Creating 3D content and Virtual Reality Projects for games.

Plymouth England
Joined May 2020
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…
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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
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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.
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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
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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
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Recording 2 tutorials at the same time on how to set up AR passthrough for the Meta Quest 3 using Unreal Engine 5.3 Keep an eye out for the videos. #unrealengine #UE5 #meta #metaxr #vrdevelopment #vr #vrdev #gamedev #quest3 #coding #gdxr – at Plymouth, England
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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
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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
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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.
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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.
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We specifically make the UE4 EULA apply perpetually so that when you obtain a version under a given EULA, you can stay on that version and operate under that EULA forever if you choose.
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