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Danilo Pasquariello
809 posts

Danilo Pasquariello
@theDart76
#WebXR Designer/Developer • #Product Designer • Educator Sharing my learnings and tweeting about web-based #XR experiences and #AI.
Edinburgh, UK Katılım Mayıs 2017
83 Takip Edilen638 Takipçiler
Danilo Pasquariello retweetledi
Danilo Pasquariello retweetledi

New release of @aframevr physx library that adds support for Revolute (door), Prismatic (slider), and D6 (spring) constraints.
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Danilo Pasquariello retweetledi

A-Frame 1.7.0 is out! 🚀
Post-processing, ES modules and import maps, WebGPU support, @Logitech MX Ink integration and more.
26 A-Mazing A-Framers contributed to this release 🙏
Check the change log, see who they are and thank them!
github.com/aframevr/afram…
@aframevr
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Danilo Pasquariello retweetledi
Danilo Pasquariello retweetledi

@dmarcos Definitely on my to-buy list 😉👍
BTW, thanks for adding this feature to A-Frame, Diego!
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I'd love to try this 🤩👇
Diego@dmarcos
Logitech MX Ink working in @aframevr on @Meta Quest with a single line of HTML! A pen as VR/AR input makes tons of sense. Small, portable. Familiar for creation and close range interactions and great as a laser pointer for long range. Thanks to friends at @logitech @aidankehoe for providing a dev unit so quickly. Congrats on the amazing device! Try now aframe-logitech-mx-ink.glitch.me
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Danilo Pasquariello retweetledi
Danilo Pasquariello retweetledi

It's official! #WebXR will be launched on Safari for visionOS 2.0 in the Fall. New video by @AdaRoseCannon shows Apple's privacy architecture with an @aframevr / @threejs example, as well as hand-tracking implementation. Also mentions the @babylonjs, @WebXREngine, & @playcanvas frameworks as well as the Safari debugging tools. visionOS 2 will also allow the virtual display to overlay immersive environments allowing for real-time coding of WebXR experiences.
Check out the "Build immersive web experiences with WebXR" #WWDC24 session that launched today here: developer.apple.com/videos/play/ww…
You can also check out the WebXR chess demo on visionOS 2.0 Safari, or also 1.2 by enabling the feature flags: Go to Settings > Apps > Safari > Advanced (At the bottom) > Feature Flags (At the bottom) > Enable “WebXR Device API” and “WebXR Hand Input Module”
webkit.org/demos/webxr-ch…
Also be sure to check out this webkit blog post with a bit more context:
webkit.org/blog/15443/new…
And there's one other #WebXR-related video by
@zachernuk on "Optimize for the spatial web" from WWDC here: developer.apple.com/videos/play/ww…
It will be awesome to see WebXR officially launch on one of Apple's platforms in the Fall, and fingers crossed that it'll also come to iOS, iPadOS, and macOS sooner rather than later.




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Danilo Pasquariello retweetledi

Build watch style UIs that work both in VR and AR with @aframevr in one line of <HTML>
Try now on @Meta Quest Browser a-watch.glitch.me
400 lines of code: glitch.com/edit/#!/a-watch
Watch menu intuitive but prone to hand oclussino ⌚️
Palm menu less familiar but robust ✋
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Danilo Pasquariello retweetledi

If you've never seen high resolution stereo cubemaps, you're in for a treat 🍬🍭 🧁 Most immersive 360 images
Grab your @Meta Quest and visit diegomarcos.com/render-the-met…
Updated my @otoy pano viewer to @aframevr 1.5.0 and the compositor layers look gorgeous, especially on Quest 3 higher resolution.
Code: github.com/dmarcos/render…
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Danilo Pasquariello retweetledi

Place your digital objects in the real world with one line of HTML
@aframevr now supports WebXR anchors 🚀
Thanks to @kfarr @felix_trz and @dhmackenzie for the help and to the @meta browser team for keep delivering awesome features.
Code and demo: glitch.com/edit/#!/sticky…
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Danilo Pasquariello retweetledi

New @aframevr enter VR / AR user flow
We have to adapt to new devices and the kind of experiences devs are building.
What do you think?
Old UI still available for those devs that prefer it.
Thanks to @theDart76 @dhmackenzie and @msub2official
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Danilo Pasquariello retweetledi

@aframevr support for @Meta Quest 3 controllers is in!
Device is not released yet but was able to test functionality without the hardware thanks to @felix_trz Immersive Web Emulator browser extension
github.com/meta-quest/imm…
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Thanks! I added the positionWarpDuration property to the component's schema so the users can tweak it as they want or need. I initially set its default value to 0.5 sec, but after using this locomotion method in immersive mode for a few minutes, I changed it to 1 sec as it provides more comfort. I'll open a PR on your repo early next week.
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"Pinch Position Warp" is my latest #WebXR hand tracking experiment created with @aframevr 🅰️ 🙌 🧪
🧑💻 I edited @JureTriglav's blink-controls component to implement this teleport option listed on the @Oculus_Dev's Techniques and Best Practices
👉 #position-warp" target="_blank" rel="nofollow noopener">developer.oculus.com/resources/loco…
📖 Quoting the documentation: "A position warp effect is experienced when the camera quickly moves to a new position as part of a teleport. It can be helpful for reducing disorientation because it eliminates the visual discontinuity that would happen with an instant teleport."
In particular, my prototype implements:
🤏💨 Pinch-based position warp
🤏↩️ Pinch-based snap turning UI and mechanics
🙏 Special thanks to:
@AdaRoseCannon for her handy-controls component
👉 github.com/AdaRoseCannon/…
@JureTriglav for his aframe-blink-controls component
👉 github.com/jure/aframe-bl…
(Jure, I'm happy to open a PR if you'd like to implement this feature!)
#XR #UX #UIdesign
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Great tutorial from @3d_visionary on the basics of #WebGPU 🔥
This is part 1 of a new series, so stay tuned ‼️
👉 youtu.be/YinfynTz77s?fe…
#WebXR #UX #UIdesign

YouTube

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