I'd love to hear more about the bugs and technical challenges studios are facing when developing for VR/AR/MR.
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I understand a lot are under NDA, which is why I can't be too specific either but I just heard of a situation where you got a different bug in each eye.
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Another interesting one was getting your avatar's body displaced. You could see yourself somewhere else in the scene, and you need to sort of puppeteer yourself to interact with it.
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One of the weirdest things I experienced in VR was having my virtual hand poses being overriden by someone else. They could make fists, point, drop the item I was holding. They weren't aware of it, so it took a while to figure out. Such an invasion of personal space.
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Scale is interesting too. We wanted to make a player feel like they turned into a giant, but everyone just perceived it as the whole world shrinking.
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Here's one of the few examples of something that can only be experienced in VR: "Allows you to detach your eyes from your head in VR, so that you can see in multiple directions at the same time. Warning! Causes intense discomfort" https://jackbrookes.itch.io/eyeballs-vr-demo …pic.twitter.com/uMSp0rxXO3
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In another instance I was seeing random polys that I couldn't quite make out until I recognized the inside of a mouth, then realizing I had spawned on the same spot as someone else. What's the etiquette for that situation?
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Added haptics to a mobile AR fishing game so you could feel when the fish was biting, and it got more intense as you struggled with it. The rumble made the image shake, which messed up the tracking and made the lake slide away, leaving you with the fish on dry land. Thanks!
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