Last weekend, Hypernex (with @realtigerbl0xed and @virtual7802) attended a gaming convention, where we hosted a virtual theater experience, demonstrating our upcoming Android support and @videolan unity. We had an amazing time and got to talk to many people about our game!
The night before, we spent upwards of 4 hours setting up. In this time we managed to:
+ Break Android Support (fixed it again)
+ Make 4 Android Builds (took an hour and a half)
+ Used 35GB of data
+ Soft-bricked a Quest 1
and @virtual7802 also decided to troll.
Basis is an open-source framework for social VR and games.
today's test used a Minecraft-style game created by virtual.
we hold tests weekly https://t.co/TjGHITKP7u
Made some performance improvements to the Asset Bundle loader, and a general performance profiler for #GodotEngine and C#. Load times for the file I loaded were previously upwards of 20-30 seconds, now it's around 10 seconds.
An update on the Unity asset bundle reader for @HypernexGame in #GodotEngine: it now can load animations and avatars (only a few I have tested fully work currently)
So it turns out it's technically possible to load compiled Unity assets into #GodotEngine. Currently, non-standard shaders are not supported, but could be mapped to work.