Bob Berkebile
@pixelplacement
Product Design Prototyper at Meta; lover of clean code, GUI and addicted to learning anything that allows engaging interactive executions
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Bending my world into a nightmare on Quest 3's mixed reality passthrough. #Quest3 #VirtualReality #MixedReality #augmened #Meta @MetaQuestVR
The standalone color passthrough is IMO the most promising direction for MR. I tested for fun some ideas over the weekend, the magic is there and it’s mesmerizing to play with. Anyone with a Quest PRO who would like to try this? @MetaQuestVR #madewithunity
Was brushing up on some XR techniques and looked around for how the rest of the world approaches push buttons in VR. Found lots of uses of physics joints for the plunger travel. That adds overhead and delicate setups. So I decided to tackle it with math instead as a test.
One of my favorite parts of my career so far is how many amazing connections I've made along the way. People I'd help in an instant and who I feel equally have my back. GO TEAM!
Should I wait for the Presence Platform to come out or go ahead and add static furniture mapping into my RoomMapper for Quest Passthrough? pixelplacement.com/site/2021/10/1…
Alright. RoomMapper is all fixed up for Oculus Integration v.34. Carry on. pixelplacement.com/site/2021/10/1…
Oculus Integration .34 has caused some bumps in my RoomMapper. I'm looking into in and I'll have a fix up soon!
Blasting away at a test using coordinate space aligned multiplayer on #Quest2 passthrough #XR #VR #MR #AugmentedReality @oculus
I accidentally had the download link for RoomMapper set to an older tool of mine. The link is now correct: pixelplacement.com/site/2021/10/1…
Visuals are important, vital, but I love when it comes to the audio integration phase of an interactive execution. Audio makes it visceral, real, and tangible.
Testing out a new technique for masked reflections on #Quest2 passthrough #XR #VR #MR #AugmentedReality @oculus
Getting spooky good results with physical wall occlusions in my room mapper solution for #Quest2 passthrough #XR #VR #MR #AugmentedReality #Oculus
Playing with a passthrough portal concept on Quest 2.
Experimenting with shadow catching and physics interactions with my room mapper solution on Quest 2.
Quest 2 passthrough room mapping progress. I'm actually stunned by how accurate the results are. I'll get this released soon, promise!
Unity Tip: I recommend OnGUI for debug tooling, API testing and more but if you you find the rendered controls end up super tiny in your game view try this.
Room mapping on Quest passthrough progress. I've decided that mapping against the ceiling's corners leads to far greater success in most homes since most floor corners are occluded by furniture or whatever chaos my beautiful children have left behind.
For the curious, my plan is to release a water-tight room mesh solver for the Quest passthrough with as elegant a UX flow as I can muster. I’ll share the toolkit once complete. After that I’ll share a toolkit for aligning colocated users for room-aligned multiplayer.
After quite a few approaches, I think I've found a happy middle ground for user success in plotting ceiling height in the Quest passthrough for solving room mesh height.
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