In one week it’s a Christmas holiday!
Another week of experimenting is finished, and now the hand tracking actually fully works! There have been some challenges, with junky Unity Physics for example, where the ball jumped away as soon as you let it go:
We tried to get the Quest Pro to work with our experiments, but unfortunately did not succeed, as we could not get it into developer mode. I also added a counter-system making the pins and the UI talk to one another, as this new hand tracking system required a whole new UI system as well.
We tried to make some portals in ShapesXR, which works really easily! You can simply add a material called ‘Passthrough’ making an object show the passthrough visuals. This makes it possible to place objects inside a ‘bubble’ only making certain AR elements visible from a certain angle, while hiding the rest.
Michelle and I worked together on a PowerPoint for the next week, where the new interns will be having a little moment with us for tips and tricks. I experimented a bit with 3d photogrammetry in different smartphone apps, but was a bit disappointed by the results of different apps:


An Xbox 360 Kinect together with a piece of software called SceneCapture were able to build okay-ish models but still weren’t perfect either as the software kept crashing

We also got to test out how well you can have a meeting in VR as my laptop died, and Michelle and I decided to just try it using our Quest 2. We also got to give feedback to the developers of CoSpaces what we didn’t like in the current software, giving them the ability to maybe fix certain things.