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Unity 6 & XR Toolkit 3.0 : Features You Can't Ignore as a VR/XR/AR Developer 

Fist Full of Shrimp
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Discover the latest updates in Unity 6 and the XR Interaction Toolkit 3.0! 🚀 Unity 6, now in preview mode, brings a host of powerful features to VR developers. From the innovative Foveated Rendering API, which enhances performance by optimizing peripheral vision, Adaptive Probe Volumes for dynamic lighting, to the game-changing Composition Layers for crisp and clear visuals, Unity 6 is packed with tools designed to save you time and boost your projects.
The XR Interaction Toolkit 3.0 introduces significant improvements like the new Input System, making VR development smoother and more efficient. Learn about unique hand gestures, and advanced interaction models like the Near-Far Interactor for seamless VR interactions. Enhance your VR experience with upgraded climb teleportation and improved rendering capabilities.
Stay ahead in VR development with these essential updates in Unity 6 and XR Interaction Toolkit 3.0! 🌟
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🦐Who's El Shrimpo?🦐
I'm Fist Full of Shrimp! I make the most shrimple tutorials about Unity, Game Development and VR Development! My Unity tutorials are beginner friendly, but also tend to get into more details that can be forgotten. I do my best to make my tutorials as quick and clear as possible, so if you've found them helpful so far, consider liking and subscribing for more!
#unity #gamedev #vr

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10 июн 2024

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Комментарии : 41   
@pvncher
@pvncher 2 месяца назад
Hey, I'm one of the developers of XRI! Really happy to see you talk about our package in this video. A few thoughts and answers to your questions: - Why isn't XR Hands a part of XRI? XRI is meant to be an optional package that lets devs build rich interactions for their XR apps, but it's not a core input package, like the OpenXR package. The idea is that whether or not you use XRI, you should still be able to use hand tracking. - Input readers, your example showed referencing interaction events. This was supported before. The new readers are meant to replace the action based controller, where you had to decide all the input actions you'd ever need, and the interactors would have to read their transform and input values from this. Its was problematic because, notably with hands, you'd often have different poses for different interactors, and you rarely needed all input actions for all interactors. This makes it a lot more modular. - Near Far Interactor - a huge benefit of the new design is that casting is modular and it's easy to implement new strategies for getting valid targets without having to override the whole interactor. We also pulled out attach transform manipulation, and added a push/pull gesture. It should be easier than ever to implement custom behavior, like say the gravity glove mechanics from half life alyx, just by making a custom attach controller. For extra info btw, we finally published our GDC talks online. Here's a link to the playlist, including my talk about XRI 3.0. ru-vid.com/group/PLFg9suyZ1OnI2HreqpoBoXsrbpfDZES7L I'll also be doing a livestream tomorrow, for anyone who wants to ask questions and watch me dive into XRI 3.0 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ZcXnoKTNsIg.html
@ScareFire
@ScareFire 2 месяца назад
Nice ! Thank you for your work !
@squashi2701
@squashi2701 2 месяца назад
banger
@vojtechbruza
@vojtechbruza 2 месяца назад
Haha, just wanted to say those exact same things. Except the last point...the near far interactors are actually cool. I've been missing these feature for quite some time already. Thanks 👌
@HassanKaraouni
@HassanKaraouni Месяц назад
Eric - appreciate so much that you're basically everywhere that the work appears to try and help out devs. So awesome - thank you!
@Zeldarulah
@Zeldarulah 11 дней назад
That foveation pronunciation was something else
@beardordie5308
@beardordie5308 2 месяца назад
"Four-vation level". 10/10 pronunciation. Lol 😂
@citan554
@citan554 2 месяца назад
four-vetted
@fidobarks1164
@fidobarks1164 17 дней назад
When all else fails just add an imaginary R and roll with it!
@abrahamdrinkin6550
@abrahamdrinkin6550 2 месяца назад
Adaptive probe volumes look sick, and I realized I'm not using nearly enough light probes. Thanks for the video!
@FistFullofShrimp
@FistFullofShrimp 2 месяца назад
I'm super excited for them. I'm sure they'll be issues starting out, but the potential for quicker iteration will be fantastic. Thanks for watching!!!
@SamOnTehsea
@SamOnTehsea 2 месяца назад
I can't wait for your updated tutorial. After it my project will stop yelling at me.
@thorsten9211
@thorsten9211 2 месяца назад
I am looking forward to it. The current Interaction with inheritance is a bit to complex for my taste. If you want to have different behaviour you needed have multiple objects and turn a lot of stuff off and on to get the designed behaviour. (At least how I made it to work..) I hope it is getting better and more structured, that making adjustments gets easier.
@kpr2
@kpr2 2 месяца назад
🤣I keep wanting to & trying to use U6, but... it's new, so about 80% of my assets don't want to play nice with things. Ah well, it all looks promising at least. Oh, and there's no R in foveated: "foe-vee-ate-ed". Thanks for the update! 👏
@FistFullofShrimp
@FistFullofShrimp 2 месяца назад
It really does look like the new engine will be a ton of fun! I've also accepted my internet sin of mispronouncing words. The comments are roasting me 😆. Thanks for the correction!!!
@kpr2
@kpr2 Месяц назад
@@FistFullofShrimp ROTFL! Nothing but love, my friend. You've got this ;)
@sappalele_dev
@sappalele_dev 2 месяца назад
Love your content my dude, hands down one of the best unity XR explainers in the game.
@FistFullofShrimp
@FistFullofShrimp 2 месяца назад
Thank you for the kind words! I try my best as a little shrimp can 🍤 🍤 🍤
@swannschilling474
@swannschilling474 28 дней назад
Thanks a lot!! Great help!! 😊
@pooyasabeti8892
@pooyasabeti8892 Месяц назад
Hey, thanks for hard work.
@tufanaydin6340
@tufanaydin6340 Месяц назад
Thanks for this video but Quest 3 can handle these APV, Gpu Residant Drawing or Gpu Occlusion Culling?
@keirvr3318
@keirvr3318 2 месяца назад
What is the colorful space game in the intro?
@lunarvoidvr
@lunarvoidvr Месяц назад
can you make a tut0orial on how to add physics hands
@dfadir
@dfadir 2 месяца назад
I would love a series of 3 videos of max 10min each where you speedrun the creation of a veeeery simple Immersive Sim using the XRTK 3.
@FistFullofShrimp
@FistFullofShrimp 2 месяца назад
I love this idea! Thanks for the suggestion 🍤
@DigitalAdamTech
@DigitalAdamTech 2 месяца назад
Do you know if the XR Toolkit uses Meta's MultiModal, allowing a game to be created with both Hand Tracking AND controllers?
@pvncher
@pvncher 2 месяца назад
Unfortunately not. We target openxr mainly, and multi modal requires the meta all in one sdk to use in Unity.
@CactusVRstudios
@CactusVRstudios 2 месяца назад
I upgraded my existing project to XRI3 and everything stopped working. Now I gonna rebuild a new code foundation based on Unity6 + XRI3 for the next installment of Cactus Cowboy.
@FistFullofShrimp
@FistFullofShrimp 2 месяца назад
I'm already sold on the name cactus cowboy 🤠 🌵
@CactusVRstudios
@CactusVRstudios Месяц назад
@@FistFullofShrimp The existing games still use device based input, hence it's such a big task right now. But feel free to check the series. Desert Warfare is a good example for custom interaction on top of XRI. No other VR Input SDK is used. XRI and lots of protected override voids :D
@hightidesed
@hightidesed 2 месяца назад
its pronounced fo-vee-ated rendering
@SimanSlivar
@SimanSlivar 2 месяца назад
... It's a buzz word it's just fov rendering
@FistFullofShrimp
@FistFullofShrimp 2 месяца назад
I've brought shame upon my shrimp family. Forgive me and thank you for the correction 🍤 🦐 🍤
@twisky3751
@twisky3751 2 месяца назад
Whats the game you showed at 0:23?
@FistFullofShrimp
@FistFullofShrimp 2 месяца назад
This is from Unity's free URP sample project. You can download it and test this scene out!
@twisky3751
@twisky3751 Месяц назад
@@FistFullofShrimp Wow it's so impressive looking I thought it was from some indie VR game I never heard of
@MrMycelium
@MrMycelium 2 месяца назад
1:00 It's pronounced "FOH - VEEH- ATE - ED"
@FistFullofShrimp
@FistFullofShrimp 2 месяца назад
Forgive the shrimp. English is second language and shrimp is first. Thank you for the correction 🍤
@spyboy_
@spyboy_ Месяц назад
Foveated (foe-viated), not fore-vidded
@cirusMEDIA
@cirusMEDIA 2 месяца назад
Your pronunciation needs some work but good video!
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