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@trofab6157
@trofab6157 Ай бұрын
BRING IT BACKKKKKK
@Lazybrick-z1t
@Lazybrick-z1t 3 ай бұрын
Thank you SO much for masking the game free
@JojoTheVulture
@JojoTheVulture 4 ай бұрын
Hey man, whatever happened to the content/project creation? Hope everything is well
@dangerdom904
@dangerdom904 4 ай бұрын
@@JojoTheVulture Just moved on to some other ventures! Thanks for checking in 😁
@DeLongFreelance
@DeLongFreelance 5 ай бұрын
Great video. Very succinct and to the point. I love it. Still relevant 3 years later. All of these settings still apply even for Quest 3 - with maybe a little more head room for shadows and textures.
@StephenWebb1980
@StephenWebb1980 7 ай бұрын
Danger danger Dom, thanks for the links. My procedural planets thank you as well.
@OneAndOnlyZekePolaris
@OneAndOnlyZekePolaris 8 ай бұрын
I came here to find out if there is a way to make it so it stops trying to protect our voices. 😂
@TherealplumpVR
@TherealplumpVR 10 ай бұрын
great game honestly but can u add combat? it got a little boring
@Gokulover987
@Gokulover987 11 ай бұрын
I play it I did not know you had a youtube😂
@cheezus1
@cheezus1 11 ай бұрын
add multiplayer,tag, and more maps
@cheezus1
@cheezus1 11 ай бұрын
make multiplayer
@David-sc5kf
@David-sc5kf 11 ай бұрын
Did this game ever release?
@dangerdom904
@dangerdom904 11 ай бұрын
It did. On sidequest and applab I believe
@vashadwhidbee
@vashadwhidbee Жыл бұрын
The games is ass you can’t move all you do is power up can’t even yell I thought this games would be like diffrent Saiyan modes or like Naruto modes and all that but no
@Limofeus
@Limofeus Жыл бұрын
Nice, thanks a lot! I wanted a 2d noise texture that would slowly change over time and using UV as two dimensions + Time as third dimension gives just the result I needed!
@aliengarden
@aliengarden Жыл бұрын
That's actually very clever. I'll be using this for enabling verbose Debug.Logs!
@aliengarden
@aliengarden Жыл бұрын
Absolute banger of a video, underrated. Instant subscribe.
@ElmerTheoneandonly
@ElmerTheoneandonly Жыл бұрын
Love the game but the graphics are so boring just all gray
@ElmerTheoneandonly
@ElmerTheoneandonly Жыл бұрын
I just kidding 😂still love the game
@Nerd4650
@Nerd4650 Жыл бұрын
Add better textures,combat, enemies, and maybe a story
@fear-the-phantom
@fear-the-phantom Жыл бұрын
Appreciated!
@sp3Flow
@sp3Flow Жыл бұрын
When is your next post?
@praveenb-xr
@praveenb-xr Жыл бұрын
Very Informative man. Subscribed!
@laumi0017
@laumi0017 Жыл бұрын
Can you make it on to the Pico 4?
@capitaljay1
@capitaljay1 Жыл бұрын
I’m subscribing and going through your videos (and using metas tutorials), but where else can I find information about developing for the quest specifically?
@thomasvangemert
@thomasvangemert Жыл бұрын
This is not half-bad, you have some good tips, like the multiple materials requiring extra draw calls and the garbage collection. But it is a bit confusing and should be better overall. For example, you start by saying that HDRP does "all kinds of post-processing" and is thus bad for mobile devices. But URP does that as well and can easily be too heavy for mobile chips depending on settings. Speaking of post-processing: you definitely do not have to disable it outright. You can use post-processing just fine on a Quest, keeping in mind that some effects are relatively expensive compared to Desktop. The Oculus documentation mentions "Avoid inefficient effects such as SSAO, motion blur, global fog, parallax mapping." You also provide an example of giving shadows to the things that need them by disabling shadows on the wall. But those shadows are lightmapped and are very cheap: you should absolutely use them (as opposed to real-time, if you want shadows which you probably do). Speaking of, you mention "baking" but do not elaborate so people will not know what to search for if they want to know more. Finally, you recommend staying around 100k triangles. That is a very low budget and the Quest 2 can definitely handle more in most cases. Again, the documentation provides some insight and recommends 750k -- 1000k triangles depending on other settings.
@ijidau
@ijidau Жыл бұрын
For me these noises seem to glitch and shift coordinates unexpectedly. So in the end I didn't use them :(
@skyrod5823
@skyrod5823 Жыл бұрын
How can I use offset on it?
@AsylumDWP
@AsylumDWP Жыл бұрын
so what happens when my batches are at 712 with 2.3m tris and 5.0m verts :D
@dangerdom904
@dangerdom904 Жыл бұрын
Lol. You play shutter mode.
@dangerdom904
@dangerdom904 Жыл бұрын
Of course if you'd like to optimize it there are options. But that would be outside the scope of this video.
@ProjectThirdEyeVR
@ProjectThirdEyeVR 2 жыл бұрын
A very nice video!
@ZystamOfficial
@ZystamOfficial 2 жыл бұрын
Why use UniTask instead of System.Threading.Tasks.Task. Is the use of Task<T> new in Unity, or is UniTask faster?
@godmode3611
@godmode3611 9 ай бұрын
Task does not use game time and is not compatible with webgl regarding threads.
@zRedPlays
@zRedPlays 2 жыл бұрын
Here are some suggestions: please make jumping a button and not a gesture, it almost never works. also it would be nice if you had a little more control in the air because many times i was going very fast and because i basically couldn't move i slightly touched a building and killed all momentum. jump from a web is a bit glitchy, the game thinks I'm doing it while I'm not and i just fall because of the web disappear, just use the jump button from the first suggestion. i know i wouldn't be realistic but make the webs travel faster, when you're going fast it's a task to attach a web somewhere not on the other side of the map, and maybe a pointer to indicate where the web will go. maybe I'm asking too much but it would be really cool if the webs expanded at the end like in the movies, that way it could attach more easily to already existing webs and bond with them instead of just sitting on them, and it would be cool to see that web pattern attached to the walls. last thing maybe add a simplified minimap you can pull up with a button to get and idea of where you are in the world so you know where to go next time if you really like an area. That's it, i tried to keep everything doable without asking for new textures and detailed buildings, just stuff centered around the player. I hope you can add things like this throughout the development.
@antisony2008
@antisony2008 2 жыл бұрын
awesome
@bella-rp2rw
@bella-rp2rw 2 жыл бұрын
Man I have a problem with the unity3d Xr interaction toolkit for VR games,when I grab an object and it is in my hand it can pass throught other objects also if it has a collider,do you know how to solve the problem
@dangerdom904
@dangerdom904 2 жыл бұрын
I do not unfortunately :/ I don't have much experience with xr interaction toolkit.
@overgastoru
@overgastoru 2 жыл бұрын
Hi! Those noise nodes are awesome, however I'm missing lots of stuff, life Fractal noise, ridged and settings for the noise, you can only scale it :(
@dangerdom904
@dangerdom904 2 жыл бұрын
There may be a better package nowadays. Otherwise most of those esoteric noise functions like ridged are just combinations of original noise functions, so you should be able to create them fairly easily. Check out book of shaders or inigo quilezs blog for things like that.
@bella-rp2rw
@bella-rp2rw 2 жыл бұрын
Hi man,i am creating a unity3d project for VR,on unity3d it runs at more than 200fps,60 banches and nice ms. But when i try it on my guest 2 it runs at no more than 42/45 fps and more than 20ms,i tried all the tips in the video,and the problem is on the garbage code. My question is,i have exacly 270,3k of garbage code,is it enought to compromise at this level the performances or there is another problem? New subscribe✌
@dangerdom904
@dangerdom904 2 жыл бұрын
What do you mean 270k of garbage code?
@bella-rp2rw
@bella-rp2rw 2 жыл бұрын
@@dangerdom904 min 11.0 in that screen that shows the analysis of the app,under the “GC allocate” I have 2.2kb
@dangerdom904
@dangerdom904 2 жыл бұрын
@@bella-rp2rw 2.2kb of garbage is significant yes. Especially if you're allocating that every frame. I would try and get rid of that. You never want any garbage if you can help it.
@bella-rp2rw
@bella-rp2rw 2 жыл бұрын
I solved the problem
@dangerdom904
@dangerdom904 2 жыл бұрын
@@bella-rp2rw What was it?
@Sail_VR
@Sail_VR 2 жыл бұрын
Awesome guide!!! Appreciate it!
@r1pfake521
@r1pfake521 2 жыл бұрын
Random bonus tip: Be careful when you import "art assets" from the asset store. Some of them include "demo scripts" which are usually not optimized or just bad code in general. Sure if it is a dedicated code asset then read the reviews or check the code yourself, but never use code from an "art pack". I made this mistake myself, I bought a particle effect pack and a weapon shader effect pack, both of these packs insluded "demo scripts" on their prefabs with very nasty code which caused huge allocations and framedrops. Since then im very careful which components these "art" prefabs actually include.
@andrewclymire8268
@andrewclymire8268 2 жыл бұрын
Oooooh Ash Ketchum has a crush 😍
@onerimeuse
@onerimeuse 2 жыл бұрын
I've been digging for this for so long. Thanks for putting this out!
@spasannobudd8937
@spasannobudd8937 2 жыл бұрын
will it come to rift?
@lxrdwander5031
@lxrdwander5031 2 жыл бұрын
Thanks so much for this!!!
@MRZERO-co6jf
@MRZERO-co6jf 2 жыл бұрын
Why you don’t do a spiderman hands it will be better and more cooler then the green hands❤️
@the14thbananaking
@the14thbananaking 2 жыл бұрын
Is there any way to play arachnid guy
@dangerdom904
@dangerdom904 2 жыл бұрын
There is not. It's lost to time.
@Kulepondus
@Kulepondus 2 жыл бұрын
How to i move in the game
@Kulepondus
@Kulepondus 3 ай бұрын
@yokaverypolanco499 A little lat dont you think?
@jeremyling9642
@jeremyling9642 2 жыл бұрын
I have this it's on abblab
@friedrichreichen3865
@friedrichreichen3865 2 жыл бұрын
you just gained a fucking sub
@mrcat5968
@mrcat5968 2 жыл бұрын
remove the voice thing its not a anime power sim if you can't go alll out
@CosplayZine
@CosplayZine 2 жыл бұрын
Hmm so even the weakest post processing settings will negatively effect VR? Im see people on Reddit say it can be used for certain effects such as bloom, ao, color grading and vignette. So maybe it depends on your other settings and object related optimization the amount of effect that post processing will have.
@dangerdom904
@dangerdom904 2 жыл бұрын
So basically you have a rendering budget, let's say 16ms if you're targeting 60 fps. And if you can get everything done in 10ms then you can really add whatever you want on top of that (like post processing), it's just that it's not normally worth it to take up a few milliseconds of the budget for post processing. It's also possible to write custom shaders that just do the post processing in the initial draw call, then it'd kind of be for free. Since the real problem on mobile systems is bandwidth (moving textures around), which post processing involves.
@foxygamer1515
@foxygamer1515 2 жыл бұрын
I feel like the most unique part of this game is how you can make individual strands to make a big cobweb and the fact that if your fast enough you slide a bit when grabbing a wall
@dangerdom904
@dangerdom904 2 жыл бұрын
Yeah those are some of my personal favorites.
@ellieelias6336
@ellieelias6336 2 жыл бұрын
since this was in 2021, i wanted to ask. in your experience of how things have come so far, with the quest 3 coming etc., in your opinion, do you think they are going to improve for the use of shadows? If so, how much do you think it might be (or how would I research this - I'm interested in shadow and lighting more specifically)? I don't know anything about this stuff, but you mentioned how shadows went from 0 use to a "maybe but be carful" I'm wondering if things have changed much for vr from a dev standpoint. I just did this week start learning about this! thank you for a great video! just subbed!
@dangerdom904
@dangerdom904 2 жыл бұрын
The go to methods for creating dynamic shadows have been the same for a long time now (shadow mapping), so really barring some sort of algorithmic breakthrough, which I doubt, we'll be relying on increasing computation for shadows for a while. This means that even if the new headsets get better it is unlikely people will put those extra computational resources towards dynamic shadows as they are easy enough to just bake in (light baking/static lighting). As far as researching that kind of thing there's no better way than learning some opengl and writing your own rendering engine/playing around on shadertoy. There's a bunch of good books involving rendering as well. Realtime Rendering, Physically Based Rendering, GPU Gems, Book of Shaders. What you're talking about is called graphics engineering/programming and it's a very exciting field to be in. You would also want to work on your math knowledge or the algorithms might seem intimidating. Nothing much has changed in VR dev except different APIs as everyone tries to sort out how to write one program for all the different headsets that are coming out. Same old same old.
@ellieelias6336
@ellieelias6336 2 жыл бұрын
@@dangerdom904 wow that is all very helpful!! Thank you so much! I am going to check out this stuff and look into it. I just started watching a video series to learn about using unity and blender and some other free programs too. Thank you again!!
@chit7481
@chit7481 2 жыл бұрын
AHHHHHHHHhHH
@samiakmw3681
@samiakmw3681 2 жыл бұрын
So this update is only for oculus rift? Pls tell me it’s not because this is cooler update to silk worm everyone love it