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eric provencher Profile
eric provencher

@pvncher

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| Staff Research Engineer @unity focused on XR tools | building Repo Prompt a new llm utility on macOS

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Joined June 2013
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@pvncher
eric provencher
29 days
Repo Prompt is a macOS app I built because I didn't want to change IDEs, and copy pasting changes from Claude and ChatGPT was taking too much of my time Here's a very WIP demo of me editing my website with it. Would love to put it in the hands of more people- Testflight is open!
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@pvncher
eric provencher
1 year
lol to everyone gushing over meta’s llama 2 release, I invite you to actually try it. It’s the most sensitive language model I’ve ever interacted with and if this is the future of models I don’t really want it.
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@pvncher
eric provencher
1 year
The @unity XR Interaction toolkit v2.4 is out now! The biggest change is a complete revamp of the ray interaction visual logic, it's burst optimized, rays bend to their target and are retractable! Ray jitter is also way down thanks to default stabilization! See the🧵for more
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@pvncher
eric provencher
8 days
@anshelsag
Anshel Sag
8 days
Wireless charging absolutely has efficiency problems. But this isn't inductive charging which is actually the inferior technology. This is magnetic resonance, it has better efficiency and looser coupling. It lost to Qi (which is inductive) mostly due to cost. Magnetic resonance
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@pvncher
eric provencher
2 years
Unity quietly released a new hands package that introduces a hands subsystem enabling native hand tracking via OpenXR in vanilla Unity. It also fully supports Meta’s aim extension that adds far rays and pinch. The sample hand mesh is getting fixed soon and xri samples are coming
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@pvncher
eric provencher
2 years
XRI 2.3.0 was is now in official release, and with that comes this wonderful hand interaction sample, and a bevvy of bug fixes and improvement in the hand package. Support for hands in XRI is constantly improving and I can't wait to see what you all build with it! #unitytips
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@pvncher
eric provencher
7 months
As we announced today at GDC, XRI 3.0 has just been released! Check out some of massive improvements to interaction with the near-far interactor, and our overhauled input handling with input readers We’re excited to hear what you think!
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@pvncher
eric provencher
11 months
I watched this a few times today and I think it’s the most unsettled I’ve been by any ai technology. Take one picture of someone, that may or may not be doctored and make them do whatever you want. Truly terrifying how easy this is to do.
@Enuriru
Denis Rossiev ᯅ/acc
11 months
Wild.
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@pvncher
eric provencher
1 year
My team recently released XRI 2.5.1! This is a special release for me because I was able to go and revamp the hands demo scene to better showcase how many of the team's recent changes come together to make a far more polished hand interaction experience. Let's dive in!👇
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@pvncher
eric provencher
1 year
Unity Polyspatial is much more than than a build target, and it will be needed to deploy apps on the Apple Vision Pro. It enables Unity content to run in a shared rendering environment, while preserving existing app logic. Here are some highlights from @vvuk 's superb #WWDC talk.
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@pvncher
eric provencher
3 months
We've been teasing the VR Multiplayer template for a hot minute now... This template is a labor of love by the XR Authoring team at Unity, and ties together XRI 3.0, with OpenXR and all of Unity's mp services (ngo, lobby, relay, vivox..) Well... it's here! Grab it on the hub
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@pvncher
eric provencher
1 year
Fun fact - Microsoft pioneered this with their proximity light in MRTK! Their fluent design was really ahead of its time, and remains a masterclass for direct touch interaction.
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@_atilla1
Atilla
1 year
Attention to details is crucial, especially when it comes to interactions. 👇🏼Here's a little breakdown of the keyboard interaction and visual feedback in visionOS. 1. Look at how the keys get highlighted when hovering with the fingers over them. ❤️ 2. Pressing a key pushes it
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@pvncher
eric provencher
9 months
Ah yes hands are the perfect input modality for games
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@pvncher
eric provencher
2 years
Another bit of good news - the long awaited official example project for the @unity XR Interaction Toolkit has been updated to 2.3.0 with lots of brilliant new samples. #unitytips
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@pvncher
eric provencher
2 years
The Unity XR Interaction Toolkit just hit 2.3.1 alongside the hands package leaving preview status! - The poke interactor is revamped and far more reliable - Approaching UGUI with poke now properly hides rays - Rays are a lot more responsive in general Sample included 👇
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@pvncher
eric provencher
1 year
This may look banal, but to a seasoned XR developer it's witchcraft. Hand cut outs are the bane of mixed reality devs. They're doing real-time segmentation of your body and cutting it out based on depth of the 3D object in the scene. Haven't seen anything else come close to this
@DylanMcD8
Dylan
1 year
Update! Found this view in a developer session, which I think shows a realistic look at what we can expect in the final version. It's very good, close to perfect!
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@pvncher
eric provencher
7 months
One of the most exciting announcements from the XR team at Unity over GDC last week, is the multiplayer template that sets up all of Unity's multiplayer services for you, including lobbies and spatialized voice chat, all over OpenXR. It even supports hand tracking replication!
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@pvncher
eric provencher
6 months
Happy to share this visionOS sample I've been working on that's shipping with Unity XRI 3.0.2! It's designed to show best practices for handling visionOS' shared space input, seamlessly integrated with XRI's new Near-Far & Poke interactors Excited to see what you build with it!
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@pvncher
eric provencher
1 year
Hey all - the threats are getting out of hand. I'll be unplugging for a couple weeks. Hoping my fellow colleagues are safe and please be kind. We're all people trying to navigate this situation together.
@jasonschreier
Jason Schreier
1 year
BREAKING: Unity canceled a town hall this morning and closed two offices due to what CEO John Riccitiello said was a credible death threat, according to people familiar. This comes in the wake of a controversial price hike from the video game tech maker
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@pvncher
eric provencher
1 year
Good news! If you grab the latest @unity 2022 LTS, the hub has a brand new VR template that uses XRI 2.3.2. It's optimized to look great and run well on Quest 2 using URP. Give it a try!
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@pvncher
eric provencher
1 year
I’m seeing a lot of folks inspired by the vision pro thinking they can apply eye tracking as an input to everything… There’s a reason why previous headsets barely used eye tracking. It’s very hard to make use of well, and there’s a massive cognitive load to over using your eyes
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@pvncher
eric provencher
2 years
Here's a short demo of the new 2-handed grab interactions and affordances in the new @unity XR Interaction Toolkit 2.3 release. Highly recommend customizing the demo scene and playing around with the new features at every station. #unityXRI
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@pvncher
eric provencher
1 year
It's looking like LK-99 is indeed real. If you were hoping for thin AR glasses, this is the best news you could have hoped for. When we get sc batteries coiled in a thin wire along the stems of these glasses, we'll have enough power for bright displays & powerful compute. Wild!
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@pvncher
eric provencher
2 years
Love how this illustrates that with AR, screens don't have bounds. The limitations of windows and objects living "inside" the frame of a display disappear, and what's left is frictionless continuity between real and virtual.
@Ray_T6L
Ray Wakui / 涌井嶺
2 years
モニターの奥の世界から 無限に運ばれてくるキューブ🧊 #vfx #b3d #Blender3d
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@pvncher
eric provencher
9 months
As someone who’s spent the last 8 years building in the “spatial computing” space, the launch of the Vision Pro tomorrow feels like a massive milestone. A lot has changed in that time, and it’s still so early. Here’s to the dreamers, builders and enthusiasts who got us here!
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@pvncher
eric provencher
8 months
Unity’s XR team just shipped OpenXR compositor layers for apps. This works on Quest and provides an easy workflow for getting very crisp UI, without needing meta’s ovr layers. This is also super useful for loading screens! Link in comments.
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@pvncher
eric provencher
10 months
Hot take - the unreal injector shows that there’s a demand for bare minimum vr conversions of traditional games and they don’t need tons of vr native design to justify being vr. Normalize simple vr ports! Unreal and Unity make it easy to add a vr mode.
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@pvncher
eric provencher
1 year
Unity isn't burning down. It's been a tough couple of weeks, but those still here are moving forward focused on building cool shit to ship. Y'all need to take a breath with this meltdown energy.
@jeffbulljr
Jeff Bull Jr
1 year
Anyone else building their games/careers in Unity right now feeling this way?
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@pvncher
eric provencher
6 months
Apple really killed it with their shared space app model. I really think going forward that exclusive apps that remove you from this experience will be in the minority. Hope other headset makers catch up to this.
@ezreeszy
REESZY 🔌
6 months
If it's one thing Apple did wrong with Vision Pro, it's underselling how crazy good this thing is.
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@pvncher
eric provencher
6 months
Despite these terrible metrics, it's hard to understate how exciting it is to build for Vision OS. So many unique constraints, and early platform woes, but it feels like the future in ways that other XR platforms don't.
@tkexpress11
Troy Kirwin
6 months
This is crazy: New Vision Pro app releases have plummeted... We always talk about the "chicken or the egg" problem for XR apps & hardware... ...it does not appear that the AVP v1 (aka dev kit) has ignited the XR app ecosystem as we might have hoped
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@pvncher
eric provencher
26 days
Here's how I use Repo Prompt to quickly create prompts containing all my project's files and task instructions. The app makes it easy to copy them into the clipboard and paste them straight into the ChatGPT macOS app to let o1-mini do all the work. macOS Testflight signup 👇
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@pvncher
eric provencher
12 days
I really want this to be a native format for XR devices. It’s a magical way to have existing games benefit from head tracking and stereo displays. It’s also quite easy to build with Unity Polyspatial’s stereo render targets!
@Azadux
Azad Balabanian ᯅ
12 days
has anyone made a volumetrically framed flat game in VR? IMO, it should be doable with UEVR by adding a frame in the game world (cc @Flat2VR ) -- here's a concept of what it would look like Main benefits of this would be: - way to dev 2D and VR game concurrently without added
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@pvncher
eric provencher
5 months
@vctgomes @PC_Nation__ There’s absolutely a performance hit though. It’s like 20-30% slower. That’s fine for basic apps, but it’ll have a consequence for games.
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@pvncher
eric provencher
8 months
This is what people get wrong in saying that none of these headsets matter until we get glasses. Physics won't just magically go away (unless room temperature superconductors are a thing). Glasses and headsets are two different product categories and they always will be.
@pitdesi
Sheel Mohnot
8 months
Zuck says glasses are the mobile device of the future, headsets are the laptop of the future awesome interview @mbdailyshow
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@pvncher
eric provencher
2 years
New blogpost about @unity XR Interaction Toolkit 2.3! Still a long road ahead, but to me, this marks the start of a transition of XRI from a toolkit into a comprehensive framework of tools covering what we think is needed to build a modern VR application.
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@pvncher
eric provencher
2 years
Part three of #unitytips for @unity XRI 2.3! Here is the new Device Simulator in action! If you ever wanted to iterated without needing to put on the HMD, this can be a lifesaver! XRI has had a device simulator for a while, but for this release it got a complete revamp!
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@pvncher
eric provencher
1 month
Haptics! Something you’re missing with raw hand input
@perlinwarp
PerlinWarp➡️UIST
1 month
Great to give people a sneak peak of the future our team in RL is creating. Using EMG to control Orion is effortless and intuitive
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@pvncher
eric provencher
9 months
I really appreciate that with vision os, devs can try things and ship small apps, with 1 week of turnaround from submission to approval. On Quest, it’s hard to innovate since store approval takes months and it’s really hard to get anything through that isn’t a game.
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@pvncher
eric provencher
9 months
Stereo traditonal game pad games is one of VR's killer usecases. Adding in headtracking to make the effect also include parallax is something I hope finds product market fit - Making a real product out of Johnny Lee's demo all those years ago
@Flat2VR
Flat2VR
9 months
CitraVR Brings Nintendo 3DS Games To Meta Quest! (Releasing Jan 20th) @fewerwrong has been hard at work porting the fantastic Citra emulator natively to Quest. Being able to play classics such as Mario, Zelda, Mario Kart, Metroid, Pokemon, etc. in glorious stereoscopic 3D on
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@pvncher
eric provencher
7 months
TestFlight is live! If you have a Vision Pro and want to try it, reply in the comments.
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@pvncher
eric provencher
1 year
I love randomly seeing clips like this that use MRTK on Quest because they all use the hand shader I wrote for it, and I know my code runs through all these demos.
@DeemosTech
Deemos Tech
1 year
Text/Image to 3D 🔥🔍🎮💥 Unleash the power of cross-modal #3D search with #Rodin API right into your #game , even extract objects directly from the real world. Join the Rodin API beta today and explore the possibilities of #AI ! #GenerativeAI #CG #XR #VR #Quest3 #VisionPro
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@pvncher
eric provencher
1 year
It’s worth noting that Vision Pro doesn’t expose eye gaze to devs as it does with Quest Pro and others. Rather than a data firehouse, look and tap exposes the focus point after a pinch - only VisionOS has the raw data to work its ux magic outside of taps.
@Thrilluwu
𝙏𝙝𝙧𝙞𝙡𝙡
1 year
Everyone keeps calling the Apple Vision Pro's UI "Magical" I NEEDED to try it out for myself. The Quest Pro is capable of it so I made a demo using eye tracking and hand tracking replicating the Apple UI. Its really good. APK for everyone to try the "Vision UI Experience"
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@pvncher
eric provencher
2 months
People might think they'll enjoy prompting their own games to life, but most people don't know what makes the games they like good. Great games are shaped by thousands of hours of playtesting and subtle refinement, which is impossible to do if a black box model is running them.
@levelsio
@levelsio
2 months
I think realistically interactive AI game models will become just like LLMs and image models You'll have open source foundational models like Llama and Stable Diffusion (or Flux now) And people: 1) prompt those to create their own game, or 2) to get even more specific
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@pvncher
eric provencher
9 months
Unity’s XR team is hiring developers to work on input. Please DM me if you’re interested.
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@pvncher
eric provencher
1 year
Hand tracking, even if perfect, lacks an imu and gyro, which are what actually track a controller in 6dof. They track acceleration and rotation, and are essential for fast paced tracking. The cameras just error correct. Not to mention how useful buttons & haptics are to games…
@CezaryXR
Cezary Sobociński
1 year
I still hold my belief that most VR Games CAN be ported to Vision Pro with only Hand-Tracking. Yes. Controllers would be better, but with perfect hand tracking, playing most VR Games could be possible.
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@pvncher
eric provencher
1 year
Eye tracking as an input involves hijacking your passive sense of sight to discern intent. Controlling things intentionally with your eyes breaks this passive flow, and makes looking around more tiring because looking turns into an active exercise with ux consequences.
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@pvncher
eric provencher
9 months
Hope that in vision os 2 you can place iPad apps down on physical surfaces, so anything can become a touchscreen. The haptic sensation of touching a real surface helps a ton with accuracy and comfort.
@Azadux
Azad Balabanian ᯅ
9 months
Just realized you can pull ipad apps up close and use them as touchpads 👀
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@pvncher
eric provencher
6 months
Why does anyone at meta think that the first thing I want to see when I put on a Quest, is a feed with instagram reels?
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@pvncher
eric provencher
2 years
PSA to @unitygames XR devs! XRI 2.3 just dropped with some killer new features I helped work on! - Poking - Interaction groups - Affordance theming system using burst / jobs - New grab transformer for graceful 1-2 hand use (rotate and scale) - eye gaze
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@pvncher
eric provencher
2 years
To celebrate the launch of @unity XRI 2.3, I'll be highlighting some of the new features you'll find when you update your package. To start, here is the affordance system in action! We've made it far easier to setup juicy effects matching the interaction state of an object.
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@pvncher
eric provencher
6 months
Linear algebra is the basis of all 3D interaction design. If you’re a VR dev and don’t know the difference between a cross product and dot product, this looks like a great primer!
@DanielleFong
Danielle Fong 🏴‍☠️
6 months
immersive linear algebra The world's first linear algebra book with fully interactive figures. via HN
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@pvncher
eric provencher
2 years
Pro tip if you're using XR with the new Unity input system, Input System 1.5 adds a new hotpath that super optimizes input reads. You just have to make this call once in your code. "InputSystem.settings.SetInternalFeatureFlag("USE_OPTIMIZED_CONTROLS", true);"
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@pvncher
eric provencher
2 years
All current xr input modalities are absolutely garbage for productivity usecases - which is why it's super hard to justify doing anything other than games or training / simulation with XR.
@ScoutHouseLab
Scout House
2 years
What's a #VR opinion that will have you like this:
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@pvncher
eric provencher
1 year
Folks really need to separate out "Horizon Worlds", from "the metaverse". People forget that @VRChat has product market fit, with 25k daily active users on steam alone. Is it a trillion dollar business? Maybe not, but user-made worlds with expressive avatars has value.
@edzitron
Ed Zitron
1 year
I am back on @BusinessInsider declaring the death of the metaverse, a half-concept that was used to rename and redefine a trillion-dollar company and has become a glaring indictment of the tech industry that birthed it.
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@pvncher
eric provencher
1 year
Solid first effort! It’s great to see the @unity XR interaction toolkit running in WebXR
@DePanther
De-Panther
1 year
More Unity WebGL + WebXR Hands + XR Interaction Toolkit + Unity Input System. Needs to fine tune some interactions, but it works!
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@pvncher
eric provencher
2 years
This is a huge deal - a large language model that can run locally AND has a license that can be used in commercial applications. llama and other local models have thus far been only usable for research purposes. LLMs are about to hit zero marginal cost. Buckle up!
@_akhaliq
AK
2 years
StableLM: Stability AI Language Models News 🚨 Released initial set of StableLM-alpha models, with 3B and 7B parameters. 15B and 30B models are on the way. Base models are released under CC BY-SA-4.0 github:
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@pvncher
eric provencher
9 months
Bounded apps are the future. Full screen apps are too big of a commitment to open on other vr headsets - you lose your other apps while they’re open. If you can open a tiny app, you won’t mind leaving it open in the background and you’re more likely to come back to it.
@RJdoesVR
RJ
9 months
Multitasking! Theres something trippy mentally thinking about designing and making apps that can exist simultaneously within a users space like this.
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@pvncher
eric provencher
1 year
I proposed this extension with colleagues at Unity and collaborators at Microsoft back in August 2021! Unified interaction for both hands and controllers as a cross vendor spec that the industry has agreed upon! Took lots of lobbying and discussion, but we made it!
@i2kah
2ka
1 year
It's been a long journey but the OpenXR hand interaction profile is now public!
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@pvncher
eric provencher
5 months
The talk I gave at GDC about Unity XRI 3.0 with @VR_Dave is now online! We're really proud of how far we've come with the XR Interaction Toolkit, and hopefully this makes it easier to understand the benefits of all the architectural improvements. Let us know what you think!
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@pvncher
eric provencher
7 months
Playing with physics on Vision Pro Thinking of setting up a TestFlight
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@pvncher
eric provencher
2 years
I got asked this question a few times yesterday - yes, this hands sample scene in the @unity XR Interaction Toolkit is fully interoperable with hands and controllers. Check out how the rig is configured in this sample scene.
@pvncher
eric provencher
2 years
XRI 2.3.0 was is now in official release, and with that comes this wonderful hand interaction sample, and a bevvy of bug fixes and improvement in the hand package. Support for hands in XRI is constantly improving and I can't wait to see what you all build with it! #unitytips
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@pvncher
eric provencher
1 year
I spent the last few days working in person with almost everyone building XR at Unity, and it’s really amazing how incredible this team is. There’s so much passion and talent - expect great things!
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@pvncher
eric provencher
1 month
Another really exciting announcement from Unite is the mixed reality tabletop multiplayer template! Still a work in progress, but expect a lot of the learnings from myself, @GregMadison , @3duaun and @_rygo6 to show up in it.
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@pvncher
eric provencher
17 days
@shl I really feel like game dev folks are built different because this really isn’t the case there.
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@pvncher
eric provencher
1 year
I haven’t tried the vision pro yet, but from what I’ve seen, the reason it works well in their ux paradigm is because they’ve designed their ui around using it as an intent mechanism with clever filtering. It’s not akin to moving a mouse cursor with your eyes. Less is more!
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@pvncher
eric provencher
1 year
Given that Apple’s hand joints here are decided in a different convention than OpenXR - when building apps in Unity, would you prefer input be normalized against OpenXR, or have to write explicit code to account for the differences?
@DanMillerDev
Dan Miller
1 year
A look at each joint visualized from #ARKit hand tracking from the #WWDC Session "Meet ARKit for spatial computing"
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@pvncher
eric provencher
5 months
I'll be live on @unity 's Twitch stream next Wednesday with @ManuVision and @AntoniaRForster to talk about XR interaction! Netcode expert Joe Grieve will also join us to chat about the VR Multiplayer template! Join us for an XR deep dive and have your questions ready! 🔗👇🧵
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@pvncher
eric provencher
1 year
We’ve reached the point where mixed reality is a shared virtual experience around enchanted objects like a table Soon, every place and item could have its own digital echo, crafting a multi-layered shared hallucination Every day you’ll walk through countless parallel realities.
@TheMysticle
TheMysticle 🇵🇱
1 year
This is one very interesting table
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@pvncher
eric provencher
1 year
@benz145 Hey! I work at Unity on the XR interaction toolkit. I’ve specialized in hand tracking interaction ux over the last few years and ported MRTK to Quest 1 when hand tracking first arrived in beta back in 2019. Lately working to standardize cross platform multi modal interactions!
@pvncher
eric provencher
2 years
The Unity XR Interaction Toolkit just hit 2.3.1 alongside the hands package leaving preview status! - The poke interactor is revamped and far more reliable - Approaching UGUI with poke now properly hides rays - Rays are a lot more responsive in general Sample included 👇
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@pvncher
eric provencher
6 months
People have messaged me saying the AVP isn’t doing anything new here AVP is the first device since magic leap one that built a shared space sdk for interactive 3D apps I think all XR devs should get familiar with the idea of making content for volumes like this. It’s the future
@pvncher
eric provencher
6 months
Totally biased but it’s really nice zoning out to some bomb squad on Vision Pro, in such a beautiful place, while watching Fallout or music videos on YouTube. Volume games are so nice to multitask with.
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@pvncher
eric provencher
1 month
@dkardonsky_ They’ll be back after they run out of their 30 weekly messages.
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@pvncher
eric provencher
1 year
The killer app of mixed reality is same room multiplayer
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@pvncher
eric provencher
2 years
Part two of our #unitytips for new @unity XRI 2.3 features! Here is the new General Grab Transformer in action! This new component unlocks a whole bunch of new interaction possibilities with 1 or 2 hands, with dynamic or fixed attach points! 🧵below to learn how to use this
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@pvncher
eric provencher
1 year
As cool as this is, if you're someone saying AR will replace VR pay attention to two things 1- Look how bright the virtual content is compared to the world behind - not to mention how distracting the glare is. 2- The color banding is real - waveguides have awful color uniformity.
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@pvncher
eric provencher
7 months
Im around for GDC today and tomorrow. Come say hi if you see me!
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@pvncher
eric provencher
2 years
Looking through my Oculus library on PC and there are so many amazing games that were there right at launch. The quality just hasn't been the same since. Blaze Rush, Chronos, The Assembly, Robo Recall, Edge of Nowhere, Wilson's Heart, Lone Echo. AAA VR can be so good!
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@pvncher
eric provencher
1 year
Hot take: hand tracking is nowhere near as useful as touchscreens are. They’re fine for navigating an os, but if you want to play games or get work done, they’re insufficient. The next generation of input is bci - until then we’ll need something more than hands alone.
@buddingmonkey
Andrew Eiche
1 year
The current generation of VR is optimized for a local maximum (core gamers who already know how to use controllers). The next generation will move towards the true maximum (hand tracking as the default input).
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@pvncher
eric provencher
6 months
I can’t help but feel that a lot of the growth in the VR industry comes down to gen alpha getting older and Quest 2 getting cheaper. Older generations just didn’t grow up with VR and don’t have the legs for it.
@JackSoslow
Jack Soslow
6 months
We believe ARVR is among the most underrated markets today. Most people fixate on past (and current) missteps, leading to assumptions that are simply wrong. With ~30m Meta Quest headsets sold and a favorable industry outlook, we think the time is now. ⬇️
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@pvncher
eric provencher
1 year
Love seeing better tools to help people make better use of the web - threejs is incredible, and a better authoring experience is so important for making the best out of the tech.
@BeardScript
P. Martin Ortiz 🧉
1 year
If you love @threejs and you want a Unity-like interface for it, has got your back. Come join us on Discord
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@pvncher
eric provencher
1 year
FYI we have a mixed reality template now that uses XRI, with OpenXR, ARFoundation and the hands package to put all our tech pieces together in a kickass starter project mainly focused on building MR apps, with full support for Quest 3!
@pvncher
eric provencher
1 year
@murphy_6x Yep! The team released an MR template recently to do exactly this
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@pvncher
eric provencher
6 months
Local floor is now a core part of the spec! Rejoice! Wild that it’s taken this long for the industry to standardize the idea of recentering.
@OpenXR
OpenXR
6 months
Khronos Group announces the release of the OpenXR 1.1 specification. Five extensions are now incorporated in the core specification along with interaction profile enhancements, universal fundamental tools, new error codes, and specification refinement.
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@pvncher
eric provencher
9 months
Started some prototyping with @unity polyspatial. Play to device is such a killer feature. You can boot up the headset or simulator, hit play in the editor and it will live link the app, including scene changes in real time. Incredible for iteration.
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@pvncher
eric provencher
1 year
Sakura showing off all the cutting edge unity character rendering tech that's come to a head in the last year. It is wild how realistic this looks.
@Sakura_Rabbiter
Sakura Rabbit 樱花兔
1 year
Test Unity's hair system~👌 Come and subscribe to my Fanbox to download this project #unity3d #realtime #shader
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@pvncher
eric provencher
8 months
How many of you are attending GDC this year? I’ll be giving a talk about the XR interaction toolkit at the Unity office in SF on Tuesday March 19th.
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@pvncher
eric provencher
7 months
Polyspatial Play to device opens up incredible split rendering possibilities. The app is running on the MacBook in the editor, and that experience is streamed to reality kit in real time, passing back inputs from the device.
@michae1becker
Michael Becker
7 months
features play-to-device are why I'm so bullish on Unity and PolySpatial for AVP dev. It's basically play-in-reality. Look at those realtime reflections and IBL! And look at that perf! Native dev has many benefits but XCode has NOTHING on this kind of tooling and rapid iteration
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@pvncher
eric provencher
2 years
One of GPT4’s killer apps is travel planning. Using it to plan a trip to Italy and it’s been able to drill down on the details, make judgment calls like help you skip certain sights to make the trip more relaxing. It has spatial reasoning about distances and logical paths too!
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@pvncher
eric provencher
2 years
Really heartbreaking to see this incredibly talented team let go. MRTKv3 was shaping up to be an absolute killer interaction framework. V2 set some important precedents for the way we think of hand interaction today, and it remains an open sourced treasure trove.
@FNS_Developer
Finn Sinclair 🥽
2 years
Joining my teammates in sharing some sad news. Yesterday, the entire #MRTK team was eliminated from Microsoft. I can't express how grateful we are for our open source community and all of the amazing people we've collaborated with over the years. 1/x
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@pvncher
eric provencher
1 year
Great hands on @nchan ! - So my first by takeaway was - magic UX thanks to the superb eye and hand tracking combo. - Seeing this video, the second one is that there's no guardian setup. You put it on, it knows where it is and that's all there is to it. Zero friction matters.
@nchan
Norman Chan
1 year
my Apple Vision Pro hands-on impressions:
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@pvncher
eric provencher
3 months
@dwarkesh_sp Glad you found your path through that awful process. As an aside, why do you always refer to being a programmer as being a code monkey? Some folks just churn out code but some build important software, work on open source and expand the envelope. It doesn’t have to be mundane.
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@pvncher
eric provencher
1 month
My favorite announcement from Unite is the new animation system that’s coming in the next generation release Lots of details shown in the discussions thread👇
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@pvncher
eric provencher
5 months
A lot of folks have been asking about when this template would be released - it’s finally out now alongside the Unity 6 preview. You can grab it from the hub!
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@pvncher
eric provencher
7 months
As we announced today at GDC, XRI 3.0 has just been released! Check out some of massive improvements to interaction with the near-far interactor, and our overhauled input handling with input readers We’re excited to hear what you think!
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@pvncher
eric provencher
1 year
I really love that Quest 3 is getting people excited about VR gaming again. The hardware looks like a massive step forward for devs and consumers, and it’s great to see a big push on new games from Meta. Really makes me optimistic for the future of this industry.
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@pvncher
eric provencher
1 year
The latest @lexfridman episode with @realGeorgeHotz has a brilliant take away about onboarding users into VR. He bought a quest 2 and said the first thing he saw was a pop up - a meta login prompt We’re leaving folks behind by not showing them an incredible world out of the box
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@pvncher
eric provencher
1 year
@0xNerevar Maybe spinning balls are too dangerous idk
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@pvncher
eric provencher
1 year
What excites me most about the Apple Vision, is that it’s a face computer I can actually see myself using to do computer things with. Consumer XR headsets until now have had great apps, but laser rays are too clunky to browse the web and the screens aren’t sharp enough for work.
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@pvncher
eric provencher
1 year
Quest 3 really needs a seminal genre defining game like Mario. Shooters don't cut it, and neither do rhythm games.
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@pvncher
eric provencher
3 months
I get that Unity pissed off a lot of folks in the last year, but it’s kind of exhausting seeing everyone always assume incompetence and malice for every hiccup. If you’re pissed some stuff is wrong with the forums, know that it’s probably a known issue and being worked out.
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@pvncher
eric provencher
1 year
Just wrapping up my lovely 2 week honeymoon in Italy! Incredible food, sights and breathtaking beauty at every turn.
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@pvncher
eric provencher
8 months
Has anyone heard rumors of Meta adding image target tracking to Quest 3? It's wild that it still doesn't exist there. Even the 1hz tracking Vision Pro has for this can be super useful.
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@pvncher
eric provencher
1 year
If you haven’t seen Greg’s concept video “carte blanche” it’s incredibly prescient today, considering the intersection of large language models and next gen xr, showing what game development could look like very soon indeed.
@GregMadison
Greg Madisᯅn
1 year
@benz145 Hey! I'm Greg, an Analog and Digital illusionist. Started XR on stage in 1995 by combining magic, electronics and video projections. Now a Sr. staff interaction designer @unity . Obsessed with making digital hallucinations tangible, like in my "Unity Carte Blanche" Concept.
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