I've had this zany idea for a while and I finally had the time to try it out. A GameBoy emulator that runs inside a Unity editor window so I can play while I make.
The standalone color passthrough is IMO the most promising direction for MR. I tested for fun some ideas over the weekend, the magic is there and it’s mesmerizing to play with.
Anyone with a Quest PRO who would like to try this?
@MetaQuestVR#madewithunity
Was brushing up on some XR techniques and looked around for how the rest of the world approaches push buttons in VR. Found lots of uses of physics joints for the plunger travel. That adds overhead and delicate setups. So I decided to tackle it with math instead as a test.
One of my favorite parts of my career so far is how many amazing connections I've made along the way. People I'd help in an instant and who I feel equally have my back. GO TEAM!
Should I wait for the Presence Platform to come out or go ahead and add static furniture mapping into my RoomMapper for Quest Passthrough?
pixelplacement.com/site/2021…
Visuals are important, vital, but I love when it comes to the audio integration phase of an interactive execution. Audio makes it visceral, real, and tangible.
Unity Tip:
I recommend OnGUI for debug tooling, API testing and more but if you you find the rendered controls end up super tiny in your game view try this.
Room mapping on Quest passthrough progress. I've decided that mapping against the ceiling's corners leads to far greater success in most homes since most floor corners are occluded by furniture or whatever chaos my beautiful children have left behind.