The Resonance/2025-05-25/Transcript

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This is a transcript of The Resonance from 2025 May 25.

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00:00: Starting recording. Okay, it should be

00:04: live. Uh, I'm going to post the

00:06: announcements.

00:10: Hello people.

00:13: Can you hear us?

00:16: Can you hear me? Am I coming from the

00:18: correct position?

00:21: Should be spatialized, but from the

00:23: viewpoint of the camera. No. Ah, I got a

00:26: message. I can't read it because I'm on

00:28: dash fixing up uh not fixing up sending

00:31: out

00:34: announcements. There we

00:36: go. Because this one

00:42: I miss you.

00:45: There we go.

00:54: Hello. Hello.

01:00: Okay, I need to adjust the position of

01:06: that. There we go. Hello everyone. Thank

01:09: you for subscription. Hello. Thank you

01:12: for the subscription.

01:14: Wow. Hello everyone. Gabler. Hello. Can

01:19: you hear us? Fine.

01:21: We're taking the new secondary audio

01:25: feature for a spin and it's actually the

01:27: first time I'm like properly like using

01:29: it outside of like the initial testing.

01:31: So,

01:33: um, let me know there's like any issues

01:35: with it. You should hear both of us

01:38: spatialize like from the viewpoint of

01:40: the

01:41: camera. So, like if I do if I like do

01:44: this then you should be able to like you

01:46: know it should I'm still kind of in

01:48: front of the camera. Um,

01:51: Now, hold on. Let me do this. So, if I

01:53: do this and I go behind you now, I'm

01:54: behind you. Hello. We're behind you. And

01:58: on the right, you know, I'm like,

02:00: "Hello.

02:02: Hello. Does this work? I'm doing

02:05: specialized." Hello. Correctly.

02:07: Specialized. Is anyone in there? Hello.

02:13: Hello.

02:15: Hello. Okay. Okay. I think that's that's

02:17: good enough.

02:21: There we go. Hello. Some someone's going

02:24: to screenshot that.

02:26: Oh, it's going to be recorded. I'll clip

02:28: that. Yay. Special voice got SMR1. Now,

02:36: now today we're going to be looking at

02:38: how to use the dev tip.

02:43: It's one It's one way to mark it.

02:46: Anyway, hello everyone and welcome to

02:47: another resonance. I'm fus I'm here with

02:50: Sarah

02:51: and we pretty much like you can come

02:53: here you can ask anything about resonite

02:56: whether it's a technical question

02:58: whether it's like you know something

03:00: from it direction its future past more

03:02: philosophical theme like pretty much

03:04: whatever you want to ask to resonate or

03:06: theme or you know just ask uh thank you

03:10: for the raid you you have a free you

03:12: know to ask the only thing make sure to

03:14: put a question mark in your message that

03:17: way it's going to pop on our thing so we

03:20: know, you know, we don't miss it.

03:23: Um, so it's

03:25: um actually it's been a week like I skip

03:29: one and I'm like like what what do I do

03:30: when it starts? Uh we're going to be

03:33: running for about like uh usually two

03:35: hours. Um so we should be able to get

03:38: started. We have a bunch of questions

03:40: from Discord. So we're going to go

03:41: through these first. But if you you know

03:43: if you do do the question mark thing uh

03:45: it's going to pop on our screen here. I

03:47: can actually even show you see like we

03:49: have a thing here and we have like bunch

03:50: of the questions from Discord. Good luck

03:52: already. Um so we should be able to get

03:55: started. Is there anything I'm

03:57: forgetting?

03:59: Um well I mean what I think your

04:04: dignity. No, you have that I think. Oh

04:06: what? Your dignity. Dignity. I don't

04:10: know. I don't think they implemented it

04:12: yet. A damn. Anyways uh let's get

04:15: started.

04:17: So, uh, we're going to go through, uh,

04:21: we're going to go through the questions

04:22: from Discord first. Uh, if you're

04:25: watching, you should be asking questions

04:27: now on Twitch, not on Discord anymore

04:30: because, uh, we won't bring any of the

04:32: new ones. But the first one, actually, I

04:35: might switch the camera to manual too,

04:36: so it's not like floating around. First

04:39: question is from BD is asking

04:42: unit. Yes, everything unity closest to

04:46: disintegrate.

04:50: It's actually like a little bit of like

04:51: a follow because like you know one of

04:53: the things

04:56: um one of the there's like number of

04:59: things but like people sometimes ask us

05:01: like oh is introducing this this is

05:02: going to resolve this issue would you

05:04: know consider just staying with Unity

05:07: and upgrading to newer version. problem

05:10: for us. There's so many issues with

05:11: Unity. There's like bunch of technical

05:13: ones, but even though the technical ones

05:15: were resolved, the big issue we have is

05:20: they're not really trustworthy for us as

05:23: developers because they've done a number

05:25: of weird kind of practices and sort of

05:30: U-turns. Uh the most like recent one,

05:33: you know, being

05:35: um being the fact that they wanted all

05:38: developers to pay per install of their

05:42: game. And that change was retroactive.

05:45: Meaning if you like there were a number

05:47: of developers who have had published

05:50: games and who and they developed them,

05:53: you know, assuming certain kind of

05:54: licensing with Unity.

05:57: Um, and then Unity goes like, "No, no,

05:59: you're going to owe us this amount of

06:01: money." And the developers were like,

06:03: "This is we literally," there were some

06:05: developers would literally owe more than

06:08: they actually earned through their game.

06:10: Like they would pretty much like, you

06:11: know, businesses and to just introduce

06:14: that. But what's even worse

06:17: is years before that, they made some

06:20: changes where they were like, you know,

06:22: trying to like they really change their

06:24: licensing agreements. you already, you

06:25: know, licensed the engine, you released

06:27: the game and they wanted to introduce

06:29: ability to be like, well, even though

06:31: you agreed, you know, to certain version

06:33: of our terms of service, we can change

06:36: that version retroactively. So like even

06:39: if you're not doing any new development,

06:42: now you have like, you know, now you

06:43: have to conform to this new agreement

06:46: that wasn't in place, you know, at the

06:47: time of when you made your thing. And

06:50: there was a big outrage because of that.

06:52: And because of that, they were like,

06:53: "Okay, like we're going to be more

06:55: transparent. We're going to, you know,

06:56: we're going to revert that and we're

06:58: going to put our policy changes on

07:02: GitHub so we can, you know, everybody

07:04: can see when and how they change." And

07:06: we're going to be, you know, all nice

07:07: and transparent. And then, like, you

07:10: know, they quietly removed that. And

07:12: then they quietly reintroduced the

07:14: ability to retroactively change the

07:16: terms of service. And then they

07:18: retractively changed it.

07:20: meaning their word, you know, like from

07:24: my perspective as a developer, their

07:27: word is essentially meaning like they're

07:30: just going to, you

07:31: know, like right now I feel like even

07:34: even so they went back on, you know, the

07:37: predatory kind of changes for the, you

07:40: know, for the

07:43: fees, I'm kind of expecting them to do

07:45: it again, just slower and quieter so

07:47: people don't notice because they've

07:48: already done that in the past and it's

07:50: not even the first thing they did like

07:52: there was another change I remember that

07:54: like frequently didn't affect us but

07:57: where they essentially said if you're

07:58: running any unity based server software

08:01: you can only host it on unity cloud you

08:03: cannot use Azure you cannot use cloud

08:04: like you know Google cloud you have to

08:06: use our services and for us like we we

08:09: kind of skied that because like our

08:11: headless it actually has zero unity bits

08:13: in it but even then like it's kind of

08:16: you know it's not the kind of change

08:18: that

08:19: like you want them to pull on you and

08:23: that just it hurts a lot of trust in the

08:26: brand and essentially for us trust in

08:29: them is below zero and it's kind of

08:33: that's one of the reasons even if even

08:35: if it was technically perfect we

08:37: probably still want be wanting to move

08:38: away because we don't know when is the

08:41: next thing they're going to pull come

08:42: we've already dealt like with some

08:44: things because like they like another

08:46: things they introduced they were like

08:48: they had like these programs uh where

08:50: you have like you know Unity Plus, you

08:51: have Unity Pro. Unity Plus is much

08:53: cheaper. Unity Pro pro has like a bunch

08:56: of things but we don't need any of those

08:58: things. But Unity was like we're going

09:00: to

09:02: streamline you know Unity offerings and

09:05: we're going to remove Unity Plus.

09:06: Everybody has to go on Unity Pro which

09:09: is like you know 10 times more

09:10: expensive. And to me that feels like,

09:14: you know, they're like they know their

09:17: developers are fleeing away from them

09:18: because of their practice. So they're

09:20: doing what they can to squeeze as much

09:22: money out of the people that they still

09:25: have because you're going to see some

09:27: companies will end up like doing through

09:29: this kind of like cycle where things get

09:31: like worse. People will flee and they

09:34: will clump down on people who they know

09:37: they cannot like, you know, switch super

09:39: quick. Because if you're a game studio,

09:41: you're say few years into developing a

09:44: project say Unity and suddenly like you

09:47: know something like this happens, you're

09:49: not able to switch just on a whim. It

09:50: takes a lot of time and and a lot of

09:52: resources sometimes resources you might

09:54: not have to switch away from the

09:57: engine.

10:00: Um and they know that. So they know they

10:03: can like you know do this kind of move

10:05: and force those developers to pay

10:07: more even. And so like the developers

10:10: aren't getting any benefit from it but

10:12: they want to squeeze out our money and

10:13: like and right now to me it feels like

10:15: Unity is going through that stage where

10:18: the people who originally built the

10:20: company who made the software and who

10:23: made like a really cool like engine like

10:25: came like with really cool things. It

10:26: changed the industry a lot but now you

10:31: know the control company is being

10:33: controlled by people who don't have that

10:35: same kind of relation to the product.

10:37: It's controlled by people who are more

10:38: focused on just maximizing profits. And

10:41: by maximizing profits, they actually

10:43: make it the product worse, which makes

10:46: people leave. So they end up like make

10:48: making decisions. They make things even

10:50: more even more worse to squeeze as much

10:52: money as they can because they don't

10:54: care long term. They care like, you

10:56: know, they're going to stay with a

10:58: company for like few years and then move

11:00: on to another one. So they don't care

11:02: you know what happens after that as long

11:03: as the numbers you know look good during

11:06: that period.

11:08: Um, so it to me it feels like you know

11:11: we just kind of going through the

11:12: process right now and we just we just

11:14: want to like leave even if all the

11:16: technical issues were not there but

11:18: there's still like lots of technical

11:20: issues and could talk about this for a

11:22: while but

11:24: it's those it's this kind of behavior

11:27: alone that like is just like making us

11:30: like we need something like where we

11:31: know we're not going to have

11:34: like you know something like this pulled

11:36: over us like you know out of the blue.

11:38: That's going to put us in like a very

11:39: problematic situation. So,

11:44: um yeah, the does make us not makes us

11:48: disintegrate.

11:51: I won't uh harp on that topic for too

11:54: long, but man, the API is not good.

11:58: There's just so many little bugs and

11:59: gotchas everywhere. That's the other

12:02: thing. I don't want to like go into like

12:03: onto the technical bits of it like like

12:06: very much like my thing is like one

12:08: thing I want people to understand even

12:09: if the technical was perfect like the

12:11: practices of the company alone are

12:13: enough to make us still want to move

12:15: because we don't kind of trust like you

12:18: know what what is going to happen.

12:22: The next question is from orange.

12:24: Actually this one it's a bit bigger so I

12:26: need to where do I put it? Uh is this I

12:30: don't know if this is going to be

12:30: readable.

12:32: Uh uh Orange is asking

12:37: uh I can make it a little bit bigger

12:39: there. Orange is asking do you have any

12:41: plans to integrate photon does with

12:43: spatial variables? For example, if each

12:45: particle could obtain properties such as

12:47: color, size, vector or resistance based

12:49: on position defined in spatial variable

12:51: would allow for highly sophisticated

12:53: visual effects. It also seems

12:54: interesting to find pressure using

12:56: spatial variable and visualize wind flow

12:58: caused by pressure gradients particles.

13:01: So um part photo is not going to use

13:04: spatial variables. It's going to have

13:05: its own system that's going to serve

13:07: similar purpose

13:09: calledectors. Uh the reason for that is

13:12: uh it's spatial variables. Um they're

13:16: designed to like you know interact with

13:17: the data model. So they're kind of like

13:18: you know synced with the data model uh

13:21: and they kind of you know work in the

13:23: lock step with that. But fold does it

13:25: actually runs you know on background

13:26: threads. It runs in parallel and it's

13:28: asynchronous which means uh while fut

13:31: simulation runs effectively any of the

13:34: changes you're like you know you're

13:35: making they do not get like you know

13:38: updated within the particle system until

13:40: it finishes its work because you cannot

13:43: with multitra you cannot like you know

13:45: change the system in middle of

13:47: simulation because it's going to break

13:49: everything. Um if we wanted to tie

13:52: spatial variables you know with photon

13:53: does that would mean two things. one we

13:56: would need to like synchronize photon

13:58: does with special variables with the

14:00: data model meaning it would not be able

14:02: to run as you know in the background in

14:05: parallel and asynchronously it would

14:06: need to be kind of synchronized which

14:08: would negate a lot of the benefits um or

14:12: we would need to synchronize the spatial

14:14: variables to photon does which means if

14:16: like you have like a particle system

14:18: that's taking long to simulate suddenly

14:20: everything else is not getting any new

14:22: values through spatial variables because

14:25: it's being held up by the particle

14:26: system. So we don't want to like you

14:28: know ties those two two systems

14:30: together. Instead we're going to

14:32: introduce an FXer system which is going

14:34: to design specifically for photon dust

14:36: specifically you know to be efficient

14:38: with it. Um that will pretty much let

14:41: you do this kind of thing. It's going to

14:42: let you exert forces on particles. It's

14:44: going to let you you know uh affect the

14:47: colors of the particles and do lots of

14:49: other things. It can have like tighter

14:50: integration for how it affects the

14:52: particles too. So it's like you know a

14:54: little more as well because with special

14:56: variables um there might be like you

14:59: know lots of kind of like individual

15:00: kind of like samplings that might not be

15:02: as efficient

15:04: um as something that's you know

15:06: specifically designed to work with

15:07: photon dust.

15:09: It's not possible to sample the uh

15:12: spatial variables from multiple threads

15:14: at the same time.

15:16: You can do it from multiple threads as

15:18: long as they kind of happen in logster

15:20: with the data model. Okay. So, and the

15:23: problem is Photon does doesn't run with

15:25: local data model. It runs

15:27: asynchronously.

15:29: And you see

15:31: uh the next questions from uh

15:35: Zoakasu. U move it here. Is it okay?

15:40: There we go. Um Zukasu is asking after

15:44: listening, do you have any plans to

15:45: further accelerate development of

15:47: Resonite? Would these plans include open

15:49: sourcing some features as mentioned in

15:50: previous residence updates and

15:52: implementing molecule? Oh yeah, like so

15:54: I don't like super 100% specific plans

15:57: because like we kind of usually adjust

15:59: based on what's needed, but I feel like

16:01: molecule is one of those things we

16:02: really really need especially the more

16:04: developers we have. Um and it's also

16:07: going to like you know reduce a lot of

16:08: the kind of like manual work with every

16:10: build. Um open sourcing some features. I

16:13: think it'll be kind of good one. Like

16:14: I've been kind of wondering about open

16:16: sourcing maybe the render side of

16:18: things. No decision has been made yet

16:20: but that might be like interesting like

16:22: you know maybe to get some contributions

16:24: there. Um I would like to open source

16:26: like things sort of gradually you know

16:29: do first modules where it's not going to

16:32: cause like you know too much

16:33: fragmentation uh but it's still going to

16:35: you know provide kind of benefit. So

16:37: like you know doing stuff like the

16:38: importer exporter system. Uh there might

16:41: be like a good one and sort of like you

16:42: know doing it piece by piece on you know

16:45: on parts that like will help grow

16:50: um essentially you know the project kind

16:52: of grow and help like people like fix up

16:54: like things and expound like you know

16:55: the functionality where it matters the

16:57: most while still kind of keeping things

16:59: kind of cohesive. It is a bit like

17:02: tricky thing because like you know open

17:03: sourcing it won't necessarily mean

17:08: um things being faster unless it's done

17:11: well like right now like we have like

17:13: some open source like bits but we don't

17:15: have the bandwidth to like you know

17:16: really be dealing with the PRs you know

17:19: pull request which is like you know way

17:21: for people to contribute because like

17:22: for any contribution people do we do

17:25: need to review the changes make sure you

17:27: know they're okay make sure they're

17:28: aligned you know with like uh whatever

17:31: we're doing and it takes its own time

17:33: and the time needs to be taken away from

17:36: us developing things. So that can affect

17:39: you know the efficiency of this process.

17:41: So and it's one of the reasons we want

17:43: to do it sort of like more gradually in

17:45: a way where we can sort of like

17:46: gradually build up the process and not

17:48: cause you know sudden chaos. Um but yeah

17:52: like over like we want to like things to

17:54: kind of accelerate and it's also going

17:55: to help a lot because um um one of the

17:59: things like we would like to do is like

18:01: rework a lot of the UIs and then moving

18:03: there to sort of paralyze it. So like

18:06: we're like an engineering side which is

18:07: mostly implemented data feeds and stuff

18:09: like that and then the content team or

18:12: our team uh they are able to like build

18:14: actual UIs while we focus on other

18:16: things and it paralyzes the work and

18:18: makes it more efficient.

18:23: Um, next question is from

18:27: BD_. Uh, let me duplicate that so I can

18:31: read it easily. Oop, I think made it too

18:34: small. There we go.

18:36: Oh, PD is asking given that the render

18:39: changes in custom shaders are a bit

18:41: further out is there a chance of having

18:42: some smaller features for example or to

18:45: pass transparency mask consider added to

18:47: existing seat and shader in the interim

18:50: to improve compatibility with the most

18:51: frequently used features for other

18:54: platforms um the code potentially um I

18:57: also just like making a GitHub issue

18:59: about it is also

19:01: um a good like you know makes a GitHub

19:04: issue for prefer small features because

19:06: one of the things that sometimes happens

19:08: is people make GitHub issue and they're

19:09: like and they have like a shopping list

19:11: of like I want this, I want this, I want

19:13: this, I want this, I want this, I want

19:14: this and like what ends up happening

19:16: makes the issue really big and like we

19:18: look at it and we're like okay there's a

19:20: lot of stuff that's you know we can't

19:22: really squeeze that in you know anywhere

19:26: like nicely but if it's like a small

19:27: thing we're like okay this like a quick

19:29: enough change that

19:31: doesn't mess anything else up so like we

19:34: can do a small

19:37: change. Um, that's said like I'm not

19:40: making any promises we're going to

19:41: prioritize it right now, but like we can

19:42: at least look at it depending on what it

19:46: is. Next questions from Lexo. What are

19:50: some small maintenance tasks that do

19:51: keep resonate running smoothly that

19:53: regular would you just I cannot talk.

19:56: What are some small maintenance tasks

19:58: that

19:59: you do to keep Brazil running smoothly

20:02: that us regular users could also do?

20:07: Um, I can't actually really think of

20:10: much. I mean it's mostly like a lot of

20:14: like maintenance stuff like it's

20:16: um kind of like automated like I mean

20:19: that's the main thing is like you know

20:20: like try to automate as much stuff as

20:23: possible because then you don't

20:24: generally have to worry about it. Um

20:28: it's like for example like one of the

20:29: things you know with our cloud is like I

20:32: literally will not touch it for like

20:36: months on end and then like there's so

20:38: much to happen something happens it goes

20:41: down or something and I have to like you

20:43: know look at all the graphs and like

20:45: start traces and like you know timelines

20:48: of like you know the request and why is

20:50: it freaking out and try to like narrow

20:52: down what's happening but it happens

20:53: only like you know now and and and most

20:57: of the times like I don't I literally

20:59: don't even like I don't touch the cloud

21:01: it just keeps running. Um so it's kind

21:05: of

21:07: like it's it's supposed to like deciding

21:09: things you know in a way where a lot of

21:11: the like it's a b

21:13: resistant one of the kind of principles

21:15: you know with the cloud is like it's

21:17: very

21:19: um if something goes wrong is able to

21:21: kind of work around it or like it has

21:22: like you know retry logic it has like

21:24: you know more grace for failing for some

21:26: things. Um there's like back things that

21:29: kind of be fixed and so on but uh

21:32: generally like you

21:34: want you want to make things where it's

21:36: just automated like where you don't

21:38: worry

21:40: about stuff kind of you know not being

21:42: kind of smooth. So I don't really have

21:45: like

21:46: any ideas on any task could be doing.

21:52: I'm not sure. All I can think of are

21:53: like, you

21:57: know, like optimization stuff for like

22:00: your avatar, I guess. I can't really

22:02: think of anything that would be related

22:03: to this in particular,

22:06: though. I mean, this is one of the

22:08: reasons I really want to do molecule

22:10: because molecule is like one of the

22:11: things where I'm like I'm doing like

22:14: these tasks like over and over and over

22:16: and like sometimes like make mistakes

22:17: with them. Um it was just automated like

22:21: you know like for example like when I

22:22: release a new build I have to go find

22:25: which issues were there like make them

22:27: link then collect all the people you

22:29: know in the thing like who are like

22:31: contributing find their discord

22:33: usernames and put a thing and it takes a

22:35: lot like it takes a fair amount of time

22:37: to do and I just want to automate it. I

22:40: want to be like, you know, like in the

22:41: in the git and when I make the comment,

22:44: I just include link to the issue and our

22:46: system just picks it up, parses the

22:48: issue, generates a change log, you know,

22:50: generates like a list of users,

22:52: generates, you know, who contributed to

22:53: it on developer side. Like I've had a

22:55: few cases like where um uh I forgotten

23:00: to credit either somebody in the issue,

23:01: I forgot to credit somebody, you know,

23:04: on the team. Like for example, I think

23:06: it was like Cra like it happened to you

23:07: once or twice or something. um the pro

23:10: prime like where uh because like when

23:12: they made like PR there's like you know

23:14: they've write the change log notes and

23:16: sometimes I'll just kind of copy it over

23:19: and then they don't include like their

23:20: name and I forget about it and you know

23:23: and then it doesn't end up like in the

23:25: change log when it should say

23:27: implemented by this person and this you

23:28: know one of the things is because it's

23:30: manual I have to think about it and if I

23:32: if I'm like in a rush and I just copy

23:34: paste and like then like oh I forgotten

23:36: to put a name in now I made a mistake if

23:38: it's automated it, the mistake pretty

23:40: much never happens. Like, you know, it's

23:42: like algorithm. It looks at it, it's

23:43: like, okay, this person made a commit,

23:45: therefore, you know, they're going to go

23:46: into this thing and it just automates it

23:48: and now it frees up like, you know,

23:50: mental space. So, I would say like for

23:53: start, you just want to automate things

23:55: as much as you can and free up your

23:57: mental space. So you don't have to like

24:00: worry about you know do you don't have

24:03: to worry and remember about doing things

24:06: because you you you will forget and you

24:08: will make

24:11: mistakes. Uh next question is from uh

24:15: Goldie Raccooney. Is it internal

24:17: behavior for audio source waveform mesh

24:19: and audio XY mesh to continue updating

24:21: mesh vertices even when the component is

24:23: disabled? Yeah, kind of. Uh there's like

24:26: a one thing with um the enable disabled

24:29: state is like usually it affects if like

24:33: you know whatever behavior it component

24:35: has is coming from that component but if

24:38: it's coming from something external to

24:40: it like if something kind of you know

24:42: pushes you know data to it or something

24:46: uh then it'll still like do its stuff

24:48: because like it's not the one who's is

24:50: not driving you know that kind of

24:52: behavior.

24:54: Um so usually like we kind of have like

24:57: you know this kind of approach. It's

24:58: like for example you know with um

25:00: prototypes if you have like update node

25:02: it's generating updates that's like if

25:04: you disable that it's going to stop

25:06: working. But if you have a node that's

25:07: just you know accepts impulse and does

25:08: something based on impulse and continues

25:10: on. If the node is disabled it's not

25:13: going to do anything because the node is

25:15: like not originating the behavior. It's

25:17: coming externally. It's just going to be

25:19: almost like being used by something. And

25:20: it's kind of similar with the audios

25:22: waveform where um you know the audio

25:26: updates are coming externally to it. So

25:28: it's just kind of like responding to

25:29: them. Um we could maybe like look like

25:32: if there's like a way to kind of like

25:34: you know skip those updates like for

25:35: optimization so we could change how it

25:37: works. Um I also kind of like look at it

25:44: more. Next question is from uh

25:49: Papine. Uh pap's asking what does the

25:53: current CI/CD setup look like? What are

25:55: manual tasks that we would like to

25:56: automate and what is blocking you from

25:58: doing so? Um so mostly like we have like

26:02: CI/CD for like individual kind of

26:04: components like S has like set up a

26:06: whole bunch of them like where we have

26:08: like you know libraries and like we

26:10: essentially push a comet it does you

26:12: know bunch of stuff and then like we

26:13: make a new release when we make a

26:16: release like on the GitHub it's going to

26:17: you know it pushes it like you know to

26:19: Nougat. So but then we can kind of just

26:21: update things. Um what we would like to

26:25: do is essentially have it like fully

26:27: automate like fully automated pretty

26:29: much end to end. uh that is you know we

26:32: make a new comet you know to actual

26:33: resonate like you know the friction and

26:36: that essentially triggers a set of like

26:38: you know things where it makes a a

26:40: complete build of resonite pushes it

26:42: into molecule and now it's like

26:44: available for testing you know it's

26:46: available to be installed like it just

26:47: automates all of that and on the players

26:50: buttons basically like okay this release

26:51: is ready for public release it pushes it

26:53: to steam it pushes it on maybe to

26:55: website maybe pushes it like you know

26:57: whatever else we want um and it's just

27:00: like you know it's completely automated.

27:01: All we have to do is you know push a

27:03: comet and it makes a it makes a full

27:06: functional build operation right than

27:08: like an individual kind of building

27:09: blocks that we still have to manually

27:10: kind of

27:11: integrate.

27:13: Um so that's kind of like the main

27:15: thing. Um, one of the things that's kind

27:17: of blocking like us is just time. It's

27:20: like one of those things, you know,

27:21: where it's like it requires a lot of

27:23: time to be spent on it, but the time,

27:25: you know, like in the time we don't

27:27: produce any new features, we don't

27:28: produce any optimizations. We're just

27:30: improving the process. So, it kind of

27:32: makes it a bit, you know, harder to do

27:34: when we have like lots of features we

27:36: need to add and lots of optimizations we

27:38: need to do and lots of bug fixes to do.

27:40: So, it kind of make it makes it hard to

27:41: kind of prioritize these kinds of

27:43: things. But now we have like you know

27:44: people like on the team like who can

27:47: help like you know spread some of the

27:49: workload and handle all of this stuff.

27:52: Yeah. I just wish CI/CD was easier.

27:57: Yeah. Uh

28:00: it's always like funny because like

28:02: every time like I see like CI/CD being

28:03: set up and it's kind of when I set set

28:05: up one on my own like while back or set

28:08: up a bunch of them. is literally just

28:09: like push a thing. Oh, it fails to

28:12: build. Make a comet like oh hopefully

28:14: this will build. Push another comet.

28:16: Hopefully this one will build. And it's

28:18: just kind of, you know, doing things

28:19: until it works. And you just see like a

28:22: series of comments where it's just like

28:23: hope this one works. There's just like

28:26: no way to to like comprehensively

28:29: locally test it. And before any of you

28:31: suggest yes, I've tried ACT. It's not

28:33: very good. Um, yeah,

28:38: it's just it's a bit of a time sync. So,

28:40: that's the main thing. I'm just going to

28:42: most things. It's like just question of

28:44: time and prioritization, but it's going

28:47: to make things much nicer once it's

28:48: fully integrated. It's actually one of

28:50: the things is one of the things that

28:52: like um is also like kind of blocking us

28:55: from like you know some of the like open

28:57: sourcing stuff because one of the things

29:00: that I feel we need I feel like going to

29:02: open source more stuff is we need more

29:04: unit tests. So when people make PRs it

29:06: kind of catches all of the common

29:07: mistakes you know before we even look at

29:09: it. It can be like you know oh no this

29:12: you the change you made it breaks you

29:14: know this thing you know it breaks like

29:16: this test um you need to fix that before

29:18: like you know we even look at it that

29:20: way like you know we don't merge the

29:21: change and then like you know something

29:22: breaks and we have to investigate why it

29:24: changed um and the CI/CDs you know

29:26: that's part that's actually a component

29:28: of that because you can you know run the

29:30: test as part of it and some of our repos

29:32: that will run tests before

29:35: um when whenever you like make an OPR to

29:38: make commits

29:42: The next question

29:46: uh so let me just add thing

29:49: quick. Um next question is from BD

29:55: uh post molecule. Do you envision

29:57: Resonate moving away from Steam based

29:59: client and or headless distribution? Um,

30:02: I wouldn't say moving away. We're very

30:04: likely going to stay on Steam because

30:06: Steam is like really good for marketing.

30:08: It's like, you know, it's very

30:09: convenient like because so many people

30:11: have steam, you know, just go like go

30:14: you tell them go on Steam, install it

30:15: from there, you know, it's done. Like

30:17: it's very easy. Uh whereas, you know,

30:19: telling them like you download this app,

30:21: you know, and this app is going to let

30:22: you install this thing. That's a little

30:23: bit more friction. Um it's not like too

30:27: much but like

30:29: um by not being on Steam you know we

30:32: kind of miss out on a chunk of users

30:34: where like where it's easier for them.

30:36: So pretty much our goal is to just

30:38: provide as many platforms as possible.

30:40: Uh like you know with molecule we can

30:41: have our own installer which also lets

30:43: you know switch between builds you know

30:45: very easily have multiple builds in

30:47: parallel do stuff like that. Um it's

30:50: going to be easier for headless too uh

30:52: because you could like you know say like

30:54: install things from command line. You

30:55: don't have to worry for steam to you

30:57: know push things. We might um might

31:01: maybe move headless from steam.

31:06: Maybe that one could make sense like

31:09: since it's like more kind of specialized

31:10: and like use like software. But we might

31:13: also just keep it maybe just to keep

31:15: things simpler. In fact, I would

31:17: actually like to like you know once we

31:18: have Molecule build more publishing

31:21: pipelines, you know, put put it like

31:23: make it automatically push builds on

31:25: H.IO for example. Uh make them push like

31:28: you know other clients make it push like

31:30: on say like have pipelines

31:32: for like Linux like repos. So you can

31:36: like you know install just you can

31:37: install the headless or maybe graphical

31:39: client you know from the package system.

31:41: So I feel like the more is kind of

31:43: better in this case.

31:47: Oh, next one's This one's big.

31:51: Um, uh, Red is asking, I don't know

31:55: where to put this, so I'm going to put

31:56: this here.

31:59: Uh, so I need to scoot a bit. There we

32:02: go. Uh, Red is asking super duper

32:04: in-depth one. Uh, here I can stick a few

32:06: paragraphs as a lot of people about how

32:09: expensive dynamic impulse receiver is.

32:11: From my knowledge, please educate all

32:13: this wrong. This is because at basic

32:14: level sends the post entire hierarchy at

32:17: the point you give it making it search

32:19: for all items of the same type. I had

32:21: idea simply to possibly make much

32:23: quicker but doesn't already exist and

32:25: tell me if it wouldn't work well.

32:27: Basically there would be a fake data

32:28: model with only the slots and dynamic

32:31: impulse receivers name slots no

32:33: transforms just receivers. Uh the slots

32:35: whether they're not enabled whether

32:37: there is change with slots and dynamic

32:40: receiver on basically dynamic receiver

32:42: only model. So they don't have to go

32:44: looking down each and every slot each

32:45: time an impulse happened. Again, if they

32:47: are they do something similar to this,

32:49: feel free to explain in detail or enjoy

32:50: learning how essentially works cool

32:52: stuff. So it h this one's a little bit

32:56: complicated. Um so there's like one like

32:58: if you do systems like where you're sort

33:00: of mirroring the hierarchy um one thing

33:03: you have to be wary of is like you're

33:05: essentially introducing a constant cost

33:08: because this fake data model needs to be

33:10: constantly synced with the real data

33:12: model which means every time things move

33:14: around like you need to be updating

33:17: updating you know the fake data model

33:19: and this essentially if say say like you

33:22: know you're sending a dynamic

33:25: impulse you

33:27: So, so you send it like once per 10

33:30: seconds, but you're constantly moving

33:31: things around in a hierarchy. Now, the

33:34: problem is you're now spending lots of

33:36: cycles updating the fake data model for

33:38: something that happens once per 10

33:40: seconds.

33:42: So it's

33:44: um you know it might not like depending

33:47: on the use partner it might end up like

33:49: being worth it because like you

33:50: essentially introduce a constant cost of

33:52: you know just updating the fake data

33:55: model for like you know very sparse

33:57: queries. Um there's a lot of things it

34:00: doesn't like help you with like you know

34:01: for example having no transforms that

34:03: doesn't help you because the dynamic

34:06: impulse it doesn't care about the

34:07: transforms like it doesn't even read

34:10: them it doesn't access them you know uh

34:12: same with the components being enabled.

34:14: Um with the component is like you

34:18: know well this demo could help a little

34:20: bit like depending like you know if it

34:22: can update the three so like you could

34:24: potentially make a system that like

34:25: helps accelerate it a bit. Um but like

34:29: whether it's going to be useful or not

34:31: is going to depend on the use pattern

34:33: and the problem is it also like requires

34:35: a fair amount of engineering. There

34:37: actually is a system that's a little bit

34:39: like that that's used for you know

34:41: tracking when things move in the

34:43: hierarchy for the dynamic variables and

34:46: it's also used for uh you know when like

34:50: slots move so like you know coers can be

34:52: updated and doesn't need to like you

34:53: know traverse everything. So it could

34:57: potential make a system but then there's

34:58: a question like you know is that the

35:00: best approach because it's additional

35:01: engineering this additional cost you

35:03: know when the components move around um

35:07: and maybe just better you know to have a

35:08: better kind of messaging system like

35:10: maybe if you like you know once you

35:12: reach that point um the dynamic impulse

35:15: is not the best kind of system for what

35:17: you're doing maybe like you know you

35:20: just need to like have a system that

35:21: like you know registers itself with some

35:22: kind of event sender or event receiver

35:24: and then it sending you know to that

35:26: list of things and it might be way way

35:28: more efficient and way more manageable

35:31: approach you know overall.

35:34: So potentially yes is it's uh you could

35:37: do something like that but like with

35:40: like you you're essentially introducing

35:42: you know additional kind of constant

35:44: cost and in some cases it might be worth

35:46: it in some cases it might not but also

35:48: like you know there's over like other

35:52: approaches.

35:54: Uh next question is also from uh it's

35:58: also for Syro. Do you want to read this

35:59: one?

36:01: Question for Cyro. What window manager

36:03: do you run? And can I see your rice? Oh,

36:05: man. I don't I have not like riced my

36:11: DRO, so to speak. Like, I've not really

36:12: visually customized it. I use I use KDE

36:16: and I literally just run with the stock

36:18: Breeze Dark theme cuz I just I just want

36:21: a desktop that feels homey. This feels

36:23: homey. It looks basically almost exactly

36:26: like uh the Windows desktop. I mean, I

36:28: can I can show you my desktop. I guess

36:31: I'll just like take a screenshot of it.

36:33: Nothing super exciting.

36:41: Oh, I don't know how well that shows up

36:44: on camera. That's literally all my

36:45: desktop is. Resonate. Yeah, it's

36:48: Resonate.

36:50: Your Discord's orange.

36:52: Oh, my Discord

36:56: actually it didn't actually uh take a

36:58: picture of my taskbar. Interesting. Um,

37:01: no. I don't use that discord. I use I

37:03: use I I use a different one.

37:06: My cores are gay. My cores are gay.

37:11: Nice.

37:13: Yeah, that's that's really all not super

37:15: exciting. I just use what works.

37:22: Next question we have is from

37:27: Phoenix. Uh, Phoenix asking, will you

37:29: port Resinite to work on the Starfish

37:31: brain implant that Gabe Nuo is working

37:33: on? I mean, I don't know if you port

37:35: Resinite. It's more like hardware to the

37:37: integrate support

37:39: for. I mean, maybe if I get SDK or

37:42: something,

37:43: maybe. All I'm going to say is like I I

37:46: trust WoW a lot more with this kind of

37:48: tech than

37:50: Neuralink, but we'll see how that goes.

37:59: Next questions from

38:02: Ozie. It's a big one

38:06: too. Um Osie is asking, "I recall a long

38:09: time ago changing how Funion uploads

38:11: mesh to Unity was quite a hassle. How

38:13: are you doing it exactly? And how

38:15: different is it from how it currently

38:16: handles mesh uploading?" Also under this

38:19: question, how is the new Doom game? I

38:21: haven't heard too much about it other

38:23: than knowing my friend a few friends who

38:25: have been on playing it in which I

38:26: mention is good. So for the first part I

38:29: don't know about the hustle part like I

38:31: mean just it takes some time to do

38:34: um don't know whether we call hustle

38:36: specifically

38:38: um but essentially what it's doing is

38:41: like you know has like two sort of APIs

38:44: um for uploading mesh data. one of them

38:47: you just give it you know you give it

38:49: like uh pre-made sort of arrays of like

38:52: these are the vertx positions these are

38:54: the vertx normals these are you know

38:56: tangents these are UVs you know this is

38:58: the stuff and then you tell unit to

39:00: upload it and unit does like you know a

39:01: bunch of validations make sure

39:02: everything is okay it converts it to

39:05: whatever format it needs to be on the

39:07: GPU side and then you know pushes it to

39:09: the GPU and with the validation and

39:11: conversion you know there's

39:13: um

39:15: um there's overhead which kind of you

39:17: know slows it down. It's also like one

39:19: makes it hard to work over IPC because

39:21: right now it kind of like works from our

39:24: mesh class which you know is a lot of

39:26: kind of calls and things you know that

39:28: kind of like as it kind of converts it

39:30: and creates lots of these like separate

39:32: buffers and things and it just makes it

39:34: you know so it would be harder to get

39:36: over an IPC because it's a lot of like

39:38: you know scattered stuff. Uh, and with

39:40: IPC because we're going to be using

39:41: share memory, we kind of like want to

39:43: just be like, here's a big chunk of

39:45: memory, you know, just like bunch of

39:47: bytes and this is the mesh. And that's

39:50: kind of what's happening with like the

39:52: lower level API where essentially we

39:54: upload like we specify the GPU memory

39:58: layout of the data. We for example say

40:00: like the layout for each vertex. There's

40:03: the position which is like in this

40:04: format. It's like you know for example

40:06: 32 three 32-bit floats and then the

40:09: normals the normals are specified as you

40:12: know for example um normalized bytes you

40:16: know and it's only two of them because

40:17: you can compute a third one maybe

40:19: tangents you know similar thing can

40:22: encoded maybe colors are encoded as like

40:24: instead of flow they're encoded as half

40:26: uh and you essentially specify how it's

40:28: like lay how each vertex is laid out and

40:31: then you just give it lally a bite

40:33: buffer and be like this is the mesh

40:35: just just put it to the GPU and render

40:38: it. Um, and that's, you know, kind of

40:41: like what this new method does. It's

40:42: like there's a little bit like two

40:44: multiple kind of buffers and like some

40:45: things that don't fit into the buffers,

40:48: but essentially this is kind of what

40:49: it's doing. So, we

40:50: essentially generate you know that GPU

40:54: memory layout on our end meaning and we

40:57: just give it to Unity and we tell Unity

40:59: don't even bother validating this just,

41:01: you know, just use this as is. So we

41:03: kind of skip a little overhead because

41:04: we already do validations on our end. Um

41:08: so we kind of don't care you know if

41:10: like unit is like doing them it's kind

41:12: of just slowing things down. Um it also

41:15: makes it easier to move it over IPC

41:17: because like literally the whole mesh

41:18: upload is you know is in a single like

41:21: continuous

41:23: buffer that can be you know just put

41:25: like into the share memory and can be

41:26: kind of passed around. uh it also like

41:28: lets it lets us because uh some of the

41:31: stuff like for example blend shapes and

41:32: individual buffers because there's the

41:34: in there's like you know we have the

41:36: vertex buffer which is the vertices then

41:37: we have index buffer which is the actual

41:39: like you know primitives usually

41:41: triangles uh and just indices and we

41:44: have like you know some extra stuff we

41:45: have like bone bindings and you actually

41:46: need to do like bone weight separately

41:49: um and then the blend shapes is also

41:51: going to separate it out through this

41:52: API so it's doing it you know each frame

41:56: it maybe uploads like chunk of it and if

41:58: the mesh is big it's going to take you

42:00: know multiple frames to fully upload to

42:02: the GPU but it doesn't cause you the big

42:05: chunky like you know lag that you get um

42:09: and so I guess a combination of two

42:11: things you know it's kind of going to

42:12: help this way u we could also eventually

42:14: one thing I would like to do is like

42:15: maybe integrate our asset varant system

42:17: as well so these you know buffers that

42:21: buffer can be pre-generated so instead

42:23: of even having to generate it locally

42:25: for static meshes you just download it

42:27: and just like heat it into the GPU and

42:29: like that's it and mesh is loaded. Um,

42:33: uh, that would be like a later

42:35: thing. Oh, I forgot the other question.

42:38: The Doom game, uh, it's very good. I've

42:41: played through it like almost twice now,

42:43: like fully. Um, they actually ramp up

42:45: the difficulty to like on especially

42:47: nightmare. Um, I really like like it

42:50: feels very Doomy. It's still like, you

42:54: know, very like Doom game, but also

42:56: plays different from Eternal. Like I

42:59: really like watching videos of like Hugo

43:01: Martin. He's like the game director and

43:03: he like talks like really well about how

43:04: they design stuff. And the analogy used

43:07: like you know and like that I feel is

43:09: kind of apt for Doom Eternal. You're

43:11: like, you know, like a Ferrari, like

43:13: you're you're like, you know, like a

43:14: fighter. You're just like kind of

43:16: zooming around, you know, like sniping

43:18: the demons, like, you know, quick

43:20: switching weapons, you know,

43:21: headshotting everything. Um, you like,

43:24: you know, it's very kind of like laser

43:28: precise versus like the Doom Dark Ages.

43:32: Um, and you like, you know, like in a

43:34: very unstoppable machine, but you're

43:36: like more of a kind of glass cannon.

43:38: Like you're you're destroying

43:39: everything, but the moment like you kind

43:41: of stop or you stumble, like you get

43:43: hurt or you die. Um, with Doom, so you

43:47: kind of have to, you know, kind of

43:48: constantly keep like moving and zooming

43:50: around. uh with Doom Direct Ages like

43:53: there's still quite a bit of movement

43:54: but you actually you have the shield and

43:57: generally the slayer he feels very heavy

44:00: like a tank or like you know do you

44:02: imagine like use like what if he's like

44:04: you know heavy like a truck like one

44:06: there's one thing I really like that's

44:08: like super fun is like um in the

44:10: previous two games there's literally

44:12: there's no fall damage like you can fall

44:14: as far as you want like nothing happens

44:17: um with Doom Dark Hes there I like to

44:20: say There is fall damage. When you fall

44:23: really far, there's fall damage. It's

44:25: just not for Doomslayer. It's for all

44:27: the demons that are near you because

44:28: like if you fall from really high up,

44:30: all the demons there are going to

44:31: literally just explode. Um, so it's

44:35: like, you know, like you're literally

44:37: like playing it like it feels like, you

44:39: know, you're like a cannonball and you

44:40: have the shields like if you like you

44:42: have like a like in the in the maternal,

44:44: one of the worst thing that could happen

44:46: to you is you end up like in a corner.

44:48: You end up surround bunch of demons

44:49: attacking you. you're pretty much dead.

44:51: Like you you you you need to make sure

44:54: so you don't get into that you don't get

44:56: to that point where you get, you know,

44:58: cornered with doing direct agents

45:00: because you have the shield like you can

45:02: actually like when the demons attack you

45:04: actually parry them and then like a lot

45:06: of the weapons they're designed to kind

45:07: of work with the parry mechanic. Like

45:09: for example, uh chain shot, which is

45:11: sort of like this ball gun. Um if you

45:14: parry correctly, it fully charges it,

45:16: which like does a huge amount of damage.

45:18: Or my favorite, the rocket launcher. The

45:21: rocket launcher, there's splash damage.

45:23: So if you shoot demon that's too close,

45:25: it hurts you and can hurt you quite a

45:27: bit. But if you parry, then for a short

45:29: time, the splash damage heals you. So

45:32: you can literally get in the face of a

45:33: big demon having him like and especially

45:35: the big demons they will try to attack

45:36: you uh like you know with a parable

45:39: attack like if you're close so you get

45:41: like really in their face they will

45:42: attack you you parry you shoot them in

45:44: the face you know with a rocket launcher

45:45: heal up they'll try to attack you again

45:47: parry shoot them heal up like you get

45:49: like into this kind of like I like how

45:53: like Hugo Martin he likes to call it a

45:54: dance you know like you kind of like the

45:57: game has like its dance and you have to

45:58: learn the dance and that's how you get

46:00: like really good at game And Doom

46:02: Eternal, it has like its own form of

46:03: dance. And Doom Dark Ages, it also has

46:05: like the dance is different, but it

46:08: still feels very Doom. It feels like,

46:09: you know, kind of tearing everything up,

46:11: just doing a bit of um you know, it is

46:15: in a different way. Okay. And that's one

46:16: of the things I like is because like

46:18: with Doom 2016,

46:21: um it's

46:22: hard like once you play Eternal, it's

46:25: kind of hard to go back to it because

46:27: like Doom Eternal feels like a ramped up

46:29: 2016 like and then 2016 feels like much

46:33: slower. Um and it's kind of, you know,

46:35: you don't have the dash, you don't have

46:36: as much running. The demons are kind of

46:38: sluggish in comparison like it's just

46:40: kind of waddling around.

46:43: Um, but with Doom Eternal and Doom

46:45: Archages, I feel like they don't take

46:46: away from each other. They both kind of

46:48: stand on their own. Um, so and they're

46:52: both like very fun. Like once you kind

46:54: of like learn, you know, the Doom dance

46:56: for each one of them, like it becomes

46:57: like super fun and get into the flow of

46:59: the fight.

47:01: Um, and there's like a lot of like

47:03: really cool things like the like uh it's

47:05: a very different kind of design like the

47:09: um like the level design like the levels

47:11: are very big like this game like you can

47:13: like move around kind of like a lot but

47:15: you can also kind of zoom around quite a

47:17: bit. Um, so it's it's

47:20: very like very enjoyable. Like I've been

47:24: kind of playing through like replayed a

47:25: bunch of levels multiple times and kind

47:26: of been playing again, especially since

47:28: that. So

47:29: like they bump up the difficulty. So

47:32: like there's some things like you kind

47:33: of like they kind of tweak it. So

47:35: there's some things you cannot get away

47:37: with. I was watching the live stream

47:38: with Humar and he was like they have

47:40: like statistics so they can you know

47:42: tell how much people are dying on each

47:44: difficulty and he was like people are

47:45: dying people are not dying enough on

47:47: nightmare you're supposed to be dying

47:49: more so they kind of ramped up a few

47:51: things and there's like few few things

47:52: like you know where you used to get away

47:55: with it you know that um you don't

47:58: anymore like for example like there's

48:00: some attacks like where you could like

48:02: shield them and you would keep your

48:05: shield now like you're going to lose

48:06: your shield And one of the things in

48:08: Dark Age is if you lose your shield,

48:09: it's it can be a very quickly a death

48:11: sentence because then you cannot parry

48:13: the attacks and the demons can be very

48:15: very aggressive. Um it's it's very fun.

48:18: I'm very The only thing that like I'm a

48:21: little bit sad about is like the

48:22: soundtrack because like it doesn't sound

48:25: bad, but it's not it's not memorable the

48:28: same way like it was. Um because there

48:30: was like you know I don't get into it

48:32: but like there was you know the whole

48:32: thing that happened with Mordon but even

48:34: then like they got like Andre Hood and

48:36: David Levy and they did soundtrack for

48:39: the ancient like ancient gods like DLC's

48:41: for eternal and they like also did like

48:43: a really good job. It was

48:46: uh like it just like a lot of the tracks

48:48: that were very like you know memorable.

48:50: I could like remember individual tracks

48:53: and you know rifts from them for each of

48:56: the levels.

48:57: uh versus like you know with Doom Dark

48:59: Ages like it it doesn't sound bad but

49:02: like it's just

49:03: like to my brain it's it sounds more

49:05: like like oh it's generic guitar sounds

49:08: generic metal sounds as you're playing

49:10: through it. So it's like hard to like it

49:14: doesn't stick the same way like it does

49:16: the previous two games which is like a

49:18: little bit of like a let down for me. I

49:20: was kind of like I heard like there like

49:22: some parts that are like sound pretty

49:24: good that like I kind of remember a bit

49:25: but like not anywhere near to the level

49:29: like you know with the previous two

49:30: games including the DLC's. Um but

49:33: overall like it's like very enjoyable

49:35: game like they put a lot of like care

49:36: into it. They they balance it like you

49:39: know like pretty well like they made

49:40: like the core game play you know the

49:43: core game loop

49:45: like really really good. like once you

49:48: learn it, once you learn the pairing,

49:49: it's very very satisfying to play. And

49:51: there's a lot of like really cool

49:53: environments like I don't want to give

49:55: like too many spoilers, but there's like

49:57: um around like after the in the second

50:01: half of the game, there's like set of

50:02: levels which are

50:03: like I really enjoyed like the visuals

50:06: of them and like the theme and

50:09: stuff. Um but yeah, it's it's a very

50:12: good

50:14: game. I'm excited for the

50:24: DLC. So, next question is from Lux. Uh,

50:28: would it make sense to have asset Q as

50:30: his own support process? Also, what

50:31: character do you personally see? It's

50:33: rework having given as fragile state

50:36: which frequently breaks and is of course

50:38: vital for it functionality.

50:40: I don't h I don't know if the cure so

50:44: maybe the outside loader for static

50:46: assets could be on process. I don't

50:48: think it's as important necessarily but

50:51: also like I don't know what I actually

50:52: mean like with it like you know being

50:54: fragile state because I

50:57: don't think it is like general like

50:58: assets will load the the asset queue

51:01: always breaks. Oh, you mean Oh, you mean

51:05: the session ask session transfer

51:09: queue. Oh, no, that's Yeah. No, that

51:12: that wouldn't make sense to have its own

51:14: process. That actually kind of

51:15: complicates things a lot. Uh, that part

51:17: just needs to be rewritten. I feel like

51:19: you meant like the asset loading because

51:21: I said loading kind of server maybe

51:23: makes sense to have it own process

51:25: maybe. We'll see. Uh, the session answer

51:28: definitely not on process like that

51:30: doesn't really make sense for that. Um,

51:32: it just needs to be rewritten. Like it's

51:34: very

51:35: old code that like like needs to be

51:38: rewritten pretty much. I've wanted to

51:39: rewrite it for a while and I just

51:41: haven't gotten around to it. Um, but it

51:44: needs to be made more robust. Once I

51:47: rewrite it, it's more robust. I'll just

51:49: be taking tons of pictures in a war and

51:50: people be like, you break the asset.

51:52: I'll be like, no, I fix it. I can take

51:54: all these pictures and and can destroy

51:56: all your VRM.

51:59: Okay, so that's all the questions we got

52:02: from Discord. Um, that took a whole hour

52:06: pretty much. Oh my god. Is Yeah, there's

52:07: a lot of questions. If we if this kind

52:10: of keeps up, we might need to like have

52:12: There's a lot of questions from Twitch,

52:13: too. If this keeps up, we might need to

52:15: like insert like a system for

52:17: like we're only going to answer like,

52:19: you know, spend like this amount of time

52:21: answering Discord questions, like have

52:23: people vote on them or something.

52:26: Um anyway, let's start going through

52:29: these ones. So these ones we already

52:31: went through. Uh next question. Well,

52:34: the first question from uh Twitch is

52:37: from Snur and he's asking instead of S,

52:40: would you consider using a graphics

52:41: engine based on C# or better clarity? So

52:44: maybe like we haven't like made a

52:46: decision. There's like one that I've

52:47: been kind of looking at which is called

52:48: Stride. Um it's essentially a game

52:51: engine that's fully versioned in C. It's

52:53: a kind of neat project. uh it was

52:55: formerly named Zenko as well uh and then

52:58: like open sourced it. Uh so that's

53:01: potential. I think it like uh last time

53:02: I checked like it does use like forward

53:04: cluster rendering and it's kind of it's

53:06: kind of interesting how it does some

53:08: things like can actually take some

53:09: inspiration for some things I want to do

53:11: with the data like well the data model

53:13: but like how I want to redesign some of

53:15: the engine structures and integrate it

53:17: like into data model.

53:19: Um, so maybe there's like no decision

53:22: that's been made

53:26: yet. Pos is asking, "Do you dug a do?"

53:31: I've I've I've made the

53:35: glitch. Do I have to bring it? Do you

53:39: have to Do you have to experience the

53:40: beauty of Dagadoo?

53:42: Oh no.

53:47: is going to make me watch a video or

53:48: something, guys. I don't know what he's

53:49: going to do. We're going to make

53:50: everyone watch this.

53:53: Oh, this is This is the most beautiful

53:55: moment in the Doctor Who history. Oh my

53:58: god, it's still going. Oh my gosh, it's

54:02: still going. They So, oh my god, it's

54:06: loud. Um, I like how Fuks is like,

54:08: "We're only going to spend a small

54:10: amount of time on on questions. He's

54:12: bringing in a video. This is like 2

54:13: minutes."

54:15: Well, they they've been doing 24-hour

54:17: live stream.

54:19: This is the most sar, you're a fellow

54:21: doctor who watcher. How do you know not

54:24: how do you not know of duckadu?

54:27: How do you not know? I don't know. I

54:29: don't know.

54:32: Oh, wait. Is it going to play the audio?

54:34: I don't need any audio.

54:37: Hold on. Hold on. Hold on. Hold on. I

54:38: need to bring maybe the static clip.

54:40: This is the live stream, so maybe that's

54:42: not working, right?

54:44: Let's

54:46: see. There we go. It's just It's just 1

54:49: minute 42 seconds.

54:54: It's

54:54: Dadu. I've literally I've I've I've made

54:58: some I've put it on the like I've played

55:00: it like through Glitch a bunch of times

55:02: and then he played it and now he just

55:03: goes dagu and

55:06: um and some other people like you know

55:08: you're like like I'm staying like they

55:10: were like this is going to be in my head

55:11: for for a while.

55:15: Oh

55:16: boy. Is that

55:18: gu? It's not. It's uh still loading.

55:22: Huh? Okay. I I see it now.

55:28: Beginning.

55:43: Yes, we need avatar. Is there

56:01: run guys? Run. Please run.

56:05: Run.

56:11: I I think that's that's okay. We can

56:13: watch to this is on they've been live

56:16: streaming this for like three days now.

56:19: This is the worst resonance ever.

56:23: It's Tadoo. What I love is like a like

56:26: like I watched like the behind the

56:28: scenes and like Rasut Davis he was like

56:30: I'm washing my hands of Dadoo. Like that

56:32: had nothing to do with me. And then the

56:33: writer of that episode, she was like, I

56:36: didn't come up with that Kadoo. There

56:38: was nowhere in the script. Apparently

56:40: like Mor Gold who's like the main

56:41: composer, you know, who makes like these

56:43: super epic like tracks like he just made

56:47: this and send it to them and then they

56:49: were like freaking out about it and now

56:51: it's like, you know, 24 hours 7 live

56:53: stream that's on their channel for last

56:55: three days. So it's like very very

56:57: amusing. So yes um to your question I do

57:00: like I do and I make everyone suffer

57:03: like I do.

57:07: Oh dear. Um

57:12: so next questions from Mintshock. Uh is

57:15: there anything special you would have to

57:16: do to use the new audio features on

57:18: custom streaming cameras? Uh no there

57:21: shouldn't be. If you use the interactive

57:23: camera it should be pretty much

57:24: automatic. Like that component should

57:26: take care of it.

57:28: If it doesn't work or there's a bug,

57:29: like make a get up about

57:32: it. Oh no.

57:36: Oh. Oh no. I I I'm Never mind. I thought

57:40: like they started the stream. Um Oh,

57:42: it's still kind of Now that you have

57:44: started, do you have an ETA for the

57:45: split ending? I don't really have an

57:47: ETA. I would say like probably in a

57:50: month maybe. Hopefully. We'll see how it

57:52: goes.

57:56: essentially trying trying to do this as

57:59: fast as possible. Um, next question is

58:03: from Reen. Uh, when we come to I rework

58:05: in the future, does that include full

58:07: body rework as well or would this be

58:08: separate itself? And it's pretty much

58:11: the same thing like IK is used for full

58:13: bodies. So yes, like those like I

58:16: haven't even thought about these two

58:17: like you know being a separate separate

58:19: things.

58:22: Uh, next one is from Ace on Twitch 17.

58:27: Uh, is asking for IK questions. Uh, will

58:31: IK rework give us a more simplified full

58:33: body calibrator? For example, not having

58:35: to adjust your hips. So, your avatar

58:36: isn't like hunched. And that's pretty

58:38: much the point of it because like one of

58:40: the reasons it kind of hunched is

58:42: because the IK doesn't work super well.

58:44: So, you kind of have to spend a lot of

58:45: like messing around to make it look

58:48: better. But even then, it's kind of

58:49: difficult. The general goal is for IK to

58:53: just behave like way better out of the

58:55: box. So you don't have to spend time,

58:57: you know, fine-tuning it. So it's not

59:01: even like the like we don't even say

59:02: this calibration itself because we might

59:04: preserve the ability to, you know, do

59:06: fine adjustments if you really want to

59:07: do them. We want to make the IK work

59:10: well enough so you don't have to do, you

59:13: know, the calibrations in like 99% of

59:15: the cases or something like that.

59:20: Uh, next question is from the ultra wide

59:22: gamer. Uh, where should I put this? It's

59:25: big one. Ultra wide gamer is asking uh

59:29: because of all the

59:30: large my battery is uh because of all

59:34: the large and fast features we have been

59:35: implementing. Thank you for this by the

59:37: way. I have noticed lately that the

59:39: stability and its features have been

59:41: getting worse. Is there any plans to

59:42: slow down on features for a little bit

59:44: and focus more on back and stabilize

59:46: day? Um it depends which features you

59:50: want. Like usually when new features

59:51: enter in third it's going to be few bugs

59:52: but it also kind of depends how things

59:54: are kind of going lately. Like lately

59:56: I've been kind

59:58: of overstressed a bit so I feel I've

01:00:00: been making more kind of mistakes but

01:00:02: it's also like one of the things you

01:00:04: know where stuff like molecules going to

01:00:05: help because like one of the things we

01:00:07: don't really do is like pre-release

01:00:09: testing for everything. Um and one of

01:00:12: the reasons is there's like overhead. So

01:00:14: we did it for everything that would like

01:00:16: slow down the development so it's you

01:00:17: know to a halt but with molecule that

01:00:20: might actually kind of easier to do

01:00:23: where you know and it kind of comes with

01:00:25: a CI/CD stuff like where like you know

01:00:27: make a comet and like this just makes a

01:00:29: build and the build's available like you

01:00:31: know you can be like okay test this out

01:00:32: test this thing out test this thing out

01:00:34: so that might make things like that

01:00:35: easier uh but also yeah like usually

01:00:37: after big thing is done there's you know

01:00:39: some time spent on cleaning things out

01:00:42: as well and so

01:00:43: But it depends like what kind of

01:00:44: stability like you know you're kind of

01:00:46: thinking uh because like you know

01:00:48: stability can mean like you know crashes

01:00:50: like you know the process crashes down

01:00:52: or means like is a feature broken or

01:00:54: something. So

01:00:58: depends. Uh next question is from this a

01:01:02: big one uh from as on Twitch 17 with the

01:01:05: success of uh with the success of the

01:01:08: amount of uploads called spawning has on

01:01:10: GitHub. Thanks you for encouraging

01:01:12: people to upload if they want

01:01:13: corresponding in the updates channel and

01:01:14: discord. Would you consider encouraging

01:01:16: people to upload on other requested

01:01:17: features on discord like IKE rework, UI

01:01:20: work, protolex collections and what will

01:01:22: help you guys a lot in the roller

01:01:24: molecule? I mean yeah we kind of do that

01:01:26: like like anytime like issues kind of

01:01:28: come up we're like this thing would like

01:01:30: you know help fix it if you really want

01:01:32: to still fix this um you know this is

01:01:34: the feature to upload. So, and we kind

01:01:37: of keep bringing that, you know, like

01:01:39: when people are like, you know, there's

01:01:40: issues with like, you know, build

01:01:41: releases, not being able to like, you

01:01:43: know, revert builds and stuff like that,

01:01:44: we like, please support Molecule, it's

01:01:47: going to help us and it's going to help

01:01:48: you, you know, be able to like swap

01:01:50: those builds. So, in general, yeah, like

01:01:55: I mean like you can like, you know, we I

01:01:58: would encourage like people to just, you

01:01:59: know, vote on everything you like, you

01:02:01: know, if something's important to you,

01:02:02: like, you know, put a vote to it. I

01:02:04: think one thing I said we kind of be

01:02:05: careful is like you know if you upload

01:02:07: lots of issues you know and lots of

01:02:09: issues are like those that doesn't make

01:02:10: like one of the issues kind of stand out

01:02:12: so that can be kind of hard because like

01:02:13: if you say um this issue is important um

01:02:18: but you say like for multiple issues and

01:02:20: say like you know there's four issues

01:02:22: which all each one of them has 100 votes

01:02:25: you know they're kind of on the same

01:02:26: level meaning we can prioritize them in

01:02:28: the order but one of them has like way

01:02:30: more votes you know then it's kind of

01:02:32: trickier So we might like you know do

01:02:34: more things to kind of decide like you

01:02:36: know which one ends up being next. But

01:02:37: if one has like lots of roads and can be

01:02:39: like okay this seems like a really good

01:02:41: thing to prioritize right

01:02:43: now or you know in some cases we kind of

01:02:46: steer the development towards it like we

01:02:48: see like okay this is something that a

01:02:49: lot of people have interest in. We're

01:02:51: going to you know try to work towards

01:02:52: that because sometimes you know it takes

01:02:54: a bit like you know to be able to get

01:02:56: into specific issue.

01:03:00: Um, next one is from as7. After in-game

01:03:05: mesh vertx editing is implemented, do

01:03:06: you also plan adding blender like

01:03:08: modifiers for mesh in the future as

01:03:09: well? Yeah, there actually there's an

01:03:11: issue for it is the mesh DSP for proto

01:03:14: flag. So you essentially be able to, you

01:03:16: know, create like a sort of flow how the

01:03:18: mesh gets processed. So you can have

01:03:20: like, you know, you're going to be

01:03:21: editing the base vertices and then it

01:03:23: goes through DSP. So produce the final

01:03:24: mesh. And the DSP, you know, it can do a

01:03:26: bunch of things. You can do like you

01:03:28: know for example um apply you know

01:03:30: subsurface like um no subsurface um

01:03:35: subsurflex I completely forgot the name

01:03:37: of it uh subsurface

01:03:39: subdivision I think I might be messing

01:03:42: it up um essentially like smoothing out

01:03:44: the mesh you know doing kind of

01:03:46: processing and you can even mer and you

01:03:48: could even like merge it with like other

01:03:49: meshes and do stuff you know so you can

01:03:51: have like define a procedural kind of

01:03:52: pipeline with like you know vertices as

01:03:55: the basis

01:03:57: is so that's pretty much you know meant

01:04:00: to kind of like those two features are

01:04:01: meant to be kind of you know synergic

01:04:03: with each other

01:04:06: uh Grand K is asking uh how will the APC

01:04:09: stuff be tested really peace meal or as

01:04:11: a whole probably as a whole like like

01:04:14: most of it has to be working because

01:04:17: um if not all like if not if most of

01:04:20: it's not working then you pretty much

01:04:22: don't have a functional you know build

01:04:24: because say for example

01:04:26: We have a part of the IPC that uploads

01:04:29: assets but doesn't but we don't have the

01:04:31: part that like renders me renders

01:04:34: meshes. You have assets uploaded in

01:04:37: memory but you can't see anything

01:04:39: because there's no mesh. So like there's

01:04:41: nothing to test. So and it kind of comes

01:04:43: in with everything. Pretty much most of

01:04:44: the features they need something there

01:04:47: like you know it needs to be working so

01:04:49: you can actually have like something

01:04:51: usable build that you can test.

01:04:59: Um, Kaurus uh asking, "Were you

01:05:02: surprised how many people up a voted the

01:05:04: cost ban feature request after you added

01:05:06: it to patch note?"

01:05:09: Um, I don't know if I was surprised. I

01:05:11: mean, it seems like more than usual

01:05:13: because it's not the first time we did

01:05:14: it. Like sometimes we kind of like

01:05:15: include stuff, but uh um I think it

01:05:18: definitely helped and definitely helped

01:05:20: like, you know, show that like this is

01:05:22: something that a lot of people care

01:05:23: about. Maybe a lot of people didn't

01:05:24: didn't realize this is not an officially

01:05:26: supported feature. This is a hack. Um

01:05:30: you only want like official feature, you

01:05:32: know,

01:05:34: um you really want like official feature

01:05:36: so like you know don't run into into the

01:05:38: same situation

01:05:40: again. Uh next one is from Ace on Twitch

01:05:45: 17. When the inventory UI gets reworked,

01:05:48: will we also see the work of over

01:05:49: inventory?

01:05:52: I know that both will be using about

01:05:54: same data fees but legos inventory and

01:05:56: streaming UI looks outdated compared to

01:05:58: UI like inspector.

01:06:00: I'm concerned legacy for a reason like

01:06:04: it. Yeah, because like the inventory big

01:06:07: works that means we replace it. Like we

01:06:10: replace the legacy with a new one.

01:06:11: Meaning the legacy goes away. So like

01:06:14: when the inventory gets UI like when

01:06:16: inventory UI gets rework, the legacy

01:06:18: one's going to be just gone. It won't be

01:06:21: there anymore.

01:06:25: Yeah.

01:06:29: Uh Nichl is asking please open source

01:06:31: the render. I would love to push some

01:06:33: new material property blocks out. I

01:06:34: badly need new ones like texture scale.

01:06:37: Uh yes there's already got issues. They

01:06:39: just haven't been prioritized. So this

01:06:42: is one of the so this is actually one of

01:06:45: the reasons you know why we're kind of a

01:06:46: little bit worried about open sourcing

01:06:48: some things because um open sourcing

01:06:51: doesn't mean we're going to accept every

01:06:53: change and every PR

01:06:56: um because we still have to like you

01:06:58: know make sure it's kind of aligned with

01:06:59: our development and one of the things

01:07:02: I'm worried about is like you know when

01:07:04: open sourcing some people will be like

01:07:05: oh let's just add all these features I

01:07:07: wanted and then make a big

01:07:09: PR and will be like we can't merge this

01:07:12: because you know maybe there's technical

01:07:14: issues maybe maybe like you know we

01:07:16: don't want to commit to like you know

01:07:18: the maintenance like you know burden

01:07:20: because like once it's merged we are

01:07:22: responsible for maintaining the code we

01:07:24: have to make sure you know that code

01:07:25: that you contributed keeps working

01:07:28: because code like with changes code will

01:07:29: break and once we do switch the render

01:07:32: we also have to port all those changes

01:07:33: so maybe we'll be like we don't want

01:07:35: these extensive changes to stuff

01:07:39: um because you So like we'll have to

01:07:41: rework all of those when we switch

01:07:43: render. So we might like you know deny

01:07:46: those PRs and that can create a

01:07:48: paramount you

01:07:51: know anger like make people like mad you

01:07:54: know that like they spend work on like

01:07:56: implementing some things and you know

01:07:58: then we just reject them. Um so in a way

01:08:01: like in being kind of close source it

01:08:03: makes like we don't have to deal with it

01:08:05: kind of thing. Uh and when we do open

01:08:07: source it we need to kind of be prepared

01:08:09: for that. And one of the things would be

01:08:10: you know for example having a guideline

01:08:12: being like these are you know the code

01:08:14: quality standards you know that we

01:08:15: require these are like you know um these

01:08:18: are the things we accept these are

01:08:19: things we don't accept. So people know

01:08:22: up front, you know, like what are we

01:08:24: going to accept and what are we not

01:08:25: going to accept and don't they don't

01:08:27: spend, you know, a lot of time kind of

01:08:28: working on things that, you know, would

01:08:30: end up being rejected. But also, you

01:08:32: know, setting all of that up. That takes

01:08:34: time. And the Spark isn't like going to

01:08:37: do it like gradually too. And do it for

01:08:39: especially for parts of code where it's

01:08:42: much easier for people to run their own

01:08:44: fork like for example for importer or

01:08:47: exporter because with importer and

01:08:49: exporter, you don't care about, you

01:08:51: know, long-term compatibility with stuff

01:08:53: like you're kind of take you're taking

01:08:55: that burden on. Uh and it also has more

01:08:58: well- definfined API. So like you know

01:09:00: the it shouldn't break as much but

01:09:02: you're essentially responsible for

01:09:03: maintaining that because you can you

01:09:05: know you can have your own fork or an

01:09:06: importer or have like completely custom

01:09:09: community importer and you just you know

01:09:11: you load it in as a

01:09:13: plug-in and you know we don't have to

01:09:15: even worry about it. U where it's for

01:09:18: render you know that's something that

01:09:19: needs to be shared with everyone and

01:09:21: that like puts a lot more burden on the

01:09:23: maintenance. you know, you cannot just

01:09:24: run your own render because then you

01:09:26: would be able to see stuff that other

01:09:28: people don't see and that kind of breaks

01:09:30: the experience.

01:09:32: So, we're

01:09:35: probably not going to open source that

01:09:37: as soon as, you know, as the other

01:09:39: things or maybe we'll have like, you

01:09:40: know, some strict rules on what we

01:09:42: accept, what we don't. Well, we

01:09:43: definitely will once that happens. But

01:09:46: this is kind of like one of the things

01:09:48: is you know

01:09:49: like I don't want the open source auto

01:09:54: like you just can add like all the

01:09:56: features like you wanted like you know

01:09:57: like and automatically accept them.

01:10:01: Yeah. It's one of those things that like

01:10:03: you need to be prepared to take no for

01:10:05: the answer and have that not be like a

01:10:08: super like emotional thing like on on

01:10:11: the PR cuz it's all just like it's all

01:10:13: just like a very objective like

01:10:17: business. It's also like on our end

01:10:19: there needs to be a process we're

01:10:21: prepared to handle because right now I

01:10:23: feel like we're not. Yeah.

01:10:27: Um, next

01:10:29: question is from Nokiun. I noticed

01:10:32: special variables are sampled based on

01:10:33: their own slot and doing them from the

01:10:35: user viewpoint requires some factor. Uh,

01:10:38: what uses were the designed for beyond

01:10:40: sampling from user view.

01:10:43: I don't quite understand.

01:10:46: There shouldn't be. There's a protoflux

01:10:48: node you can use to sample from the

01:10:51: viewpoint. Like you just plug the

01:10:53: viewpoint protoflux node or the the user

01:10:56: view position into the sample uh spatial

01:11:00: variable node and there you go. Easy

01:11:02: peasy. You can pretty much sample them

01:11:04: from arbitrary position in the world.

01:11:06: It's like all in global coordinate

01:11:07: space. You just give it like a float

01:11:09: tree and you get whatever values at that

01:11:11: point.

01:11:18: Uh, next question is as on Twitch. While

01:11:22: legacy inventory has option for it, will

01:11:24: we ever see option to make your dash

01:11:26: shown to other users in future? For

01:11:27: example, you want to show users features

01:11:29: like customizing the dash. So you

01:11:31: demonstrate with your dash. Uh, that

01:11:33: might be a bit tricky. One of the

01:11:35: reasons like we don't really allow that

01:11:38: right now is like because it opens

01:11:40: security holes. Um we might end up like

01:11:44: maybe making some system that can

01:11:45: replicate just the visuals but even

01:11:47: that's kind of like you know tricky.

01:11:51: Um so with the inventory like you know

01:11:53: one of the things like with the redesign

01:11:55: is like uh with the data feeds and for

01:11:58: example with worlds is like data feed is

01:12:00: aware where it's running and based on

01:12:03: that you know it sort of filters the

01:12:05: data. For example, if you have a world

01:12:07: data feed that's showing active

01:12:08: sessions, if it's in world, it's not

01:12:11: going to show any sessions that the user

01:12:14: would have not seen otherwise. So, for

01:12:16: example, any, you know, context only

01:12:18: sessions or context plus sessions,

01:12:20: they're not going to be visible like the

01:12:22: data is not just going to provide them.

01:12:25: Um, because it knows in public, so it

01:12:27: only shows, you know, public worlds.

01:12:29: That way, it cannot be abused, you know,

01:12:32: to for example spy on somebody else's,

01:12:34: you know,

01:12:36: worlds uh the inventory data is going to

01:12:38: work the same uh it'll be able to you

01:12:41: know work with like public folders. So

01:12:44: if the folders already would be visible

01:12:46: to the user data is going to provide it

01:12:47: but it's not going to uh show you

01:12:50: anything that is private if is in

01:12:52: public. So that one's a little bit more

01:12:55: kind of scoped, you know, so we can kind

01:12:57: of design it in a way where it can be

01:12:59: more safely shared and within the world

01:13:01: because we kind of control, you know,

01:13:02: what data flows into it. With your dash,

01:13:05: dash is very complex. There's a lot of

01:13:08: stuff in it.

01:13:09: Um so like that becomes a little bit

01:13:14: harder to like you know just make the

01:13:16: clean separation for it.

01:13:18: Uh it would probably more be like you

01:13:20: know just like let's show just the

01:13:21: visuals but even the visuals could

01:13:23: potentially you know leak some sensitive

01:13:25: data. Um so the best thing would be

01:13:27: probably you know showing some kind of

01:13:29: like mockup or some stuff or videos or

01:13:32: you know simplified version of it. It's

01:13:35: a tricky

01:13:39: issue. Uh, next question is from Grand

01:13:44: K. Gr's asking,

01:13:45: "Shno, you're too late. We already had a

01:13:49: pit. Too

01:13:51: late." Uh, what time we have install

01:13:54: time.

01:13:57: And next questions from Noon. Uh, also

01:14:02: we'll be marking fish request for sample

01:14:04: that works from user viewpoint.

01:14:07: I you should be able to able to just

01:14:09: sample it already from wherever we want.

01:14:12: Yeah, there like I said there's a

01:14:14: viewpoint auto flex node. You can just

01:14:15: plug into the sample spatial variable

01:14:17: flex node.

01:14:22: Next question. I put this

01:14:27: um next question from as 17. After web

01:14:30: assembly gets implemented, would we ever

01:14:32: see support for something like Unity

01:14:33: plugins or any other render plugins in

01:14:36: the future? For example, I have a void

01:14:38: avatar and in Unity, I use this plugin

01:14:40: called HANA tool and it can do things

01:14:42: like add face track and blend shape to

01:14:44: my void avatar. Uh if I ever redo my

01:14:46: void avatar and resonate when official

01:14:48: VM support is added, it would be cool to

01:14:51: use Hannah tool in Resonate. Also um I

01:14:54: mean when we have web assembly

01:14:57: that like people can develop you know

01:15:00: plugins and stuff and the only

01:15:02: limitation is you know what kind of APIs

01:15:03: we provide to interact with things but

01:15:05: that tends to be very low level with

01:15:06: resite you know with the data model. Um,

01:15:10: so people could implement their own

01:15:11: plugins, but very likely, you know, you

01:15:14: wouldn't be able to just, you know, take

01:15:16: plug-in developed for something like

01:15:18: Unity and just bring it into Resonite.

01:15:20: That's not going to work because it's

01:15:22: version to work with Unity stuff, not

01:15:23: with Resonite stuff. um if you know the

01:15:28: developers of the HANA tool I'm not

01:15:30: really familiar with it so I don't know

01:15:31: like any specifics of it but if the

01:15:32: developers of that tool

01:15:35: um you know made a port then we'll be

01:15:38: able to use it the other approach

01:15:42: um would be you know with using Unity

01:15:45: SDK like once we introduce that because

01:15:48: that way you know you can have like you

01:15:50: you can build your stuff in Unity and

01:15:51: then let's just import it here uh

01:15:54: transfer

01:15:55: transfer it

01:15:56: here. That way you could use, you know,

01:15:58: plugins and tools used for Unity

01:16:02: um in your workflow and then bring the

01:16:04: stuff over and if you need to make

01:16:06: modifications, you know, use the tool in

01:16:08: Unity again and bring the stuff over. So

01:16:10: that would be the other approach if you

01:16:12: just want to use the tool that's made

01:16:13: for Unity. It's actually one of the

01:16:15: reasons, you know, like why we uh why

01:16:18: it's beneficial for us to have SDK for

01:16:20: Unity even though like, you know, we're

01:16:21: very focused on in-game editing is

01:16:24: because like it makes it usable with

01:16:25: existing tools and you know, stuff

01:16:27: that's made for third party tools and

01:16:29: you can kind of take advantage of them

01:16:31: in your workflow if you want

01:16:34: to. Um, next question is from as Twitch

01:16:38: 17 as well. Uh,

01:16:41: uh, where do I put it? Uh last question

01:16:44: from my batch. When the rigid body

01:16:46: physics is implemented, could dupler be

01:16:47: used on it? For example, uh you hammer

01:16:51: through a speaker playing audio and the

01:16:52: Doppler effect makes it audio sound

01:16:54: funny. If I'm gone, when you answer my

01:16:56: questions, I want to say thank you for

01:16:57: answering my questions and hope you

01:16:58: insider have a great rest of your

01:17:00: stream. Thank you. Uh I mean doesn't

01:17:03: really care what's moving the object. So

01:17:05: like if you have rigid

01:17:07: body it like it's going to work the same

01:17:10: way if you like if you were moving the

01:17:11: object you know with a paner component

01:17:13: or proto flags or just grabbing and

01:17:15: holding and moving it around the doesn't

01:17:17: care it just looks has the object moved

01:17:20: as it moved yes I'm going to apply

01:17:22: doppler so

01:17:24: there's not really anything special it

01:17:26: needs to do with Richard

01:17:28: body oh there's one more

01:17:31: um isn't uh forgot one more sorry Well,

01:17:35: we will be getting cloud spawning soon.

01:17:37: We'll be well, we haven't said soon, so

01:17:40: I mean, we're probably going to look at

01:17:42: it like, you know, posting like soonish,

01:17:44: but I don't want to make any promises

01:17:46: right now. Uh, will we see ability to

01:17:48: switch to avatar to

01:17:50: prox switch? Um, I mean, you can already

01:17:54: kind of do that like you can like, you

01:17:56: know, there's a equip avatar node. I

01:17:58: don't know exactly what you mean though,

01:18:00: like if you mean switching one from the

01:18:02: inventory. maybe like you know like API

01:18:04: so you can kind of like uh automate

01:18:07: stuff in your user space and you know

01:18:09: have it you know switch whatever avatar

01:18:12: you want have like whatever logic you

01:18:13: want but um I don't know if that's what

01:18:15: you mean or no I mean most likely you

01:18:17: would just spawn the thing and then

01:18:18: equip the avatar with the node

01:18:25: uh next question is from

01:18:28: Hazer didn't need to do

01:18:31: that come

01:18:36: I'm just going to put it this going to

01:18:37: be

01:18:37: crooked. Uh, could we see more setting

01:18:40: options in the client that lets us take

01:18:41: advantage of all the things that the

01:18:43: asset variant system I feel like asset

01:18:45: variant does a lot but not everything is

01:18:47: exposed to users currently to optimize

01:18:49: the game to their specifications

01:18:50: preferences. Um, and maybe we want to

01:18:53: add more in the future. uh question is

01:18:56: you know what specific options you're

01:18:58: thinking about because like most of

01:19:00: stuff like should be sort of exposed

01:19:03: this right now with the textures we do

01:19:06: want to add like you know stuff like for

01:19:08: example simplifying meshes so you can

01:19:10: like you know be like okay like there's

01:19:12: going to be limit on like geometry

01:19:14: complexity but like we don'tet system

01:19:17: doesn't support it yet. Some more for

01:19:18: example with audio like when say like

01:19:20: you have a slow internet you want like

01:19:22: audio files you know to be like more

01:19:25: compressed for smaller download maybe

01:19:27: you know that

01:19:29: um with the textures like like most of

01:19:32: options like you should only be like

01:19:35: exposed like you can it's pretty much

01:19:36: like you know resolutions stuff

01:19:39: so I don't know which options you're

01:19:42: thinking but like there's definitely

01:19:43: going to be more in the future.

01:19:52: Uh, next questions from

01:19:56: Nookun. Nukun is asking. Oh

01:20:01: no. Uh, do you have a world use new

01:20:05: builds to see what broke? It occurs to

01:20:07: me that would a good way to automate.

01:20:09: Uh, probably have something more

01:20:11: sophisticated. It usually depends what's

01:20:13: being developed. Like I try to like pick

01:20:15: worlds where I'm sure like you know some

01:20:18: of the features are going to be used. So

01:20:20: usually it's a combination. I pick

01:20:21: worlds where uh I know it uses certain

01:20:25: things that are being changed that could

01:20:27: break. So it's going to depend on the

01:20:29: specific feature. I also tend to test

01:20:31: with like popular worlds. So if there's

01:20:33: like you know words that like people use

01:20:34: a lot like you I use those. It depends.

01:20:37: It depends on the specific thing. Um,

01:20:41: automating stuff is like a little more

01:20:43: difficult because like that's going to

01:20:44: depend a lot like on specific kind of

01:20:52: feature. Next question is from BD I keep

01:20:56: doing this. Um, can you help?

01:21:01: Yeah, it's fine. There we go. Okay. Uh

01:21:04: BD is asking with the future in new

01:21:06: rendering engine is there any

01:21:08: possibility of moving to double world

01:21:10: coordinates to avoid uh floating

01:21:12: pointing issues with large world? Uh

01:21:14: probably not. I'm very unlikely going to

01:21:17: do like doubles because you cannot do it

01:21:19: just with the rendering. You kind of

01:21:21: have you need to propagate it through

01:21:22: entire pipeline which means you know the

01:21:25: transform which means the hierarchy uh

01:21:28: which means the physics engine like a

01:21:30: lot of the stuff like it needs to like

01:21:32: you know always use doubles and problem

01:21:34: is there is a pretty significant

01:21:36: performance cost with that um you know

01:21:39: because doubles like they literally use

01:21:41: double amount of memory which you know

01:21:43: means you get double the CPU cache

01:21:45: misses they also with modern CPUs and

01:21:48: especially modern GP modern GPU use they

01:21:51: are way slower like um especially with

01:21:56: like

01:21:57: um if with consumer GPUs doubles are

01:22:01: slow but even with a specialized GPUs

01:22:04: you know that like are designed for like

01:22:06: you know scientific workloads and have

01:22:07: like better double performance often

01:22:10: times the double performance is like

01:22:12: less than half of what you get with

01:22:14: floats. Um so like you you it's

01:22:17: something like you use in a very

01:22:19: specialized you know

01:22:21: scenarios because because like you know

01:22:22: there's a quite a big penalty for it.

01:22:26: Um so it's not something like we would

01:22:29: like you know switch especially because

01:22:31: there's like other approaches you can

01:22:33: use you know for example one of the

01:22:36: things is like kind of partitioning

01:22:37: world and sort of like keeping keeping

01:22:39: the actual floating point corners small

01:22:42: and then having separate coordinate

01:22:43: system you know uh that you know is like

01:22:47: a more kind of global position and it

01:22:49: would be something you know for example

01:22:50: with the domain system where you know

01:22:54: you chunk the world into smaller chunks

01:22:56: and then within each chunk your relative

01:22:58: position is small but the chunks are

01:23:00: sort of positioned relative to each

01:23:02: other. So you can like you know travel

01:23:04: huge distances without the values

01:23:07: actually being you know

01:23:09: huge. So very unlikely like you know to

01:23:12: switch to doubles for this like that it

01:23:14: would have pretty bad performance

01:23:20: implications.

01:23:21: Um K uh why is superlex pack uh

01:23:24: unpacking recursive when packing only

01:23:27: targeting slot? Uh it's so you can kind

01:23:29: of just unpack like um like there's like

01:23:33: two reasons like one you can unpack

01:23:34: multiple groups at once. So like you

01:23:36: know you have like things can organize

01:23:38: you can just be like you know we have

01:23:40: like things organized into modules you

01:23:42: can just take the route and go unpack.

01:23:44: The other part is so you don't have to

01:23:46: pick the specific slot. Like if you have

01:23:48: like um if you have like you know your

01:23:50: sword and maybe like you know have it

01:23:52: like suborganize you can just pick that

01:23:54: and go unpack and it's going to work

01:23:58: um you know as long as like you know

01:24:00: otherwise you have to like be very

01:24:02: specific with which slot you select and

01:24:04: that's not going to be as good like for

01:24:06: user like you know intuition because you

01:24:08: you essentially say you would have like

01:24:10: you know a little bit of organization

01:24:11: you go unpeg nothing happens and that's

01:24:13: confusing to user and and you have to be

01:24:15: like no no no you have to like you know

01:24:17: have to like you know one slot lower you

01:24:18: have to unpack like you know

01:24:19: specifically this way like it doesn't

01:24:22: make a good UIX.

01:24:24: Yeah to to I think the to infer a little

01:24:28: bit of context from that previous one

01:24:29: they were probably thinking about like

01:24:31: accidentally unpacking the entire world

01:24:33: route.

01:24:37: Yeah. Uh how it's going to happen. It's

01:24:41: also like one of the things you know the

01:24:42: solutions for that like we can be like

01:24:44: where the system goes like it's like

01:24:47: we're about to unpack you know huge

01:24:50: amount of nodes is that do you really

01:24:51: want to do that?

01:24:55: Um anyway the next question is from

01:24:57: Maria H. Uh which update holds the world

01:25:01: record of being the shortest amount of

01:25:03: time since the update before it? I don't

01:25:05: really know. like we usually um when

01:25:07: there's an update sometimes there's like

01:25:09: you know issues that pop up. Uh so like

01:25:12: there's like a hot fix like you know

01:25:13: shortly after it. So this happened a few

01:25:15: times. Usually whenever I release an

01:25:18: update I will just kind of keep thing

01:25:19: monitoring things for a bit see if

01:25:21: there's like anything on fire and uh if

01:25:23: there is like you know I try to catch it

01:25:25: up like quick. Um so there's been like a

01:25:28: few times like where that has to be

01:25:30: done. We really try to avoid it as much

01:25:32: as we can but it's kind of you know a

01:25:33: balance of uh how thorough the testing

01:25:36: is um for each you know of the

01:25:41: features and it's like even some things

01:25:43: you know like we've had cases where I

01:25:45: had to like do like when we've done like

01:25:47: literally weeks or even sometimes months

01:25:50: of pre-release testing the build gets

01:25:53: updated and there's a big issue that

01:25:55: pops up that nobody found during the

01:25:57: pre-release testing so I have to like

01:25:59: quickly patch it as well. So stuff like

01:26:01: that

01:26:04: happens. Uh Epic Distance asking the the

01:26:08: what brain ship there was like a news

01:26:10: recently that Gabe New he has a company

01:26:12: called like I think it was like Starfish

01:26:14: something. Uh he has a company that's

01:26:16: like looking into like neural

01:26:22: interfaces. Um Epicistan's asking will

01:26:25: there be a preant to do that. Uh, Epic

01:26:29: is asking, "Will there be a pre-release

01:26:31: to the mesh upload pipeline to make sure

01:26:33: that everything is working?" Uh, not

01:26:35: sure yet. Depends, you know, I'll do

01:26:36: like bunch of testing, see like how

01:26:38: things work. There might not be because

01:26:40: like it might just be like fine like and

01:26:43: there's not like too much variability to

01:26:45: it, but there might be depend. It's not

01:26:48: finished yet, so I don't know yet.

01:26:52: Um, next question is from BitCrack IGN

01:26:55: is asking how big is the IP buffer or

01:26:58: IPC? Is it dynamically sized? Yeah, it's

01:27:00: pretty much dynamically sized. It's

01:27:01: going to depend, you know, how much is

01:27:03: happening. Uh, if you in the smaller

01:27:05: worlds, small amount of stuff happening,

01:27:07: it's going to be small and as like as

01:27:09: you load stuff, it's going to become

01:27:12: bigger. Uh, NightLab VRC is asking plans

01:27:16: for inverse kinematic fixes. Um, so like

01:27:20: I mean like the I like the full body IK

01:27:22: and such. Uh, we don't actually plan on

01:27:24: any sort of small incremental fixes. We

01:27:26: plan to replace it completely uh with a

01:27:29: redesigned system that's going to, you

01:27:30: know, fix a whole bunch of things all at

01:27:33: once. Uh, and that's the we generally

01:27:36: call that the IK

01:27:41: rework. Oh, this is the Doom part. D is

01:27:45: asking for me the m new music is missing

01:27:47: the complex and weird but working

01:27:49: amazing sound design of Mordon just too

01:27:52: generic. Yeah, that's kind of what I

01:27:54: would describe. Like the music it

01:27:55: doesn't sound bad but it's just too

01:27:57: generic. Like it doesn't stick to the

01:27:59: brain the same way like

01:28:02: um the previous one

01:28:05: did. Next questions

01:28:07: from Saden Dab or Sen, I don't know how

01:28:11: to pronounce that.

01:28:13: Um, hi. Out of curiosity, I know English

01:28:16: is the work language of the core team.

01:28:18: Which other languages do you and other

01:28:20: team members speak? Well, I speak Czech.

01:28:22: That's my uh native language. I can also

01:28:25: understand Slovak, which most Czech

01:28:27: people can do. Um,

01:28:30: I don't actually Oh, so I know Bob, uh,

01:28:34: who's our finance officer. He actually

01:28:36: speaks bit of Japanese, which is like

01:28:38: been very useful because been

01:28:40: interacting a lot with the Japanese

01:28:41: community. Uh, and he also visited like

01:28:43: in Japan. I think he knows a few other

01:28:45: languages still a bit as well, but the

01:28:46: Japanese I think is the most permanent

01:28:48: one. Um, I don't know for other team

01:28:52: members

01:28:54: much. It doesn't come up like super

01:28:56: much. I mean, the only the only other

01:29:00: one I technically speak a little bit is

01:29:02: like tokip pona, which is like a it's

01:29:05: not even like a real language. It's like

01:29:06: a conlang. So, it's it's like super

01:29:09: duper simple, 125 words.

01:29:12: Um, yeah, I recommend looking it up.

01:29:15: It's super fun. It's a nice cool. I

01:29:18: really like it. Like, it makes you

01:29:19: really think about languages and

01:29:21: communication, like how we kind of

01:29:22: communicate concepts.

01:29:25: Yeah.

01:29:27: Yeah. I don't I don't actually know like

01:29:28: um it doesn't really come up much.

01:29:34: Um Yeah. like like most of us

01:29:38: like yeah I can't think of anything else

01:29:41: other than the B scenario because that

01:29:42: one comes up like because of the

01:29:43: business things with the Japanese stuff

01:29:46: and I think I'm the

01:29:49: only I think on the team I'm the only

01:29:51: like non-native English speaker myself

01:29:54: right now. I

01:29:57: think I

01:29:59: know we have to ask

01:30:04: around. Uh Nikki put this special was

01:30:09: asking. We'll have to look at it

01:30:11: afterwards. Ni, what is dagger do? You

01:30:15: you know what it is now.

01:30:18: It's the bird.

01:30:21: You know what this is now? It's no more.

01:30:25: Is it by bear official, isn't it? Dad do

01:30:28: Avatar when I don't know I could do

01:30:30: that. Like that's technically, you know,

01:30:32: not um it's BBC stuff. I mean, I figure

01:30:37: somebody's going to do it sooner or

01:30:40: later. Oh yeah, there's a bunch of

01:30:42: stuff. Um, next question is from Rasmos

01:30:45: 0 uh

01:30:47: 0211. Uh, what are the prospects of

01:30:50: future physics components besides

01:30:51: character controller? pretty much like a

01:30:53: full like standard kind of standardish

01:30:56: set of like you know rigid body physics.

01:30:57: So we have like you know rigid bodies

01:30:59: bunch of constraints uh you can have

01:31:01: like you know some stuff like apply

01:31:02: forces and stuff like

01:31:06: that. Next questions from Lucas 7. Uh

01:31:11: sorry I just got here but uh did

01:31:13: something happened to the stream audio?

01:31:15: I think obviously it's recording work.

01:31:16: Oh no is it? Have you even asked people

01:31:21: why another person says it sounds fine

01:31:23: to them?

01:31:25: Okay, maybe maybe they just maybe they

01:31:28: joined when I was switching it. No, I

01:31:30: think I switched before then.

01:31:33: That's weird. Are you hearing my voice

01:31:35: twice? You should be like hearing my

01:31:37: voice spatialized because it should be

01:31:39: being rendered from viewpoint of the

01:31:41: camera. I kind of wish we had like a

01:31:43: time stamp for the questions so we knew

01:31:44: how long ago they were asked. Oh, very

01:31:46: cool feature.

01:31:48: Yeah, Jack, if you're watching. Yeah,

01:31:51: Jack. Chop chop. Thank you.

01:31:57: Uh, we love you. Okay. Here.

01:32:02: Um, any like we can address this, but

01:32:06: like with open sourcing parts of

01:32:07: Resonite, would you consider having

01:32:09: three contribution grind to make PRs

01:32:10: more manageable? We pretty much will

01:32:12: have to.

01:32:14: And even then, like I'm still kind

01:32:17: of scared of it. Like what's like like

01:32:21: I'm worried about the drama that's going

01:32:23: to happen like when it happens and if

01:32:26: something doesn't get merged. So that's

01:32:29: one of the things like you know I feel

01:32:30: like we need to kind of be prepared for

01:32:31: and have like good kind of processes in

01:32:33: in place. A lot of people used to the PR

01:32:36: workflow.

01:32:38: Yeah. It's also like just being you

01:32:43: know not like because we have to be kind

01:32:46: of be like what we accept. Um, so I

01:32:50: don't people think, you know, like open

01:32:52: source means like now everything kind

01:32:53: of, you know, gets accepted, everything

01:32:54: kind of

01:32:56: goes. We have to kind of keep like, you

01:32:58: know, the long-term kind of like

01:33:01: long-term maintainability of the project

01:33:02: and we have to make sure, you know, it

01:33:05: doesn't, you know, introduce any

01:33:07: problems either now or downline and that

01:33:10: can be kind of tricky

01:33:12: process. Uh, next questions from Grand

01:33:15: UK. Um, Kent is asking uh when Molecule

01:33:19: is out to help with builds and plugins,

01:33:22: will there be better documentation for

01:33:23: making plugins with Protolex monos and

01:33:25: Protolex bindings? Not really with

01:33:29: Molecule. Uh, this like a separate thing

01:33:32: maybe like you know with web assembly

01:33:33: but uh we'll

01:33:35: see like

01:33:38: um it's not really like molecule

01:33:42: related. Uh so just obvious it's going

01:33:45: to be data feeds all the way down. It's

01:33:48: pretty much all going to be data

01:33:52: feeds.

01:33:58: Um next question from Rniko is like just

01:34:01: kind of elaborating on it one. Um yeah,

01:34:04: I mean

01:34:05: like it it doesn't it depends on the

01:34:08: specific kind of thing you want and like

01:34:10: I haven't like had time like you know to

01:34:12: look at this thing and evaluates it. So

01:34:14: like I don't know um even like you know

01:34:17: extending it on things we have sometimes

01:34:19: you know we don't expose certain things

01:34:21: sometimes extended means you know like

01:34:23: sometimes we don't extend things because

01:34:25: we know this is going to get replaced

01:34:26: and if we extend it then we need to

01:34:28: rework a bunch more stuff. So, it

01:34:31: depends. It can be

01:34:34: complex. Uh, checking time. We got 25

01:34:37: minutes left.

01:34:40: Um, next question is from Ozie asking

01:34:42: late question, but is there a way to

01:34:44: communicate some user space settings

01:34:46: directly to workspace? Say dead zone

01:34:48: settings or turning type without cloud

01:34:50: wars. Um, some of them we can actually

01:34:54: mark to be available in world space. I

01:34:56: think I forget. I think we have a

01:34:58: mechanism for that. I just kind of

01:35:00: remember adding one. Uh it might be I

01:35:02: would probably make a GitHub like is

01:35:04: we'll see

01:35:06: like see if you

01:35:09: um we can kind of look into it. I have

01:35:11: to like check the source code but I

01:35:14: think there was a mechanism for like

01:35:15: some of them to be accessible in world

01:35:20: space. Uh next question from Shadow X

01:35:23: related question about being able to

01:35:24: make a garage visible to others. There

01:35:26: are Minecraft mods that directly stream

01:35:27: a video of users inventory and other UIs

01:35:29: to everyone on the server. Maybe it

01:35:31: could work this way. Of course, a

01:35:33: prerequisite is the ability to

01:35:34: dynamically create video streams which

01:35:36: would also be need for streaming. Yeah,

01:35:38: like once we have desktop streaming like

01:35:40: you can stream like once we able to

01:35:41: stream video that makes the stuff like

01:35:43: that easy because you know we can just

01:35:46: render the user's view and like you know

01:35:48: check it into the world and like you

01:35:49: know you show them live. So that is

01:35:51: definitely approach and one that would

01:35:53: like open like you know lots of kind of

01:35:55: options um for the description and stuff

01:35:58: like that. So

01:36:02: uh next question from ultra wide gamer

01:36:06: uh I just read into the molecule get up

01:36:08: issue for the first time and molecule

01:36:09: sounds really useful and should be

01:36:11: implemented sooner rather than later

01:36:12: later. Do you have any major features

01:36:14: that you think should be implemented

01:36:15: sooner than later as to helpers and I be

01:36:18: best platform it can be? Yeah, molecule

01:36:21: will definitely like it would help us a

01:36:22: lot. It's just kind

01:36:23: of, you know, like the problem is

01:36:26: there's too much stuff uh right now, you

01:36:29: know, performance that's being like one

01:36:30: of the big ones. Um I do think like in

01:36:33: order of the UI stuff is also like

01:36:34: important because it's going to help

01:36:36: like with the smooth stuff. I do think

01:36:38: having Unity SDK would help sooner than

01:36:42: later as well because like you know

01:36:44: that's going to help like onboarding

01:36:46: like people and make it much easier for

01:36:48: people to kind of come over from you

01:36:49: know different platforms and help people

01:36:52: start building you know workflows and

01:36:55: also it's one of those things like where

01:36:56: the unit SDK we actually want it to be

01:36:58: open uh so people can extend it you know

01:37:01: and make improve the conversions you

01:37:03: know and just kind of build upon it Um,

01:37:07: so that would be like a I think it would

01:37:10: one another one that I think should be

01:37:12: done sooner and later is the workshop

01:37:15: because right now there's so much stuff

01:37:17: like you know the people who share

01:37:18: through share folders and the sooner we

01:37:21: have workshop and people can start

01:37:23: uploading stuff there the you know the

01:37:26: sooner essentially starts getting

01:37:27: populated and the more content we get

01:37:29: and that content

01:37:31: uh is you know accessible and searchable

01:37:33: for everyone for every new user.

01:37:36: Uh so it's like you know something we

01:37:37: want to do as soon as possible because

01:37:39: like with shared with like public

01:37:41: folders like you know it's a bit of a

01:37:43: lossy process because once the folder

01:37:45: stops cutting around you know that thing

01:37:47: is kind of lost you cannot really find

01:37:49: it easily with workshop like you know it

01:37:51: just kind of stays there until the user

01:37:53: like removes it. So I think the one like

01:37:56: would be also beneficial to have like

01:37:59: sooner but there's generally just a lot

01:38:02: of stuff and a lot of things we also

01:38:03: just kind of help birds and I just in

01:38:04: different

01:38:06: ways. Uh next question is from VT

01:38:08: arosource. Is there a uh is there a

01:38:11: universe comprised of multitudes of real

01:38:13: dog man? I don't know probably like

01:38:15: depending on depending on how like you

01:38:18: know how the multiverse is if if there's

01:38:21: like every possible reality maybe

01:38:23: there's like you know one where that is

01:38:26: possible I don't know we have no way to

01:38:28: test it

01:38:32: um next questions from redniko was ref

01:38:36: ID so I can call him and increase de

01:38:38: speed with fivees ref they're not

01:38:42: they're they're dynamic

01:38:46: change. I'm going to respond and it's

01:38:48: going to be

01:38:51: different. Uh, next questions from

01:38:54: Nukun.

01:38:55: Uh, I just looked it up in a search.

01:38:58: Someone is putting together a rigged

01:39:00: Nadu match, so it's only a matter of

01:39:02: time.

01:39:06: Beautiful. Reco size 400. Does this

01:39:10: work? No, it doesn't. No.

01:39:15: Grand

01:39:19: decals. It's the opposite of snow. Oh, I

01:39:23: had one. I forgot about I I don't

01:39:25: remember it now.

01:39:29: I had one, but I forgot.

01:39:34: Crap. I don't I don't have anything that

01:39:36: makes me feel good this week, guys.

01:39:38: Help.

01:39:39: What? just get that bad.

01:39:44: Um, yeah, I had one but I don't remember

01:39:47: what it was. Pet was asking fret. I

01:39:51: don't have

01:39:53: ferret.

01:39:55: Uh, does the sprinkles is

01:39:59: asking just mention molecule in update

01:40:02: notes and then everyone will upload it

01:40:06: maybe. I mean that's the question. The

01:40:09: problem is like at that point like we

01:40:10: also like kind of skewing things because

01:40:12: we

01:40:14: like oh no I don't think the do mesh is

01:40:18: ra I think it's 3D print and yes it's

01:40:23: going to happen

01:40:25: um next questions from Kk would unity

01:40:28: SDK include ways to work with flex and

01:40:30: there's components so u flex would

01:40:33: probably need like you know like UI so

01:40:36: you need like you know a bunch of like

01:40:37: you know based UI and stuff like to work

01:40:39: with it. Um the plan for the SDK is so

01:40:42: you can technically have like anyone

01:40:45: component so you could do flex that way

01:40:48: but that will be really painful to do.

01:40:51: Um but we probably wouldn't produce like

01:40:54: you know make our own like UI for it uh

01:40:57: in

01:40:58: Unity but it might be like you know like

01:41:01: if we make it open somebody might make

01:41:03: it. Um but also like even then it's kind

01:41:06: of tricky because like do you like how

01:41:08: do you test it in Unity because you're

01:41:10: not running in Unity. So it's kind of

01:41:12: you know just kind of providing a

01:41:15: structure so it kind of becomes you know

01:41:17: like how detailed you want it to be. So

01:41:20: technically yes but like I don't know if

01:41:21: it'll be

01:41:24: practical.

01:41:26: Um next question would be from Platypus

01:41:30: 744. you mentioned that future episode

01:41:32: might vary in style where what were your

01:41:34: other ideas for doing resonance. Um

01:41:37: we're kind of like thinking about like

01:41:39: doing like you know stuff like playing

01:41:40: some other games and so on kind of like

01:41:42: you know chatting during that but it's

01:41:43: kind of was it's kind of like just

01:41:46: become like lots of questions and just

01:41:48: kind of haven't bothered like doing

01:41:51: different things yet. Maybe we'll see in

01:41:54: the future. But uh stream. Oh no.

01:41:59: Angel is asking, "Is the frogs made of

01:42:02: banana flavored ice cream?" No, it's

01:42:03: mango. Mustard. No, no,

01:42:08: mustard. Uh, next question from Red

01:42:12: Neco. Uh, about something important with

01:42:14: the workshop. There's a few worlds that

01:42:16: are unavailable in handless. Mine called

01:42:18: Aridia. Uh, hidden theater by master and

01:42:21: bunch of other people. Navy Seal, but

01:42:23: will the workshop have a system for

01:42:25: worlds like this that are 24 up but only

01:42:27: headless? Um, if it's like more of the

01:42:30: worlds thing like where you like Oh,

01:42:33: wait. Am

01:42:36: I was I not

01:42:42: mirroring? Wait, what? How long was my

01:42:47: camera? Oh, did I misclick it? How long

01:42:50: was it not doing that? I think it's just

01:42:53: it's just for a couple minutes.

01:42:56: Okay. Uh it might have broken the audio

01:42:59: too.

01:43:00: Oh no. Uh what else was was the last

01:43:03: time? Did it just happen? Oh, it was

01:43:06: just few seconds. I think I just

01:43:07: literally clicked it now. Okay. Okay. We

01:43:09: should be good now. Uh I forget where I

01:43:12: was.

01:43:13: Um, I'm going to buy something for

01:43:15: concern, but I feel like this is more

01:43:16: like a worlds thing where this like, you

01:43:18: know, these are like public worlds you

01:43:20: can like visit. So, there might not be

01:43:23: as much workshop thing because workshop

01:43:25: is more like stuff to spawn and to

01:43:32: open. Uh, oh, we're actually kind of

01:43:35: running through the questions. We have

01:43:36: 15 minutes left, so there's still time

01:43:38: for a few.

01:43:40: Um, the next question is from VT

01:43:43: Arts. Um, do first have to queue it at

01:43:47: least before they take away your socks

01:43:48: and other objects? I don't know what I

01:43:50: mean. Why frets

01:43:54: in

01:43:55: confusion? Uh, next question is from uh,

01:43:58: Grand K. Uh, on a scale of one to page,

01:44:01: what is your favorite color of the

01:44:03: albat? Uh, it's a blur.

01:44:13: Yeah. No, I'd really like to be able to

01:44:15: adjust textures on a material and might

01:44:18: we ever see that sort of feature. I

01:44:20: don't think for any material because

01:44:23: like it doesn't quite work well with

01:44:25: everything. Um I feel like once you have

01:44:28: like you know shader support like you

01:44:30: can just do type planner for whatever

01:44:32: you want and just implementing specific

01:44:34: versions of it. But probably not super

01:44:37: much before then. Those fancier

01:44:39: materials do have a slight rendering

01:44:41: cost. Just as an FYI, they're doing more

01:44:43: stuff. Yeah, triponer is more expensive

01:44:46: than normal one. It's not like something

01:44:48: that's going to kill you, but it is more

01:44:50: expensive. Like, so like if you don't

01:44:52: need to use triponer, you don't want to

01:44:53: use

01:44:56: triponer. Uh, next question is from

01:44:58: Episton. Uh, so the audio is relative to

01:45:01: uh camera for us, but for you it's fine.

01:45:04: Yes. Yeah. I hear like siren on my left

01:45:06: and you hear properly you know from

01:45:08: view. This is actually a new feature of

01:45:10: audio because we can render the audio

01:45:12: from multiple viewpoints. Uh so like you

01:45:15: know there's like one viewpoint that's

01:45:16: being rendered for me that's you know

01:45:17: going to my headset and there's another

01:45:19: viewpoint that's being rendered from the

01:45:21: camera's perspective that's going to a

01:45:23: different audio device that OBS is

01:45:25: capturing and it's actually also

01:45:28: rendering my own voice. So you're

01:45:30: hearing my voice, you know, for

01:45:32: specialized like, you know, if I go like

01:45:34: like like this and go blah blah blah and

01:45:36: I'm behind you. You should be able to

01:45:38: hear this, you know, correctly because

01:45:42: it's being rendered for audio even

01:45:44: though I'm the one streaming. So I don't

01:45:46: even have like OBS capturing my

01:45:48: microphone.

01:45:51: Um, it's just, you

01:45:54: know, this new audio feature. I wanted

01:45:57: this one for so long.

01:46:02: Uh, DECO opinions on the gas faster from

01:46:04: TF2. I don't know. Is it like a I don't

01:46:08: know what that one is. Is that like a

01:46:09: pyro thing? I don't know. I don't play

01:46:12: DF2. I played a bunch, but I don't

01:46:15: remember gas passer. I used the back

01:46:16: burner with pyro a lot. But

01:46:22: um, I'm sure asking what is blur? It's a

01:46:25: type of blanc.

01:46:31: Uh, next question from Shadow X. Do you

01:46:34: see your current project the measure

01:46:35: plot increasing performance already or

01:46:36: is it purely prerequisite to the actual

01:46:38: split thinning? Um, yeah, I think it's

01:46:41: actually going to help because um, one

01:46:45: uh there's less overhead like you know

01:46:46: with Unity doing validations and so on

01:46:48: because we sort of pre-generate all the

01:46:49: stuff uh, and we just you know give it

01:46:52: to Unity. The other part is uh is it

01:46:55: essentially separates out big mesh

01:46:56: uploads over multiple frames. So we have

01:46:59: like you know heavy mesh with lots of

01:47:00: blend shapes and stuff um instead of it

01:47:04: you know if the upload happening in a

01:47:06: one go at once you know where it just

01:47:08: kind of freezes you for a bit it's going

01:47:09: to be spread out and it's not going to

01:47:11: lag you as much. So I think that alone

01:47:13: will help like you know performance a

01:47:14: bit especially when people loading in um

01:47:17: with avatar is loading in you know with

01:47:19: kind of stuff. Uh but it is definitely a

01:47:21: prerequisite like even if it wasn't

01:47:24: going to help like we would still need

01:47:25: to do it um because it makes it like you

01:47:27: know so like the entire mesh data that's

01:47:29: loaded in by the main process can just

01:47:31: be put as a by buffer into shared memory

01:47:34: and then just unit is told okay just

01:47:36: shove this you know data into the GPU

01:47:38: and treated as a mesh I don't mean to

01:47:41: skip the question key but would there be

01:47:43: some kind of progress indicator to show

01:47:46: when a mesh is uploading or could not

01:47:49: Okay.

01:47:50: Um I mean the progress indicator is

01:47:54: mostly for like the download because

01:47:57: usually the download is the one like you

01:47:59: know it's going to take like longer like

01:48:02: even for bigger messages it shouldn't

01:48:03: take like it should take maybe like a

01:48:05: frame like a second to upload so like

01:48:07: you know it's not really worth doing

01:48:10: super heavy reporting on that one.

01:48:13: Um, okay. Come on. Do you remember your

01:48:17: I don't remember the I had I don't

01:48:19: remember what it

01:48:20: was a was also the opposite of I had

01:48:23: like opposite of but I don't know what

01:48:25: it

01:48:27: is. I need to break them

01:48:31: down. Uh, Granny K, where is your supply

01:48:35: of soap so we can stop you from eating

01:48:37: it? I make my

01:48:40: own. Delicious.

01:48:43: Yes. Uh, next questions from the red

01:48:46: neco. Uh, by the way, you don't get

01:48:49: enough. Thanks. Pro big hug. This

01:48:51: platform is amazing. I could have never

01:48:54: dreamed of making something like but so

01:48:57: easy to make stuff. Yay. Thank

01:49:06: you, Grand. And I'm behind you to 2025.

01:49:10: Should we be scared? There's no reason

01:49:13: to be worried about spatialized audio,

01:49:16: but remember there's a poisoner behind

01:49:18: you.

01:49:20: Mhm.

01:49:21: And Angel boy asking, "But what is a

01:49:24: blong?" It's type

01:49:29: of actually all the questions we have

01:49:31: right now. Kind of went through them. We

01:49:34: still have got still got like 10 minutes

01:49:36: left. So we can ask more questions if

01:49:37: you want

01:49:39: questions not questions. What is your

01:49:42: philosophy on the entire universe and

01:49:44: everything in it? Those we're probably

01:49:46: not going to answer

01:49:48: or very quickly.

01:49:51: If you want if you want very short

01:49:53: answers to very like complex questions,

01:49:55: you

01:49:56: know, that's the time. And it depends if

01:49:59: there's if there's just like you know

01:50:01: like one question is a big one.

01:50:08: Um, Ken, you're you're

01:50:14: British. Do you know it's portrait,

01:50:17: too? You know, it's got to be quick

01:50:20: answer.

01:50:23: Actually, wait, was that close Adam's

01:50:25: British? I think it was British. I I

01:50:26: don't know. I have no clue. You're

01:50:29: you're you're uh a a nationality. There

01:50:34: you

01:50:35: go. Some nationality. No. No. Adams

01:50:40: Douglas like how was British? I think

01:50:43: I don't know. I mean I'm uncultured.

01:50:50: I'm blanking on that.

01:50:53: I mean uh in the movie like Archer was

01:50:56: played by Martin Freeman who is

01:51:00: British and he's like the Yeah, I think

01:51:03: it's I think

01:51:06: so.

01:51:09: Um plus 744 favorite show you're

01:51:12: watching right now.

01:51:14: Um I've been watching the latest season

01:51:17: of Love Dead

01:51:19: Robots. Um, I was kind of like

01:51:21: rewatching Pantheon with somebody.

01:51:25: Um, I don't have like a like I don't

01:51:28: have like a picture right now. Like

01:51:29: we're kind of mostly doing Minecraft and

01:51:31: stuff. Yeah, me neither.

01:51:38: What

01:51:39: do is asking what do you want to talk

01:51:42: about? Uh, I'm not really much thinking

01:51:46: right now. So, I'm like, I don't want to

01:51:48: think what the [ __ ] about. I just want

01:51:53: question. You want to think about

01:51:55: anything? Okay. Probably nothing that

01:51:58: can fit in here.

01:52:01: Oh, it's okay. We got some questions.

01:52:05: Um,

01:52:06: oop. Sometimes I get like in the mood

01:52:09: like where it's like like you're like

01:52:10: like I'm I'm like not

01:52:14: uh I I actually kind of get this with uh

01:52:17: I get this with development too

01:52:19: sometimes because like sometimes like

01:52:20: you know I have like things I need to do

01:52:22: that require problem solving and that

01:52:24: require me to come up with solutions for

01:52:26: those and I need to like you know think

01:52:28: of things um and requires you know

01:52:30: certain kind of like mindset and

01:52:33: sometimes like I'm like I cannot really

01:52:35: think of things now. I can like I work

01:52:37: like right now my head is more

01:52:39: mechanical. I'm like like this is a

01:52:41: specific problem. I narrow that problem

01:52:42: down. I fix it. It doesn't require super

01:52:45: creative thinking to solve these kinds

01:52:48: of problems. And sometimes I know that's

01:52:49: like why you get like you know bills

01:52:51: where it's just kind of fixing up a

01:52:52: bunch of things because I'm like

01:52:55: um my brain is to try to like you know

01:52:57: think of creative solutions to the big

01:52:59: problems right now. So like I'm just

01:53:01: going to do the small stuff for a bit.

01:53:04: Um, and it's kind of like how I'm right

01:53:06: now. I'm like I I don't I

01:53:08: don't my brain just doesn't think about

01:53:11: things. Like if I have something in

01:53:13: front of me, I can interact with that

01:53:14: and I can work through that. But like I

01:53:16: just I cannot I cannot think of things

01:53:19: out of nothing right now. And there's

01:53:23: like, you know, when working on new

01:53:24: features, like I have to essentially

01:53:26: come up with a design, you know, from

01:53:28: nothing. I have to like make one.

01:53:33: Um and sometimes you you head is not in

01:53:37: that kind of

01:53:38: space. Anyway, uh next questions from

01:53:44: box. Oh. Oh, I thought um I I thought I

01:53:48: was doing a uh HR guide to the galaxy

01:53:51: reference and your boy Oh my please

01:53:53: enlighten us. I thought it was going to

01:53:55: be like a von poetry or something. uh

01:53:57: please enlighten us and give us a longed

01:54:00: scientific breakdown of the molecular

01:54:01: composition of Schnupa for the remaining

01:54:04: 10 minutes. We don't have remaining 10

01:54:06: minutes therefore you don't get

01:54:10: it. Shadowex uh is asking what's the

01:54:14: necessary thing you're least looking

01:54:15: forward to working on?

01:54:18: Um I have to think about it.

01:54:21: Yeah, I see is like one of those it's

01:54:23: like one of those things where it's just

01:54:24: like it needs to be done but I'm like

01:54:27: that's why freaks makes me do all of it.

01:54:30: Yeah, like I'm like sir I have like

01:54:31: another thing for you. Usually it's like

01:54:36: usually it's like sort of like

01:54:37: maintenance stuff like that. It's like

01:54:38: you know stuff like oh like this project

01:54:41: is not compiling because like this the

01:54:43: definition here is like you know like

01:54:45: not compatible with this definition here

01:54:47: or it's like resolving some library

01:54:50: dependencies like like there's sometimes

01:54:53: you spend hours just being like oh this

01:54:54: version of the library causes this thing

01:54:56: here that makes it explode because it's

01:55:00: this specific version combined with this

01:55:01: thing and like you have to spend hours

01:55:03: figuring that out and it's like and you

01:55:05: need to do it because things are blowing

01:55:07: up but like it I I hate working on stuff

01:55:10: like

01:55:10: that like you know dependency hell kind

01:55:13: of stuff and stuff like that. It's also

01:55:16: like stuff like that I know is going to

01:55:18: be replaced. Like one of the some of the

01:55:21: things I had to like work on u before

01:55:23: the split ending I know for sure I like

01:55:28: they won't be a problem after the split

01:55:30: ending happens once we kind of switch

01:55:33: um like one of them is like for example

01:55:36: with the quantities like because right

01:55:37: now uh people want to like you know be

01:55:39: able to use quantities with like math

01:55:41: and so on so they can special variables.

01:55:43: So I was like, "Okay, I'm going to add

01:55:44: it." And it just ended up like being a

01:55:46: mess. One of the reasons is like, you

01:55:49: know,

01:55:50: um

01:55:53: there's like in in modern .NET

01:55:56: 9 all of the base types like numbers,

01:55:59: they have interfaces like I number so

01:56:01: you can like you know do generic

01:56:03: additions and mathematical operations

01:56:05: and so on. And that's like what want

01:56:07: what I want us to switch to. But the

01:56:09: version we're using with mono it doesn't

01:56:11: have that. So we have to have this class

01:56:13: called coder that sort of sort of tries

01:56:15: to do that but like you kind of have to

01:56:17: do it in an ugly way and with the

01:56:19: quantities because I don't want to do it

01:56:20: for everyone

01:56:22: individually. I did it in more generic

01:56:24: way but it like ended up like being very

01:56:26: cursed and horrible and like having

01:56:29: bunch of

01:56:30: issues and I know that like once

01:56:33: this 9 switch happens I wouldn't have to

01:56:35: do it but I was kind of like okay I have

01:56:37: to deal with this now. So there's stuff

01:56:40: like

01:56:45: that.

01:56:47: Um, Johnny K, without spoilers, uh, for

01:56:51: people who didn't see, what was your

01:56:52: reaction to the most recent Doctor Who

01:56:54: episode? I was going

01:56:57: to,

01:56:59: it's I don't know if I can say without

01:57:01: like bringing spoilers. I'm just going

01:57:04: to say like remember that's not how

01:57:06: tables work.

01:57:11: Um, I'm going to skip this. Uh, Agious

01:57:15: World of Brooks, have you played Voices

01:57:18: of the Void? I

01:57:20: haven't.

01:57:21: Um, my CT, what is your sleep schedule

01:57:24: these days? It's kind of normalish right

01:57:27: now, sort

01:57:30: of. Um, Epic's asking, uh, what work do

01:57:33: you think you're going to do on the

01:57:36: world browser? are separate processes

01:57:37: but it's also not powered by data feeds

01:57:39: pretty much move like rework it with

01:57:41: data feeds it's sort of like precursor

01:57:43: to data feeds and then data feeds are

01:57:45: like the full sort of realization of

01:57:46: that concept so we just want to move it

01:57:49: through that

01:57:52: um did you know that you are at the end

01:57:55: of the stream pretty much like we got

01:57:56: like two minutes left so we're just

01:57:58: going to zooming through these questions

01:58:01: um grandmaster uh pist what is asking

01:58:07: what graphics API is not useful

01:58:08: splittening vulcan open shield what

01:58:10: language will render be written in so

01:58:12: the splitting doesn't change the

01:58:13: renderer the splitting just splits the

01:58:16: renderer which is right now unity from

01:58:18: you know ficks engine so it runs in in

01:58:20: on process um it's going to keep using

01:58:23: direct x11 uh once the render gets

01:58:27: replaced uh it will very likely use

01:58:31: vulcan but it's like a later down thing

01:58:34: that was a technical question I was

01:58:35: scratching my it over what controls

01:58:37: where the grip poses go when you equip a

01:58:40: tool. The closest thing and

01:58:42: pos time to answer this one. Um,

01:58:46: generally before like sort of like autoc

01:58:47: calculated based on the hand position,

01:58:49: but I can't get into the details on it.

01:58:54: Um, and currently K is

01:58:57: asking what time is it? It's time to end

01:59:00: the stream. Yes.

01:59:03: So with that, thank you everyone for

01:59:05: watching. Uh hope like you enjoyed the

01:59:07: stream. Uh I hope like the audio like

01:59:11: did the audio like secondary audio work

01:59:12: fine? Like do you have like any issues

01:59:14: with

01:59:15: it?

01:59:17: Um it was kind of like I'll have to like

01:59:19: see like on the recording because I kind

01:59:20: of like hear it myself but uh I'll we'll

01:59:23: see. Um anyway, thank you very much for

01:59:25: watching. Thank you, you know, for

01:59:26: supporting us tonight, you know, for

01:59:28: being here, for like making stuff on

01:59:29: thereite or being part of the community,

01:59:31: for supporting us, you know, whether

01:59:33: it's on Patreon or Stripe. Um, uh, if

01:59:36: you do support us on Patreon, consider

01:59:38: switching to Stripe. We will literally

01:59:40: like, you know, get like 10% more of

01:59:42: your money that way, which we can, you

01:59:44: know, then put into development than

01:59:46: with Patreon. So, switching even on the

01:59:49: same tier helps us a lot. Um, and we'll

01:59:54: see you maybe next week. I will see

01:59:56: because like um um it might be next

02:00:00: week, might be, you know, the week

02:00:01: after. So, we'll see kind of how it

02:00:02: goes. But uh we'll see you soon enough.

02:00:05: So, thank you very much for watching and

02:00:08: I'm going to check actually if there's a

02:00:09: channel to

02:00:10: rate. Actually, I might not be logged

02:00:13: into the Resonate account. Um this might

02:00:16: be an

02:00:17: issue. Uh but maybe Oh, wait. I can do

02:00:20: it from the

02:00:22: OBS. Let's see. I just need to find is

02:00:25: anybody

02:00:28: streaming. It's like a good uh you know

02:00:32: thing. Um if you're a

02:00:38: streamer, this is a good time to stream.

02:00:40: Why am I lo in here? Twitch TV preview

02:00:43: destination. Oh,

02:00:45: what? Oh, that was

02:00:48: weird. Come on. prison it up. Let's see

02:00:52: if anybody's uh might just create a

02:00:56: gem. Let's

02:01:00: see. We might send you over to

02:01:12: Medra. I have my windows right now.

02:01:14: There we go. But it doesn't want to

02:01:17: load.

02:01:20: Twitch is like having issue

02:01:27: loading. H my batteries are

02:01:30: low. Yeah, it might be just creator jam.

02:01:33: I think I'm going to send all of you to

02:01:35: create jam because it's the only one I

02:01:36: can see in the tab. Uh and it doesn't

02:01:39: want to load the full list.

02:01:41: So, let's do Oh, controller

02:01:44: guide right on time.

02:01:51: Quickly

02:01:59: quick

02:02:03: charact

02:02:05: it. There we

02:02:09: go. Come

02:02:13: on. Okay. Say hello to M everyone and

02:02:16: thank again for watching.

02:02:18: Bye bye. operating now.