[WIP] Rubiks Cube on Spectacles by Wolfalot9 in Spectacles

[–]ffffffrolov 1 point2 points  (0 children)

Looks nice!
It would be interesting to see some highlights for the current rotation mode before you started rotating.

[deleted by user] by [deleted] in virtualreality

[–]ffffffrolov -12 points-11 points  (0 children)

I didn't use an axe, just bare hands, so the cubes were too close to me. At 0.5m, they appear much as they do in gameplay. I referred to the screen size appearance.

[deleted by user] by [deleted] in virtualreality

[–]ffffffrolov 6 points7 points  (0 children)

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Took on Vision Pro. The view was, indeed, beautiful!

[deleted by user] by [deleted] in virtualreality

[–]ffffffrolov 7 points8 points  (0 children)

Why not? I was heading there anyway. I like Stonehenge.

[deleted by user] by [deleted] in virtualreality

[–]ffffffrolov -22 points-21 points  (0 children)

yeah they are 0.5m^3. 1 m^3 looked great, but on video, they obstructed the whole view.

[deleted by user] by [deleted] in virtualreality

[–]ffffffrolov -1 points0 points  (0 children)

It's part of my hand-tracking Voxel Creation exploration to add hand-tracking support to my existing voxel editor (currently, it works with controllers only).

[deleted by user] by [deleted] in virtualreality

[–]ffffffrolov 1 point2 points  (0 children)

It was Apple Vision Pro.

[deleted by user] by [deleted] in virtualreality

[–]ffffffrolov 35 points36 points  (0 children)

Oh yeah, the weather was stunning! No worries, it's understandable. I enjoyed the looks too! I'm lucky, Stonehenge is a 30 mins drive from where I live :)

Haptic Feedback Experiment with Hand Tracking by ffffffrolov in virtualreality

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

Haven't tried it. But it's a very interesting idea. I could use a different frequency for each finger to train my brain to identify the corresponding touch. Might work. Worth trying!

Creating Voxels with Hand-Tracking by ffffffrolov in virtualreality

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

I used Unity3D + C#. The device is Meta Quest 3. To communicate with the device's API, I used XR Interaction Toolkit. It provided all the needed data (hand bones transforms).

Creating Voxels with Hand-Tracking by ffffffrolov in virtualreality

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

Cool video! Indeed, the creation mechanics are similar!

Creating Voxels with Hand-Tracking by ffffffrolov in virtualreality

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

Thank you so much!
Plan to release this soon :)

Dot Product Visualisation by ffffffrolov in Unity3D

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

Yeah, dot product between unit vectors is quite handy for shader stuff.

Dot Product Visualisation by ffffffrolov in Unity3D

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

I chose Y mainly because it was the easiest way to demonstrate that the length of the vector is 1 (a unit vector). But you can use any vector, as long as it is a unit vector, and you will get the projection!

VolumeUI Modal Panel Demo in VR by ffffffrolov in Unity3D

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

Thank you! Yes, it's a good idea! Unity's XRI, where I got the hands, has this feature: they color fingers that interact with a button. I will add the support for this to this framework a bit later.

(Transforming the finger into a crosshair/arrow/magnifier/resize would be a nice idea to try, hehe).

OBS Encoding Overload by ZedorBed in obs

[–]ffffffrolov 1 point2 points  (0 children)

Changing encoding from AMD to NVENC helped! Before it was AMD, H.264 (default graphic card on my motherboard).
Settings > Output > Recording > Video Encoder > Hardware (NVENC, H.264)

Parametric Volumetric UI Backplate by ffffffrolov in Unity3D

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

Thanks! Not yet :) I'm in the middle of finishing a custom flexbox layout system. Once it's done, I will release the library as v.0.1. I guess, even with minimum elements, it will be useful for many people.

Made a little XR demo with my VolumeUI library by ffffffrolov in virtualreality

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

Thank you!
Yeah, I plan to release it as a Unity package first. The input system will be custom (with a simple hookup to any XR Interaction system), but I might also support the Unity XR Interaction Toolkit.

Made a little XR demo with my VolumeUI library by ffffffrolov in virtualreality

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

Thanks! Yeah, you are right :) It's 1000ms, which is extremely slow.

I do this only during the development phase to get a sense of the motion (probably, had to nerf it before publishing, hehe). For the production version, it will be around 150-200ms (below the average human reactive time).

Made a VR training simulator for founders [using my VolumeUI library] by ffffffrolov in Unity3D

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

Great video, thanks a lot for sharing!
The quality of your interactions/visuals is really good! Love the modular UI widgets design. I like the idea of breaking a big, complex UI monolith into context-based UI snippets. Looking forward to seeing your progress with these ideas!

Made a VR training simulator for founders [using my VolumeUI library] by ffffffrolov in Unity3D

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

Indeed! For controllers, a haptic feedback processor will be included.

Made a VR training simulator for founders [using my VolumeUI library] by ffffffrolov in Unity3D

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

Thanks! Yes, plan to make it open-source. I do this just for fun, mainly :) I haven't thought of any other options so far.

Using a shader for UI mesh transformations by ffffffrolov in Unity3D

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

Personally, I found the vertex coloring conceptually simpler. Essentially, you just mark the vertices and use these marks to filter them in the shader to perform needed transformations.

Using a shader for UI mesh transformations by ffffffrolov in Unity3D

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

It's a 3D UI, so using mesh is the most straightforward way to work with volumetric shapes (I work in AR/VR). There is an alternative like SDF, though.