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Elliott Mitchell 🥢🥡🎥
@Mrt3D
mrt3d@mastodon.gamedev.place - Co-Founder Vermont Digital Arts & Boston Unity Group, 3D - XR Artist, Indie Game Developer, Nutter 👾
The Matrixvermontdigitalarts.comJoined May 2009

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Me: Making XR games, volumetric films, immersive experiences, interactive museum exhibits, audio reactive tools and idiosyncratic music, while rooted in Vermont and collaborating with talented people across the globe! FWIW, I’m over here too: @mrt3d@mastodon.gamedev.place
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A HDRP project was taking 10+ hours to build empty scenes. I noticed ~50k URP shader variants being processed. The project had been ported to HDRP from URP. Package Manager didn't list URP as installed. URP was listed in the manifests. Once removed, builds now take ~10min.
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Yup, the pain is real!
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Turns out I’m not the only highly experienced VR user that having these kinds of issues on Quest on a regular basis. Experiences like these stick in people’s subconscious and makes them not want to return to VR the next time the opportunity is presented. twitter.com/DevinReimer/st…
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Hot Take: Plastic SCM UI & UX feels extremely limited & broken compared to Fork’s Git client. Yes, git-lfs is a pain & Plastic handles large binaries with grace, but overall I’d rather work with an interface like Fork’s. Bonus points for git being able to delete unused branches.
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Unity quietly released a new hands package that introduces a hands subsystem enabling native hand tracking via OpenXR in vanilla Unity. It also fully supports Meta’s aim extension that adds far rays and pinch. The sample hand mesh is getting fixed soon and xri samples are coming
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