Show HN: Making AR experiences is still painful – had to make my own editor (ordinary.space)
My co-founder and I have spent over a decade building mixed reality projects and have been growing more and more frustrated with the process. From the number of tools needed, to client sign-off, to the complex esoteric tech stacks. And especially how slow the iteration loop is when dealing with interactivity and UX.
Two years ago we decided to stop whining and fix the fundamental issues. Ordinary Objects [0] was built with our core needs for AR prototyping: a very tight iteration loop between editor and real device, real-time interactivity while editing and clear and concise flow management + mapping. There are many things that layered on to make all of that possible: making it multi-user from the ground up, handling assets without a fuss, and building up a new interaction language.
From a technical standpoint we wanted to be native on the all of the platforms that we support, and do that as quickly as possible. Two years ago the best tool to achieve that was Unity, and I believe that is still the case today. Everything else is inside our custom C# Redux implementation. Our multi-user needs are very different from games, and it helped a lot to learn from Figma's technical notes to implement our pseudo eventual consistency setup. Its been super nice to be multi-user from the get go, we've been able to explore much more functionality this way.
Once the core churn eases up a bit more we will be open sourcing this particular C# Redux setup. As it has nothing to do with any engine code.
The website has some quick examples of how the design tool works [0]. But if you want to view a more complete prototype here is something Gregor, my co-founder, put together recently [1]. We now also have an easy getting started playlist [2].
Over the past year we've been testing with closed groups, and have been excited by what everyone is making. Now we are ready to open it up for all of you to try! Give it a spin and let me know what you think! And happy to answer any questions here :)
[1]: https://www.linkedin.com/posts/onlinegregor_mixedreality-spo...
[2]: https://www.youtube.com/watch?v=S_A9gShKENE&list=PLidKy8OpOy...
28 comments
[ 3.8 ms ] story [ 74.3 ms ] threadThe core goal is to have a much faster and more affordable iteration loop than the current ways of doing AR and MR prototyping. Which we hope produces far better products going forward!
I've got a different, (not meta) VR HMD, and am running things using Envision and Stardust XR.
Excuse me if none of this applies to mixed reality.
[] https://lvra.gitlab.io/docs/fossvr/
There is also Ian Curtis from Niantic who built a ThreeJS editor in bolt.new over a few sessions.
On-the-Fly-AI-UI here we come !!
https://thebrowserlab.com/ https://x.com/XRarchitect
Edit: on closer inspection this is actually pretty polished set of prefabed UI/interactions fit for spatial AR needs more than something hacked out overnight (see html23.com which is nice but just a slice of this project) so will need to drop in some glb files and play with it a bit to compare it with say a ShapesXR or Spline or Bezi etc but like what I see so far !!!
Correct me if I'm wrong but is this essentially a really simple to use abstraction over the common tools used to create mixed-reality environments? Just import your assets and pick from some common interaction methods to test stuff your more quickly? If so, this looks really great.
Good luck for your adventure
just a small comment: is it possible to provide a sign up with Google?
I found myself spoiled by this shortcut already
We've also focused on a no code solution, to give designers the tools to prototype AR without having the overhead of learning programming.
[1] https://zap.works/studio [2] https://zap.works/designer [3] https://zap.works/mattercraft
Zapworks Designer - it's our no-code tool focussing on AR+VR. It's targeted at folks without scripting experience and is very much 'drag and drop'. Our customers typically use this for bringing simpler interactive content to, e.g. menus, posters and also for Learning & Development.
Mattercraft - this is our complete 3D development environment for the web. We took everything we'd learned from Studio and built MC from the ground up embracing the web ecosystem. It has a fully featured animation system, scripting, built-in bundler, live preview, collaborative editing - the works :-) Our customers use this for building high end campaigns and content for consumers.
Zapworks Studio - this is our previous generation of creative tooling. It was originally built to target native platforms but we ported its runtime to the web. Mattercraft is the 'spiritual successor' to this tool.
[0]: https://www.youtube.com/watch?v=S_A9gShKENE&list=PLidKy8OpOy...
Talk on prototyping AR experiences: https://www.youtube.com/watch?v=Wythtg38o0M
Some people keeping MRTK-Unity alice: https://github.com/MixedRealityToolkit/MixedRealityToolkit-U...
i always liked the immediate-mode UI in unity. some people can't stand it, so i can see that being the reason