Unity VR Editor review

There’s been a lot of hype about game engines with VR editors in the last months. The first one has been Unreal Engine, showcasing a solution for HTC Vive (because at that time it was the only headset with proper VR controllers) and then of course Unity decided to do something similar, announcing a VR […]

HoloLens scene initialization

Yesterday I started collaborating in a little project that uses HoloLens (with Andrea… do you remember the guy of presence vs immersion article?) and as every normal guy working with this new device, I started looking at Microsoft Academy videos and articles. First thing I discovered is that HoloLens requires you to change lots of […]

How to change Virtual Reality SDKs list in Unity Build settings (via script)

Just a quick article to help people that are desperate like I was yesterday. Yesterday I was implementing the develop-once-build-everywhere facility of our ImmotionRoom system: it’s a very nice menu where you can choose the headset you’re developing for and then it sets for you all settings, prefab and stuff so that you can build […]

Thanks for joining us on Twitch!

Today we made our first serious streaming on Twitch of the demo game that we of ImmotionAR are developing with my friends Max and Viktor of NTW. The game has to exploit the full body tracking capabilities of the ImmotionRoom system and has one simple rule: “catch the f.ing cubes!”. We had lots of fun […]

Let’s hang out on Twitch!

Tomorrow, 18th of August, at 3.00PM UTC time (5.00PM here in Italy) we’ll stream on Twitch on 3klan channel! Join us, so you can see me and my fellow game developer Max Ariani of NTW making experiments with virtual reality games that exploit the full body tracking of the ImmotionRoom system. We’ve made a little […]