Last weekend, Hypernex (with @realtigerbl0xed and @virtual7802) attended a gaming convention, where we hosted a virtual theater experience, demonstrating our upcoming Android support and @videolan unity. We had an amazing time and got to talk to many people about our game!
ALT 200Tigersbloxed and Virtual sitting on an inflatable couch wearing the two VR headsets after setting up the demo.
ALT Virtual managing our DVD player and OBS.
ALT A popcorn machine with a lot of miniature traffic cones (VLCs!) sitting around.
ALT A screenshot selfie taken on our Android demo during the convention.
The night before, we spent upwards of 4 hours setting up. In this time we managed to:
Break Android Support (fixed it again)
Make 4 Android Builds (took an hour and a half)
Used 35GB of data
Soft-bricked a Quest 1
and @virtual7802 also decided to troll.
Last weekend, Hypernex (with @realtigerbl0xed and @virtual7802) attended a gaming convention, where we hosted a virtual theater experience, demonstrating our upcoming Android support and @videolan unity. We had an amazing time and got to talk to many people about our game!
ALT 200Tigersbloxed and Virtual sitting on an inflatable couch wearing the two VR headsets after setting up the demo.
ALT Virtual managing our DVD player and OBS.
ALT A popcorn machine with a lot of miniature traffic cones (VLCs!) sitting around.
ALT A screenshot selfie taken on our Android demo during the convention.
Basis is an open-source framework for social VR and games.
today's test used a Minecraft-style game created by virtual.
we hold tests weekly discord.gg/v6ve6WT562
Made some performance improvements to the Asset Bundle loader, and a general performance profiler for #GodotEngine and C#. Load times for the file I loaded were previously upwards of 20-30 seconds, now it's around 10 seconds.
An update on the Unity asset bundle reader for @HypernexGame in #GodotEngine: it now can load animations and avatars (only a few I have tested fully work currently)
So it turns out it's technically possible to load compiled Unity assets into #GodotEngine. Currently, non-standard shaders are not supported, but could be mapped to work.