Dan Miller

@danmillerdev.bsky.social

Developer working on something new in XR for @unity. I focus on Augmented and Virtual Reality, building content, sharing knowledge and helping the community.

Can't believe this #WWDC Vishnu and I's little clock app for #visionOS got sherlocked by Apple! /s In all reality it was only a mater of time, it's exciting to see how widgets are expanding and I love the idea of more content persisting. Excited to download the beta!

Huge thanks to everyone who tuned in to the Creature Feature on @ign.com yesterday! We announced @laserdancegame.bsky.social is coming to Early Access in fall, and also showed off some new gameplay footage. Here's a short behind the scenes for how we shot it! 🎥 1/9 🧵

Laser Dance@laserdancegame.com · last yr.

ICYMI, here's our segment from yesterday's Creature Feature on IGN. TL;DR - Laser Dance is coming to ✨Early Access✨ later this fall! In the meantime, be sure to wishlist the game on the Quest store ➡️ bit.ly/3W0huQf

I recently finished the @pikuma.com course on making a 2D game engine with C++, SDL, ImGui and Lua! 10/10 highly recommend it. It was fun to get a deeper understanding on how all the pieces fit together and really explore ECS from an implementation side. I made a tilemap level editor as a bonus!

I'm excited to share I'll be giving a talk at #GDC2025 this year with @andybiar.bsky.social on cross-platform Mixed Reality! Going to be a bit more technical, talking about OpenXR, Meta Quest, AndroidXR and Apple Vision Pro More info on @unity.com #GDC stuff here: unity.com/events/gdc

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Some examples with other assets, you can really easily adjust density (point distance) and the prefabs that spawn

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Dan Miller@danmillerdev.bsky.social · last yr.

Have you ever wanted to put "stuff" in Mixed Reality? I implemented the poisson disc sampling algorithm for AR Planes in #Unity. It's setup to customize how content appears, what content and which surfaces. It's open source and supports #MetaQuest and #AppleVisionPro github.com/DanMillerDev...

Two goals I have this year for personal development are to try and maintain a commit streak on github and learn Vim motions. The first one is just about showing up, I have lots of small projects but sometimes getting started is the hardest part. The second is something fun to learn and practice.

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Had a big "this worked yesterday" moment and spent awhile trying to figure out what happened. Somehow my unity project Physics settings (DynamicsManager.asset) set the Physics GameObject SDK to None. 🙃 I knew something was weird when rigidbodys wouldn't fall in play mode

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