Indie VR & Game Developer

Hello! I'm Jason.

I'm a computer programmer with almost 2 decades of experience, now trying to transition from a hobby to a career. I've spent the last several years learning game development with the Unity game engine, and specialize in C# scripting.

I publish my own assets on the Unity Asset Store, aspire to make my own games, and will entertain offers for jobs on projects that suit my skills and interests.

Please enjoy my projects, consider my services, and contact me anytime!

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Monday, June 17, 2019

Update: TransformEx 1.2

Update: TransformEx 1.2

TransformEx has been updated to v1.2!

This update was a long time coming, and was very needed. It's mostly about improving the demo scenes to both be more appealing/eye catching, and to better convey the usage, purpose, and quality of the asset through screenshots, video and a online demo.

The promotional material in general was really bad and/or lacking. The demo scene/screenshots looked cruddy and amateurish. There was no video, which seems to hurt peoples interest and willingness to give it a chance. There was no web demo. But that's all changed now!

This is all something that has bothered me for quite awhile, but the sales for this asset are slow despite it being a "must have" that all VR devs should be using. I never updated it until now simply because it didn't sell well and thus wasn't worth the time/effort. But it didn't sell well perhaps because it needed such an update? Unsure, I felt my time was better spent on VR3DMediaViewer updates/maintenance as that sells much better.

Additionally, I made some improvements to the Asset's code itself. Like menu options to allow you to hide units of measurement that you probably don't use, and end up just making things more cluttered (like Miles and Kilometers). I polished up the UI a little to be formatted better. I added a "equalize" button, something I wanted to add long ago in some form, but I wasn't sure how I wanted to go about it. And there's even now minor support for RectTransforms, at least with positions.

Change Log:

  • New demo scenes.
  • Added menu options to only see the units of measurement that you want.
  • Improved the look of the Ex Transform controls.
  • Ex Position controls added to RectTransforms.
  • Added equalize button for easy equalization of the object proportions.

Available now on the Unity Asset Store!

Monday, June 10, 2019

Update: VR3DMediaViewer 2.3

Update: VR3DMediaViewer 2.3

VR3DMediaViewer has been updated to v2.3!

I'm not sure what happened to 2.2... I guess I decided not to post about it since it was more minor? I'll include the change logs for both though.

The most notable updates are:

A new Manual. This manual is a PDF that replaces the old ReadMe text file. It's largely copied directly from the readme, but heavily updated with better formatting, images, color, etc. It should be a lot more new user friendly.

The Stereoscopic 3D screenshot script/scene was bugging me for awhile. I realized it was geared around developers using it themselves in editor. But it should allow users of the devs app to use it too. So I worked on some example scripts/assets/scene to provide a decent example of how best for devs to allow users to make use of it.

There's a new Panoramic media display method available now. The older way had issues in that as physical projection it didn't lock to the viewers head position, which may not away be desired. Being mesh based, its also is subject to the meshes geometry. You can see odd angles in the media caused by the vertices/uv lines of the mesh, only mitigated by using a higher poly mesh.

The new method is shader based. Its more like a skybox, viewed at infinity. So it's always centered on the viewers camera. And the curve is rendered in the shader, so it both renders a smooth curve without the odd angle issues, but views the same regardless of what shape mesh you use! This shader method is setup for both 360 and 180, supports rotation of the image around the viewer, and even can work with a traditional flat quad canvas. The old panoramic method is still available as an option.

Convergence has also been updated. It supports both the old and new panoramic display methods. Its now split into 2 convergence modes. Cropped (the previous way) and Tiled. Tiled just lets the texture wrap around as its shifted in the canvas. It's not ideal for non-panoramic content.

I improved the look/organization of the Stereoscopic3DImage objects. The controls are now better sectioned out, color is used to make the sections pop more, more controls are disabled/hidden when not relevant, etc. I also added a preview for the media to the object. It's similar to the preview you see when selecting a image/video itself, but in the case of images it will display the image converted to a SBS/TB format. The videoClip preview is limited. Just a low res image texture of the first frame.

I added several new demo scenes, and with that organized all the demos scenes into sub-folders.

Change Log:

  • Converted the ReadMe to a Manual.
  • Fixed some position/rotation issues with the Stereoscopic3DScreenshot script.
  • Added new demo content/scene to show how to use the Stereoscopic3DScreenshot script to allow players to make use of it at runtime/gametime.

Change Log:

  • Added new Panoramic shader based canvas formats.
  • Added wrapModeOverride option to Stereoscopic3dImage objects. This is mostly for video clip textures that don't expose the WrapMode property in the Import Settings.
  • Added ConvergenceMode option.
  • Fixed a rotation bug with the Example3DScreenshotController..
  • Reorganized the Demo Scenes folder hierarchy..
  • Tuned up the Stereoscopic3DImage object inspector.
  • Tweaked the AnaglyphToSBSTexture() method to support more than just Red/Cyan now..
  • The camera setup notification box will now not display on the example cross-eyed camra rigs..
  • Added scenes/canvas meshes for 180 Panoramic display.

Available now on the Unity Asset Store!

My Services

Unity C# Scripting

I'm available for C# scripting for small Unity projects.

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Basic 3D Modeling

I'm experienced with Blender. Basic modeling and rigging.

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Unity Development

I've created many demos, scenes, and even a simple game.

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Virtual Reality Consultation

I've been an VR enthusiast for a few years, and made VR content.

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News / Dev Blog


Contact me

You can reach me by email or twitter.


Twitter: @DarkAkuma_

LinkedIn: Profile