- [fb passthrough resource](https://www.aesiio.com/blog/passthrough-dot-net-core) - [fb passthrough tool source](https://github.com/StereoKit/StereoKit/blob/master/Examples/StereoKitTest/Tools/PassthroughFBExt.cs) ```shell # local fish function to get around the repeating auth check auto_ssh # track lfs git lfs track "*.mp3" git lfs track "*.glb" git lfs track "*.png" ffmpeg -i input.ogg output.wav # update icon from svg magick -background none -density 256x256 Raw/icon.svg -define icon:auto-resize=256,128,64,48,32,16 Platforms/Net/App.ico ./android_icons.sh Raw/icon.svg adb devices adb tcpip 5555 adb shell ip -f inet addr show wlan0 adb connect 192.168.1.219 # publish build # increment version in Platforms/Android/AndroidManifest.xml dotnet publish -c Release Projects/Android/slash.Android.csproj # adb install Projects/Android/bin/Release/net7.0-android/com.dofdev.slash-Signed.apk # upload quest source .env ./ovr-platform-util upload-quest-build -a $APP_ID -s $APP_SECRET --apk $APK_PATH -c alpha -n "message" # debug adb logcat | grep com.dofdev.slash # install a specific android platform sdkmanager "platforms;android-33" "build-tools;33.0.0" ``` ``` todo spawn enemies in line to player slash with 4 sheathed swords give the player a reason to slash in the different directions swoop in from the different directions in an x lft hand -> rht hip rht hand -> lft hip shoulders either setup environment mesh slopes as a base ground layer? and groundwork for player movement/interactions troubleshoot linux pc/vr stereokit stretch cursor is the gun? stretch is the trigger cursor is the bullet strength/sensitivity calculated on bullet hit with force based movement relative cursor rather than rope swing (*temporary effect) pitch anime slasher with juicy dofs target audience/experience ~13-18-year-olds who enjoy competitive, skill-based, solo gaming 360 standing experience on all openxr hmds user/dev level editor for additional creative expression and content headroom moderate learning curve stylized visuals fun to play daily for a couple weeks or so design principles defying gravity(dante style) > zero gravity || gravity core mechanics stretch slash revolver flick reload joystick dash grind on surfaces toylike level editor (no details to get bogged down with) shape environment place structures sprinkle enemy design dmg spd def 3 single types *fodder dmg, spd, def 3 double types *competent dmg+spd, spd+def(offset annoyance with), def+dmg spd+def offset annoyance with utility in gameplay maybe it dashes into you and you can parry it back hard and or able to sort of ride it around bug(s) ... ```