learning C++ on a live stream
Using #Unrealengine5 and #JetBrainsRider
Why not drop by?
youtube.com/live/SO8vmUOZA2I…
#gamedev #C++ #Coding #gamedev #creative #vr #elearning #virtualreality #gamedesign #UE5
Alot of people keep asking for hand tracking tutorials regarding Meta headsets in unreal engine, I'm planning future tutorials I thought id stream the setup and how i figure it all out.
Make sure to drop by.
#quest #metaquest #unrealengine #vr #indiedev
youtube.com/live/mYUzIO0GZyM…
Hey everyone I'm doing an all day stream working in UE5 and VR. Why not drop by? I'm going to be working on some UMG and bug fixing. It's going to be fun.
lnkd.in/ew6KJ6Jc
#vr #VirtualReality #gamedev #indiedev #unrealengine #ue5 #epicgames #creative #coding #ui #ux #art
Wednesday's suck. So I'm going live to stop my self going crazy. I'll be working on the GDXR UVRT template and fixing a range of bugs. Why not drop by and hang out?
youtube.com/live/ui30hGMMwv4…
#gamedev #UnrealEngine #UnrealEngine5 #gamedesign #vr #VirtualReality #oculus #MetaQuest3
I just dropped a video on creating a selection system for VR! It's a deep dive, but packed with valuable insights and tips.
youtu.be/2Mw3utw1ZVc
#VR #GameDev #Tutorial #TechTips #gamedev #UnrealEngine #VirtualReality #gamedevelopment #UE5
Doing a live stream while working in UE5, doing some #VR interaction stuff, UMG and actor spawning. Multiple projects. Chill and Chat.
youtube.com/live/4ApQDpCGK4I…
#gamedev #coding #vr #creative #elearning #UE5 #VirtualReality #IdieDev #UnrealEngine5 #gamedevelopment
Live Stream - Saving actors and there locations after spawning content in #UnrealEngine
youtube.com/live/kmPU5_GmWig…
#gamedev #UE5 #vr #VirtualReality #indiegames #indiedev #streaming
Stream on YouTube, doing more #VR #development in #UE5, I'm planning to do some bug fixing, and adding a Grab from distance solution.
youtube.com/live/lyhpT9NGgWM…
@YouTube #UnrealEngine5 #gamedevelopment #IndieGameDev #VirtualReality #educational #Metaverse
Building some #VR #guns In #UnrealEngine5 over on youtube for GDXR UVRT Marketplace template. Why not drop by?
youtube.com/live/vMLfGKsAPqw…
#gamedevelopment #vrdev #indiegame #coding
GDXR_Learn retweeted
I'm using the @GDXR_Learn template with #UnrealEngine5. It’s crazy good! A new version has just been released, I highly recommend checking it out if you want to get started with LOTS of tools to help you get started with your games.
Ever Wondered How To Destroy Your Room In Mixed Reality - Using UE5.3 and the Meta Quest 3 I show you how to do that.
youtu.be/z9Fga4VhKag
#UnrealEngine #UE5Study #Quest3 #Metaverse #MixedReality #gamedevelopment #gamedev #indiedev #GDXR
Ever wanted a 13-part? 3-hour video tutorial series on how to start building #MixedReality applications in #UE5 for #MetaQuest devices?
All 13 parts are available now on #Patreon
patreon.com/gamedevxr/posts
youtu.be/npHQvSmyMas?si=4yHu…
#gamedev @UnrealEngine @MetaQuestVR #AR
My Scene setup tutorial is now live, Showing how to setup #UE5.3 so you can map your physical space and interact with it using your #MetaQuest3 for #mixedreality #gaming
youtu.be/rgOi_RjmMJs
#VR #gamedev #gamedeveloper #VirtualReality #AR #MR #gamedevelopment #Metaverse
Using #UE5.3 with #MetaQuest3 to make some truly weird and trippy effects for Passthrough, this is so much fun. I created a full tutorial showing how to do this which is up on Patreon.patreon.com/GameDevXR #unrealengine5 #vr #metaquest3 #gamedev #VirtualReality #MixedReality
Got scene (Room) detection working in #UE5 #5.2 #Oculus Source for the #MetaQuest3 ,It took some trial and error but it's working great. Now to figure out spatial anchors.
#VR #gamedev #gamedeveloper #VirtualReality #AR
30% OFF, LAST DAY !!!! - GDXR Ultimate VR Template for UE 5+ - Built for mobile & Desktop VR & Supports all OpenXR HMD Devices.
Template overview:
youtu.be/a8l3QhzctL4
Download Link:
unrealengine.com/.../product…
#unrealengine #vr #vrdevelopment #vrdev #gamedev #UE5 #VirtualReality
GDXR_Learn retweeted
Official Statement: SideQuest does not authorize Unity to use any data obtained from us to determine a per install fee. Our downloads are referred to as "clicks" on our site, and do not constitute a download or install of the...
Today we announced a change to our business model which includes new additions to our subscription plans, and the introduction of a Runtime fee. We wanted to provide clarifying answers to the top questions most of you are asking.
Yes, this is a price increase and it will only affect a small subset of current Unity Editor users.
Today, a large majority of Unity Editor users are currently not paying anything and will not be affected by this change. The Unity Runtime fee will not impact the majority of our developers.
The developers who will be impacted are generally those who have successful games and are generating revenue way above the thresholds we outlined in our blog. This means that developers who are still building their business and growing the audience of their games will not pay a fee. The program was designed specifically this way to ensure developers could find success before the install fee takes effect.
We want to be clear that the counter for Unity Runtime fee installs starts on January 1, 2024 - it is not retroactive or perpetual. We will charge once for a new install; not an ongoing perpetual license royalty, like revenue share.
We looked for ways to lessen the impact on developers, and provide ways to bring the Runtime fee to zero. If you’re using any of our ad products, Unity Gaming Services or cloud services, etc. please contact us to discuss discounts.
We are actively listening to and following your questions closely. Please review our FAQ (on.unity.com/3PAiqHH) on today’s announcement. We also invite you to continue to discuss these changes with us on our forums: on.unity.com/3RmyLRx.
GDXR_Learn retweeted
Replying to @0lliOlli
Yes, it’s perpetual, and there are more recent improvements in the license (e.g. Epic can’t terminate a license even for breach or non-payment). Goal is to put the EULA contractual terms on par with the custom terms negotiated by the most powerful publishers.






