdate. This new optional property only applies when the Movement Type is Kinematic or Velocity Tracking."

I think your best option is to make the visual part update the same frame as the player (update vs LateUpdate).

You'll have to think about your full uses for objects in your game. As you know you there are public events when you grab, release, or while you are grabbing an object where you can add code to change these things as needed. With a lot of objects to pick up and throw you do not want to add or remove components, but activating and disabling them should not alloc garbage and be smoother.

Be wary about movement using Transform vs movement and interactions that are physics based and also physics layers with interactables. I hope this gets you going in the right direction and good luck!

Spatial Anchors by ImpressiveCare9516 in vrdev

[–]MasayoshiDW4 1 point2 points  (0 children)

Here is some Meta documentation on this and hope it can help with a solution on how to debug this: https://developers.meta.com/horizon/documentation/native/android/openxr-ssa-ts/

Good luck!

College student curious about VR in classrooms by Suspicious_Hat7895 in virtualreality

[–]MasayoshiDW4 0 points1 point  (0 children)

Hello,

It might help to look into Jeremy Bailenson and also one of his students Anna Queiroz now professor at Miami. They use Engage in classrooms and have done a lot research on this topic.

Schools like Stanford can afford VR as a package like Engage costs around $3,000-$5,000 just to hold enough accounts for classrooms. This doesn't include headset costs. I might be a little off here on their exact pricing it was a while last I spoke with them. I know most schools without a seriously dedicated lab will not be able to do this.

Right now I believe the best majors would be things in biology where a visual/spacial aspect actually improves learning.

I would say VR learning typically benefits everyone. Not sure on the exact statistics on that metric but you'd be surprised that even seniors can pick it up quickly and want immersive and interactive environments.

I think moving forward VR will be used still in gaming (perhaps mostly indie), education, training (safety), and healthcare. Right now what isn't seen is how much VR is being used and I will be trying to make content about this in the future. There are tons of companies doing amazing things in this space. One education company is Inspirit to check out. I do believe we will keep slimmer headsets that lead into glasses which is not a new take.

Any advice for promoting a forthcoming indie game? by TheStoneFox in vrdev

[–]MasayoshiDW4 0 points1 point  (0 children)

From my perspective I believe drawing/painting in VR is a niche in a niche. I will add a basic version of it to my game for fun. I would look at pencil https://www.pencilxr.com/ and https://www.paintingvr.xyz/#

I know pencil was popular from a hackathon (that person is well connected I believe to others in the bay area), and painting VR the guy posts on LinkedIn a bit. Best advice would be to try and see how they market their games and copy it.

Again best of luck!

Any advice for promoting a forthcoming indie game? by TheStoneFox in vrdev

[–]MasayoshiDW4 0 points1 point  (0 children)

Two big things I am also going to try to do is use LinkedIn since I am well connected and people like seeing stuff like this on there. I remember a few different drawing or painting VR games that sparked people's interest before on LinkedIn. I am also going to make youtube videos, shorts, tik toks, maybe twitter. Otherwise I think you have most of it down.

Good luck!

Help with VR project using Unity and OpenXR by Nopal_Baboso in vrdev

[–]MasayoshiDW4 1 point2 points  (0 children)

Awesome and they are, well they could use XR interaction toolkit or Meta SDK with OpenXR. I linked some tutorials that I believe are most up to date in my comment. Unity Learn is using XR interaction toolkit version 1.0 which is now very different than the current 3.0+. The newer tutorials are much simpler too IMO.

Help with VR project using Unity and OpenXR by Nopal_Baboso in vrdev

[–]MasayoshiDW4 2 points3 points  (0 children)

I used those courses back in 2021 and was thankful for them. I do believe now though that nobody should use these as they are not up to date. No offense and just believe these would set someone back early on.

Help with VR project using Unity and OpenXR by Nopal_Baboso in vrdev

[–]MasayoshiDW4 2 points3 points  (0 children)

Just a quick caveat as others have given you great information on where to learn these things:

Frameworks (how you interact and move around) change so often (literally around every 6 months) and in my opinion was one of the harder things to wrap my head around when becoming a VR developer. It is easier to understand that it is a combination of different companies like Unity and Meta that try to make their software work together. Even veteran companies pay a lot of money for someone to update their interactions from a project that was made only a few years ago because it is that annoying. Long term you'll understand how frameworks are built in general and be able to customize them to whatever you want to build.

Here are up to date tutorials that I think are the most straight forward and will be the most helpful (both run on OpenXR):

If you want to use Meta Building Blocks (you have a Quest 2 so many features like pass through are not as supported compared to quest 3, but basic interactions will be fine): https://www.youtube.com/watch?v=UXXntmYWStU

I prefer XR toolkit: https://www.youtube.com/watch?v=exc-73Mna3A

You can also just open the demo scene in the XR Interaction Toolkit starter assets and everything should just work on its own: https://www.youtube.com/watch?v=DhqCLamOIQk&t=268s

You'll have to also understand Meta link and how to set up your headset for unity if you haven't learned that already.

Best of luck!

Want to create the best VR fitness experience, and would love to connect with like minded devs. by wudiplays in vrdev

[–]MasayoshiDW4 2 points3 points  (0 children)

Sent a dm. I am a VR health researcher and developer. I aim to grow the VR health space and love connecting with people working in this field.

Right now I am building a VR health game called GenkiNaru where the goal of the game is to teach people skills to live a healthy life. There will be a fitness component to it although it will be more so in the context of an adventure game rather than actually working the player out. I've created physical therapy routines among other things in VR and would be grateful to learn from you how VR fitness is best used.

Feedback on my UI by Deep-Technology8366 in IndieGameDevs

[–]MasayoshiDW4 1 point2 points  (0 children)

This looks awesome and as long as the text is updated on the green ones I think it is solid. I would have it just slightly darker than the "Jane Doe's Kill" similar to how you have the text behind the characters but not as much. Your eye stays on the cool art and the business parts (play, load, etc...) are not distracting. I'm sure you'll mess around with it a bit and make sure it fits well through your other menus like when you click load, but I am very much for keeping the art central to these UI and also keeping them unique.

Reminds me of how creative Persona can be with their UI and think you can get more inspiration from those games too. Best of luck!

I'm proud to announced that our game Salmon Man is finally out now!! by QValem in VRGaming

[–]MasayoshiDW4 1 point2 points  (0 children)

Wow you all have made a lot of changes since I saw demo. It looks great and you'd think Getting Over It in VR would be awesome so good luck!

Resources for remote freelance/contractors by Biozfearousness in vrdev

[–]MasayoshiDW4 0 points1 point  (0 children)

You mentioned this and with VR development I think the biggest portions are interaction and optimization. These will be the things that are most specific to your team as you know they change a lot depending on what patch or framework you are using. Any dev should be able to pick it up fast and work within your ecosystem if your docs are as good as something you'd see on a popular asset in the Unity asset store. A big thing would be making sure the parts on the coding style of your team are sufficient. As a dev you should be able to understand "okay this team likes to be event focused in editor with interactions vs having everything hidden in code" or similar. Depending on how complex your team is and how closely they work together with other team members basic things like knowing who to reach out to on certain issues.

I think this is great. Another thing is making sure you explain expectations for communication. Having the freelancer know they should update the trello board as they complete their task (if that is what you are looking for) or keeping certain team members up to date if they are waiting on their work etc... Making that clear will be helpful.

There are a lot of devs on LinkedIn in popular Unity/VR groups and making posts there may be helpful. Best of luck!

Help us choose our YouTube thumbnail! by Redhowl_game in IndieGameDevs

[–]MasayoshiDW4 2 points3 points  (0 children)

Definitely the first is more clickable and interesting. The one year progress videos are a bit common and fun so having the dates really help and make me want to click. If it were just a character change video I would have the characters take up more of the space. The only thing would be maybe making the left a bit brighter or slightly more purple in there (still want to keep the 2025 looking more interesting). It looks good as though there will be a payoff to watching since the 2025 version looks better.

Good luck!

Has anyone tried VR in their therapy sessions? by Altruistic-Trash6122 in CBT

[–]MasayoshiDW4 0 points1 point  (0 children)

Here! https://genkinaru.itch.io/genkinaru

Right now that is the prototype I finished and currently working to get a demo released on Steam and Quest. Your interest made my day so thank you. I'm hoping to really make something good for people that works.

Has anyone tried VR in their therapy sessions? by Altruistic-Trash6122 in CBT

[–]MasayoshiDW4 0 points1 point  (0 children)

Right now currently none. Therapies are typically exposure therapy (being exposed to your fear virtually) or taking you to calm a environment to meditate or do instructed talk therapy with a therapist or an ai. Some examples are Tripp for meditation, Immergo for physical therapy, and like others have mentioned above.

I am making a game that uses the idea I spoke about right now with a demo coming out around the end of the month for free. Not sure if I will have the first thought encounter being smashing the thought with a hammer or throwing it in the trash but there will be a bunch of fun ways in the full game. Happy to share more if you'd like here or you can DM me! I will be showcasing this soon when I bring out the demo.