Status Update - 2018-07-30
Added 2018-07-30 19:32:16 +0000 UTCHow did I miss so many status updates again? :,-(
But, fret not. Good news incoming. I got around to do sooo many things. And that on top of doing a course in mobile VR app development from the guys of Unity (and of course the usual client work). While it took some time out of my budget for MMM it showed me some techniques I can use for MMM and it motivated me much more than I expected myself.
What I recently did:
Refactored scene loading
This took a lot longer than expected. I hit quite some bumps. I had to fix to many active cameras, objects wrongly carrying over to other scenes, transitions looking really bad, and a lot more tiny things. I was only able to finish this the last week.
Upgraded project to Unity 2018.1
I took some chances by upgrading the project because I might have run into some very time-consuming problems. Luckily it went smooth and I was able to fix all problems in a few hours.
Support for all VR platforms
Thanks to the upgrade to Unity 2018.1 I could rip out most the code and work it took to implement support for Daydream and Oculus Mobile and their controllers. Instead I could implement a universal support for them as well as Oculus Rift, Vive and Windows MR. This is a really big thing and I'm now much, much closer to v1.0.
Improved input management
No matter which VR (or non-VR) platform you use for MMM, it now detects it correctly and handles it. This includes managing connecting and disconnecting tracked controllers and everything works, no matter if you use two 6DOF controllers (PC-based VR), one 3DOF controller (Daydream, GearVR/OculusGo) or none like these, everything works.
What I hope to accomplish next:
New version for Alpha supporters
I want to get out a new version before the end of the months. Yes, that means tomorrow. :-)
I guess I'll call it Beta1 or something like that. It will include all of the above together with bugfixes and stuff I might have forgotten to mention.
Finalizing shop versions
Time to get my things together. Will I make it and finally release in August?
Extend input for keyboard and D-Pad
What is missing from my input management is the possibility to navigate and use the app completely by arrow keys and one button. This way MMM will be ready for gamepads, keyboard users who hate using their mouse and TV remotes.
And that's it for today. As always, I'm looking forward to your comments.