Meta Start Hackathon results are out!
Didnโt take the hand interaction prize, but the locomotion system performed well enough that itโs now the primary locomotion method for our Apple Vision Pro build.
Thanks to everyone who followed along and shared feedback.
UE5 Hand Tracking Locomotion ported to Apple Vision Pro!
Brought over my Meta Start Competition tech submission over with great results.
Not a bad land before Holiday break!
Final submission for the Meta Horizon Start Developer Competition 2025!
Solved a recurring XR design problem using a unified input abstraction layer that adapts locomotion systems across:
โขMeta Quest hand tracking
โขVisionOS gesture input
โขiOS touch
โขPC / mouse / gamepad
Sneak Peek #2 ๐ - Hand Locomotion Yaw and Jump that are similar to the traditional controller input systems ๐ฎ๐ค
One more sneak peek left for Meta's XR Hackathon ๐ซก
Algorithm show Valve my Apple Vision Pro Hybrid XR pawn for Steam Frame port! ๐
Algorithm show Valve my Apple Vision Pro Hybrid XR pawn for Steam Frame port! ๐
Algorithm show Valve my Apple Vision Pro Hybrid XR pawn for Steam Frame port! ๐
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Actually this is even cooler with fingers. There is a magic in seeing your real life body interacting in a digital world.
...different than the presence in full body VR avatars...
Since it is your own body influencing the simulation you don't feel that VR acclimation gap...๐ค
I feel that seeing your real arms effect the world is more impactful compared to the traditional VR avatar now that I've made this work in @ProjJumpScare
Am in love with this hybrid approach using Apple Vision Pro and wish I could make a passthrough body work on all platforms...
I discovered HMD FOV reduction experimenting on the original Project Jump Scare Unity demo in 2014.
Pitched it at VR conferences and meetups like Oculus Connect, SVVR, OCVR, and LAVR.
Google and Meta employees gave "wows" during DK2 demos and it soon became a comfort standard.
Quest 3 night cycle needs a unique tune for weather, fog, and lighting compared to iOS / visionOS metal shaders after testing- but @ProjJumpScare day/night is still wild inside the headset! ๐ฅน
wasn't sure this would work without a parallel system. Feels so great to hit it ๐ญ๐ฏ๐
Unreal Engine 5.6 update for @ProjJumpScare was toughest one this past month๐ฎโ๐จ
VisionOS performance took a major step back in 5.6 vs 5.5 but reported to Epic and hopefully it gets ironed out.
iOS is improved however and able to get a very nice fog going! #screenshotsaturday