OctoXR (@Octo_XR) header
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Need support for your project? Join us here: https://teapaw.org/t.co/hSmkSlP5eP For other info: https://teapaw.org/t.co/DgbfktlSry

Joined March 2022
Photo by OctoXR (@Octo_XR)Photo by OctoXR (@Octo_XR)Photo by OctoXR (@Octo_XR)Photo by OctoXR (@Octo_XR)Photo by OctoXR (@Octo_XR)Photo by OctoXR (@Octo_XR)Photo by OctoXR (@Octo_XR)Photo by OctoXR (@Octo_XR)Photo by OctoXR (@Octo_XR)Photo by OctoXR (@Octo_XR)
Check out our demo video showcasing how we're tackling the challenge of hand interactions in XR app development. Using our proprietary hand interaction SDK, OctoXR, we've simulated lifelike interactions with a downsized jet engine.
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Video features dynamic gestures, pinch interactions, physics-based grabbing, and direct touch for UI interactions. The app is currently available on Meta Quest 3 and HTC XR Elite, with plans for Apple Vision Pro. Interested in trying it out? Reach out - we'd love to chat!
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SpectreXR Teams Up with @htcvive! We're delighted to share that SpectreXR is now a proud part of the Vive Developer Partner Program! This partnership signifies a strategic collaboration with HTC, a titan in the world of XR technology. 🤝🔥
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A partnership with HTC aligns perfectly with our mission at SpectreXR: to propel XR development into a future defined by innovation, immersion, and realistic interaction. We're excited about the synergy between our teams and the possibilities this collaboration will unleash! 🚀🌟
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Stay tuned for more updates as we embark on this exciting journey with HTC! 🎉 #SpectreXR #OctoXR #HTC #ViveDeveloperPartner #XRDevelopment #HandTracking #VirtualReality #AugmentedReality
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Something we talk about almost weekly in our office is how to keep our ever-evolving product as simple as possible for the end user. Our developers know what it feels like to struggle to solve a coding problem, so we've made sure to save our users from those troubles.
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Using coding guidelines makes it so much easier to have a clear code that can be applied in so many other ways.
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It must be modular - so it can be separated into smaller units; it must be general - so that it can be used in various situations and it must be scalable - so that you can expand on it. OctoXR code is all of it and will continue to be in the future. #VirtualReality #HandTracking
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With OctoXR, we're revolutionizing the way people interact with virtual environments. Whether you're exploring new dimensions, engaging in training simulations, or simply creating fun experiences, OctoXR provides an unparalleled level of control and immersion. #VR #handtracking
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We've been featured in an insightful article on XR Today, exploring the current state of eye/hand-tracking technology for enterprise in 2023! 🖐👁 Check out the article here 👇
The State of Eye/Hand-Tracking Technology for Enterprise in 2023 🖐👁 @UltraLeap, @TobiiTechnology, and #SpectreXR discuss the emerging presence of tracking tech in XR business solutions 👇 eu1.hubs.ly/H03KYLx0 #xr #ar #vr #metaverse
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Thank you @DigitalTwin 🙌
We just found out about @Octo_XR's all-in-one low code #VR hand-tracking plugin for Unity and it looks so fun 🤙 Anyone taken it for a test drive? 😍
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Exciting news! Our latest demo app, Dementia Brain Exercises, is now available for download on @SideQuestVR. This app is specifically designed to help enhance cognitive function and delay disease progression in individuals with dementia through brain exercises.
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Get your hands on the app today and witness the realistic physics interactions achievable with OctoXR. We're excited to see the innovative applications and training solutions that you create with our framework!
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Calling all VR devs! Help needed! If you could spare just a few minutes to fill out the survey about VR interaction frameworks, we would greatly appreciate it. The survey is anonymous and should take no more than 5 minutes to complete. Link: forms.gle/em77DxUpxh2ppdKk6
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The Collaboration with @crunchfish continues to thrive! New version of Crunchfish’s XR Skeleton has been integrated into the latest version of OctoXR. This integration highlights the ease and efficiency of enhancing augmented reality experiences on standard mobile devices.
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