The RoomMapper is a helper/add-on tool for the (currently experimental) Passthrough API for the Oculus Quest 2. I have no doubt and I look forward to Oculus making this solution obsolete with their advancements to public access of Passthrough.
I love LayerMasks because of their power and ability to filter things. I hate LayerMasks because I can never remember how to properly create them in code. To end this love/hate relationship I finally sat down and made a solution that’s incredibly simple and invaluable for taming LayerMasks. You too can now punch LayerMasks in their confusing face.
I recently spoke at Unite 11 on behalf of Bully! Entertainment about our augmented reality work we did for Ford. You can check out the Unity powered presentation I created for my talk and ran off my iPad here.
Mobile Augmented Reality (MAR) should be flooding the consumer landscape within the next 6 months – whether you like it or not. I know a decent amount of the design and development community considers augmented reality in ANY form a gimmick but I fear they’ve forgotten what its like to say “wow”. Don’t get me wrong – it’s difficult to remain innocent when you know how all the special effects work but if you neglect the innocence of our audience then you will inevitably be left behind.
One of the most frequent problems I see people have with iTween is with callbacks that don’t fire.
At it’s core iTween leverages Unity’s SendMessage method for carrying out it’s 3 callbacks: “onStart”, “onUpdate” and “onComplete”. When you add an iTween to a GameObject, iTween will throw all callbacks against the GameObject that is being animated. Where most people have difficulties is when they assign iTweens to GameObjects that don’t physically contain the methods they are attempting to call.
Life’s problems are best solved when you aren’t worrying about them and waiting for a lightmap or occulsion area to bake can be pretty darn boring. Battle the difficult moments in your day with StressBall when you need a breath of fresh fun while still looking completely productive.
I was recently asked whether the default easing type in iTween could be changed so it didn’t have to be set to what was desired in every hash created. The simple answer is “Yes!”, the better answer is “Not just the easing type!”. iTween has a handful of defaults you can override at any time to help remove repetition from you calls and ensure your animations are consistent throughout your project (only the most useful are shown here):
I think the most useful and elegant feature of iTween has to be the ability to easily move objects along a smooth motion path as demonstrated in the “Moving on a path” example. However, setting up these paths can be difficult, tedious and is usually responsible for hierarchy bloat as a result of numerous null objects and gizmos being used to help visualize the paths. To overcome this difficulty and further push the ease of use in iTween, I’ve created a visual helper called iTweenPath which allows very simple path creation and visual editing for use with iTween motion paths.
iTween is an animation library I created which focuses on the premise of “minimum input for maximum output” to make your life easier when it comes to shaking, spinning, moving, fading, coloring, controlling audio, fading cameras, and just about everything else you can think of in Unity.