🖥️ Development Thread 🧵
Here’s some insights into how I made an #AugmentedReality user interface on the #QuestPro.
↔️ Dynamic Expanding Interactions [1/4]
🚶 Spatial Position Relevance [2/4]
📐 Fixed Position Presets [3/4]
🥷 Hidden Buttons [4/4]
#vr#ar#unity3d#meta
🥷 [4/4] I made a couple buttons “hidden” when they are not hovered. This helped create a symmetrical interface, prevent button clutter, and direct the users vision towards more relevant interactions.
📐 [3/4] Users can edit the height and angle of the interface based on their optimal perspective. I found that this enables making seamless interactions when selecting surrounding objects (such as furniture🪑!).
🚶 [2/4] Interface position relevance options are key when designing an AR interface. I made a “Lock/Unlock Button” to provide the option to either have the interface be follow the user or stay in place (unless they use their hands👐*).
↔️ [1/4] Having too many buttons makes for a very messy AR experience. I solved this by creating a singular interface which expands and contracts to show relevant buttons.
[4/5]
✅Immense spatial interface potential with interactable walls
✅Seamless corners
(I spent about 40min recording these clips and not once did the intractable wall interfaces lose connection with the cursor and objects)
[1/5]
Quick thread on my new advances for hand tracked wall mapping and its possibilities on the #Quest2 .
✅Controllerless interactions
✅Precision down to the millimeter
✅Simple gestures and corrections
#VirtualReality#AugmentedReality#Web3#Meta
***also i kept spinning in the video because i have a 10ft cable connected to the quest and was standing 9ft from my computer so every time i moved i had to spin to keep the cable from getting twisted around my neck 😭
delaying button interactions (on released) creates an indirect cue that assists xr ui practice and prevents accidental button pressing.
here I emphasized this by disabling the other present buttons. thoughts?
gesture expectancy plays a massive role in integrating 2d concepts into spatial computing.
here i applied this design choice of hiding universally understood button placements (i.e. exit and back buttons)
Hand Interactions adds many new layers of functionality to XR. I'm diving into the application of lines and room mapping with the oculus interaction sdk.
Join us in the MOR this Friday (February 4) for the launch of the Canadian Collection's second chapter.
Experience the selection of narrative pieces curated across the Canadian immersive ecosystem.
v1.5.1 for Cubism is now live with some quality of life improvements!
🔄 more flexible repositioning of the playarea
🧩 the puzzle can be snapped back onto the podium
☁️ the game now fades when you open the system menu
In case you missed it, the Canadian Collection is live in the MOR. Check out the collection of narrative experiences curated across the Canadian immersive ecosystem.
In collaboration with
Probably in the minority here but I'd love more passive VR content, as in more VR music videos/short films/animations. Honestly my favourite things, gaming is great but does everything have to be gamified? An occasional hand gesture is fine by me
#VirtualReality
🎄That Christmas spike is real!! Happy Oculus Quest 2 day!
For reference yesterday was our best sales day ever and today is already 30% bigger with the better half still to come!
Green line is last year’s unit sales by hour.
#VR🚀🚀🚀