Tal
212 posts

Tal
@tmzip_
I build & design XR experiences.
Israel Tham gia Ekim 2014
771 Đang theo dõi124 Người theo dõi

@tovanbo @RtoVR @LaserDanceGame well deserved! I wish more games put natural locomotion at the center like you did.
Obviously there’s a price to pay since you can't rely on regular VR conventions, but that’s probably why it’s such a rare find, and what makes those game so fresh & unique.
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"The successful ‘adapt to any room’ design, quick setup, and ease-of-play make Laser Dance a perfect game to share with friends."
Huge thanks to @RtoVR for giving @LaserDanceGame the 2025 "Design Excellence in Mixed Reality" award!
Road to VR@RtoVR
The Best VR Games of 2025 – Our Game of the Year Picks See more 👉roadtovr.com/best-vr-games-…
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I’m always excited about re-designing real-world actions into VR interfaces, because VR ≠ Real life.
The key is understanding limitations- knowing what to let go of, and what to add.
An example: Marker Map.
1/5
#vr #madewithunity #xr
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@CubismVR release 5 years ago today🎉
In 5 years, players have:
⌛️ collectively played for 25+ years
🧩 solved over 5M puzzles
😤 and rage quit over 3M puzzles!
Thanks to everyone who played over the last few years! Here's to another 5 years🙌

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@KnollYaniv I think i need a more personalized solution to track very specific player behaviors, not the ready-made tables.. but I admit i haven't looked deep enough :)
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Who would have guessed that there is no simple out of the box solution for saving game analytics in a table that can be queried to display my own custom dashboards for free
Anyone with a better idea than unity—>supabase—>metabase self hosted with docker?
#indiegamedev #gamedev
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RealityKit experiment #76
(gist in the replies)
LowLevelMesh blob from meshing the smooth-min of animated sphere SDFs with marching cubes. Glassy ShaderGraphMaterial is based on Apple's "Implementing adjustable material" sample
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@Volorf Love your work and also those toggles!
I agree with the take on 3d ui but I also like 2d ui that is made of shapes aligned in a 3d space. It can feel nice and minimalist, keeping the cues with smart animation and composition. I guess both might good, it depends on the usecase.
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Added pressing states, toggle group processing, sounds, and pointer/direct touch support to my VolumeUI library (will release once it's finished).
A few people asked if there are benefits of using 3D over 2D UI. I believe that using 3D interfaces for spatial interactions that involve the human body allows you to utilize additional visual cues, such as shadows, highlights, and reflections. These properties help increase spatial awareness of UI elements, thereby enhancing the accuracy of body movement and aiming.
UX that leverages these 3D properties makes spatial interactions feel more "based" / "grounded" since it relies on our knowledge of real-world interactions.
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