Oleg Frolov (@Volorf)

2024-04-22 | ❤️ 97 | 🔁 14


Usually, when I start prototyping some ideas, I create a custom Editor’s tool to visualize the main spatial computing algorithms I plan to use.

It helps with a few things: — Visually explain specific details of an interaction’s behavior to other people. 3D math is quite challenging to communicate quickly, just using words or static images. — Get insights and a comprehensive understanding of spatial properties and their relationships to leverage them thoughtfully in the design of API and UI.

In this shared example, I projected the index pinch movement on a plane facing a user. I displayed all the calculations and properties needed to build a UI interaction. For example, Angle for circular menus/pickers (https://x.com/Volorf/status/1777268616708133297) and XYZ offsets for 1D/2D/3D sliders/selectors (https://x.com/Volorf/status/1764565204350775468).

I used the Handles class to create the 3D math visualizer, which helps extend Unity’s Editor functionality with custom behavior. I did it with the Gizmos in the past, but they are less customizable than Handles.

Hope that future design tools will have such visualizations built-in since they’re extremely helpful for developing an intuition of how spatial algorithms work and what they are capable of.

spatialcomputing vr virtualreality unity3d madewithunity 3dmath linearalgebra dotproduct prototyping xr spatialdesign gizmos debugging interactiondesign xrdevelopment

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domain-xr domain-dev-tools