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Today systemd_mem got merged into Munin’s contribution repository. It monitors the memory usage of systemd services as calculated by systemd.
Just a quick find that cost me a couple of debugging hours the other day, in the hopes it might save those hours for somebody else: Unity’s XRInputSubsystem.TryRecenter() works asynchronous.
A little project I finished recently: a LED based UV exposure box for building prototype PCBs. Video inside!
Today I delivered my first hololens project to the customer (he’s happy). Pretty impressive hardware, equally neat API. Although the viewport feels rather small (thanks to other devices like the Rift being on the market), the Hololens still provides a much better and more immersive experience than any other solution I used for AR so […]
Hop and Pop will be present at the 100 year celebration event of the Verkehrsbüro Group. This will take place at the awesome venue of the Vienna Art History Museum on May 17th, starting at 7pm.
We will kick of this summer’s Hop and Pop demo tour on the upcoming weekend of April 22nd to 23rd at the Fallschirmsportzentrum Saar in beautiful Saarland, Germany. This might also be a good chance to try it out for our (nothern) French and Benelux followers. Find the venue on Google Maps.
Starting on April 12th 2016, for two weeks the Hop and Pop demo simulator will be set up at the Vrei VR Lounge in Vienna. There will also be a weekly landing competition and it is free to participate. Grand prize both times is a real-world tandem skydive sponsored by Fallschirmspringen-Wien!
Next week (March 18th) I will be part of the “expert panel” at VRVienna’s upcoming event Reality+ at the SAE Institute of Vienna. Joining TEDxVienna’s Vlad Gozman and Vrisch’s Mike Mandl we will discuss upcoming VR projects shared by the audience.
Unfortunately Dropdown widgets from Unity’s UI framework do not scroll to currently highlighted items automatically. Utilising the event system introduced in 4.6 this can easily be fixed with a single handler method.
Unity’s new native VR support is a big improvement in regards to cost of rendering and thus performance. Unfortunately, things were “oversimplified” a little, and shaders do not get information about which eye is rendered for any given call.
Until there is an official solution to this problem, I am showing an easy hack to work around this issue, using Tomasz Stobierski’s Relief Terrain Shaders as an example.