Matt Gray ⌨

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Matt Gray ⌨

Matt Gray ⌨

@03gramat

Senior Unity Engineer | Technical Designer | Tinkerer of indie gamedev | My views and posts are my own opinion

Bristol, England Katılım Mayıs 2009
339 Takip Edilen377 Takipçiler
Matt Gray ⌨
Matt Gray ⌨@03gramat·
@FreyaHolmer Can you make it standalone, with a thin Unity Plugin shim that launches the standalone app with some launch parameters? e.g. launch immediately into editing a model from a right click menu, and because you have the path, immediately export into Unity from one click/save?
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Freya Holmér
Freya Holmér@FreyaHolmer·
I can't decide whether to prioritize half-edge as a standalone tool or as a unity plugin ;-; there's a chance I might only ever make one of them to save time, but now I feel like I'll disappoint people no matter which way I go
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Matt Gray ⌨
Matt Gray ⌨@03gramat·
@FreyaHolmer What about Aggregated Information"? It is neither artificial or intelligent
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Freya Holmér
Freya Holmér@FreyaHolmer·
they should've called it "artificial knowledge" rather than artificial intelligence
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Matt Gray ⌨
Matt Gray ⌨@03gramat·
@MattFiler Genuinely considering getting DOOM, having never played it, just because of the mod opportunities I have fond memories of "modding" Halo way back when It's such a great way to involve audiences
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Matt Filer 👽
Matt Filer 👽@MattFiler·
Making a point to buy games that get official mod tools released, to help show that they're wanted (e.g. Witcher, Doom). The number of people who tell me they've bought Isolation because of OpenCAGE is wild: hoping official tools become the norm for games again going forward!
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Matt Gray ⌨ retweetledi
Blood for the Old Gods - Wishlist Now!
Blood for the Old Gods! The demo for our Co-op PvE Rogue-Lite shooter is now out on Steam! Watch the trailer below, go to Steam, get the demo and invite your friends to cleanse the corruption! Give us your feedback by joining the Discord!
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eric provencher
eric provencher@pvncher·
We've been teasing the VR Multiplayer template for a hot minute now... This template is a labor of love by the XR Authoring team at Unity, and ties together XRI 3.0, with OpenXR and all of Unity's mp services (ngo, lobby, relay, vivox..) Well... it's here! Grab it on the hub
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Matt Gray ⌨
Matt Gray ⌨@03gramat·
@pvncher Massive congrats to you and the team! It's a huge achievement and looks phenomenal 😍
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Ultraleap
Ultraleap@ultraleap·
3/5 Key Features: 👐 Microgestures: track small finger movements and subtle gestures that require minimal effort ✍️ Handling objects: Hyperion delivers superior hand tracking while holding an object in your hand 🔋 Performance switching: including low-power and high-performance
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Ultraleap
Ultraleap@ultraleap·
4/5 But that’s not all - Ultraleap Hyperion gives users direct access to the Leap Motion Controller 2 camera for use with other computer vision tasks. It also expands our tracking offering to object tracking for the first time ever 🤩
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Oleg Frolov
Oleg Frolov@Volorf·
Prototyped another iteration of a hand-tracking-based BoxelXR toolbar. This time, it's a circular menu spawned in front of a user once the index pinch is triggered. Notes: 1) It works great with four elements, but it's hard to scale for a higher number; 2) The selection interaction is forgiving for spatial positioning errors. This is because a 3D hand span is interpreted through a 1D angle range (a 1D subspace in the polar coordinate system of 2D projection space, which is a subspace of the 3D space of the experience, respectively). This prevents false positives and makes it easy for users to execute. Precise muscle coordination is not required, either. Design tip: Lower the dimensionality of your interaction to reduce cognitive loads and make it more accessible. 3) Using depth-based animations to show different UI states is a great way to leverage the third dimension and add something interesting to the experience. But be careful. When the UI faces a user's face, the contrast in the motion might be low, so use it only as an additional layer. In this prototype, color coding is the primary way to mark changes in a UI state. ⬇️🐙🐱 Download the prototype — #circular-finger-menu" target="_blank" rel="nofollow noopener">github.com/Volorf/xr-prot… #handtracking #xrinteraction #xri #xr #virtualreality #csharp #unity3d #prototyping #spatialcomputing #spatialdesign #spatialui #ux #ui #xrdevelopment
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Brad Lynch
Brad Lynch@SadlyItsBradley·
THIS is how we bring back the idea of couch co-op gaming in the modern age! Apple Vision Pro's Spatial Personas paired with Steam's Remote Play Together feature allows me and @EricMasher to play the same game on my PC, in the "same room" but from hundreds of miles away
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Daniel Beauchamp
Daniel Beauchamp@pushmatrix·
Can't believe I got this working 🤯 Live preview of a Blender scene with the Vision Pro.
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Oleg Frolov
Oleg Frolov@Volorf·
Started using the Ultra Leap sensor to speed up the iteration cycle for spatial design explorations. Not putting on/taking off a headset every time you need to test hand-tracking-based interaction is a huge time saver. Considering that as a designer, you do hundreds/thousands of iterations a day, the procedure with the headset is extremely exhausting. More time for design, less for awkward device-to-head (de)mounting. #handtracking #ultraleap #unity3d #prototyping #interactiondesign #spatialcomputing
Oleg Frolov@Volorf

Explored the finger menu with a depth-based layout. Felt fun. Microinteractions/UI motion helped to compensate for the lack of haptic feedback by providing rich visual clues and reinforcing the user's intentions (all these subtle micro-movements). Based on the prototype, here are a few things to consider when you use this interaction pattern: 1) Perspective visual distortion. It might take more time to recognize visually distorted signs when they are arranged by depth. It's a good idea to use well-known sign sequences where the current selected element gives you a hint about the previous and next ones. A user should have an embedded knowledge of how the elements in the menu are sorted. A number selector might work well with it dribbble.com/shots/18072951… 2) Low range of hand movement in stationary mode. Because you need to keep visual contact with the UI, the useful range of possible hand movement is very limited. You must position your hand in front of your eyes, maintaining a comfortable distance. It restricts the number of items you can have on the menu. Plus, the trigger distance (30-40mm) also reduces the amount of menu elements you can use. Two or three items work the best (four is max). Download APK [Meta Quest] — #depth-finger-menu" target="_blank" rel="nofollow noopener">github.com/Volorf/xr-prot… #spatialdesign #spatialui #spatialux #vr #unity3d #prototyping #handtracking #interactiondesign #virtualreality #productdesign #xr #xrdesign #xrinteractiontoolkit #xrdevelopment #spatialcomputing

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