Renewal New DAO Explorers: Mobile, VR, and Desktop (in Godot & Bevy)
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 ## Introduction We are very excited to have met and achieved the objectives outlined in our latest proposal. Whether in the Godot-developed client for mobile or Bevy for desktop, it is possible to enter and explore the different worlds of Decentraland, interact with other players, customize your avatar, and discover all new places. Thanks to this solid base, today we are in very good shape to propose even more and enrich the Decentraland ecosystem. ## The Bevy client as a springboard for creators  On the one hand, we have the client made in Bevy, which, while **working very well and smoothly**, is the perfect scenario to test and iterate on new functionalities that will **enrich the content in Decentraland**. We want to allow content creators to **add lights, set up ambient lighting**, and **access the GLTF internal content** in order to accelerate the creation pipeline based on this really solid standard. Additionally, we know some features *are long overdue* and need to be released as soon as possible, such as **cinematic camera and scrollable UI.** Iterating on these new functionalities in the Bevy client first will allow us to quickly discover if there are blockers or any challenges, and **make appropriate documentation and specifications** so that both the Mobile/VR client in Godot and the Foundation Desktop in Unity can easily implement them as well. ## The Mobile and VR era for Decentraland  Developments on the Godot client have focused on providing a *final beta product*, and this is now ready to be used. The mobile versions **are already in stores**, in a **public beta** and you *can explore* any type of scene and *interact with other players*. Having worked in the last grant to prepare the foundations serving Mobile and VR, we can now iterate to **improve performance and optimization** to achieve a solid experience in both targets. At the same time, we want to start focusing on perfecting both products by adding ambient sounds, music, alerts and differentiating them by **adding a UX designed specifically for VR**. In terms of optimization, we will do research to minimize annoying hiccups which, although already improved over the web client, are not tolerable for the VR version. In this sense, we will work together with Bevy if it is necessary to expose tools that allow this to be improved on the content creator's side. We'll also provide guides and development tools for content creators to test their scenes on Mobile and VR. ## Old content also matter We’re going to keep implementing the **SDK6 Adaptation Layer**, so old content is accessible from our Explorers. This is an SDK7 scene that can run the SDK6 scene converting the messages to be used by the SDK7 runtime. Public document with this same information, just in case: https://docs.google.com/document/d/1aefap7cayJGMfEUmyHViwFRlkD4sROGfE9HALqnj1PY Watch our videos! https://www.youtube.com/watch?v=Pb8kyCvauFQ&list=PLBmhkGNdurqgz7OD5uDIdDVYvGkBIApCo&index=4
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