New in Immersive Web Emulator v1.3! 🎉 Experimental hand-tracking emulation with two base poses & pinch gesture, polyfill toggle via updated UI, panel minimum size requirement now 77% less, plus bug fixes & more. Dive into a more immersive web now! #WebXR bit.ly/3Cp98H6
Jacob Rossi
@jacobrossi
Product manager, Music maker (


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I've thrown some other companies under the bus on Twitter when they had bad support. So I wanted to high five for standing behind their stuff. So refreshing!
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Shoutout to for some legendary warranty support! 🙌
One of our Atrium 5 speakers had water damage. Couldn't find the receipt or remember where/when they were bought . I was just hoping to purchase repair parts, instead they replaced the speaker without hassle.
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Looks like Apple Vision Pro supports indirect cursor-based manipulation gestures as well (similar to Quest for far field panels).
This looks very promising. Gaze-assist seems like a slick touch!
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For example, a dragging interaction (not scroll) is probably not easy/possible to perform with gaze+hold. Or painting/annotating interactions.
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Apple admitting Vision Pro is a VR headset 😋
(a label they avoided during the keynote)
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"Apple's WWDC keynote showed @recroom listed in a section of the visionOS App Store titled 'Apps and Games We Love', and in a WWDC developer talk Apple and Unity confirmed this refers to the full VR version of Rec Room, not just the iOS app."
uploadvr.com/rec-room-apple
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I can only image there is an Apple PM out there who knows this challenge too well. I would love to buy them a beer to appreciate their efforts!
I still owe more beer for his valient efforts at 2D App/Web compat for Meta Quest.
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These are all solvable problems (to a degree). But these types of ecosystem compatibility challenges on a new device paradigm are a slog to work though. OS compat shims. Developer outreach and NRE payments. UX affordances and graceful degredation. Etc.
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At $3500, device volumes will be low initially. This complicates the matter as many devs simply won't see the ROI to update for a small audience and many won't have the hardware to test.
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A nod to the existence of these issues is what looks like a home screen folder called "Compatible Apps", which implies not all apps will be compatible. (To be clear, Apple did not set an expectation of universal iOS app compatibility)
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Apple's promise of freely resizable apps likely breaks for many iPhone apps, which may not have responsive/fluid layout beyond a phone size.
Even iPad apps may have issues as today they only need to support third/half/full widths at fixed height.
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Virtual keyboard placement. Mobile apps often assume it will occupy the bottom of the viewport and they can adorn it with UI. This could lead to UI bugs when it is floating in a window. Less likely of an issue with iPad apps (better support for physical keyboards)
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The on screen keyboard (which wasn't demoable at WWDC as I understand it) suggests the system can support direct touch interaction as well. But as far as I saw, there was no examples of this with general 2D apps. This could be a solve, but will require bringing the app closer.
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For example, a dragging interaction (not scroll) is probably not easy/possible to perform with gaze+hold. Or painting/annotating interactions.
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Gaze+gesture is an indirect input model (vs multitouch which is direct). This almost certainly leads to compat issues for some apps where direct manipulation is core to the interaction model.
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I'm curious to see how iOS app compatibility plays out for Vision Pro.
Apple almost certainly has a big ecosystem effort ahead of them.
🧵on some possible app compat issues they'll need to solve
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The Vision Pro does support WebXR, it will initially be behind a flag. It is very good. Read about it here:
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The most important thing everyone wanted Apple to do today wrt Vision Pro didn't happen: tell us who this is for, why I need it, and how that adds up to $3500. This is not an iPhone moment (yet).
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Say hi to Immersive Web Emulator v1.2 and Reality Accelerator Toolkit Beta—two powerful tools designed to help you create amazing MR WebXR experiences. Start building with new features like anchor persistence, hit-test feature support, & more
ocul.us/3o4eXpH
#MetaQuest
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Above Par-adowski was recently recognized as a Webby honoree in the Metaverse, Immersive & Virtual category. Read about how we turned a 40-hour prototype into an award-winning original game:
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Some more behind-the-scenes from our upcoming original #VR game, The Escape Artist. Each level has a distinct visual style, with this one being the most photorealistic. Stay tuned for the launch this summer!
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I hacked into a CMS that allowed me to alter search results and take over millions of accounts.
How did I do it? Well, it all started with a simple click in … 👀
This is the story of #BingBang 🧵⬇️
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Us: which browser would you choose?
Bard:
read image description
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Introducing Objaverse, a massive open dataset of text-paired 3D objects!
Nearly 1 million annotated 3D objects to pave the way to build incredible large-scale 3D generative models: 🧵👇
🤗 Hugging Face: huggingface.co/datasets/allen
📝ArXiv: arxiv.org/abs/2212.08051
#CVPR2023
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Project Flowerbed is an open source, immersive garden-building experience we built using WebXR. Use our project case study to find best practices and learnings to optimize your own WebXR experiences 🔗 ocul.us/3ldYjTq
Here are some tools we used to measure performance 🧵
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Our controlNET scribble preprocessor takes a flat sketch and sends it to our skybox diffusion to return an image based on a prompt that follows shapes and concepts. Still in testing, but in short, a user draws sketch, sends request, gets skybox that fits sketch. #texttoskybox
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The wait is over! #ImmersiveWebEmulator v1.1 is here, bringing you new features for efficient MR development on web, including support for immersive-ar sessions, anchors & plane-detection! Experience the power of #ARdev directly in your browser 🚀 ocul.us/3y8TNZh
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Super bummed I was feeling too under the weather to attend the Polys in person but always love watching this great community organized event celebrating the really cool stuff WebXR devs are building
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Above Par-adowski is a really fun and technically impressive game built with WebXR - if you haven't tried it you should! Congrats on the Poly!
If you're a dev that wants to learn from - check out their case study on the blog:
developer.oculus.com/blog/above-par
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7/ @webxrawards #WebXR Game of the Year was a Mini Golf game by @paracreative.
aboveparadowski.com
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Hats off to for winning TWO Polys this year for Spatial Fusion - this was such a blast to build together!
Spatial Fusion shows off how wide FOV devices like Quest can change the game for Mixed Reality. It really gets me excited for MR experiences to come on the web!
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END/ Finally, the Experience of the Year is Spatial Fusion, a passthrough AR experience.
Highly recommend firing it up in a Quest Browser on either the Quest or Quest Pro.
One of the more immersive passthrough experiences I've seen: spatialfusion.io
twitter.com/ben_ferns/stat
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Super proud of our team that built Project Flowerbed for winning a Poly this year - we built and open sourced this to help WebXR devs build great experiences
Check it out on Quest or read this in-depth dev case study that walks through what we learned developer.oculus.com/blog/project-f
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4/ Project Flowerbed is a #WebXR project by Meta that won the @webxrawards Entertainment Experience of the Year.
It's a gardening sandbox:
flowerbed.metademolab.com/#
@00davehill00 said Meta has open sourced all of the code here: github.com/meta-quest/Pro
twitter.com/kentbye/status
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Price drop on 3/5 for two Meta Quest headsets! Quest Pro will be ~$999 and the Quest 2 256GB is now ~$429 (the 128GB is still ~$399). We always want to ship devices at a price that makes it easier for people to get into and build for VR.
meta.com/blog/quest/pri
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Meta's Presence Platform Hackathon is also open to WebXR developers.
Quest Browser supports color passthrough, plane finding, hit detection, persistent anchors, hand-tracking and more... I'd love to see some WebXR folks participate and build some cool experiences! twitter.com/Oculus_Dev/sta
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This is a great opportunity that's also open to WebXR devs! twitter.com/Oculus_Dev/sta
This Tweet is unavailable.
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These two open-source demos show WebXR can be used to make full-fledged VR games:
uploadvr.com/project-flower
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WebXR is enabling more developers to build unique, accessible immersive experiences that people can enjoy with Meta Quest. Learn how built a WebXR mini-golf prototype in just 40 hours and get expert insights on design, art, and development 🔗ocul.us/3y26Qf0
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Just discovered - what a game changer! Spent my night building a simple #WebXR client for it using #threejs and now I can spend hours exploring these marvelous worlds without taking off my headset. 🤯🚀 #VR #stablediffusion
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Unlock your inner zen with Project Flowerbed, our latest open source project demonstrating best practices for building high-quality WebXR experiences 🔗
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