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One of my biggest highlights has been that my article about Social AR has been featured in the famous New World Notes blog that I usually read… I’ve felt very honored about this! In my opinion, it will be the latter: Apple’s goal is still winning the AR race among the masses. This week has been quite cool for me.
More info A Universal Unity VR injector may be in the works, or maybe not Raicuparta has just added an old simple Universal Unity VR Mod tool to its Rai Pal tool. If all the existing flatscreen Unity games could become VR-compatible, that would be huge. But for now, we are not sure at all this is going to happen.
Epic also announced a few interesting things, like a tool to record facial animations for MetaHumans that run on an iPhone; and Fab, the Unreal version of the Unity Asset Store, where the developers can find many tools and multimedia elements put on sale. Of course, Epic is completely against Apple and its vision of its own walled garden.
I’m a big fan of passthrough AR, and the fact that the reviewers highlighted how the quality of this passthrough is high, makes me excited. It is also possible to create your custom spaces to use in Mesh either with a no-code editor or by using Unity to create more personalized and complex scenes.
OSVR (Open Source Virtual Reality) aims to create an open and universal standard for the discovery, configuration, and operation of VR/AR devices. Created by Sensics and Razer, OSVR includes two independent components: 1) the OSVR software platform and 2) the open-source Hacker Development Kit VR headset. and numerous hardware devices.
Similarly, VRClay and Virtual Clay use Razer Hydras to sculpt meshes in 3D. Gravity Sketch uses a custom hardware “AR tablet” as the input device – essentially a flat plane and stylus are combined with control sticks for rotation and translation.
Sensics and Razer launched OSVR 18 months ago with the intent of democratizing VR. Many game engines – such as Unity, Unreal and SteamVR- immediately support it. AR products share many of the needs of their VR cousins. OSVR Implications The OSVR architecture supports AR just as it supports VR.
But at first, let’s get serious and read the relevant news of the week in AR and VR. Unity talked about PlayStation VR 2 at GDC. Unity had a talk about developing for PlayStation VR 2 at GDC 2022. More info (Foveated Tracking boost inside PSVR 2) More info (Full Unity talk at GDC). Top news of the week.
Anne is a VR and AR consultant and writer. I think the ability to create this technology, to create 360 and VR and AR is dropping dramatically. And doing activations so we can import any Unity scene. VR and AR have this unlimited untapped potential to let the crowd design and run wild with their imaginations.
Anne is a VR and AR consultant and writer. I think the ability to create this technology, to create 360 and VR and AR is dropping dramatically. And doing activations so we can import any Unity scene. VR and AR have this unlimited untapped potential to let the crowd design and run wild with their imaginations.
This week has been pretty crazy: It all started with Facebook approving my silly The Unity Cube application (an application with just a cube) on App Lab. I think that HTC will do something with them regarding AR or VR too. There are many hints about this. That would be a great feature, honestly.
Anne is a VR and AR consultant and writer. I think the ability to create this technology, to create 360 and VR and AR is dropping dramatically. And doing activations so we can import any Unity scene. VR and AR have this unlimited untapped potential to let the crowd design and run wild with their imaginations.
But I didn’t want to switch to a 2D workflow once I imported into Unity, and so I used Virtual Desktop’s display overlay to work in Unity on a virtual big screen. With this approach, I was able to preview my scene in VR while still maintaining control over my variables in Unity.
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