[DAO:e8529bf] Update #3 for project "Protocol Squad - Alternative Explorers (Desktop, Mobile & VR)"

Author: 0x83f9192d59b393c8789b55d446e5d4a77075c820
Update Status: Late
Project Health: :green_circle: On Track

Introduction

Welcome to the second grant update. This team has the primary goal of developing an explorer version using two different technologies:

  • Bevy targeting to Desktop: featuring experimental and developer features to enhance the creator’s possibilities
  • Godot targeting to Mobile and VR: pointing to have a reliable and production-ready explorer.

Highlights

Bevy (Desktop)

We’ve added two new features for creators in the sdk protocol-squad branch:

  • Render to texture: it enables to create a camera and shows it in the world/UI as textures
  • Pointer drag events: it enables implement events based on drag (hold a button and capture delta pointer position)

Details:

  • render to texture
    • add/manage protocol components TextureCamera, CameraLayer, CameraLayers
    • add UiVideoTexture ui helper
  • Pointer drag and info
    • add/manage PrimaryPointerInfo protocol component
    • add/manage PET_DRAG, PET_DRAG_LOCKED, PET_DRAG_END pointer events

Explorer Scene UI

Fixes

  • resize issue in some icons

Released

  • Settings integration with the API

Work in progress

  • Scene Info (side card):
    • Overview, Photos and Events tabs are completed. (need to catch when the active parcel changes to update data and implement like, dislike and favorite buttons using signedFetch) - needs review/rework
  • Scene Photos (panel):
    • Load all scene’s photos - done
    • Load every people with theirs wearables. - done
    • Show each wearable and link to marketplace to buy it (using openExternalUrl) - needs review/rework
    • General UI and buttons

Godot: Mobile and VR and others

  • Fix profile generation pipeline, viewport size was incorrect and face zoom was not as expected
  • Refactor protocol friends messages for cleaner protocol definition
  • Asset optimization pipeline
    • Implement processing one asset per file
    • Implement metadata optimized, for knowing the dependencies and optimized assets per scene
    • Optimize .ZIP by removing unused files
    • Add original size image to the metadata for knowing the size of the images for the SDK6 UI
    • Setup on AWS for Queues for multiple consumers downloading
  • Working on imposter generation pipeline (processor-side), for upload imposters
  • Working on Portrait/Landscape UI
  • Working on iPhone requirements for approval in the Asset Store

Blockers

Next steps

We will be working on:

  • Implementing the new comms that Foundation has prepared in Bevy in the coming weeks
  • The Explorer Scene UI and its integration in Bevy
  • Roll out asset pipeline process for Godot Mobile

Additional notes and links

View this update on the Governance dApp