Noodling with really basic mesh editing this evening! Mostly something small to try out Jetbrain's new Fleet IDE, but I also think it'd be lovely to have a small, at least somewhat functional StereoKit mesh editor :)
Graphics and tool dev. Photography sometimes. Primary author of StereoKit, an open source XR engine.
Noodling with really basic mesh editing this evening! Mostly something small to try out Jetbrain's new Fleet IDE, but I also think it'd be lovely to have a small, at least somewhat functional StereoKit mesh editor :)
Not the most exciting thing, but I added some performance related graphs to the Log window tool today :) Definitely nice to have hanging around while devving!
Log window code is a single .cs file you can gank here for your own SK projects:
https://github.com/StereoKit/StereoKit/blob/develop/Examples/StereoKitTest/Tools/LogWindow.cs
Looks like OpenXR Loader 1.0.32 dropped today! Seems like we got an HTC anchor extension, making 3 separate publicly available vendor extensions for anchors. And a Magic Leap one for markers, putting markers at 3 vendor extensions as well!😅
I'm glad to see the constant improvements to Android here. Would love to see some attention given to standardized permissions, but there's some nice details here regardless :)
https://github.com/KhronosGroup/OpenXR-SDK/releases/tag/release-1.0.32
Noodling with grab auras for StereoKit, these are the grabbable bars that surround the windows when they're focused :) Definitely makes them feel easier to grab!
@jonassandstedt As long as you've nailed all the Android workload pre-requisites, yeah it just goes straight to Quest!
I was tripping over the pre-reqs a little on my more complicated setup, but they did actually do some good work to improve the Android troubleshooting experience :)
I did document the core steps here:
https://github.com/StereoKit/StereoKit.Templates
Just updated the StereoKit templates to use .NET 8 :) Everything seems pretty good out-of-the-box, and `dotnet run` seems capable of deploying to Android devices now too!
Definitely a welcome upgrade!
Forgot to post about this but I made a template for the Lynx R1 and @koujaku 's StereoKit that's incredibly quick to build/run on headset/develop for. Just edit Program.cs and use stereokit.net for docs!
https://github.com/technobaboo/stereokit_lynx_dotnet_template
A new OpenXR Loader 1.0.31 just dropped!
I see a XR_KHR_egl_enable reserved, which means XR_MNDX_egl_enable is getting promoted! 🥳 V. nice for me.
XR_MSFT_scene_marker also exposes WMR QR code tracking via OpenXR as well, which is definitely nice :)
https://github.com/KhronosGroup/OpenXR-SDK/releases/tag/release-1.0.31
Initial impression of Quest 3: StereoKit works out of the box (yay!) It's a very nice upgrade from Q2, and feels somewhat sideways from QPro.
Q3 passthrough feels the same as QPro's, except it does a better job of avoiding overexposure on screens. I can allmost use a phone.
StereoKit v0.3.8 is finally out, after a year of work, and quite a bit of life change! Lots of really fantastic features and improvements in here :)
I've attached builds of the StereoKitTest project to this release as well, so you can try out the demos!
Nothing crazy here, but a quick demo/sample of using Bepu Physics 2 with StereoKit!
It's that part of the debugging cycle where it feels worth it to finally write a Logcat viewer I actually like!
It's got some nice features like Ctrl/Shift clicking to filter tags and text, as well as some tricks for keeping selected lines in focus.
I love hanging out in marinas :)
OpenXR Loader v1.0.29 released today! Doesn't seem like a ton of new additions, though XR_META_passthrough_preferences could be useful. However, it looks like some good fixes and improvements have been happening on the Android side of things!
https://github.com/KhronosGroup/OpenXR-SDK/releases/tag/release-1.0.29
Added a little editor for working with StereoKit's hand simulations! SK always simulates a jointed hand even with controllers, and sometimes you just want a pose that doesn't ship out-of-the-box :)
Code for this editor is over here, but it may not work super well until tonight's nightly build :)
https://github.com/StereoKit/StereoKit/blob/develop/Examples/StereoKitTest/Demos/DemoHandPoses.cs
@mux213 That sounds a little familiar, I vaguely remember wrist being weird at one point. I don't use it for much though.
Palm on the other hand, has a very specific definition that is based on the other joints. Right now I trust what's given, but I've had the thought that maybe I should just manually implement the spec's definition: "The palm joint is located at the center of the middle finger's metacarpal bone"
@mux213 As far as joint differences go, I haven't noticed much. But SteamVR was the more problematic runtime for articulated hand data. I think I have articulated hands totally off for SteamVR, unless I detect the Ultraleap layer.
@mux213 I don't do a ton with normal skinned hand meshes! For core SK, I either use the MSFT hand mesh extension, but mostly a fallback procedural mesh generated based on hand joint data.
FWIW, I've seen some MSFT hand mesh extension implementations on other platforms, but have had issues with nonstandard hand resting poses.
@mux213 I knooow, I'm so itching to tear out my awful hand hacks!