I've been watching some streamers play sfäre and it's been interesting for me. I have not had any live testing done, due to missing out on live events thanks to "you know what". Today I was watching a French streamer Ranufle and noticed something was up. He could hardly rotate the spheres. So I started sniffing around in my code and found something that looked experimental & fishy that slipped by. I think he was running sfäre at a very high framerate and my code was slowing down his movements. I'm not even sure why I added this... but it's gone now.
The update also includes toggles for "Music" and "Sound Effects" in the "Ugly Settings". This means you can run your own music in the background if you prefer, but still have the sound effects. There is also a very very experimental dropdown that let's sfäre listen to input audio. sfäre will then play this audio itself, so that the Spectrum Analyser can pulse to the beat. It requires that you play your Audio on a Channel that is not going to your speakers, or you will end up with double audio. You can also check out your microphone, but this will very likely end in a feedback loop.... just be careful.
I did have some issues creating the build as I have been working on Twitch integration. I've also split off the mobile version as it was getting too tedious to write code to enable/disable features for PC/mobile. For some reason this messed up all my custom shaders in the Unity Editor and I spent most of my time fixing this. Oh well.
One week until launch.... I should probably be marketing more instead of coding. But I like coding better.