Welcome to MeXanimatoR.net! Title really says it all :) What is MeXanimatoR? MeXanimatoR is: * an eXtended Reality software project that enables collaborative digital performances. * a rebuilt version of Mekanimator, which was the framework developed to run Play the Knave. * Mekanimator is a named derived from machinima, wherein screen capture footage from video games is
On scene recordings and networking (July 2025 note: I started writing this post a few years ago and left it as a forgotten draft. With the development on MeXanimatoR since then and the surge of summer research activity, I figured it was time to roll it out!) In a previous post, I mentioned game recordings
Voice chat in Unity and the problems therein If, by the tribunes' leave, and yours, good people, I may be heard, I would crave a word or two; The which shall turn you to no further harm Than so much loss of time. Coriolanus: Act III, Scene 1 So. It's been a while! This was
Networking in Unity The ever-changing standards of network support in Unity has made me more apprehensive about this working on this feature than any other one. For two prior projects, I used UNet, but that's been deprecated for a while. For a game jam, we used Photon, and for Play the
Platform support Happy New Year! Over the last few days I've been testing how this Unity scene runs on Meta Quest 2 vs Valve Index. This is only an initial, exploratory effort to minimize friction developing with support for multiple devices. I'm mostly concerned with text readability because
VRChat and VR performances As you can probably tell from my last few posts, I've been digging into Unity code to handle UI accessibility between desktop and XR platforms. Although there have been some great strides forward, there's nothing like forward progress to remind you of how much remains ahead.
The UI struggle continues, plus XR! I feel like I'm hitting every shared experience working with the virtual mouse input component. This is the most recent one about the cursor position jumping back to the last virtual position when going back and forth between the actual mouse and the virtual mouse. Same deal but
More on UIs, new devices. To continue from the last post, there's a VirtualMouseInput component that seems to be in the right direction. And just when I was polishing up the use of the hand-made version... This means more reconfiguring, but again, a little work now to save a lot in the future.
UIs for multiple platforms I've been working on a menu system in Unity to be used in Windows Standalone mode (with keyboard/mouse and gamepad support) and OpenXR. In this stage, the UI canvases are set to world-space configuration, which, from what I've typically seen, is bad practice. Or at