Wha? :O
02.03.2026 15:09 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0@frooxius.bsky.social
VR game dev. Working on Resonite - realtime collaborative social VR sandbox platform. Original Oculus Kickstarter backer. Can be caught stealing reality. Furry. https://patreon.com/resonite
Wha? :O
02.03.2026 15:09 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Oh! I didn't know about that one. I'll try to use it next time, thanks!
02.03.2026 14:45 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0
Come ask me anything about @resonite.com before I get too sleepy!
twitch.tv/resoniteapp
#Resonite #gamedev #socialVR
I'm editing some photos I took of @treblesketch.com in Prague and I'm having hard time deciding... Correct the white balance or not?
I think I kinda like the very warm orange look. Like it feels more how it actually felt to be in there with the city lighting and fog.
Fly safe!
01.03.2026 10:21 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Bwaaa, safe travels! It was fun hanging out in Prague :3
28.02.2026 14:59 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0NFC was so good they made NFC 2
28.02.2026 14:58 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Treble holding their head
Treble running around Prague holding their fursuit head, near the Charles Bridge.
Photo of Treble and Froox walking
Photo of Treble holding a cider over their head, careful not to spill.
Did some public suiting tonight around Prague too, it was a good night running around town being shown the city by @frooxius.bsky.social ^~^
Ended the night with Carbon/Red at a local hidden bar... It was awesome (besides the smoking x3)
#TrebleTravelTweets
This does it collaboratively in realtime!
That's how this works, I'm just connected to the Resonite session over network.
Eeee! Thank you for making that!
27.02.2026 11:30 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Whaaa! It me!
27.02.2026 11:30 โ ๐ 41 ๐ 2 ๐ฌ 2 ๐ 0
#Resonite
ใใใฏใตใใใใใใฎใฌใใใใฟใงใใ
This is a stuffed toy of Frooxius.
fan art
Yeah x3 Would love to do this kind of demo with the Steam Frame.
26.02.2026 18:16 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0Thanks! x3 It took me a bunch of fiddling to find the right spot and framing for this.
26.02.2026 18:15 โ ๐ 6 ๐ 0 ๐ฌ 0 ๐ 0
Here's a @unity.com Editor scene being synced to @valvesoftware.com Steam Deck in realtime with the upcoming Unity SDK for @resonite.com!
This level of immediate feedback makes iteration extremely efficient!
More soon!
#Resonite #gamedev #socialVR #steamdeck
Yeah, it's one of those things I'm really looking forward to introducing. It'll open a whole new avenue of creativity!
Alas, until we completely move off Unity though, we can't. ;_;
If you'd like to know more on how this works and see some code examples, check the full video here: www.youtube.com/watch?v=NsOv...
The converter code for the example is available here: github.com/Yellow-Dog-M...
A lot of people have been wondering how will the @unity.com SDK for @resonite.com handle custom shaders.
While you can't bring the shader itself, the conversion system is easily extensible, allowing you to recreate behaviors of some custom shaders.
#Resonite #gamedev #socialVR
Unity uses the Mono compiler and only single threaded. It's really slow.
Visual Studio uses Roslyn and does the compilation multithreaded, it's a lot faster!
I can't promise you that we'll fix every bug, even if you upvote it. There's just going to be too many and we have to pick and choose.
But I can tell you that doing certain things makes it more likely we focus on those things.
It's kinda like "You miss 100 % of shots you don't take"
Like this issue has 3 upvotes. It seems relatively niche. If we see it affecting a lot more people or being more critical, we're more likely to prioritize it.
If it's something that's actually affecting a lot of people, then it should show up and it's good to get more people to vote on it.
That's not possible for all the bugs. There's more things to work on than we have time on. We need to prioritize.
We fix bugs old and new depending on prioritization factors, but the fact remains - there's way more of them than we can realistically do.
I get that. I'm not arguing against that part.
I'm just saying that "It works in xyz" is kinda... not useful here?
It doesn't change the fact that we need to dedicate time to figure out a fix. It won't magically fix itself just because it works in other things.
Seriously... there's no magical "inner circle".
There are things that we keep telling people that help make issues easier for us - making stuff easier for us makes it more likely for it to get addressed.
Do you know why it's a lot of the same users in those change logs?
Because they do the things we tell people to do to get stuff prioritized and resolved!
If you avoid interacting with the system and listening to our advice, it'll feel like it's ignored, because it's making our job harder.
I appreciate your words and you being kind with this too by the way.
I'm just a bit frustrated, because there seems to be some disconnect. Like some things you suggest, we're already doing, which makes me wonder why you're suggesting them.
Is this not visible somehow?
Like look at these two recent change-logs for example. That's a lot of voices we've heard!
We even give shout-outs to people who report stuff and help us figure stuff out.
I feel like there's a disconnect somewhere. We're including issues & shout outs with pretty much every release.
We do include the GitHub numbers of issues in every update post! The hope is that people see that we're picking those up from there.
Including the number of votes might be good thing actually for some of these! It's not the only indicator, but we tend to go for the ones with more votes over less.
But you're also setting up yourself for failure too.
It only feels like you need to be in some "inner circle" to get things fixed, because you don't want to engage with the proper channels for things and do the things we tell you will help get things fixed.
Sure it works for a lot of games, but the problem is, it's broken with Resonite right now due to a bunch of things.
It working in a lot of games doesn't magically fix it - we still need to put a time to figure out a good solution.
Meaning we need to prioritize it above other things.