OK, it is the top of the hour.
So welcome to prime time for documentation, tutorials and questions about
N. Please drop your questions in the office hours chat,
and, uh, we'll get to them as soon as we can. I don't see any questions right now.
So until there are questions appearing, um,
I don't know,
Um,
that monkey with the clapping symbols? Yes. Um,
yes. Until there are questions.
Sorry, I don't answer cheese questions. Um,
questions about
just makes things easier.
Yeah,
I will answer that one. I will. Um so,
uh, jammy carr asks how my day has been good.
Yes, I have consumed way too much caffeine.
Um, I don't remember eating lunch, so I'll probably sort that out after this.
Uh, yeah, uh,
it's also warming up a bit, which is is great.
Um,
I'm not looking forward to the the summer where
it's going to be sort of air conditioning.
Hell, um, but we're a little bit away from that. Just, uh, right now. So
still cold sometimes.
Ok, next question.
Which is, uh, from Gun Gryphon, which says,
What point does the world preview get rendered from,
uh, world preview systems are very complicated,
depending on what the setup in the world is.
Um, assuming a default world, um,
it will get rendered randomly
based on the, um, geographic position of players who have been there.
Essentially, um, periodically. I don't know the period.
I think it's like every couple of minutes, maybe every minute.
I don't I don't know the answer to that one.
a, uh
every computer that is connected to neo
neo session will take a photo
of the perspective of that user.
And then there is sort of like a negotiation or exchange
process that goes between the users in the session to figure out
hey, which is the most up to date thumbnail
or session preview et cetera,
and then that most up to date,
one will then be shared with the actual systems that run our sessions, et cetera.
And that's the one you see.
You can check more out there. If you've got any of the components which are
enabled, et cetera, then it will vary.
The listing is right there for what they will do,
moving onwards to, uh, the next question here, which is, is there work being done on
the during this time. Yeah, we're doing a few things.
We don't really have much to share about what we're doing or who we're doing.
But, like I got lots of stuff happening, Um,
occasionally I edit the code, add stuff.
Uh, the next update should have, like, a tonne of prime stuff.
Basically, it's It's It's cool.
Um, so
you'll see. Like
the road map is still up to date. If the road map wasn't up to date, I would update it.
Trust me. Um, but
other than that, yeah, we we we're doing as much stuff as we can.
Yeah, that's all the questions I have currently.
Yeah, you won't.
You won't see much updates. We're not releasing updates. Right now.
We are doing stuff, and the road map is up to date, but
we're not releasing updates.
I get it. It's confusing, et cetera, but, like, remember the red maps up to date.
So, like,
look at the road map and imagine us doing stuff.
Uh, who who asks what is prime stuff?
Some quality of life improvements, like, for example,
getting the active slot from the collider, uh, much easier than it is currently?
Uh, yeah. There's a bunch of stuff in Dev
which I've been posting, Um, there's random other stuff, which is, like,
things along the lines of, like, I got annoyed, so I implemented it.
Uh, they're a little bit difficult to describe,
but I have to go take a look at what's actually made it in,
Um, and
then see which ones are
still pending, and then we'll see what's going on there.
Um,
count occurrences was in Dev.
Um, the
do
the
do dad was in in,
um,
there was one other one I can't remember, but yeah,
much of all the random stuff is happening.
You can see what I'm working on generically by the assigned issues.
If you go to my the issue list and you look at sort of assigned to prime,
those are the sort of things I'm I'm dabbling when I get time.
Um,
so Rubiks ask when collections will be implemented.
Uh, we don't give a TAS, uh, check the red map for information on collections.
And when that might happen,
um,
growing asks when approximately on the priority list or sorry,
where approximately on the priority list is, uh, F TT.
Um
or something that could enable for analysis transforms. So if you take a look in Dev
lock, uh, gas
did take a look at making, um, FDT and and got things working.
I don't think that align to some sort of architectural problems that we had in years.
We might have to redo that one.
so take a look in the, uh, on the road map.
We don't really have an ND a on when that would occur.
I know it looks cool to see it working in the game,
but there's a difference from working in the game, Um,
as a quick sort of hacky project.
Um, compared to working in the game something that can actually be released,
it's very difficult to unleash stuff.
So, um, that's why we try and make sure everything's cool. Secure update,
future proofed, et cetera. Before we actually release it,
it was actually a large problem with the counter occurrences node.
I wrote that thing like three times,
because the particular way that we were counting the occurrences in a string,
um,
could have been problematic. But then we made it a different way.
That was slightly less problematic.
Uh, and then we just went ahead and benchmarked all of them and found a way that is
something like 200 times faster than the previous three ways. I was doing it
where he's from,
especially when you're eating the sea shop sauce.
I don't really know why we did that. We just did. Sometimes we do that.
If you, you know, too long didn't read on that is check the road map.
I know it doesn't look like it's moving,
but the thing that you need to remember is that even if a road map is not moving,
it still represents work that is occurring.
So it's sometimes normal to not see it moving because work is still occurring.
It's not like work is not occurring. Work is occurring.
It just there's nothing we can share really
moving onwards from
Nessie.
Um, we have a question here from Nessie, which says,
Is there anything good you can say about the unfolding situation with NCR
if there are good things to say, but you can't come up at this time, I understand.
Sorry for the NCR focus. I supported news since before,
uh, crypto brews new existed,
but I'm of course highly impacted by the situation would like to
see some better integration and use of the market job system.
Uh, everything I have to say on that matter is in the announcements channel.
There is nothing else I can say about that.
Um,
check the announcements channel.
Uh, stances, et cetera. They're on in the announcements channel.
That's a slightly different question from Gran
Surrogate. They're asking about, uh, buying storage. Um,
you can still live to the patreon. Like I know.
Like everyone's like don't blah blah, blah, blah. Like
the things that from the patreon that are still
going towards stuff that you need still exist,
though
some
of the patreon goes to paying for our services,
those services that are paid for and then pay for your storage.
Hence why we give you storage when you become a patreon.
So don't cancel it. If you need storage, just drop it down or stuff like that.
And then that way you'll get the storage that you actually need.
You'll still show your opinion by dropping the patreon,
but you won't be outright losing your access to storage.
Next on the list of questions we have.
Uh, yeah. Crying says Patron is not an option right now? Yep.
Then your only option is an option in NCR right now. I apologise.
Um,
just way way it is.
Uh, we are interested in, um, additional ways of gaining storage in the future.
Um, things like a permanent increase,
maybe costing a certain amount of money or or stuff like that.
But right now, those are the only two options that we have for storage.
If you have any particular ideas about additional storage ideas,
open up a github for your idea that you have.
I don't know.
Maybe if we send, uh,
prime cheese, he'll give you storage.
Who knows?
Moving onwards.
Um, gun Gryphon asks,
What's the general rule of thumb for user account
when hosting based on your Internet upload speed?
There isn't a general rule because it means it's It's based on, like,
a lot of things like people imagine it as being sort of a hard and fast rule.
The same thing goes with, like, system requirements, right?
It depends on what you're doing, who you are, what the other people are doing,
what their computers are like,
what their Internet connection is like where they are.
All sorts of stuff like that.
You need to sort of factor that all in together.
Um,
you can measure the data requirements of an
individual user and then extrapolate from that.
But I, I just don't
I don't give recommendations on that. I'm like the question is too vague. Like what?
What do you want?
Hack 13 asks. Is there any news?
Progress on the switch to all version of the near Web login
system? That's a bit of a sort of word soup question.
I'll try and extrapolate an answer, though.
Um,
that is on pause whilst we deal with, uh, website related issues,
sort of see announcements on that one.
we need to basically rewrite
90 to 95% of the website, uh, to use the the new systems and then actually get some,
like, useful functionality in place.
We don't have any useful functionality there.
You can get, like, the profile data via O,
but you can't get, like, anything else, like friends, etcetera,
stuff like that from the
land. And that's just because
we need to rewrite most of the Web API S to then use that new process.
Um
oh, hack has just updated things to say resetting password,
resetting password that can be done
via any place. It'll do it exactly the same.
You don't necessarily need it from the, um
uh, the new system.
You can use the old system. It's it's entirely up to you. It doesn't.
Doesn't matter either way.
Uh, if you wanted to reset your password another way,
do let me know or extrapolate on the actual problem
on the old one.
Oh, no, I'd have to double check. I'm sure you can do it. The old one
moving forwards, um, to alpha
moving forwards to a second.
Who says, what part of the snapper does the actual thinking?
IE Does a snapper check for snap targets or does the snap targets check if
snappers are inside the collider and do a lot of snap targets cause performance hit?
Uh, neither part does the thinking.
Um, so anything related to snappers snapping,
um,
and grabbable receivers surfaces.
Stuff like that is actually performed by the, um, the grabber. So if you think about,
um
grabbing something,
there is always an active user that is grabbing that because you're holding it
when you drop something in the world When you let go of it.
That's what does the snapper thinking.
So I am holding a Snapple object near it. Snap, target. When I let go of that,
the code which handles the letting go of it
will go cool. I have snapper components.
I will do a physics calculation to figure out
if I'm colliding with an appropriately configured snap target.
And then I will snap into it
once it's figured out if there is a snap, uh,
target in place and that the object that you're dropping is a snapper,
it will instruct the snapper to do its job.
But, um,
again, the the the predominant thinking is via the grabbable.
Um, as for the performance problems or questions that you have
no
or not really in like general use case, Um,
I can't think of many cases where you'd need, like,
hundreds of snappers in existence.
There might be some sort of like, I don't know, puzzle game style stuff.
Uh, but it's totally fine.
You gotta remember, uh, when it comes to physics calculations, just use them.
I hate people who are like
I'm gonna use,
um, manual mathematics rather than physics.
It's like why, like just like
the physics is already doing the manual mathematics for you.
Um, they're like, yeah, active gliders are bad.
And, yes, active colliders are quite inherently bad.
But if you use them correctly, they're great.
And the same thing goes with the grabbable physics calculations,
especially seeing as those are, um,
out of the way of you like you can't influence them.
Those exist in code within our engine that you can't change, right?
You know, if there was a performance problem with snappers or grab balls,
we would fix it.
It's totally fine.
Uh, if it's just hats, scarves, you know, bracelets,
whatever you want to snap to your avatar, you're totally fine.
If you've got a lot of snapper balls in the same location.
Hey, maybe that'll be a problem, but like, that's really only gonna come up in
exact places.
Probably games puzzle games would probably come up with occasionally.
Um,
I'm not too worried about that.
You'd experience that in your individual experience that you're crafting,
asks what is the importance of being able to have a
local storage that if you want to save an item,
I can save it to, uh,
a local invention and
I think my local home branch of objects.
Are you asking me what I think the importance is
Are you asking where it's ranked in our priority list?
Are you asking? Are we thinking about it? Like Like, what's your question?
It is considered, Uh, you can finally get a issue for it.
I won't be able to pull that out of my head. It's not in there.
Um, but there is, uh, some,
uh, area where we we We're thinking about it,
um,
to to enable it as another storage option. There's another of the storage options.
I mean, you know, we are looking at
other ways that we can provide storage to people on
on various types and platforms and and things like that.
Uh, it is on the list. I would not be able to comment on the the priority. I don't know.
We don't give ETA S. Check the road map for our information.
If you like that feature, remember to thumbs up it on the, um
on the
github and to vote on it using your priority patreon priority Voting rights.
Moving onwards to gun Griffin's question.
Do you know what single threaded bottlenecks might be in the engine.
Do you have any ideas on how to improve them? There's lots of areas that FRU is
aware of that need to be improved. There are also lots of areas that
gas
is aware that need to be improved.
The single greatest improvement that we can have right now is moving off of unity.
So that's really what Gas
is trying to sort of, like focus on.
Um,
that's why you'll see stuff happening that isn't sort of
like a weird or seemingly random order on Gaines's land.
Right? Gas
wants to get colours under control such that we can
start moving to better systems like That's something that we would
need before we start moving to better systems is to understand
the colour spaces of all of the content on there.
Or it's going to start looking really weird when
we have to jump to different rendering engines.
Um, beyond that, the other cause of of of, you know, problem was that be
one physics we updated to be
two.
There are a bunch of other cases which which come up,
which don't seem like they would like any old U I.
That's using the old UI system isn't really designed for expand
scale or anything like that. So that can be a problem.
Um,
I do believe as well from speaking to fruits that there are some advancements that he
wants to make to the dynamic bone system to make that a little bit more performant.
Um, if you really want to know more performance related stuff,
I would probably head on over to to deans.
I know they're currently not doing office hours, actually.
Remove them from the active list on the office hours Wiki page.
Uh, but there'd be a better sort of ask about the general performance of the engine.
We do also have an optimisation road map, which has a lot of stuff like
pinned in there listed on there.
Um,
I know there's another one sort of in the areas of Web
requests where we want to move a lot more stuff to,
um
signal are such that we can
not have to poll like right now we do a lot of polling,
which is basically like every couple of seconds, or how long it is.
It's probably like every 30 seconds for some cases,
just depends on what operation it is
we have to like, knock at the door and near his cloud services and say, Yo,
got nothing new.
Yo, got anything new? Um, when that drops over to Sigma, we don't have to do that.
Moving almost to Lucas. Question
regards to headless and storage.
Will there be a way for those headless systems at
some point to have their own cash for content tools,
etcetera?
Where if you're on a land with no Internet connectivity,
you'd still be able to show off a game movie tools
and be able to have all users access the locally host
already exist? There's just a larger limitations. So, um,
if you have
everything that you need
stored inside the local home
or a world which has saved to the local home, then you don't need Internet.
I already use that with a bunch of the scientific projects I'm working on.
Uh, it works well, you just frequently need to update what you need access to.
For example, the, um, the 24 avatar unfortunately doesn't work if you're offline.
Or at least it didn't The last time I was testing it, I did make a github about it,
and it is something I'm looking into because I don't think that that's acceptable.
It makes me sort of
angry that that is the case.
Um,
so to fix that what I did with the local world content is
I just shoved the default avatar into one of those worlds hit,
save, set it up in the user spawn and such that it uses that one,
not the cloud spawned one.
And then it does work whilst offline.
You just need to make sure that everything is saved there.
Better management of local storage will enable better handling there as well.
Better management for sort of offline saved
stuff that that can't work without Internet.
It is possible right now I do it regularly,
Messi asks.
If my patreon subscription currently gets me a creation group,
what happens to the group's World Group's folder and other things?
If I were to decrease my patreon level, to which it does not include the group,
we will never delete content.
We don't want to do that. We don't believe in that.
So if you get a group which has a certain file storage size and
you stop paying for patreon we will allow you to still have that content.
You won't be able to save any new content to that group,
but any existing content will not be deleted.
That includes your group world and group inventory folders.
So the group will still exist. It will kind of just be like
I use, like, air quotes here and No, no, on the camera. You know, like
locked.
You can't do anything with it like it'll still exist,
but you can't really do much with it.
Um, asks
states.
Really, Um, I haven't really looked into Sig R as a kind of event based system.
Yeah, um, if you're familiar with any other event based system,
even as simple as basically, just sort of like, disorde what we're using here,
right there is a basically a data layer that
sends messages between,
uh people and lets their stuff there like the the the first.
My first exposure to that when I was learning computing was IRC, right.
You you connect to a data channel and it sends data to you.
Um,
another good example would be the difference between
web sockets and just regular like Web requests.
Uh, signal
is allowing us to
send a message to you like, Hey,
I have new stuff rather than you knocking at our door saying, Do you have new stuff?
We send a message to you saying I have new stuff. Here it is.
And that way you don't need to pull
it. Uh
is warped among a lot of cases.
Uh,
Hack 13 said I heard before there was throttling to serve If you doing a patreon.
If this is true, what is the throttling? That's not true anymore.
If you heard it somewhere, please let me know and delete it. If it's applicable,
it does not occur anymore. I removed it from the wiki. I talked about it before.
It does not occur. We removed that perk
and, uh, moved everyone to the same sort of, um, transmitting for assets.
There's no throttling.
There was no throttling to begin with.
It was just historically not now, historically,
that we had a slightly faster
cdn
for patreon users. So downloads were slightly faster.
It wasn't throttling, it was the opposite.
We gave more speed to people that had patreon.
I don't think we'd ever throttle your content. That's ridiculous.
He is a follow up question and a group question, which is,
uh and it will be there if I If I
increase it back, the group will never be deleted. You'll still be able to access it.
You just won't be able to save anything new to it. So it'll still be
in your inventory system.
Uh, you'll still be open up the group world. You just won't be able to save things.
So yes. And then if you increase your,
um,
your pledge back to support that, then you'll be able to save stuff again.
So it's like read only, I guess is the word I'm looking for.
Sorry has a question. And they say it's on the fly. So forgive me.
Um, are there plans to implement some kind of cash delay at Atlas?
I
presume.
You mean Atlas, um,
stuff in the cash that is older than X days to combat the whole full drive problem?
Yeah, we have better cash management, uh, on an issue, um,
to enable you to sort of say what's going on
optimisations in the way that we store cash items there will also help,
but I think it'll be a lot more important to sort of give you the control there.
What I would love is some sort of
setting U I something somewhere that basically says,
like, hey, here is a limit that
don't go over this damn limit.
And then based on that, it won't
like
it won't go over that limit. Or maybe it'll delete stuff that's ordered.
That is called sort of Better cash management is,
I guess what you'll be searching for on the, uh, on the github.
That's all the questions I have currently.
I'm gonna go ahead and in the, uh,
intersperse time between looking for more questions, I'm gonna go ahead and, uh,
take a look at that whole forgot password problem that we have
thought there was a way to do it.
On the odd side, it looks like there's not a way to do it on the odd site. Um,
account dot news dot com should be able to enable you to reset your password. Um,
not to count on ES dot com or dot ES dot com.
Sorry. There's, like, three different websites.
Yes or
something
dot com. It will enable you to reset your password.
Hack. Ask Can you allocate your personal space to the group. No
groups have a different space limit than you. You cannot move space between them.
You can, however,
allocate how much space individual users can take up within that group.
Storage.
Uh, but that's like the other way around. That's not exactly what you're asking.
Hack ask. Will there be a way to grow strict pay for more group storage in the future?
Yes, I would love to see groups being like,
entirely overhauled to be a thing that a doesn't require.
Shift's help.
She's amazing, but like
she has other responsibilities, and I would love her to be able to focus on those.
Um, there's no reason we can't automate group creation very easy.
Um,
I would love it if we, you know,
could just make groups more feel like a group. You know, there should be
some sort of sense of community about that group,
some sort of sense of identity about that group,
and then features et cetera that will allow,
um,
allow that
maybe contributing to a group or stuff like that. Absolutely.
You have another question here, so I had to type something,
so it's just all tabbed around a little bit.
Uh, so I have a question here from Gun Gryphon.
Which says,
Is it better to have accessories or different avatar items as a separate
mesh with a few weight groups who are in the same skin?
Mesh with all the bone weights split up?
Your skin meshes as much as possible, particularly if there's no defamation.
Um, a good example here, and this is like hyper optimisation.
So don't panic if you're not this case. If you have no body blend shapes,
then um, split your head off from your body,
and that will provide a little bit more optimisation to your avatar.
Um, because the blend
shaped groups and listings will only exist for the
actual head and not the rest of your body,
and then we'll be able to sort of optimise the body a little bit better.
Um,
when it comes to accessories and stuff like that,
if the accessory is designed to always be there, I don't know.
It's a hat or a scarf that's always part of the avatar.
Sure, make it the same mesh. Sure, join it together.
Sure, optimise it with the same materials, et cetera. If you ever want to take it off.
It needs to be a separate mesh. That's basically it. Really?
Um,
you could optimise to hell. Like one of my avatars has one material,
one skinned, mesh
baked blend shapes, and
you wouldn't know it.
Another one doesn't. And in some cases, you wouldn't know it because I'm not extreme
with, uh, my
unimation.
Best things that you can do are to just assume that that you are,
like, plan out The avatar is what I mean, like,
sometimes the problems of optimisation are not planning.
You know, you import the avatar and then, like,
five minutes after importing the avatar, you're like, Well, I actually need, like,
a hat and 50,000 mo
tools inside my, my, um,
inside my bell. And I need, uh, four copies of a valley of of sorry of of
Ravi's, um,
edge of reality Do that inside my bell.
Uh, and you know, I need half of sketch fab parented to me.
That's absolutely amazing what I want.
Oh, yeah. You should always zero clear out. Weight groups on
aren't meant to be there.
Uh, that's just good practise in, Like making the avatar in General.
I, I just do that in principle, though, because, like sometimes, uh,
when the auto normalisation of weight painting is happening,
uh, you end up with, like, some fun stuff there.
Crying surrogate has a question here, which is
give me a second here. The default tool tips contribute to avatar asset size. No, Um,
the way that the size is displayed in
the in the inventory screen isn't that accurate?
Um, but a good way of looking at it is to,
um, think about a manifest of your avatar. So this is going to be quoted. I know.
Think of your avatar like it's an aeroplane. OK,
the, um
the mesh of the aeroplanes, the out like holes of the aeroplane.
That's a mesh, right? So that's a separate asset. So its file size is then added to
maybe the mesh of the inside of the aeroplane. The seats that's a separate asset.
And then
the textures on that plane
both from the outside and the inside, that's a separate as
asset,
um, and then add those all get up, and then you get the, um
the size of the final Avatar
aeroplane is actually a good thing for this next part though.
If your asset is shared with another user or any of the standard assets,
then the first person to upload it will have the file
size that co allocated to them as an example here,
which happens a lot with avatar bases.
If you use the identical avatar base to someone who
uploaded the Avatar and made it into an avatar,
as in,
if someone gives you their avatar base and you
just change out the textures I don't know,
uh, your friend is a red dog. You're a blue dog.
If they uploaded the Red Dog and did the
Avatar set up process and the meshes are identical,
so it uses the same mesh.
The only change is that you change your textures to be a blue dog. Then they
will have the file size allocated for the mesh.
You will just have the file space allocated for the blue dog texture.
Yeah, everything's separated.
It just manifests everything out like everything's manifested.
So if you are
looking at any asset, just explode it, Imagine it explode.
Don't imagine planes exploding, but imagine it exploding
into all its component parts that those are all saved separately.
Every static mesh, every static texture, all saved separately.
If there are overlaps,
which is probably a better wording for what I was
saying earlier rather than talking about planes and dogs,
Um,
then
everything is is
everything that is unique is, uh to you is allocated to your size.
Uh, gran asks if they delete their copy. Do you inherit the file size? I think so.
I don't know.
I'd have to, like, poke around a little bit.
It is a like, really
wishy washy on how that whole system works.
Uh,
particularly in cases where it's assets that are
in public folders and things like that,
or assets that are sort of shared around a lot.
It gets to the point where we have a direct sort of incentive from us as a company
to keep assets around.
If it's just you, it's your special avatar, and you decide to leave the platform.
Fine. OK, you leave the platform, we delete that we actually delete that.
But in some cases, it's like, Well, this is in like, five shared folders. This
meme has been shared around to like 20 different people.
We have no real idea who the original owner is,
but
someone just deleted it. Like, Do we actually delete it? No, of course not.
It's really complicated.
The licence system will help with that as we'll be able to see the originator
of the asset both in terms of sort of like when to delete something,
the path, the trajectory of something who owned it,
why they owned it and stuff like that.
Um, and also to sort of handle and maybe optimise file storage, in some cases,
going back to that plane analogy for a bit.
Everything about the passengers that's unique to them.
But the plane
pretty stock standard. You know,
1747 for one airline is identical to another 747 for an airline.
When it comes to digital, it's not in reality.
We are, uh, over time at this point. So, um
and, uh, fuzzy, if you have a question, please enter them.
Um, if you
No, that's totally
fine.
Well, see, I, I would encourage you to use the
Amery system.
We get this a lot,
and this is something that I try to explain
to people and they don't understand or they,
you know, they're like, Oh, you're big difficult I.
I I'm not I'm just explaining to you why there's a Mery system.
So, um,
you come to the earth, you're new and you're like, Cool. It's an inventory system.
I can put stuff in my inventory. I can save it. That's great.
And at a certain point,
you start parenting stuff to your avatar and stop using the inventory system.
I need a gun. I'll pairing it to my avatar. I need a different gun.
I'll pairing it to my avatar, and I'm like,
or
pop open your inventory and spawn the gun you need at the time you need it.
Stop labouring yourself.
You don't have to walk around like it's four out four and you've got, like,
5000 years of
what are they called
Redd
Roach like legs in your inventory and, you know, trying to like, just like
leave it in your inventory.
I want a blue version of my avatar,
so I will do this complicated logic set up so that my avatar can be blue.
Maybe just save a blue copy of your avatar and
then swap into it when you want to be blue.
That will lead to a lot more sort of better.
That also goes on to the question which I I didn't answer. I apologise. I missed it.
I don't have a helpful person ticking and marking questions today.
Um, which is, uh, actually, I missed two questions. I'm so sorry.
I I'll I'll jump through this real quick.
Uh,
so sorry asks what's the worst crimes that we've seen done in
logic so far that made you just not deal with it.
Um,
it's honestly, uh, mono packing.
It just It takes the whole concept of, like, logics and the and the, um
the engine and everything like that and just like, laughs at it.
There is nothing we can do
as like
a team
to convince you not to do that.
But there's also nothing we can do as a team to
undo that or optimise it for you in the future.
Let's say, for example, we, like, completely reverse engineer,
make logics better.
If it's all
regular logics, We we do it all the time like we update nodes.
We change how they work, we make them more efficient.
And it's so easy for us to update them because
all the those nodes are separate and they make sense.
But if you sort of just, like, remove all the crap and
shoehorn it down into one object,
it it's it becomes invisible to us. I'm on to that one.
Next it becomes invisible to us, right? We we can't do anything to it. We can't
help you improve it.
It's just like a It's just there and it's a mess,
and it's gonna be a mess for the rest of time.
Don't mono
If you're like, ah, slots are problematic. Tell us that slots are problematic.
We'll optimise slots for you.
Um, on to that last question,
Is there a better way to move several items in nested folders? Uh, no.
Uh, currently, No,
um,
better adventure management is also on our road map.
We want to get to the place where it operates more like a sort of, you know, Windows,
file manager or whatever your favourite is
where you can drag and drop items
and move them around and all sort of stuff like that.
I had a huge rant previous few weeks about how Dragon drop is a bad user experience.
A lot of people disagree with me. That's totally fine.
dragon drop is terrible, especially in VR.
So there will be some experience that allows you
to do the equivalent of dragon and dropping.
It may be dragon and dropping if I get my way or manage to
explain to people what I'm talking about instead of just rambling at them.
Um then there will be opportunities that do
not involve the direct dragon dropping mechanism.
Um, because it's a terrible experience in VR.
But we will see
Yes, inventory search is also included in that.
With that, I believe we're out of questions.
If you have any follow up questions, please feel free to drop them into, uh,
my D MS et cetera.
And, uh,
I will get back to you as soon as I can, with more off sounds.
Expect this to be up on sound shortly.
And if you have any questions, like I said, just let me know. I'll get back to you.
Bye bye.