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

แชร์
ฝัง
  • เผยแพร่เมื่อ 2 ก.พ. 2025

ความคิดเห็น • 52

  • @pvncher
    @pvncher 7 หลายเดือนก่อน +59

    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.
    th-cam.com/play/PLFg9suyZ1OnI2HreqpoBoXsrbpfDZES7L.html
    I'll also be doing a livestream tomorrow, for anyone who wants to ask questions and watch me dive into XRI 3.0
    th-cam.com/video/ZcXnoKTNsIg/w-d-xo.html

    • @ScareFire
      @ScareFire 7 หลายเดือนก่อน

      Nice ! Thank you for your work !

    • @Squashi11
      @Squashi11 7 หลายเดือนก่อน

      banger

    • @vojtechbruza
      @vojtechbruza 7 หลายเดือนก่อน

      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 6 หลายเดือนก่อน +2

      Eric - appreciate so much that you're basically everywhere that the work appears to try and help out devs. So awesome - thank you!

    • @TedThomasTT
      @TedThomasTT 2 หลายเดือนก่อน +1

      Thanks for all your work Eric!

  • @abrahamdrinkin6550
    @abrahamdrinkin6550 7 หลายเดือนก่อน +7

    Adaptive probe volumes look sick, and I realized I'm not using nearly enough light probes. Thanks for the video!

    • @FistFullofShrimp
      @FistFullofShrimp  7 หลายเดือนก่อน

      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!!!

  • @beardordie5308
    @beardordie5308 7 หลายเดือนก่อน +22

    "Four-vation level". 10/10 pronunciation. Lol 😂

    • @citan554
      @citan554 7 หลายเดือนก่อน

      four-vetted

    • @fidobarks1164
      @fidobarks1164 6 หลายเดือนก่อน

      When all else fails just add an imaginary R and roll with it!

    • @aramistorvell
      @aramistorvell 3 หลายเดือนก่อน

      Up there with Cumberbatch's "Pangwang"

  • @Zeldarulah
    @Zeldarulah 5 หลายเดือนก่อน +5

    That foveation pronunciation was something else

  • @SamOnTehsea
    @SamOnTehsea 7 หลายเดือนก่อน +3

    I can't wait for your updated tutorial. After it my project will stop yelling at me.

  • @2infinitysoftware
    @2infinitysoftware หลายเดือนก่อน

    Any chance of any AR tutorials. I always myself coming back to these tutorials. Always the best.

  • @pooyasabeti8892
    @pooyasabeti8892 7 หลายเดือนก่อน

    Hey, thanks for hard work.

  • @sappalele_dev
    @sappalele_dev 7 หลายเดือนก่อน +1

    Love your content my dude, hands down one of the best unity XR explainers in the game.

    • @FistFullofShrimp
      @FistFullofShrimp  7 หลายเดือนก่อน

      Thank you for the kind words! I try my best as a little shrimp can 🍤 🍤 🍤

  • @tufanaydin6340
    @tufanaydin6340 7 หลายเดือนก่อน

    Thanks for this video but Quest 3 can handle these APV, Gpu Residant Drawing or Gpu Occlusion Culling?

  • @thorsten9211
    @thorsten9211 7 หลายเดือนก่อน +1

    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.

  • @hawkwoodcom
    @hawkwoodcom 4 หลายเดือนก่อน +1

    XR Hands is the OpenXR backend tech for hand tracking that any XR toolkit can use, not just Unity's XRIT. Keeping them separate is good.

    • @FistFullofShrimp
      @FistFullofShrimp  4 หลายเดือนก่อน

      This is great to know! Thank you so much for saying this.

  • @DigitalAdamTech
    @DigitalAdamTech 7 หลายเดือนก่อน +1

    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 7 หลายเดือนก่อน +1

      Unfortunately not. We target openxr mainly, and multi modal requires the meta all in one sdk to use in Unity.

  • @keirvr3318
    @keirvr3318 7 หลายเดือนก่อน +1

    What is the colorful space game in the intro?

  • @swannschilling474
    @swannschilling474 6 หลายเดือนก่อน

    Thanks a lot!! Great help!! 😊

  • @quinnlankittson8570
    @quinnlankittson8570 2 หลายเดือนก่อน

    Could you do a video on game map creation??

  • @twisky3751
    @twisky3751 7 หลายเดือนก่อน +1

    Whats the game you showed at 0:23?

    • @FistFullofShrimp
      @FistFullofShrimp  7 หลายเดือนก่อน

      This is from Unity's free URP sample project. You can download it and test this scene out!

    • @twisky3751
      @twisky3751 7 หลายเดือนก่อน

      @@FistFullofShrimp Wow it's so impressive looking I thought it was from some indie VR game I never heard of

  • @kpr2
    @kpr2 7 หลายเดือนก่อน +3

    🤣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  7 หลายเดือนก่อน +1

      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 7 หลายเดือนก่อน

      @@FistFullofShrimp ROTFL! Nothing but love, my friend. You've got this ;)

  • @CactusVRstudios
    @CactusVRstudios 7 หลายเดือนก่อน +1

    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  7 หลายเดือนก่อน

      I'm already sold on the name cactus cowboy 🤠 🌵

    • @CactusVRstudios
      @CactusVRstudios 7 หลายเดือนก่อน

      @@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

  • @lightoflifegames7227
    @lightoflifegames7227 5 หลายเดือนก่อน +1

    what game is that? with the spaceship?

    • @FistFullofShrimp
      @FistFullofShrimp  4 หลายเดือนก่อน +1

      It's a sample scene from the urp demo template that unity provides.

  • @lunarvoidvr
    @lunarvoidvr 7 หลายเดือนก่อน

    can you make a tut0orial on how to add physics hands

  • @dfadir
    @dfadir 7 หลายเดือนก่อน +2

    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  7 หลายเดือนก่อน

      I love this idea! Thanks for the suggestion 🍤

  • @messapatingy
    @messapatingy 3 หลายเดือนก่อน

    "Foveated" is pronounced as foh-vee-ey-ted. Here's a breakdown of the pronunciation:
    "Foh" sounds like "foe" (rhyming with "go").
    "Vee" sounds like the letter "V".
    "Ay" sounds like the letter "A".
    "Ted" sounds like "ted," as in the name.

  • @hightidesed
    @hightidesed 7 หลายเดือนก่อน +5

    its pronounced fo-vee-ated rendering

    • @SimanSlivar
      @SimanSlivar 7 หลายเดือนก่อน

      ... It's a buzz word it's just fov rendering

    • @FistFullofShrimp
      @FistFullofShrimp  7 หลายเดือนก่อน

      I've brought shame upon my shrimp family. Forgive me and thank you for the correction 🍤 🦐 🍤

  • @spyboy_
    @spyboy_ 7 หลายเดือนก่อน +1

    Foveated (foe-viated), not fore-vidded

  • @MrMycelium
    @MrMycelium 7 หลายเดือนก่อน +3

    1:00 It's pronounced "FOH - VEEH- ATE - ED"

    • @FistFullofShrimp
      @FistFullofShrimp  7 หลายเดือนก่อน +1

      Forgive the shrimp. English is second language and shrimp is first. Thank you for the correction 🍤

  • @SushiCoding
    @SushiCoding หลายเดือนก่อน +1

    Foveated. Adj. Pronounced: "FOE-VEE-AYY-TED"

    • @FistFullofShrimp
      @FistFullofShrimp  หลายเดือนก่อน

      The amount of roasting I get on my terrible pronunciation of this would be enough to cook every Christmas dinner in 2 days 🤣

  • @cirusMEDIA
    @cirusMEDIA 7 หลายเดือนก่อน +1

    Your pronunciation needs some work but good video!