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Neos VR Beta 0.7 - Full body avatars (new IK), Inventory, Mirrors, daily updates for everyone and more!

Hello guys!

I’m Frooxius, developer of Neos VR and I’m happy to bring you the new 0.7 beta update. It’s different from what was originally planned, but it was certainly worth it! So what’s new?

https://www.youtube.com/watch?v=ex0oyGuybCo

New IK system for full body avatars


The support for full body avatars in Neos was pretty poor in previous versions and great pain for many of our existing users and newcomers. Because having your own character is important in virtual environment, I spent a few weeks porting and extending the excellent Final IK into Neos and build new avatar components on top of it.

In the latest beta, most 3D models with humanoid rigs are automatically setup with the new IK system on import and a new full body avatar driver when you create an avatar from it using the avatar creator (which was significantly improved too! :3).

I’ve put significant effort (and good chunk of my sanity) into making many different rigs work out of the box, but as with everything in Neos you can change and tweak any settings via inspector to your liking. If you still run into any issues, you can get help at our Discord server.

You can also now use the Vive trackers for feet and pelvis tracking for your avatars.

Inventory system


Another big feature is an inventory system, which allows you to save anything in Neos to your cloud account and immediately spawn it anywhere else. This is a great workflow improvement (and hoarder’s delight) as you no longer have to run off to another world to grab tools, assets or your cool items you want to show off to someone.

The inventory lets you organize your things into folders, so you can stuff it with hundreds or even thousands of items (although you might need to upgrade your cloud storage for that, hint hint ;) ).

You’ll also find two inventory folder links by default: Essential Tools and Neos Essentials. We’ll keep these stocked with useful things, but you can simply delete them if you want to organize the tools yourself.

Cameras, Mirrors, Portals


Another cool addition to Neos are cameras, which allow to render the scene into a texture, which can be used with any existing material and can be used to create wide variety of environments and items. We have built a functioning virtual DSLR (available in Neos Essentials, check it out!), functioning microscope and many other things with it. I can’t wait to see what you’ll build!

You can also spawn mirrors and portals, which behave as you’d expect (except for the portals, which are just visual and don’t let things pass through (yet!)). They’re useful in their own right (ever try edit your avatar in the mirror?), but can also be used as a building blocks for any of your tasks.

Dozens of other additions and improvements


As every update, there’s dozens of other new features, tools, improvements and fixes. Just to name a few there’s a Color Tooltip (lets you recolor anything or pick colors), Component Clone tool, reworked file browser, import progress report, moving/rotating grabbed things, area mode for material gun, user icon badges or spawn areas.

There have been some performance optimizations, resulting in 2-4 times performance increase in some scenarios (especially math heavy), fixed lingering developer mode, video textures not loading, session asset transfers getting stuck and many more.

If you’d like to keep up with the updates, I recommend visiting our Discord server, where I post updates daily in the nightly channel. Which brings me to another point…

Daily updates for everybody for free


For past three months, our Patreon supporters had access to the nightly channel with the latest features, which I often update several times a day. Because of the quick development on this branch, most of our active users ended up using the nightly branch.

However because it’s not compatible with the public one, the public build often ended up empty, which isn’t good for newcomers. Neos is really best in social setting, especially when you have someone show you around and show you its power.

From this update forward, the nightly builds are now default, available for free for anybody, to help to unify the community and help it grow. There’s an inherent danger having these builds as default, but after discussing this with ours members, I believe the benefits outweigh the risks, especially since the builds have been pretty stable over the past few months.

To mitigate any problems, I’m introducing a new set of branches that are now available on steam:
  • default - public build with daily updates and new features
  • previous-build - the build immediately previous to the current default. You can switch to it in case the default one is broken somehow
  • weekly - updated with a build every week, to provide more stability, while still getting new features
  • major-stable - updated with every major release of Neos, provides greatest stability (things won’t randomly break)
  • danger-nightly - if I’m changing something that’s likely to break things badly, I’ll push it here first, before promoting to default


Join our community and support on Patreon


Our community has been slowly, but steadily growing. I’m proud that we have many diverse users from different backgrounds using Neos for variety of tasks, from simple playing around and social setting, to education and research, to building awesome environments and interactive objects.

Neos is a project of passion for us, with the goal to build the proper metaverse, where creators, teachers, scientists, engineers and casual users all coexist within the same universe and are able to build and share together.

To achieve this goal we need your help. We need anyone who’s willing to use the system, whether you’re a talented creator or just want to have fun with other people.

And if you’d like to support us financially, you can do so over at our Patreon. You’ll get a bunch of cool perks, like increased online storage, feature requests, early access to some experiences we’re building or custom badges.

Recently we’ve also made available experimental Oculus Go builds, which are now an official Patreon reward. They’re very rough, but also very fun, as they run at the same codebase (with cross PC-mobile multiplayer).

What’s next?


Most of the features that were originally planned for the 0.7 are now rolling over to 0.8 after being displaced by the IK system.

I’ll be working on improving the Neos usability with better UI’s, exposing more control over who can join your worlds and what they can do and adding more social features, like friends lists. And of course, the long requested Undo!

Since the nightly builds are now available for everyone, you’ll be able to use those new features right as they’re added in, so stay tuned!

NeosVR Beta 0.6.1 update

Hey guys,

Frooxius, the developer of NeosVR here. It’s been roughly a month since the launch of the public beta and we’ve gotten tons of great feedback from you, seen our core community grow (especially on our Discord server) and begin building awesome content in NeosVR.

Today I’m happy to announce the public release of Neos Beta 0.6.1, which contains dozens of usability improvements, small features, bugfixes and tweaks, many of them based on the feedback from you and requests from our Patrons (who also get to enjoy these new features right after they’re added). You can get it for free on Steam.

You can see the full list of changes below. One of the bigger changes was a complete redesign of the cloud asset management infrastructure, which is now based on reference counting, rather than original intended garbage collection.

This means that your cloud storage will update nearly immediately after removing assets and your existing usage has been recalculated to exclude “official” assets (such as in the Scratchspace template). This should make it easier to manage your cloud usage.

Other than that, there’s dozens of smaller additions, such as Discord integration, new materials, Standalone 360 mode. However because of no big major features, I’m keeping the 0.6.x version number, but I hope that you’ll enjoy it regardless!

Community highlights


This probably deserves its own post, but over the past month and half, I’ve seen so many amazing things done with Neos, that I just have to mention them, because there's nothing that makes me more happy than seeing people build cool things.

0utsider and Nexulan have built a playable three player chess that they bring anywhere with Neos’ item panels. They have also made a beautiful animated 3D version of Neos logo, which you can now find in the content hub or a controllable plane (the first vehicle in Neos!)

People have also built great environments. I recommend checking out the Klub Karel by sirkitree or the disco club (with awesome lasers!) by 0utsider. Sirkitree also found an ingenious trick to implement basic tool inventory – he put a toggleable panel with all the tools on the hand model of his avatar!

The SHFR group at the University of Sydney has also recently used NeosVR for their presentation at the science forum. Needless to say it was really awesome and I found it ingenious the way they have utilized many of Neos’ features. You can see the video from the event here.

To my surprise people have already started experimenting with the C# plugin programming to add new behaviors (like extending the keyboard). I’ve published some more code examples on GitHub and started a new Discord channel for plugin development, come check it out if you’re interested!

What’s coming in Beta 0.7


With the cloud update out of the way, the focus of the next major version will be on social features that will make it easier to interact and connect with your friends and make it easier to build and share things in Neos.

This will include a friends list as well as user profiles, so you can see what your friends are up to directly from within Neos and visit them directly, invite them to your worlds or send them items.

Another major feature will be a personal inventory in which you can store arbitrary items, tools or even entire worlds and bring them up anywhere you go, without having to pick them up every time from your home or other places.

There’s also going to be more work on the UI friendliness and exposing more options in a clear way, for example giving you control over who can join your active sessions.

And last, based on our last Patreon poll, I’ll be working on the Undo/Redo feature, which was the most popular choice. Not to mention that there were many times I wished I had it too!

Other than these major features I’ll be continuing to work on many other small additions, improvements and tweaks, so keep tuned! If you’d like to use these new features before the next public release, consider becoming our Patron and getting early access to new builds.

Changes and additions from Beta 0.6


New features
  • New cloud asset management infrastructure based on reference counting for quick storage usage updates and better responsiveness
  • Discord Integration – features rich presence (shows what public world are you in on your profile), allows ask for join or sending an invitation to channels
  • Support for live stream video playback – for example you can now watch Twitch live streams in VR
  • Standalone 360 mode – allows to interactively use Neos with equirectangular 360° rendering mode (useful for using in domes)
  • Folder import support – includes two new batch importers and support for importing multiple models, images and videos with the same settings
  • Import images/photos referenced by name in the 3D model hiearchy
  • Vertex color PBS materials (automatically used on 3D model import if it has vertex colors)
  • Double sided PBS materials (including transparent ones)
  • Triplanar PBS materials
  • Cookie support for spot lights
  • Material gun can now extract/apply skybox materials
  • Added “Edit Reference” button to bring up inspector for any reference
  • Basic controls for 360 camera mode
  • Basic support for permissions in the world – CommonAvatarBuilder can now be configured to restrict locomotion methods, saving worlds or transferring objects to/from particular world
  • Added DateTime LogiX nodes
  • Added RawDataTooltip component for interfacing LogiX with the tooltip system and allowing to more easily build new tooltips from scratch within Neos.
  • Added option to auto-join and auto-follow LAN sessions only by specific user
  • Added GrabbableUserVoiceModifier component, which allows modifying the voice setting upon grabbing an object (such as a microphone)


Tweaks

Significant compatibility improvements to biped rig detection and setup of IK for variety of rigged models, but still needs further improvements
Refactored rigged model metadata into separate “Rig” component to support for multi-mesh rigs
Improved locomotion and controller mapping for Touch controllers, Windows MR Controllers and Vive as well
Implemented asset cleanup for the world hierarchy, removing no-longer used asset providers and running this automatically on save – this can offer significant performance improvements for some worlds
Locomotion method is now synchronized between worlds
The material list when creating a new material orb is now built using reflection and automatically contains all available materials
Switched to a different MP3 decoder with better compatibility, but still has issues. Will switch to native decoding library in the future
“Official” Neos assets no longer get counted against user cloud quota
Changed dynamic world orb spawners so only the root is marked as non-persistent, rather than the world orbs themselves (this made them disappear if they were taken elsewhere)
Fixed up importer clogging the hierarchy with “Import” objects
Touch events outside the user’s field of view are now ignored
Opening login dialog automatically switches to a private world, so secure information cannot be potentially inferred by watching the user’s controller motions
Created new login and registration dialog, also with support for lost password recovery
Added ability to show/hide keyboard
World switcher, logo menu and keyboard positions are now persistent
Added new presets for the DroneCamera script, including a manual mode which allows to fly around with mouse + keyboard
Added ability to save/load current position of the DroneCamera by pressing numbers on the numpad (hold shift to save)
Rotation transform operations now work correctly when there’s negative scaling within the hierarchy
Added blank video player to the “Create New” dialog
LogiX tooltip now shows names of inputs and outputs when hovering over them
All sync references now return null for destroyed elements in the data model, ensuring better behavior consistency
Refactored sync lists so derived classes can unambiguously implement IEnumerable to iterate over their elements, rather than container nodes
Reduced the size of grab references for the Grab World locomotion mode
Included Slices2VolumeTex utility for converting series of image layers into a volumetric texture that can be imported into Neos
Included NeosDataTreeConvert (and GUI version) for converting from Neos’ compressed serialized worlds/objects to JSON and back
Fixed resetting of object’s scale when equipped as an avatar
Added -ForceNoVoice command line option to globally disable voice in all hosted worlds
Added -ForceLANOnly command line option to globally set hosted worlds to allow only LAN connections
Added support for Patreon only worlds
Added notification message when trying to open world without permission to do so
Added sample options when spawning a new NeosHorizontalChoiceBar
Added exception guard to Coroutines
Added ability to call MarkChangeDirty() from within OnChanges() functions to schedule object for the next update cycle and avoid an infinite loop in some cases
Fixed DPI scaling on the Neos Launcher
Added version info to the Logo Menu
Destroying a bone of a rigged 3D model now destroys the whole model
Destroy/Duplicate options are now grayed out when not holding any item

Bug Fixes

Assets under non-persistent hierarchies now get saved if they’re used by persistent components in the world
Fixed race condition in the particle collision worker which broke all subsequent collisions
Fixed Patreon supporter names spawning for each user in the session
Fixed perpendicular distance meter going through the same mesh collider it was placed on
Fixed crash importing unsupported JSON files
Fixed Neos not saving homes when exited via the SteamVR menu
Fixed file orbs getting duplicated when placed on the item shelves
Disabled FixInFacingNormals postprocessing step on import, which incorrectly flipped faces on some models
Fixed LogiX nodes keeping connections to inputs when duplicated
Fixed duplication of UI items in the scene hierarchy explorer
Fixed import error where a texture in the model was set to null
Optimized stack usage when doing a raycast query against a mesh collider acceleration structure, which caused stack overflow exception for highly suboptimal meshes
Fixed exceptions in the session asset gatherer on invalid requests
Fixed duplicate loading of unsynced records for records that were currently in the synchronization queue
Fixed developer tooltip opening inspector for deselected object
Fixed incorrect texture offset in UVAtlasAnimator component
Fixed saved world becoming inaccessible when the saved world asset had exact same hash as the one already in the database
Fixed generating incorrect LogiX cast node variant for Uri datatype
Fixed incorrect input on the Substring LogiX node
Fixed crash to the matchmaker server on early termination of the connection
And many more…
Fixed the 360 realtime camera stopping rendering in some cases
Fixed incorrect triangle index in RaycastHit against a MeshCollider (this fixes material gun applying/extracting materials to the wrong submesh)

NeosVR open beta now free for everyone!

Hello guys!

I am happy to announce that NeosVR beta is now open and available for everyone for free! You can get it here on Steam, visit the content hub and some experiences that we (and some of the early testers) built within NeosVR itself, meet people and even get creative yourself!

That said, expect some bugs, counter-intuitive behaviors and other issues as we’re still in beta. We’re improving Neos every day though and thanks to the help of early testers on Patreon we managed to squash many bugs and improve the usability in many areas within the last two weeks.

Beta marks a big milestone for us. While we spent three years in the alpha stage, working on the fundamentals and building a solid foundation for a new kind of metaverse from the ground up in relative silence, in the beta you, the community, will be crucial to us.

With your help we’ll push this into a well-rounded solution for many different scenarios and build a lot of cool content. Currently Neos is probably mostly interesting to artists, creators, tinkerers and developers, but as we go on and expand on the content and user-friendly functionality, it’ll be more relevant to everyone.

We hope that you’ll join us on this journey and find Neos to be a useful and fun tool, no matter what you do.

Here are also some useful links:

Patreon - support the development and get builds and content early!

Official website

Video Tutorials - Learn how to do all kinds of things in NeosVR!

Wiki - Work in progress, but may answer some questions

GitHub - Report bugs and request new features

How can you help?


There are a few ways in which you can help!
  • Feedback - simply start using Neos and tell us what you think! What you like? What you don't like?
  • Word of mouth - like Neos? Tell your friends! Make YouTube videos or Tweet. help us reach more people. Don't like Neos? Share that too, maybe we can improve :)
  • Financial support - we need to eat! Also run some servers and our computers. We have launched a Patreon page where you can support us and get some nice perks

Announcing NeosVR beta!

Hello!

This is Frooxius, creator of Neos. For the past few years I have been working on NeosVR with the goal to build the most powerful metaverse engine with a novel architecture, something that's unlike anything else out there.

Today I'm very proud (and nervously excited!) to announce NeosVR Open Beta coming May 4. After building the architecture and fundamental subsystems in the alpha stage (the ugly looking one if you've seen some videos or tried it), I have put my efforts in the layer of polish and finally some proper content.

Building NeosVR was hard, it was the most difficult thing I ever did. If we (my and my co-founder Karel Hulec) didn't get early support from the community and the Rothenberg Ventures, this project wouldn't exist in the first place.

It's been also huge fun as Neos is a project of passion for me. But we're also a business and now we need help from you again to keep going.

How can you help?


There are a few ways in which you can help!
  • Feedback - simply start using Neos and tell us what you think! What you like? What you don't like?
  • Word of mouth - like Neos? Tell your friends! Make YouTube videos or Tweet. help us reach more people. Don't like Neos? Share that too, maybe we can improve :)
  • Financial support - we need to eat! Also run some servers and our computers. We have launched a Patreon page where you can support us and get some nice perks


When can I try it?


We're launching open beta on May 4. There's still a lot of work to do on it, but we like keeping things in the open (as we did with the alpha releases), even if they might be more buggy and incomplete.

If you don't like to wait, Patreon supporters get immediate access to closed beta as well as early access to any future builds and the content we're working on! Check out the Patreon page to see all the perks! (in other words pay us to get more buggy versions first)

Also if you've been subscribed to our newsletter, you might find a key in your inbox already! :)


Anyway, that should be more or less all. I got tons of stuff coming, I've teased a few in the trailer. I'm super excited to share it with you all in the upcoming weeks and months, so keep tuned! :)

Thank you very much for your time and if you have any questions, feel free to ask!