I've written a few things here and there, and I know I forgot a few I thought about like weeks ago. So, let's say this is the first edition, and when I've gathered a bunch of ideas later, I'll create another thread.
QoL
Custom Unity Assets : When browsing, open the browser with the same folder as the current selected asset if there is one specified. If not specified, open the last folder browsed by the user for the last custom asset. Finally, if there is no "last folder", open the default custom assets folder. The logic behind that should be the same for almost anything else that revolves around the file browser.
Shortcuts : Split in two categories with tabs ( AddonPackages / Favorites ), allow the possibility to drag and drop a folder to favorites
Confirmations : everywhere when the operation is risky : Overwriting a scene, a look, a preset... in every case of overwrite, prompt. In every case of unwanted action that could result in a data loss, prompt. (delete)
Scene title : at the top of the window or somewhere in the UI. Could be really helpful when dealing with subscenes and avoid saves on a wrong file.
Morphs : a tiny button appears after modifying a morph "recall last value" (or something like that) to get back to the original value after modification (being the default one or not).
Rename / Delete buttons : on content like a scene for instance when you are in "open a scene mode", the buttons are not registering the delete or rename action and the scene loads instead of doing the action. Maybe there is a way to optimize that ? Like behaving as a browser : when clicking on it, you select it, if you want to open it you have to click "open" or double click it.
Selecting targets : optimizing the rayhit / hitscan of the mouse on the targets for easier selection
Features
Lights : lens flares
Physics rate ( depending on how it is gonna work in 2.x ) : allow the creator to enforce the physics settings when loading a scene ( can potentially show a prompt for the user "The scene requires 45hz physics rate would you like to..." )
Settings : save settings in two different configuration files, one for VR, one for Desktop. Even crazier, multiple configurations. A list of buttons could exist on the title screen to allow quick switch of the configuration when starting the game
Main menu and scriptable buttons : as creators, we don't have buttons to execute scripted actions. In my case ( Vive 1st gen ) I see the "menu button" as an opportunity to get 2 scriptable buttons. Single press : scriptable action. Long press ( 2secs ), main menu. The trigger in the palm of the hand are also not that usefull, could be used for another scriptable button.
Example for scriptable buttons : opening a contextual menu with buttons to switch to next/prev subscene parented to your left or right wrist.
Another batch of ideas here and there :]
Jul, 19, 2020
QoL
Confirmations : stop VaM from closing when a modification has been made and display a warning
Buttons : when in edit mode, UIButtons should no be clickable nor prevent you from moving the atom.
Atoms and ordering : I know that most scenes are really basic, but for more advanced scenes, could it be possible to have a real way to order the atom list ? Folder, subfolders, contract expand children of folders etc ? The list starts to be crazy when you got more than 30 atoms. The more atoms you have, the less efficient you are when editing / creating a scene.
Triggers : allow a way to copy / paste actions from a trigger to another. For instance : copy triggers from the main timeline to a button, or from a button to another.
Scene thumbnails : do not ask for thumbnail if a thumb already exists for the scene when you save. Add a button to take a thumbnail somewhere in the menu. Which will result in : the first time you save, a thumbnail is asked. Every other time it isn't... you have to do it manually.
Features
Animation patterns : Having a "reset" feature that blends to the step one instead of moving the sub atom directly in position (which result in a glitchy behavior of the person atom). Or / And, having a feature that allows blend. Example : BlendToStepAndPlay ( select step ), BlendToStepAndStop ( select step ).
Animation patterns : Allowing a blend to another anim pattern when two AP are linked to an atom. One of the way would be : with the first animation pattern enabled, if the secondary one has the same anim target, when enabling it, blend the anim target to the closest step of the secondary AP and disable the first AP. Allowing you to renable the first one later and transition back to the first anim.
Fades : Allowing fade in and fade out on the scene. Duration, color selection (if you're completely crazy, animation like whipe for instance
Suggested configuration : Suggesting a system configuration while loading a scene for adequat performances and sync. As soon as scene is unloaded or the game exited, the configuration reverts back to the original one.
Audio Source : Allowing fade in and fade out of sounds on audio sources
Materials : being able to load a bundle that would embed materials and select them on basic objects (cube, sphere etc)
Morphs : some "pose" morphs that have an impact on eyes ( for instance closing them ) should prevent the automated blink to happen OR the blink should clamp to a maximum movement avoiding extreme deformation of the eyelid
QoL
Custom Unity Assets : When browsing, open the browser with the same folder as the current selected asset if there is one specified. If not specified, open the last folder browsed by the user for the last custom asset. Finally, if there is no "last folder", open the default custom assets folder. The logic behind that should be the same for almost anything else that revolves around the file browser.
Shortcuts : Split in two categories with tabs ( AddonPackages / Favorites ), allow the possibility to drag and drop a folder to favorites
Confirmations : everywhere when the operation is risky : Overwriting a scene, a look, a preset... in every case of overwrite, prompt. In every case of unwanted action that could result in a data loss, prompt. (delete)
Scene title : at the top of the window or somewhere in the UI. Could be really helpful when dealing with subscenes and avoid saves on a wrong file.
Morphs : a tiny button appears after modifying a morph "recall last value" (or something like that) to get back to the original value after modification (being the default one or not).
Rename / Delete buttons : on content like a scene for instance when you are in "open a scene mode", the buttons are not registering the delete or rename action and the scene loads instead of doing the action. Maybe there is a way to optimize that ? Like behaving as a browser : when clicking on it, you select it, if you want to open it you have to click "open" or double click it.
Selecting targets : optimizing the rayhit / hitscan of the mouse on the targets for easier selection
Features
Lights : lens flares
Physics rate ( depending on how it is gonna work in 2.x ) : allow the creator to enforce the physics settings when loading a scene ( can potentially show a prompt for the user "The scene requires 45hz physics rate would you like to..." )
Settings : save settings in two different configuration files, one for VR, one for Desktop. Even crazier, multiple configurations. A list of buttons could exist on the title screen to allow quick switch of the configuration when starting the game
Main menu and scriptable buttons : as creators, we don't have buttons to execute scripted actions. In my case ( Vive 1st gen ) I see the "menu button" as an opportunity to get 2 scriptable buttons. Single press : scriptable action. Long press ( 2secs ), main menu. The trigger in the palm of the hand are also not that usefull, could be used for another scriptable button.
Example for scriptable buttons : opening a contextual menu with buttons to switch to next/prev subscene parented to your left or right wrist.
Another batch of ideas here and there :]
Jul, 19, 2020
QoL
Confirmations : stop VaM from closing when a modification has been made and display a warning
Buttons : when in edit mode, UIButtons should no be clickable nor prevent you from moving the atom.
Atoms and ordering : I know that most scenes are really basic, but for more advanced scenes, could it be possible to have a real way to order the atom list ? Folder, subfolders, contract expand children of folders etc ? The list starts to be crazy when you got more than 30 atoms. The more atoms you have, the less efficient you are when editing / creating a scene.
Triggers : allow a way to copy / paste actions from a trigger to another. For instance : copy triggers from the main timeline to a button, or from a button to another.
Scene thumbnails : do not ask for thumbnail if a thumb already exists for the scene when you save. Add a button to take a thumbnail somewhere in the menu. Which will result in : the first time you save, a thumbnail is asked. Every other time it isn't... you have to do it manually.
Features
Animation patterns : Having a "reset" feature that blends to the step one instead of moving the sub atom directly in position (which result in a glitchy behavior of the person atom). Or / And, having a feature that allows blend. Example : BlendToStepAndPlay ( select step ), BlendToStepAndStop ( select step ).
Animation patterns : Allowing a blend to another anim pattern when two AP are linked to an atom. One of the way would be : with the first animation pattern enabled, if the secondary one has the same anim target, when enabling it, blend the anim target to the closest step of the secondary AP and disable the first AP. Allowing you to renable the first one later and transition back to the first anim.
Fades : Allowing fade in and fade out on the scene. Duration, color selection (if you're completely crazy, animation like whipe for instance
Suggested configuration : Suggesting a system configuration while loading a scene for adequat performances and sync. As soon as scene is unloaded or the game exited, the configuration reverts back to the original one.
Audio Source : Allowing fade in and fade out of sounds on audio sources
Materials : being able to load a bundle that would embed materials and select them on basic objects (cube, sphere etc)
Morphs : some "pose" morphs that have an impact on eyes ( for instance closing them ) should prevent the automated blink to happen OR the blink should clamp to a maximum movement avoiding extreme deformation of the eyelid
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