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Dilmer

@Dilmerv • 50,138 subscribers

Building XR + AI in public @Meta 🥽 Dev advocate · weekly build demos · dev tips · Shipped VR/MR games👇 apps & XR tutorials!

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Tips for 🥽 VR/MR developers, or anyone getting into VR by building a new app or game: leverage the Meta VR CLI + Muse Code in your agentic workflow. - An MCP server that gives your AI coding agent full context from the Meta VR docs - Device management: list, inspect, and control connected headsets - App installs and build deployment straight from the terminal - Log streaming and shell access for fast debugging - Performance capture and trace analysis - Screenshots and UI automation 𝙄𝙣𝙨𝙩𝙖𝙡𝙡 𝙤𝙣 𝙢𝙖𝙘𝙊𝙎/𝙇𝙞𝙣𝙪𝙭: 𝙘𝙪𝙧𝙡 -𝙛𝙨𝙎𝙇 𝙝𝙩𝙩𝙥𝙨://𝙙𝙚𝙫𝙚𝙡𝙤𝙥𝙚𝙧𝙨.𝙢𝙚𝙩𝙖.𝙘𝙤𝙢/𝙝𝙤𝙧𝙞𝙯𝙤𝙣/𝙞𝙣𝙨𝙩𝙖𝙡𝙡-𝙘𝙡𝙞/ | 𝙨𝙝 𝙄𝙣𝙨𝙩𝙖𝙡𝙡 𝙤𝙣 𝙒𝙞𝙣𝙙𝙤𝙬𝙨 (𝙋𝙤𝙬𝙚𝙧𝙎𝙝𝙚𝙡𝙡): 𝙞𝙬𝙧 -𝙪𝙨𝙚𝙗 𝙝𝙩𝙩𝙥𝙨://𝙙𝙚𝙫𝙚𝙡𝙤𝙥𝙚𝙧𝙨.𝙢𝙚𝙩𝙖.𝙘𝙤𝙢/𝙝𝙤𝙧𝙞𝙯𝙤𝙣/𝙞𝙣𝙨𝙩𝙖𝙡𝙡-𝙘𝙡𝙞/𝙬𝙞𝙣𝙙𝙤𝙬𝙨/ | 𝙞𝙚𝙭 🎥 The video in this post shows you exactly how the Meta VR CLI is used to gain performance analysis from perfetto traces, which is normally time consuming & complex to do it manually.

Tips for 🥽 VR/MR developers, or anyone getting into VR by building a new app or game: leverage the Meta VR CLI + Muse Code in your agentic workflow. - An MCP server that gives your AI coding agent full context from the Meta VR docs - Device management: list, inspect, and control connected headsets - App installs and build deployment straight from the terminal - Log streaming and shell access for fast debugging - Performance capture and trace analysis - Screenshots and UI automation 𝙄𝙣𝙨𝙩𝙖𝙡𝙡 𝙤𝙣 𝙢𝙖𝙘𝙊𝙎/𝙇𝙞𝙣𝙪𝙭: 𝙘𝙪𝙧𝙡 -𝙛𝙨𝙎𝙇 𝙝𝙩𝙩𝙥𝙨://𝙙𝙚𝙫𝙚𝙡𝙤𝙥𝙚𝙧𝙨.𝙢𝙚𝙩𝙖.𝙘𝙤𝙢/𝙝𝙤𝙧𝙞𝙯𝙤𝙣/𝙞𝙣𝙨𝙩𝙖𝙡𝙡-𝙘𝙡𝙞/ | 𝙨𝙝 𝙄𝙣𝙨𝙩𝙖𝙡𝙡 𝙤𝙣 𝙒𝙞𝙣𝙙𝙤𝙬𝙨 (𝙋𝙤𝙬𝙚𝙧𝙎𝙝𝙚𝙡𝙡): 𝙞𝙬𝙧 -𝙪𝙨𝙚𝙗 𝙝𝙩𝙩𝙥𝙨://𝙙𝙚𝙫𝙚𝙡𝙤𝙥𝙚𝙧𝙨.𝙢𝙚𝙩𝙖.𝙘𝙤𝙢/𝙝𝙤𝙧𝙞𝙯𝙤𝙣/𝙞𝙣𝙨𝙩𝙖𝙡𝙡-𝙘𝙡𝙞/𝙬𝙞𝙣𝙙𝙤𝙬𝙨/ | 𝙞𝙚𝙭 🎥 The video in this post shows you exactly how the Meta VR CLI is used to gain performance analysis from perfetto traces, which is normally time consuming & complex to do it manually.

10,574 Aufrufe

📣 Today I’m excited to share an IMPORTANT update on where we’re headed with VR & Worlds. Over the past year, we’ve listened to feedback from developers and creators. One thing was clear: both communities needed more focus and clearer direction. Starting in 2026, VR & Worlds will operate as two distinct platforms: - VR is focused on third-party developers, with the Meta Horizon Store restructured around apps and games instead of Worlds. - Worlds is going mobile-first, with dedicated tools to build for mobile. We remain the largest investor in VR, and we’re building both platforms to support the long term success of our creator and developer communities. 📌 Read the full details in Samantha Ryan’s post

📣 Today I’m excited to share an IMPORTANT update on where we’re headed with VR & Worlds. Over the past year, we’ve listened to feedback from developers and creators. One thing was clear: both communities needed more focus and clearer direction. Starting in 2026, VR & Worlds will operate as two distinct platforms: - VR is focused on third-party developers, with the Meta Horizon Store restructured around apps and games instead of Worlds. - Worlds is going mobile-first, with dedicated tools to build for mobile. We remain the largest investor in VR, and we’re building both platforms to support the long term success of our creator and developer communities. 📌 Read the full details in Samantha Ryan’s post

30,938 Aufrufe

📢 Meta just posted this small video on Project Orion which looks awesome and (brings me back to ML1 days ☺️) except for the form-factor which makes it more compelling to a wider audience. - Full-color holographic lenses (waveguides) 70 degree FoV diagonal. - Lightweight and comfortable design for extended wear. - Hand tracking for natural gestures. - Voice commands to control apps hands-free. - Gesture recognition for quick interactions. - Neural interface wristband translates biometric signals into commands. - Spatial awareness to detect user movement and environment. - Eye tracking for focus-based input and selection. - Spatial audio enables immersive sound that matches visuals. - Computer puck similar to ML1 & ML2 to offload its processing. - Battery life is up to 3 hours for the AR Glasses & all day for the compute puck.

📢 Meta just posted this small video on Project Orion which looks awesome and (brings me back to ML1 days ☺️) except for the form-factor which makes it more compelling to a wider audience. - Full-color holographic lenses (waveguides) 70 degree FoV diagonal. - Lightweight and comfortable design for extended wear. - Hand tracking for natural gestures. - Voice commands to control apps hands-free. - Gesture recognition for quick interactions. - Neural interface wristband translates biometric signals into commands. - Spatial awareness to detect user movement and environment. - Eye tracking for focus-based input and selection. - Spatial audio enables immersive sound that matches visuals. - Computer puck similar to ML1 & ML2 to offload its processing. - Battery life is up to 3 hours for the AR Glasses & all day for the compute puck.

45,984 Aufrufe

🔥Unity just dropped Unity Lite Beta, a web-based editor for quick, interactive 3D creation and sharing across devices. Would love to see AR/VR support added someday 👀💡

🔥Unity just dropped Unity Lite Beta, a web-based editor for quick, interactive 3D creation and sharing across devices. Would love to see AR/VR support added someday 👀💡

19,867 Aufrufe

This tool is amazing and if you are looking into XR design you MUST try ShapesXR - every time I think of an idea I can easily prototype it before spending a lot of time in development. I also love the fact that I was able to import this into Unity, I made a few changes after the fact but it allowed me to get started fairly quickly.

This tool is amazing and if you are looking into XR design you MUST try ShapesXR - every time I think of an idea I can easily prototype it before spending a lot of time in development. I also love the fact that I was able to import this into Unity, I made a few changes after the fact but it allowed me to get started fairly quickly.

21,819 Aufrufe

Videos

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📣 I talk a lot about Meta SDKs because I spend a lot of time with these tools. But also when someone asks me what VR/MR tools they can use for cross platform support, I recommend 𝗨𝗻𝗶𝘁𝘆’𝘀 𝗫𝗥 𝗧𝗼𝗼𝗹𝗸𝗶𝘁 which provides: - 𝗖𝗿𝗼𝘀𝘀-𝗽𝗹𝗮𝘁𝗳𝗼𝗿𝗺 𝘀𝘂𝗽𝗽𝗼𝗿𝘁: Meta Quest, OpenXR, Windows Mixed Reality, + more - 𝗜𝗻𝘁𝗲𝗿𝗮𝗰𝘁𝗶𝗼𝗻𝘀: Hover, select, grab - 𝗙𝗲𝗲𝗱𝗯𝗮𝗰𝗸: Haptic + visual tint/line for possible & active interactions - 𝗨𝗜: Canvas interaction via XR controllers - 𝗨𝘁𝗶𝗹𝗶𝘁𝗶𝗲𝘀: XR Origin support for stationary & room-scale VR - 𝗫𝗥 𝗛𝗮𝗻𝗱𝘀: this is an extended package to support more advanced hand tracking interactions 👉 Also, it supports 𝗔𝗥 𝗳𝗼𝗿 𝗺𝗼𝗯𝗶𝗹𝗲 𝗳𝗲𝗮𝘁𝘂𝗿𝗲𝘀 𝘁𝗵𝗿𝗼𝘂𝗴𝗵 𝗔𝗥 𝗙𝗼𝘂𝗻𝗱𝗮𝘁𝗶𝗼𝗻, the features are: - 𝗔𝗥 𝗴𝗲𝘀𝘁𝘂𝗿𝗲 𝘀𝘆𝘀𝘁𝗲𝗺: Maps screen touches to Input System gesture events via TouchscreenGestureInputController - 𝗦𝗰𝗿𝗲𝗲𝗻-𝘀𝗽𝗮𝗰𝗲 𝗶𝗻𝗽𝘂𝘁: Feeds touch data into XRRayInteractor for AR interaction - 𝗔𝗥𝗧𝗿𝗮𝗻𝘀𝗳𝗼𝗿𝗺𝗲𝗿: Converts place, select, translate, rotate, scale gestures into object manipulation 👨‍💻 And to emulate your apps/games without physical devices I recommend the following: - 𝗫𝗥 𝗗𝗲𝘃𝗶𝗰𝗲 𝗦𝗶𝗺𝘂𝗹𝗮𝘁𝗼𝗿 for VR/MR to test your interactions - 𝗔𝗥 𝗙𝗼𝘂𝗻𝗱𝗮𝘁𝗶𝗼𝗻 𝗥𝗲𝗺𝗼𝘁𝗲 𝟮.𝟬 for AR Foundation testing, this allows you to remotely test all the AR features by connecting the Unity editor to your physical device (iOS or Android) 💡 Are you using Unity’s XR Toolkit? ISDK? any other toolkit?

Dilmer

13,239 Aufrufe • vor 6 Monaten