TALES FROM THE RIFT

VR, AR and MR Development

Is Oculus Go ready for enterprise and education?

Oculus Go is VR for the masses, not the classes* (*paraphrasing Jack Tramiel’s philosophy at Commodore International which IMHO brought us mass scale home computers) The Oculus Go has launched, and quite possibly widespread adoption of Virtual Reality has launched with it. Lets ignore… Continue Reading →

Getting Started with Magic Leap + Unity3d

Today Magic Leap finally shipped something! Not the hardware yet – but just as important – the software SDK. Now we really can see what tech is inside and how developers can use it to create new AR experiences. I… Continue Reading →

HoloLens Contest (7 Weeks to go) – Effects, Spatial Sound

  Mesh Effects – HoloLens Shader Pack There are a lot of HoloLens apps on the store, and there are just about as many spatial mesh visual effects. So this week I wanted to explore some of them. Basically, the… Continue Reading →

A brief history of VR and the Oculus Rift

September 2017 Update: With Oculus Connect 4 just around the corner (I can’t wait!), I wanted to re-publish my history of VR and the Oculus Rift that I wrote on reddit back in April 2016as a reminder on how far… Continue Reading →

Hololens Contest – (8 Weeks to go) – Inputs Voice, Raw Camera, Locatable Camera, Saving Photos

Here I am with 8 weeks to go, and still deep diving into the features of HoloLens! Goodness – so much to learn and so little time! But there are a few important areas of input I need to explore,… Continue Reading →

Hololens Contest – (9 Weeks to go) – Networking, Web Server, Shared Experiences

“Plans are useless, but Planning is indispensable” Thanks Dwight D. Eisenhower, you nailed it. So it turns out I was overly ambitious to think I could explore all the features of a new platform like Hololens in a single week. Even… Continue Reading →

Hololens Contest – (10 Weeks to go) – Spatial Mapping, Processing, Understanding

So much for trying to deep dive into the Hololens in a single week. Here we are another week on and we haven’t even started looking at one of the most important features of Hololens – the ability to understand… Continue Reading →

Hololens Contest – (11 Weeks to go) – Camera, Gaze, AirTap, Anchors

Welcome to 11 weeks to go in the Hololens Unity3d app contest! If you recall my first post last week then this week is about learning all the technical features in the Hololens. I want to explore all the capabilities… Continue Reading →

Hololens Contest – (12 Weeks to go) – Hollo World!

So some exciting news is that I am a Top 10 finalist in the Hololens Contest jointly sponsored by Microsoft and Unity3d!  The finalists were announced on 12th July 2017, and we have until 30th October 2017 to submit a… Continue Reading →

Learning ARKit and Unity3d

ARKit is just wow: Check out many more examples here on twitter: @madewithARKit Quick History of Mobile AR Whilst mobile Augmented Reality solutions have been around now for years, mostly thanks to OpenCV (and one of its the hugely popular derivates… Continue Reading →

How to screen record ARKit

ARKit is awesome and you can easily create some amazing experiences in Unity3d. But how do you screen record your masterpiece? How is everyone posting those silky smooth videos? Well, it’s easy, because iOS 11 has built in screen recording !… Continue Reading →

GoogleVR Cardboard: Set Default Viewer Profile

I was working recently on a GoogleVR Cardboard project where they printed their own custom Cardboard headsets and bulk mailed them out to invited guests. As you may or may not know, each Google cardboard physcial headset could be manufactured with different specifications… Continue Reading →

GoogleVR Cardboard: Switch between normal mode and VR mode at run-time

One of the cool features of GoogleVR Cardboard apps is that you can switch from normal mode to VR mode as necessary letting your app bridge the best of both mobile and VR. It can definitely lesson the development burden also having… Continue Reading →

A better way to hook up events in Unity3d

Today’s post isn’t directly related to VR, but it is a technique I use in all the VR apps I build in Unity3d which produces cleaner code. It’s very common to have code that is waiting to receive an event… Continue Reading →

Signing your Samsung GearVR applications with OSIG files

Say you’re a developer (or working with a developer) that needs to get a Samsung GearVR app into the hands of your testers. It’s not as simple as building an APK and sending a link. If you want to run your application… Continue Reading →

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