So hi,
welcome to Office Hours.
We've got dog cam today,
so enjoy that.
This is Feder for those of you don't know,
my dog.
Um,
they're currently licking their nuts,
that's great.
I mean they don't have nuts,
but let's,
let's move on.
Um,
how are you doing?
Um.
I'm good.
I've got like a
sinus issues going on,
might be allergies,
I don't know,
it's kind of sunny today,
so I don't know,
maybe,
maybe that's what's going on,
who knows?
Uh,
I will survive.
I've got
feta and I've got sugary,
uh,
sugary syrupy soda next to me,
so
I will manage,
oh dear.
What's the dog doing?
Uh,
trying
to do,
uh,
like an endoscopy on me with their tongue right now.
That's what's going on.
Here we go.
So Red asks when,
when does it right now,
right now,
this is,
this is dog time right now,
hello.
Um,
and then they ask,
uh when did the unchanged uh user handling change?
Uh I I don't think it actually changed.
Maybe the documentation was just incorrect or maybe it was left over from
uh like Logics to Proto Fox conversions.
But uh I,
I don't think it like.
Has actually changed.
And then next says,
since the daylight savings time finally let's gives me
a chance to listen in on one of these,
any chance you could fill me in on every prime time for the past few months?
Well,
I guess for that we could open the tech tree.
Let's open the tech tree.
All right,
bye.
Uh,
where are we?
Uh,
share screen,
that one,
go.
All righty.
Uh,
welcome to the tech tree.
Let me just chuck the questions on the other monitor so we can keep a look at it.
Uh,
welcome to the tech tree,
which is,
uh,
Bappler's fav most favourite podcast uh uh section.
Um,
all right,
let's take a look,
see if we got anything we can
sort out,
uh.
But uh.
Uh,
no,
I think we're,
I think we're OK for the moment.
Uh,
when we kind of did have,
uh,
here we had,
uh,
Gaussian's flat,
uh,
VRAM.
Right,
we had that,
but that's all done,
right,
so like,
you know,
you should really talk about it,
but there you go.
Uh,
so yeah,
this is the tech relax,
uh,
hope it helps.
If you've got any additional questions,
please do keep them coming cos we don't actually have any on deck right now,
so I'm just
scrolling around the tech tree.
She asks,
any plans for adding a loading screen of sorts between worlds?
Can we make one as users?
You can make one as users,
um,
and
there are a few people that have made them,
but like,
uh,
one that is like global and applied to all worlds
is something that we could do in the future.
I'm not sure if we would do it,
um,
but if we did do it,
it would be done in a similar way to the
um
current.
Wait a minute,
you could do it.
Anyway,
you can customise the world loading indicator right now.
It's um the little loading bar that appears when you load into a world.
You could customise that
to
um
to have some sort of loading screen,
right,
if you,
if you put a sphere into that that was like
uh solid and have a material on it,
you wouldn't be able to see the,
the weird um like
loading textures and stuff.
Beta,
enough.
I wonder if someone could try that,
um,
but yeah,
uh,
we could,
like if we try that,
like if someone tries that,
like,
try putting some sort of effect that is a loading screen
into the world loading indicator.
If they like it,
um.
You could suggest to the content team that they,
they add that to the official world loading indicator and then we can maybe setting,
setting itize it.
That might be a way to sort of
um get it
without it being too complicated if it,
if it could work like that.
There might be some positional challenges there.
um,
there's a,
a thingy,
um.
A GitHub issue,
myriad of GitHub issues that I should be working on but can't,
right?
Um,
one of those that will probably be needed though.
uh,
but plus is the current cloud home does something like that,
doesn't it?
Yeah,
um,
it actually,
um,
overrides all of the loading
um indicators,
right?
It says,
hey,
no loading indicator and it does it itself.
Uh,
that's something you can do with the.
Open world and focus world uh Protoflux notes.
Uh,
emergency temporal chef says,
uh,
when are you adding note blocks?
They're already there.
Like I think there's a public folder out there somewhere with note blocks in them.
If there's not,
there will be very soon,
but it's not that difficult.
We do have like audio DSP though coming up um at some point
on the.
Yeah,
audio knows,
right,
um,
so DSP is dynamic signal processing and we'll have like more
audio processing that can be done via Protofox,
and that means like you could get
um
like
uh
more generative audio.
Like I don't know how um.
Uh,
how involved it would be,
but like,
um,
imagine like analogue syn synth and stuff like that.
Marty says there's anybody in Yellow Dogman studios that uses jet brains?
Um,
I think,
uh,
games does.
I think they use,
uh,
jet brains right instead of Visual Studio.
I know that,
um,
CIO is really trying to like stay off Windows and so they,
um.
Have made a bunch of like build changes to how Frick engine
gets built so that it can be built outside of Visual Studio
and in Visual Studio code instead,
which um they prefer,
so that that's good.
um,
so we're sort of seeing away from that.
Visual Studio for me has a bunch of tools that like I
don't understand and a bunch of tools that I do understand,
and
while those can be recreated in Visual Studio Code,
I'm just kind of comfortable in Visual Studio and so I stay there.
Uh,
I will try others at some point,
but uh.
Um,
next up,
uh,
Marty says,
how do the offset factor and offset units members work on the UI unlet material?
Unfortunately,
that's probably going to be in shader code,
so I have no,
no way to,
to figure it out.
Like I could go look at the shader code right now,
but I just,
I don't understand them.
Um,
so that'll be a question for like for skiing,
CIO maybe they'll they'll,
they'll be able to take a look at that one.
next up,
uh,
merge the Emperor Chef says,
have you guys checked out Bantu VR?
Yes,
I went into Bantu VR and I was amazed at the amount of events they had.
Um,
that were
like on their like,
um,
calendar and stuff.
And then I went into one of the worlds which had like a
water slide in it and I slid down the waterslide a few times.
Uh,
and then I saw like building a world was like JavaScript or something.
It was like a web standard,
like a web XR standard I hadn't really heard or played around with.
It looked
sort of freeing,
as in like there was like a maybe a lot of power there to.
sort of more traditional based web development and get,
you know,
unity quality scenes out of it.
So it was
interesting to see,
but like it's,
it's uh population is very small right now.
I think they were all in the water slide world
and like I approached and they started talking to me like whoever was there
and uh I probably ignored them and then closed it because I did,
I couldn't figure out how to talk or whatever,
but,
but there you go.
Sorry,
I'm,
I'm reading the next question.
I'm just like,
oh,
of course.
Um,
do I have the code open?
I do,
I do.
You're lucky I've got the code open,
um,
preemptively here.
So the next question up says,
I'm curious,
what does the code for the new override look like in the duplicate slot node.
So let's go take a look and I'll uh.
See what the difference is,
duplicate slot override parent.
So the,
the override is just,
it's passed through opaquely
down to the slot duplicate method which I can't show cos it's,
it,
it's way too complicated,
um,
but,
uh,
so it looks like the duplicate route.
Uh,
it passes the,
like the,
the the place to set it,
override parent in as a duplicate route,
and if that is specified,
then that's where the the child gets placed once it's duplicated.
Otherwise it doesn't,
um.
Like it's,
it's very,
very straightforward.
Maybe I can go back in the git history and see
if there was like a subtle change in behaviour somehow,
cos like sometimes there's like ridiculously,
um,
like subtle stuff that gets changed and you're just like,
eh?
Um,
no,
it,
uh,
functions identically,
um,
when you do not specify override parent,
it functions identically to
prior to the update.
And when you do specify a parent,
obviously you opt into that new functionality.
And you get that duplicate um
directly parented to there.
Let me see the order of operations,
maybe that's what's going on.
You know,
does it like,
what part goes what
order
might be the,
the,
the problem here?
No,
uh,
there shouldn't be any phototofox related changes to that.
I'm gonna go ahead and and and click the link now.
uh yeah.
I click the link
and it goes to some discussion about BOB 3.
Did you mean to link to a specific message,
Ozie?
Alright,
we'll move on whilst Ozy,
um,
gets us updated.
Um,
I just like put my foot on something and I
realised it's the main power cord for my computer.
I shouldn't put my foot on that.
Um,
Dan asks,
I'm bad with armatures and lender.
Is there any chance you guys have thought of adding rigging to the avatar carrier?
I think it's something we'll eventually do
at some point.
But it's so far down the line that like I,
I wouldn't be able to give you any confident answer that would be any like.
You know when busted went to the year 3000?
Yeah,
he'll definitely have it by the year 3000.
There's a lot of um
like parts that would need to happen before we get to
rigging,
like we'd need
all sorts of stuff like that.
However,
though,
depending on the type of avatar that you want to make,
uh,
you should go speak to the Neolanders who
regularly make avatars without amateurs in Blender,
and their avatars are
as good as,
if not better,
than Avatars made in.
Emergency says,
where's my supporter badge?
That's not a question I can answer at office hours.
You'll have to,
like,
all of the systems to make that supporter badge appear
are
like automatic,
or you can make a support ticket for.
Oh,
this is some,
this is sort of like,
oh,
this is,
this is a
bug report and all there's
so much ah there's lots of stuff going on here.
Oh.
I like this though.
It's,
it's good to have like a community of people who are like
um
like in video games
you would call this like the law masters,
right?
That's from,
um,
it's a term I'm I'm borrowing from German 985,
but it's like,
you know,
periodically he'll be like,
hey,
law masters that are out there like what the fuck's going on in this video game?
And they'll be like,
oh yeah,
so like you're the baddie,
he's the goodie,
you know,
trying to save the world or whatever,
like they,
they know the law,
um.
So I was like,
cool,
we made this like very,
very,
very straightforward change.
Like I could show you the change outside the slot logic because it's that simple.
Um,
but
there are subtle differences in the way that they operate
and as I'm reading um the discussion in that.
Channel
and having no air and not like,
you know,
in a podcast,
not saying anything.
I'm,
I'm just like,
like,
wow,
you know,
we've got like theory crafters and law masters and like esoteric stuff.
It's great.
I play a lot of Path of Exile,
and
the esotericness of Path of Exile is just insane.
So I'm glad that we're getting some of this like esotericness.
Um.
All right,
here comes the code change
that is caused that humongous amount of discussion.
He's here's the ridiculously simple code change.
It's just like wow,
um,
I think it's an order of operations thing.
So um
when you uh do the operations separately,
it
shouldn't be though.
Ah fuck.
Sorry,
Feder just did a jump that I didn't know they were capable of,
so it took me in complete surprise.
It was like,
it was long.
It was because of if they had screwed it up,
my entire desk
would have been
destroyed.
There would be like two
crumpled heaps of monitors on the floor if they had fucked it up.
What?
No,
that's fine,
cause that'll be
like
defined,
yeah.
Alright,
now let's look at the set parent mode.
So I know this is like gripping it like entertainment.
um,
right,
um,
I don't know why there's a performance difference.
It,
it,
it's
very strange.
That's a very strange runtime.
Like that's a that's very,
very strange.
There might be a false positive.
No,
like,
so
the only difference,
right,
is
when you do a duplicate internally what we do is we create a new empty slot for you.
And then we bring across like everything,
just bring it across,
um,
we copy the values,
we,
um,
feta,
do not lick me.
We copy the values,
we copy the components,
we copy the values in the components across,
right,
that we,
we go down the entire tree copying it.
Um,
but the only part that's different
when you specify a parent with the,
the duplicate node
is the,
the place where we start that chain from.
So the first part of that chain is make a new empty slot
and the parent
is just where we make that new empty slot.
So if you don't specify um.
The override parent,
it just by default is the
parent of the duplicate slot target like the the template slot.
However,
because we're,
because we've duplicate slot,
um,
you are
creating new values,
creating new components,
creating new instances,
etc.
uh,
it means that
by the time it's in that new parent,
it.
It isn't
preexistingly set up,
um,
whereas if you do duplicate then set,
like you duplicate it,
it's completely set up and then you move it.
Like so the moving is definitely faster,
but because you're doing both operations at the same time anyway,
like the duplicate parent with override should be faster.
Anyway,
we're gonna move on,
um,
because that's one of those like esoteric things.
Let's take a look.
Uh,
yeah,
overload parent was literally the last update.
Uh,
merchant temporal shift says this dynamically changing the locomotion
properties is going to have to wait for source?
Absolutely not.
There is
so much stuff that you can do right now,
um,
with all the locomotion stuff.
The parameter components can be like disabled,
you can swap between them.
You could have like a,
a boolean switcher where you go between them,
and then you have like a context menu where you're like,
um,
I don't know,
maybe you're in like a a role play session and your role play character is drunk,
right?
You can have a context menu that says like
walk animation,
drunk,
right,
and it would change the parameters to be drunker,
uh,
already,
like,
already supported.
You can even have
um
all the stuff that I had on on my channel,
there's like ice and
trampolines and ladders,
that's all there like go go do it.
I've just looked at like my monitor arm and I like,
I don't know if it's bending.
Oh well,
I'll just ignore it,
it's been there for years.
uh
DM from,
hold on,
I'm gonna read more questions.
Where am I?
If you get lost in Discord,
you're like,
I don't know where I am.
I don't know where,
I don't know who I am.
Where am I?
Sorry,
this all went downhill when,
when Feder did like a,
a long jump
into my lap.
Uh,
that is the duplication time of a slot and
its components can be dependent on its parents hierarchy.
No,
it shouldn't be.
That's really cool.
There's a,
a,
a class structure thing called uh.
Duplication settings
and it allows you to sort of like override how the duplication happens,
including like
uh philtres and type remapping and
slot mapping,
all sorts of cool stuff there that you guys can't use yet.
Uh,
Marty says since the world component has an effective ref ID of zero,
can you never get a reference to it?
No,
I don't think that's true.
I think there's a couple of components,
uh,
particularly in like the user inspector weird thing.
Where you can like,
you can definitely get like a reference to the um to the world.
That would be ref ref hacking related stuff though,
which like,
remember,
it's gonna break and B,
I don't know how to do.
Uh,
dancers,
any thoughts on a 2D desktop node editor as
opposed to doing things in VR or first person?
Sometimes it can feel tedious,
although I get the whole point of doing it in game.
Um,
control,
what is it?
Control?
Control F.
What's the keyboard shortcut for it?
You could focus mode onto ControlF click onto a node,
and you're like focus in like a plane
onto that node,
and then it like,
it very,
very much like resembles like editing a node graph in a 2D desktop editor,
but you're still in the 3D plane.
Uh,
Lucas,
who does a lot of development in,
in,
um,
desktop,
has given a much better description of that.
So for the benefit of the recording.
I'm gonna go ahead and read it.
Um,
it's already a feature if you control and click a node,
stroke UI,
it switches to a third person mode where you can control,
uh,
plus right click to pan around it as if it was a single plane.
Placing nodes,
opening inspectors,
aligning objects all happens on this plane.
With that,
we're at the bottom of the question list,
so do keep those questions coming.
If you've got,
uh,
techtree questions,
we can go over to.
There as well.
Did I just kick my power cord out?
Oh,
this is,
uh,
I,
uh,
it's,
it's coming soon,
but,
uh,
it's not fixed yet.
Um,
FedEx has stolen me,
like literally stolen me.
uh,
rates,
I feel the tutorial,
yeah,
I feel like uh we need like a separate Proto Fox tutorial
that that like tells you how to do the online mode cause
uh I always forget about it and I use it.
Like whenever I'm doing protoflux,
it's usually like.
Urgent
or to resolve a bug,
which in some regards is still like the same mentality,
like it's like get it done to test the bug,
so it doesn't need to be pretty
and when it's like urgent,
it's like get it done because it's urgent.
And so I'm just like throwing it all over the place.
Like I made some MWC voting changes this year to the voting hall
such that it will auto update.
So next year,
all I have to do
is restart a docker container and the whole thing
just springs to life and will just work.
Um,
the way I did that was I changed all instances of MMC 2025 to be
MMC
20
MMC
current year.
And like,
so there are proto Fox ribbons everywhere in that world now that you can't see.
Dad says,
tutorial didn't teach me to save the avatar after 3 hours of work.
Yeah,
we also need like a more focused avatar tutorial.
Like the,
the problem I think we have is like there is,
there isn't a single tutorial that could do everything.
Um,
so we need to kind of split it into focuses.
Um,
I,
I know the art team's working on,
on a variety of tutorial related matters,
uh,
but what I've always
said
is that like,
I don't think
building an avatar should be part of the beginner beginner tutorial.
Um,
I think that should be beyond that.
It's gotta be like,
here's how to like be comfortable in the engine.
And now,
should you wish to make an avatar,
go here for more information about it.
Something I recommend for new people as well,
is like,
maybe don't focus on an avatar for the first session.
Um,
like a mentor or whatever can just pass you an
avatar that's like good enough for your first tour,
and then go through,
take a look at stuff and then work on an avatar because
you
can't.
Like you get overfocused in making an avatar and like you're like,
oh yeah,
I wanna get my avatar in,
and then like
a a mentor comes in and goes like,
Yo,
let's open up all these like weird UI things that you've brought in and like here's a
protoflux tip and some inspectors and some materials
and stuff like that and it's just like.
Mm,
maybe
like
go through some worlds,
play some games,
hang out,
chat to a few people,
get your mind blown how many guns we've got that you can shoot each other with,
then
make an avatar,
cos otherwise your entire first session
is gonna be frustrating.
Yeah,
our team office hours are tomorrow at 6 p.m. CST so you can go ahead and uh
ask them about tutorial um questions there.
Go look,
they've got like uh some tutorial stuff going that I need to catch up on,
take a look at how it's going.
All right,
Feter,
are you gonna,
like,
what are you gonna do now?
OK,
so Ferer has now turned around so that their butt
is in my face and then they are licking it.
It's like,
I don't wanna see that dog,
and no,
don't,
then lick me.
Oh,
stop.
OK,
good,
good talk.
What's next?
Oh,
VT says I didn't expect that anyone would work on Heler for arm.
Yeah,
that's because it's a community member,
it's not any of our team.
Um,
I should
maybe,
oh my God,
dog,
do you need to lick me?
Stop.
Thank you.
Maybe I can
like
do something to like make that.
Yeah,
that's what we'll do.
We'll do like a a hash,
there we go,
we won't do that hash,
we'll do that hash,
there we go.
Um,
yeah,
cause,
uh,
all of the,
the,
um,
like barriers to headless on arm are
like third party dependencies that are open source
or dependencies that are open source on our end as well.
So,
um,
there's a bunch of PRs I haven't reviewed from J4.
I love being honest,
it isn't like being honest fun.
There's a bunch of PRs I haven't reviewed.
I'm I'm just being honest.
They are on my list to look at.
I do,
I try and get to them as soon as I can.
All right,
let's move forward,
see if we've got any additional questions.
Uh,
Ozi says,
can you say tour again for no reason in particular?
Yeah,
sure.
Is there any other British words you want me to say,
let me know.
Feather is now trying to hump my arm.
41,
come on,
um,
Carlius says,
how do I read?
uh.
Value stream.
I'm trying to debug a weird eye tracking mod setup right now.
I don't know if there's components that you can use to
um
read it in the world.
Um,
other people might be able to keep commentary there.
I,
I haven't done that myself yet.
What are you doing?
Get off.
He just tried to climb onto my head,
like he wanted to stand on my head.
I'm like,
no,
feather.
I am incredibly tall.
That would be like even when I'm sat down,
that's like a non-survivable fool for a dog up there.
He's turned my TV on and tuned it to Special report NASA's Starliner.
I'm not making this up.
I have not touched.
OK,
Federer is now climbing on me.
Again,
Fed's now on my lap,
hello Feather.
You can't climb on my hip.
You,
you've got no idea like.
What do you want?
He just
looked at me and then violently jumped onto my chest and started licking me,
like
violently.
He just jumped off
and now wants to get back off.
All right fella,
come back on and say hello to everyone.
There we go,
yeah.
Just just chill,
just chill.
All right,
if you get it settle down now?
Good.
I think he says,
anyone know if there's a bug that makes resin crash when rendering
a reflection probe while in VR or with an active mirror?
I do not know,
not aware of this.
Um,
next up is,
uh,
any advice for optimising a mirror with
the variables in the camera?
Yeah,
the,
the distance is important,
um,
depending on how complicated the world is as well.
Like most mirrors,
you don't need like a really big distance,
so you can like clip.
What's behind them,
that will help cos they aren't,
like whenever you turn on a mirror,
you're basically saying like,
hey,
render the scene again,
but like from the perspective of this mirror.
um,
and so if you can limit
the perspective of what that mirror sees,
then that helps.
You can do that through settings,
you can also do that through world design,
right?
So a good example here might be
if there's like a,
I don't know,
like a town,
like a really complex set of buildings and.
And
trees and stuff,
right?
Then if the mirror can see that,
the mirror's got render that.
That's also what um like those cut out mirrors do,
um,
the,
the cutout mirrors,
um,
in,
in VR chat usually.
Um,
I don't know if you can create those,
but they're like mirrors where like they only show
people and that's because they've usually got like a,
a far clip on them.
Uh,
Marty says speaking of mirrors,
is it possible to create curved mirrors?
It is not possible to create curved mirrors.
Um,
you can like kind of do it with a like
curved plane.
The,
the problem is like the,
the rendering wouldn't be,
um,
what's the word,
uh,
curved.
It would have to be like a flat plane projected onto the curved surface.
If you wanna have a laugh,
grab a sphere mesh and try and make it into a mirror,
like give it the reflection,
um,
the materials and the stuff to try and make it a mirror,
and you'll see all sorts of weird stuff going on.
Uh,
and then
Mooky is also asking about.
Uh,
reflection probe variables.
I'm not like familiar with all of those.
Let me
head on over to reflection.
Time slicing,
the hell is that?
OK,
actually,
that'll be better.
Um,
so,
um,
under the hood,
reflection probes are unity reflection probes,
and most of the properties are
very similar
to,
um,
the Unity reflection probe materials.
So you should be able to take a look at any,
um,
guidance that might exist for reflection probes in
unity and map those to our properties.
As an example here,
um,
the time slicing modes are named quite the similar,
quite the similar.
What are you on about,
prime?
Quite similar.
They are named in a similar manner.
There we go.
I lost it a long time ago.
I've had like too much sugar,
caffeine,
and
dog scares today.
So,
for example,
the,
the time,
time,
time slicing.
The time slicing mode um maps down to Unity's reflection probe time slicing mode,
and it's like it's named identically.
You're gonna go back at the door again.
OK,
go have fun.
Go on,
get back at the door.
Bye.
I know he's gonna go lick my feet.
Good.
For the,
for the mirror,
I'm,
I'm pretty sure he can do a people only camera with just like a near,
um,
a near clip feather.
You were just on my lap and you just jumped off
and now you're asking to get back on.
This is like,
I'm not a bouncy castle.
This chair that like reclines in a certain.
Way has been like the biggest like productivity decrease
because it allows me to lie in this chair in
such a way where Feder could just like fall asleep
on my chest,
and it is the most peaceful thing in the world.
And Feder loves it too.
And so he's just like,
I'm bored.
Can I fall asleep on you?
And it's like,
well,
uh,
like maybe,
but like I'm trying to,
like I'm trying to do work.
Could you also do
the like,
um,
uh,
render material override or the RTO
um render transform override for mirrors as well.
So like,
hey,
the,
the
room that you're in doesn't even show in mirrors,
and that would give you a nice people only mirror.
Um,
what that would do,
if it's,
there's no like nothing to render behind,
it will render the skybox,
and that's fine.
Like that that's not,
um,
there's nothing performance wise to worry about that.
Where is the mirror in the damn code base?
I'm so confused right now.
All right,
let's go to the dev tip.
Nicky,
um,
I'm gonna start right and I show you how to do pelo mirror.
Should we do that?
Should we do another live tutorial?
Uh,
what is the Dev Tool called?
Oh,
it's called the Dev Tool.
I searched Devtip,
then reminded myself that we'd renamed them to Tools.
And then I searched develop a tool,
and it wasn't there.
It's Dev Tool.
Um,
OK,
mirror.
Control F mirror.
I spelled mirror incorrectly.
The dev tool has,
oh it's cos it's the create new menu.
Spawn camera portal,
that's right,
that's why I couldn't find it,
because a mirror is just a camera portal with the mode set to mirror.
OK.
Mystery solved,
let's let's make a a people only mirror cause I'm pretty
sure I've got an idea on how to do it.
This is like a wild,
this is a wild office hours,
and it's just like,
ever since the dog like surprised long jumped me,
I've been ruined,
uh,
Vita that person says,
prime,
we need to slow down.
No,
no,
if anything,
we need to speed up.
Um,
so I did some digging into our mirror,
and it turns out that our mirror is based
on the modified version of the Unity Water reflection.
We've added support for VR,
some fixes and changes to make it more modular.
So,
Like that comment is like if I do what's called like a get blame,
get blame basically shows you like
when was this line written,
um,
that get blame says like the beginning of time,
it doesn't know.
Law drop though,
yeah,
um,
this is only unity,
it's specifically unity,
like,
so when we go over to source it might be different.
Um,
so we have like a,
I guess I have the
scalar drawer open so I can do this,
right?
So we have um
like we have a,
a thing,
so in this case it's a mirror,
um.
And then we have a uh mirror
um connector,
and then we have
unity mirror.
And then these two,
these three things like speak to each other.
This is like fruit's engine speaking to the connector,
the connector's like,
oh yeah,
we're using Unity right now,
so we use a unity mirror and the unity mirror,
that's the water one.
This is the,
the water one.
Marty says the use of space is a separate world that is overlaid on top of you.
Yes,
it's what's called an overlay world.
Um,
you can have more than one overlay world.
I don't know,
um.
I don't know like what overlay,
what other overlay worlds would have,
but you,
you can,
it's just like how programming works,
you can have multiple of many things.
Uh,
and it's called a private overlay world,
and that means like no one can join it or interact with it,
and Ressonite crashed when I launched it,
so
maybe I'll,
I'll end office hours here and,
and do my take on a a people only mirror,
um,
as a,
as a quick YouTube video after office hours because
uh Resido decided to crash I opened it.
I'll launch Ressonite one more time.
And if it's successful I'll uh
I'll show you some mirror stuff
and if it,
if it's not successful,
uh then I,
then I won't last resonate loads.
So when we um
when we update to source,
what we do is we make like a
source mirror.
And the connector just
does that,
right?
And what this means is that this piece of code doesn't change,
this piece of code does change and then these two are like implementation specific.
That's also what we were doing with particles,
right?
So if you take this entire thing and we render again,
um
we had
particles,
right,
but we didn't have a particle connector,
what we had instead was just.
Um,
We just had this,
right,
and so that meant is that we didn't have
that infrastructure to to like replace the particle system,
but now we do,
but it isn't actually
like this at all.
um,
instead,
what happens here is,
uh,
particles just get converted to render buffers
and then we just,
uh,
send those render buffers to unity and we say,
hey,
render them,
but it's
hopefully a a similar thing to,
to visualise at least
delete.
Right,
res and I actually managed to load at this time.
I'm not even logged in.
OK,
cool.
No worries.
All right,
I had to support a random avatar cause I don't
want to log in right now cause that'll take,
take a while.
All right,
uh,
resinite.
Alright,
let's do
Object mirror.
Oh my God,
I'm a chaf.
Um,
so what you could probably do here is,
00 yeah,
don't,
don't ever make that 0,
So what's happening now is I've,
I've changed the far clip on the mirror
such that it can't render anything behind me because there's a far clip.
And that means that like,
hey,
this mirror isn't rendering anything behind me,
and now it isn't rendering me cos I'm too far away.
And you could sync this far clip up to the
mirror's distance when it turns on and off anyway,
so it would,
it wouldn't have this sort of weird rendering effect.
But then you can also go behind here and you can say
um
where is it clear,
uh.
Override clear,
and you can say override clear with nothing.
And now,
when it renders,
it will just render nothing,
um,
instead of the skybox.
Or you can say
colour,
and then you could say
green.
This is green.
Let's see this colour?
This colour is green.
It's uh cause it's transparent.
It's green.
Um,
yeah,
uh,
I don't,
I,
I've seen that work before,
it just like strangely isn't working right now,
uh,
but like by default it's the Sky box and
you can see that that's rendering there with that.
But the other thing that you can do,
um,
is,
no,
that was it.
Why is that not green?
I mean it's like override clear with depth.
0000 no,
oh no.
Why isn't that green?
That should quite clearly be green.
OK,
uh,
let's double check if there's any other questions and then we'll,
uh,
we'll stop here cause we're getting to the point where we're just like,
it should be green,
it's not green.
Why is it green?
That might be a bug or it might be a misunderstanding,
I'm not sure which.
Is there something aspect I'm not understanding with render overrides.
I thought they just altered the thing but still put it through the renderer.
Um,
if the thing is small.
It's easier to render if the thing is invisible,
it is not rendered.
Um,
so by making it small or um
invisible,
it's not rendered and
therefore there is less rendering overlay,
like less rendering overhead.
Of course it still exists in data
and depending on how the internals of all this stuff work that I don't know,
that would be a gas or freaks question.
The texture for the object is probably
somewhere in memory with a transform override.
And that texture's probably still taking up the same
RAM,
but because the transformer is saying like,
hey,
it's it's infinitely small or in a different location,
it won't be included in the actual render.
Um,
and then Marty says,
would it be possible to make custom overlay worlds in the future?
Yes,
um.
There's a controversial feature
whereby
um
I call it controversial because I just think it would be like horrendous,
whereby you could have like a little bubble
within someone else's world and inside this bubble,
you're a builder and anything inside this bubble is inside
the overlay world and and parented in that overlay world.
But people
that are outside the bubble can still see it,
maybe not just interact with it,
it's it like it was a conversation a long,
long time ago.
Um,
but that would be like some sort of overlay world.
Uh,
and then Nki is asking how,
uh,
reflection probes are baked.
I think it's just a camera,
let me take a look.
I'm gonna leave this like creepy person talking
cos it'll be funny.
Yeah,
uh,
it's just a camera.
Uh,
specifically,
it is a,
uh,
no wait,
that's still custom.
Is this just a camera?
Yeah,
pretty much just a camera.
It's a unity render texture.
Uh,
Lucas says if it's just a camera,
can I make my own?
No.
Uh,
but you can make your own reflection probes,
yeah,
you can,
um,
take,
uh,
you can bake the reflection probes in like,
wait,
can you do that?
Yeah,
make your own cube maps,
you could even render your own cube map in um in Blender,
I've seen a few people do that.
And then you just like bring it in.
There's even the uh editor
cube map creator.
Um,
and you could,
you could literally do this like in,
in resinno,
cause all you do is you make a camera rig that shoots a picture up,
a picture this way,
a picture that way,
uh,
and then shoves it into here and hits create.
I'll give you a cube map.
Um,
if you were looking for how the BOB 30 type works,
um,
Ozy's link to Protoflux General earlier tells takes you to where,
how that works.
I don't know why it does,
but it does.
So Ozy links to Protoflux General up here,
and for some reason it takes you there.
Oh no,
no it doesn't.
They edited it.
Damn it.
Anyway,
you can search in,
it's in Proto Fox General somewhere
and um it talks about how it works.
Um,
Josh,
I think,
reverse engineered it,
it might have been,
um,
someone else,
so don't quote me on that one.
I'm gonna leave off here cause we're getting into
real silly mode here and we're we're running over,
and I don't even know what we're talking about anymore.
Um,
if you've enjoyed this,
I'm glad that you enjoy my ramblings.
Um,
I will,
um,
speak to you soon.