The Camp has beautiful sounds and is almost ready for a live walk-through! Can’t wait to make some s’mores!
Started a Unity tutorial to develop VR for Occulus. Perhaps not the smartest endeavor since we don’t have access to an Occulus yet, but I’m hoping that the basics I learn will apply to developing for VIVE even if I’m unable to show or use the finished product.
Ok, that didn’t work. You definitely need the Occulus plug-in to run in Unity and see live-feedback. Lesson learned.
Cool. Moving on…
How about Learn VR Dev School?
Excited to see that they have a Twitch channel where you can watch VR development live on Thursdays at 7:30PM PST. I know where I’ll be this Thursday evening!
Mid tutorial, the charming Lee Wasilenko mentions part of the Steam VR Prefabs includes a Camera that functions as “Ears” aka, the Audio Listener. I got excited thinking that this meant that the user could speak and the Ears would “hear,” only to google-discover that the ears are really speakers. I’m not sure about the terminology and hope I’m wrong.
Tangential aside: discovered this fascinating discussion about SteamVR audio…
I’m curious about the writer who calls theirself “Cherry2000” (how cool would it be to befriend a developer who is this well spoken and might be my gender / age? or at least aware of pop culture androids that predate the year 2000?) alas, they have a private account.
The comments are also intriguing, just the personality and voice of people who are in this deep.
Another interesting distinction in the prefabs is the head camera HMD view vs window view from the Head.
Interestingly, I was offered an option for not including the Unity watermark intro ahem, the “splash screen” — I declined it against my better judgement … we’ll see how that goes.
It looks like I’ll definitely have to save this out as a package and try to load it up on the MSI to interact with it live while developing. Building on a remote Mac and then migrating to the MSI for feedback/interaction is not a great workflow. Developers should really have access to a permanent terminal connected to the system while they are working.
Fascinating information about creating experiences for standing (expanded play area) and sitting. The volume of space you take up varies on the Y axis accordingly and things need to be designed to those specs.
This baby is gonna have to wait until I can get my hands on the MSI:
Personal glossary additions:
HMD: Head-Mounted Display
GUI: Graphical User Interface (previously I’d been calling everything a HUD, Heads-Up Display)
Last but not least, Gabriel and I have both applied
to be early adopters / developers for the HTC VIVE Tracker…
FINGERS CROSSED YOU GUYS!
And it looks like full-body tracking is on the way: