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Reply to Where can I find software developers for Vision Pros software?
So, realistically, this platform is infantile. The things that are best supported at the moment are 2D windows in 3D space, and even then Window management is absent. Apple’s platform is not billed as VR or AR, it is special computing. As such it lacks many of the VR or AR features that other MR platforms have because It has opinionated design decisions with special computing as the focus. You could explore this from a Unity game-engine angle, or seek out game developers or those familiar with Meta’s VR platforms. However, starting with development is likely the wrong move. While developers could build a prototype or tell you what is and is not supported, the appropriate starting point is with strategy/UX and product design. Drown in the human interface guidelines of various VR platforms and cultivate a product strategy and consult with engineers on technical feasibility. Once you’ve done that you can start prototyping and building the thing.
Aug ’23
Reply to [Newbie] Why does my ShaderGraphMaterial appear distorted?
So, it turns out that models have internal properties that dictate how image based materials apply to them. You set these properties by "UV-unwrapping" the model, and what surface area of the texture maps to what surface areas on the model. For one reason or another I thought these UV properties were part of the material itself, but that would mean you couldn't use a material on multiple models, and that would be silly. I fixed up the UV Mapping of my model with Blender's "Project from View (bounds)" tool, and it now looks the way I expect.
Aug ’23