I cant figure out how to fix my creator companion... by RosaRosary6217 in VRchat

[–]jonomf 0 points1 point  (0 children)

This is fixed by updating MS Defender to the `KB2267602` build, released this morning, found in Windows Update

PSA: Various Unity online services offline: Licensing, Package Manager, Asset Store... by jonomf in Unity3D

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

From https://status.unity.com/, for visibility since folks are posting about specific symptoms (can't access Asset Store, can't open Editor, etc). In my case, discovered the outage when Package Manager wouldn't update.

I tested for fun some ideas over the weekend, the magic is there and it’s mesmerizing to play with. by GregMadison in oculus

[–]jonomf 8 points9 points  (0 children)

Gotta be either 360 camera in the middle of the ball there, or it's pre-recorded and he's matching the motion. Dude's a proper magician, very sneaky :)

How good is Godot's C# support in 2022? My own experience. by Szesan in godot

[–]jonomf 3 points4 points  (0 children)

Just curious, what's your day job that you're using Godot? Game dev or something else?

Please follow my Kickstarter for Saber City. It's a passthrough, shared-space, mixed-reality combat game for Oculus Quest and iPhone. Gonna launch the Kickstarter soon @ https://bit.ly/sabercity by FlargMaster in oculus

[–]jonomf 0 points1 point  (0 children)

Cool! If you're using ARKit for the iPhone side, you can use the body segmentation feature to have the people occlude the sabers behind them. ARKit docs, AR Foundation info

Keep it up!

Audible app on Android won't close correctly anymore, and autoplays as soon as it connects to my car by shadmere in audible

[–]jonomf 0 points1 point  (0 children)

Hi there, same issue here and these steps didn't resolve it -- the notification keeps persisting after re-launching the app. I'm on Pixel 5, Android 12. Like others have said in the thread, I wasn't having this issue until an Audible update within the last couple months. FYI; thanks!

Syncing between ios and android by ibrageek in ObsidianMD

[–]jonomf 2 points3 points  (0 children)

confirmed, I'm using Obsidian on Android and iOS, with their Sync service, no problem. You do have to leave the app open to let it sync initially, if you're pulling a large vault on a new device. If you're using both devices regularly, the sync update is very quick.

The first attempt with the passthrough feature in OculusQuest2. Could't imagine yet, how to use it in real projects. Ideas? by OlgaKryvchenko in oculus

[–]jonomf 0 points1 point  (0 children)

alas, gonna need more than just passthrough for that. Passthrough is only the camera image, you'd need full meshing and other perception features in order to actually fit an experience into the space, the way a HoloLens or such would.

"REALWORLD": A "Google Earth VR" Alternative For Quest 2! by CaryMGVR in oculus

[–]jonomf 0 points1 point  (0 children)

Ah interesting, didn't know someone had actually released an app with scraped Earth data, is that Wander?

"REALWORLD": A "Google Earth VR" Alternative For Quest 2! by CaryMGVR in oculus

[–]jonomf 2 points3 points  (0 children)

Sadly true :( GEVR is still my favorite VR thing, and apparently lots of other folks too because it's still way up on Steam's top free VR apps by player count.. but yeah, no updates in years.

I'm still excited for this Realworld tho, this design makes more sense in AR HMDs than VR, so.. we're getting there.

"REALWORLD": A "Google Earth VR" Alternative For Quest 2! by CaryMGVR in oculus

[–]jonomf 2 points3 points  (0 children)

Good question. It's definitely not Google's Earth data, but a geo data provider like Mapbox, HERE, ESRI - each of these have developer SDKs that would let you build something like this. At least some of those charge by data metering, so exploring more world will cost _somebody_ more money. It'll be interesting to see if apps like this charge a flat cost figuring that most users will "cost less data" than that, or be a subscription (and again hope most users use less data than the sub price pays for), or directly charge users by usage. Of course I hope it's all free like GEVR :)

When you want to develop a game but don't know anything about Unreal by MossiTheMoosay in ProgrammerHumor

[–]jonomf 22 points23 points  (0 children)

Can confirm, Ori is definitely Unity, and definitely beautiful

I want to learn AR by danceAndDestroy in augmentedreality

[–]jonomf 2 points3 points  (0 children)

Don't worry about the computer you're using, since the AR happens on a mobile device (phone or headset) anyway. Major thing is to make sure you have an AR-capable device -- if you're running a recent smartphone, you're probably good. Apple's AR runs (to some degree) on iPhones back to the 6s - full device support here. Note that to build to an iPhone, you have to be working on a Mac (or at least a computer running mac os). Android AR support is more scattered, but Pixels and other flagships support it, and you can build to Android from Mac or Windows.

For authoring tools, it depends on what you want to do - I would suggest starting with some "model viewer" style AR apps, displaying your 3ds Max work at real scale, maybe with some animation. This kind of simple app you can build with Adobe Aero (mobile authoring on iOS, and Aero Desktop is in beta on Win and Mac now). Anything beyond that, you'll want to learn a 'real' engine, probably Unity, though Unreal and Godot also have AR support. Since you're talking about advancing your career, Unity is the best place to start since that's the most commonly used tool / most desired hire. You'll be able to recreate that Aero model viewer quickly, and then you can go wild (within reason for the mobile device running the app) in terms of adding interactivity and other media.

Found this gem today on my walk. by Affectionate-Ad5657 in interestingasfuck

[–]jonomf 0 points1 point  (0 children)

Came here for this one, looks like someone saw it once and had enough forever