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SoundingWild Experience
Posted on 15 Mar 2023 - 09:20
“Two brothers, avid explorers, naturalists, wildlife conservationists, artists, creative technologists, joining forces to share stories about the natural world and who is protecting it." I had the pleasure to collaborate with Axel and Ario and help them in creating the first version of a VR application designed to bring their incredible content to the people. Sounding Wild VR is an application that runs on Oculus Quest 1+ immersively showcasing photos and videos of wild life capture with their own gear and patience.
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Calculating Triangle Normals
Posted on 23 Jul 2022 - 13:10
Unity’s Mesh class nicely exposes the mesh’s topology and allows us to manipulate it with ease. The access to vertex positions, triangles and normals is immediate thanks to the availability of properties like Mesh.vertices, Mesh.triangles and Mesh.normals. Nonetheless, all developers who do any wizardry on meshes unavoidably come across a blind spot: triangle normals. Many think that Mesh.normals will give enough intormation to know what way the triangle is facing but they soon discover that the vectors that come with Mesh.
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Pointeract
Posted on 9 Jan 2022 - 10:04
Pointeract is a minimalistic gaze-style, MIT licensed interaction toolkit for VR and AR projects (but not exclusively) for Unity 3D. It aims to offer essential functionalities like: have an object in scene react to pointing and triggering teleport to another location pointer feedback Pointeract is slim and efficient and can work in bundle with other SDKs.
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Save and load mesh data in Unity
Posted on 1 Oct 2020 - 19:06
Don’t we all have a hell of a fun generating meshes in Unity? The problems are: once you generated or changed an existing mesh, how do you keep it? you probably found out by now that a mesh contains fields that are not marked as Serializable The following comes handy in all situations where a generated mesh is rather complex and loading it from disk is more efficient than re-generating.