This week, we tested out vehicles!
We held a team scavenger hunt, which was a lot of fun.
thankyou ->
@aaronfranke.dev, for the vehicle's logic
@cnlohr.bsky.social for cilbox
@maebbie.bsky.social for putting together the video below
Basis is a framework, MIT-licensed, built on top of Unity
26.01.2026 20:09
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GitHub - meshula/LabRCSF
Contribute to meshula/LabRCSF development by creating an account on GitHub.
Here is the current draft of the proposed standard skeleton rig, including mappings to various applications: github.com/meshula/LabR...
24.12.2025 06:34
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The Godot patch notes made me laugh, so I added sound effects to it
15.11.2025 08:57
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Seats are not static, they can be dynamically changed at runtime! See the pull request for more details.
11.11.2025 11:54
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This seat system is designed to be much much better than the seat system found in VRChat. It theoretically can allow for any character to fit to the seat, and have them line up properly, with their knees over the edge.
The surface of the seat is defined with 3 control points for the back, knee, and foot positions, and a spine angle, which collectively define the surface of the seat. This is much better than a single transform, since it provides enough information to calculate how to fit any sized avatar to a seat, whether the character is tiny or huge. Similarly, the same applies for really big seats or really small seats.
When a character's legs are shorter than the available space on the seat, the back and foot IK positions will move forward or up, respectively, to keep the knees aligned with the seat. When a character's legs are longer than the available space on the seat, the knees will be moved instead to make room. If a character's upper leg is shorter, the knees will be moved forward. If a character's lower leg is shorter, the knees will be moved upward. If both happen, the knees will be moved both up and forward.
The control points do not have to exist at 90 degree angles to each other. You can change the relative angles any amount and the legs will bend in response. For example, if you want to kick back, just move the foot control point forward a bit. You can also adjust the spine angle if you want the character sitting on the seat to lean back. At the extreme, you can even make the character sit in a way that is almost entirely laying down, or almost entirely standing up (as long as the control points are NOT perfectly collinear).
A new dynamic seat system is coming to Basis VR @basisvr.org! It includes support for any size avatars on any size seats, in any orientation, with the legs and spine at any angle. This uses the same data as in the
@openmetaverse.bsky.social OMI_seat standard. PR: github.com/BasisVR/Basi...
11.11.2025 11:52
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If Unreal can switch to Y up, America can switch to the metric system.
06.06.2025 14:47
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More is always better :)
07.03.2025 21:49
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This PR is ready to go, but needs more community support and needs the core devs to approve of it.
06.03.2025 22:06
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You can make a piano in glTF by having audio emitters take in a standard sound file (such as A440) and adjusting the pitch based on which key is pressed. A playable instrument like this would require both audio emitters and interactivity graphs but it should totally be doable in the future.
19.02.2025 18:13
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Can you explain in more detail, maybe open an issue on the omigroup/gltf-extensions repo? We want to make sure the spec works well for people's use cases, and would be happy to hear yours. It could lead to changes to the spec, or making a separate spec that builds on top of it.
16.02.2025 18:10
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- Yes, there is a sound format. GLB does support sound with our audio emitter extension. github.com/omigroup/glt...
- Event propagation, object lifecycles, and other general "scripting" would be covered by KHR_interactivity which is currently heavily WIP github.com/KhronosGroup...
11.02.2025 12:17
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