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Dilmer 👓

@dilmerv.bsky.social
919 followers 32 following 1.3K posts

👨‍💻 Developer Advocate at Meta | 10+ Years as a Dev | Unity / C# / C++ / Swift | Helping devs build XR + AI | youtube.com/dilmerv | Opinions are my own.

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Dilmer 👓 @dilmerv.bsky.social · 22h
Once again, I’m exercising, and this is exactly when ideas spark! I’m going to add IK (inverse kinematics) to my Hand Grab Baker tool. It’ll help a lot when devs need to adjust the generated poses. #gamedev #unity
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Dilmer 👓 @dilmerv.bsky.social · 08/10/2026
Made so much progress with my Hand Grab Baker tool, this is incredible and it is SO FAST! It uses Unity Burst compiler for certain sections of the code. It went from 2-3 mins to bake hand grab poses to 5-7 seconds! 🤯 #gamedev
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Dilmer 👓 @dilmerv.bsky.social · 08/10/2026
- Boat Attack: ~10% lower average frame time vs Mono in a quick single-run test. - Happy Harvest: ~15% lower average frame time vs Mono in a quick single-run test. In summary: It’s supposed to be very, very fast when you hit Play in Unity. I’m testing that right now with the Meta XR SDKs!
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Dilmer 👓 @dilmerv.bsky.social · 08/10/2026
📊 Few community benchmarks with Unity 6.7’s experimental desktop player (from Unity forums): - C# CPU path tracing, single thread: 17.1× speedup vs Mono and 2.49× vs IL2CPP. - C# CPU path tracing, multiple threads: 17.85× speedup vs Mono and 2.81× vs IL2CPP.
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Dilmer 👓 @dilmerv.bsky.social · 08/10/2026
📌 Here're a few great things about it: - Modern JIT compiler to optimize C# execution. - Generational garbage collection for managing memory. - Better debugging with standard .NET tools. - .NET 10 and C# 14 support planned for future updates.
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Dilmer 👓 @dilmerv.bsky.social · 08/10/2026
Well, I’m testing CoreCLR right now with Unity 7 Alpha! Below are the steps to enable it, but looks like it is set by default in Unity 7 Alpha. Edit → Project Settings → Player → Other Settings → Configuration → Scripting Backend → CoreCLR. #unity #gamedev #devs
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
Okay, let’s do this! Unity 7 Alpha! 🚀 Let’s see what you have to offer! Excited to check out the new XR features! #unity #gamedev #virtualreality
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
Goal for this week is to launch a new video or at least schedule it on Meta For Developers YouTube channel and work on a new video for my own channel. There is so much to talk about, and I am extremely excited! #meta #youtube
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
- Combine microgestures with gaze for low-effort targeting and interactions 
- Use them for locomotion, paging, media controls, teleportation, and other contextual actions
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
- Thumb tap and double tap for contextual actions and shortcuts 
- Swipe left, right, up, or down for directional input 
- Navigate UI and content almost like using a tiny D-pad with your thumb
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
About a year and a half ago, I built a few demos with microgestures, and they’re extremely relevant now with Meta VR Glasses! These are small, low-effort thumb movements that let you trigger actions, navigate content, and even move through VR without controllers. 🙌 #vr #gamedev #devs
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
I’m finally caught up on all the Meta Connect work! It was a lot of fun building prototypes and preparing talks. Now I’m moving on to the second episode of VR Developer Level Up, which will cover a lot of what we announced and the practical side of using the new VR tools for VR Glasses and Quest.
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
Unity Spark is a new way to create games using prompts, iterate with others, publish, and play, all without writing code. You’ll build with assets created by artists from the Unity Asset Store and refine your game in a new web editor. Closed beta coming soon. Can’t wait to try it!
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
I remember seeing Unity Studio, which felt more like a 3D design tool to me. Spark sounds super interesting, and it makes sense given how much traction tools like Three.js are getting as more people build with AI. 🚀 Unity just announced Spark! #unity #ai #gamedev
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
📌 To learn more about Unity 7 Alpha follow this discussion discussions.unity.com/t/unity-7-0-...
discussions.unity.com
Unity 7.0 Alpha is now available
Hi everyone, We’re excited to kick off the public Alpha for Unity 7.0 and start sharing weekly builds with you for early testing! Through the <span class="hashtag-icon-placeholder"></span>7.0-alpha<...
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
- XR Quad Views optimizations reduce CPU and GPU work by reusing rendering data and reducing redundant geometry rendering. - IL2CPP improvements eliminate unnecessary boxing and memory allocations in several common value-type operations.
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
- Temporal Pixel Synthesis support has been added for XR rendering. - XR Quad Views optimizations reduce CPU and GPU work by reusing rendering data and reducing redundant geometry rendering.
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
- CoreCLR replaces Mono in the Editor, laying the foundation for modern .NET support. - A new code-reloading system uses AssemblyLoadContext, with bigger iteration-speed improvements planned for future releases.
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
All, Unity 7 alpha is now available! 🚀 This release brings a CoreCLR-powered Editor, a new script-reloading workflow, and several XR rendering improvements. It’s an early step toward Unity’s modern .NET foundation, with C# 14 and .NET 10 support in the Editor planned for later. #unity #gamedev l
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Dilmer 👓 @dilmerv.bsky.social · 07/10/2026
- CoreCLR replaces Mono in the Editor, laying the foundation for modern .NET support. - A new code-reloading system uses AssemblyLoadContext, with bigger iteration-speed improvements planned for future releases. - Temporal Pixel Synthesis support has been added for XR rendering.
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
To learn more about Mixed Reality and passthrough best practices, check out this guide. It goes into much more detail about how these features work and how to use them effectively 👇 developers.meta.com/vr/design/mr...
developers.meta.com
Blend virtual objects with the physical environment
This document contains important tips and tricks as you design immersive experiences with passthrough.
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
If your app frequently switches between passthrough and fully immersive VR, provide an easily accessible toggle in the main or pause menu. Use smooth blending between the two modes, since sudden transitions can feel overwhelming or uncomfortable.
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
- Use lighting, dimming, and color to guide the user’s attention - Blend smoothly between Mixed Reality and fully immersive VR - Combine passthrough with scene understanding to make virtual objects interact with the real environment
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
📌 Here're a few areas to explore... - Use passthrough as a 360-degree background - Place virtual content on physical walls, floors, and tables - Create windows and portals between physical and virtual worlds
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
My favorite feature on Quest & 🕶️ Meta VR Glasses is passthrough, which opens up so many possibilities for MR! Instead of building an app that simply floats in the user’s space, think about how you can turn their physical world into a canvas. #virtualreality #gamedev #devs
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
3- Teleport 🙌 This is probably the one most of you already know! Aim at where you want to go, then tap to teleport there. 💡Which of these would you use in your hands-first game or app? 👇
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
2- Telepath 👀 Pick where you want to go, then walk there virtually. Move your arm to aim at a destination and tap to start moving!
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
📌 Few options for hand-first locomotion: 1- Walkingsticks 🚶 This one is pretty cool: swing your hands/arms to walk through the virtual world!
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
For hands-first experiences on Meta VR Glasses, we can combine hand movements with microgestures to move, turn, crouch, and more! A single thumb tap while your hand is idle, rather than aiming at UI, activates the locomotion method selected in your app’s preferences.
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
Here’s a question I’ve been getting a lot recently: How do you move around in VR without controllers? 🙌 𝗧𝗵𝗮𝘁’𝘀 𝘄𝗵𝗲𝗿𝗲 𝗹𝗼𝗰𝗼𝗺𝗼𝘁𝗶𝗼𝗻 𝗰𝗼𝗺𝗲𝘀 𝗶𝗻. It’s simply how we move through a virtual world, even when our physical space is limited. #gamedev #virtualreality #devs
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
I use WASD to move around and the mouse to pan or rotate.
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
Here’s an example of how I use the XR Simulator to test ISDK Hand Grab Poses! It works very well, and I can now connect Meta XR Operator to my agent and have it iterate through a lot of different models to evaluate the accuracy of the grab poses, or at least assign them a quality score. #vr #unity
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
For now, it works with simple shapes. Next, I’m going to leave it running through thousands of meshes using the >𝙢𝙚𝙩𝙖𝙫𝙧 𝙖𝙨𝙨𝙚𝙩𝙨 cli command, with the agent testing and iterating until we reach a specific quality bar. Excited to see how far I can take this! 🙌
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Dilmer 👓 @dilmerv.bsky.social · 06/10/2026
Here are a few new features added to my Hand Pose Baker prototype for ISDK! It helps bake a variety of hand grab poses based on different settings & meshes. I also improved the Editor window’s look and feel and added gizmos to visualize the baking progress. #virtualreality #gamedev #handtracking
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Dilmer 👓 @dilmerv.bsky.social · 05/10/2026
Very excited to keep polishing this and help devs building hands-first games and apps for Meta VR Glasses! 🙌 Curious about your thoughts? Any other feature you would like to see?
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Dilmer 👓 @dilmerv.bsky.social · 05/10/2026
Here’s the first version of my Hand Pose Baker tool for Interaction SDK! It’s still very rough since I only started working on it yesterday, but the idea is to generate and bake hand poses for both simple and complex meshes on the fly. #virtualreality #developers
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Dilmer 👓 @dilmerv.bsky.social · 04/10/2026
I have been working on a new prototype to extend functionality in one of our SDKs. It will help dramatically with Meta VR Glasses development, but it is also a complex problem to solve. I am hoping to keep working on it today. I spent all day yesterday tweaking the tool.
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Dilmer 👓 @dilmerv.bsky.social · 03/10/2026
But never forget your core skills. Keep coding, designing, and applying your own taste. Don’t let the noise around bad AI practices keep you from exploring these tools and developing skills that I believe will be incredibly valuable going forward.
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Dilmer 👓 @dilmerv.bsky.social · 03/10/2026
If you asked me where to focus today, I’d 100% recommend learning agentic workflows inside and out. Grab a Quest 3/3S, start building, and keep Meta VR Glasses on your radar!
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Dilmer 👓 @dilmerv.bsky.social · 03/10/2026
I took these photos during Connect, and thinking about the intersection of these technologies is extremely exciting. From VR, where I started, to wearables and now AI with Muse, there’s so much to explore. #vr #ai #wearables
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Dilmer 👓 @dilmerv.bsky.social · 03/10/2026
The excitement around Meta VR Glasses is huge! Be sure to register. This is a big opportunity, and I can’t wait to see what you build! 📌 Register now at start-developer-competition-26.devpost.com
start-developer-competition-26.devpost.com
Meta VR Start Developer Competition 2026
Accelerate your VR development journey with Meta VR Start and compete for $1M in cash prizes
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Dilmer 👓 @dilmerv.bsky.social · 03/10/2026
Insane! We now have 2,001 devs registered for our Meta VR Start Developer Competition! 🤯 For context, last year we finished with 2,865. In just 10 days, we’ve already reached 69.8% of last year’s final total! #meta #vr #developers
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Reposted by Dilmer 👓
Unity3D @unity.com · 01/10/2026
Want to speed up your XR development? 🥽⏩ Meta Developer Advocate, @dilmerv.bsky.social, shares 3 key ways to optimize your workflows using the new Unity CLI - from instant code evaluation to faster Quest builds and performance profiling. 🔗 Read the full guide: on.unity.com/5CLITips_Blog
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Dilmer 👓 @dilmerv.bsky.social · 02/10/2026
We showed this trailer during the Unity livestream today, and I can’t stop thinking about how far we’ve come in XR. From heavy, bulky devices strapped to our heads to this, weighing no more than 100 grams 🤯 I’m incredibly excited for next year and to see what devs build for the Meta VR Competition!
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Dilmer 👓 @dilmerv.bsky.social · 01/10/2026
📌 Here is the full design guide for eyes developers.meta.com/vr/design/ey...
developers.meta.com
Eyes
Gaze as an input modality on this device, how it works alongside other inputs, and the build path constraint that shapes designing for it
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Dilmer 👓 @dilmerv.bsky.social · 01/10/2026
- Make the current target clear with subtle feedback. Keep its position and layout stable as users look around. - Support fallback inputs when eye tracking is unavailable: hand or controller rays first, then head gaze when neither is tracked.
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Dilmer 👓 @dilmerv.bsky.social · 01/10/2026
- Size targets based on how large they appear from the user’s viewing distance, and give them enough spacing. - Keep important targets near the center of view. Targeting becomes less reliable toward the edges.
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Dilmer 👓 @dilmerv.bsky.social · 01/10/2026
- Separate looking from selecting. Looking at something shouldn’t automatically activate it. - Gaze works well for choosing buttons or distant objects, but isn’t ideal for precise drawing or fine dragging.
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Dilmer 👓 @dilmerv.bsky.social · 01/10/2026
Now that we support eye tracking with Meta VR Glasses, we need to consider best practices for using gaze as an input! Here are six things to keep in mind when building your experiences 👇 #vr #gamedev #devs
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Dilmer 👓 @dilmerv.bsky.social · 01/10/2026
I don’t feel this way every day, but the more I learn, the more grateful I am for all the time I put into learning early on. Now I get to share that knowledge, and the habits I’ve built help me stay consistent and keep up with it all.
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