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Feedback Creating a Business oriented VR interface

Discussion in 'AR/VR (XR) Discussion' started by runette_unity, Apr 14, 2020.

  1. runette_unity


    Feb 20, 2020
  2. StephanieMSnow


    Jan 27, 2021
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  3. tom_fv


    Jul 19, 2017
    We are in a similar situation (VR for business use) and I feel a very familiar similarity in the issues we've had. Though we have tried to focus more on multi-platform support (OpenVR support being a big one for us). We've ended up not using the Oculus Integration and just the basic support offered by the built in vr support in 2019.4 (avoiding the new Unity XR stuff due to lack of support for OpenVR).

    Also VRTK 4 seems to do a lot of complicated stuff in the background which I am wary of, how have you found it?
  4. colinleet


    Nov 20, 2019
    Ooph, so many hard truths here. Nice article.

    Living here in Unity VR land for the past year is basically an evolving vr clusterfuck that is three render pipelines, interacting with multiple major xr plug-ins (all of which are being depricated before their successors are out of a practical pre-alpha "preview"/beta (oculus legacy/steam vr --> xr plug-in manager --> open xr (ignoring window MR entirely here)) -- mixing with two to three entirely separate input systems (unity legacy --> xrik (device based common usages) --> the new input action based system) -- all of which are then sticking their fingers (or licking the door knobs) of different ux frameworks to place dominance/ownership over then -- has given me a lot of extra sympathy for any one plug-in developer trying to keep up with making their stuff work out of the box for even two or three of any of they above rat's nest of bubble-gum-welded frameworks.

    Overall I think of all the packages above are going to need to take a much lighter touch when it comes to trying to do too much stuff at one -- limiting the functionality that each their scripts/components of their system do...

    At least that the only way I've found it possible to be able to snap in new frameworks the twoish times a month I need to switch some foundational system out for another... By basically manually writing extra abstraction layers for each layer (like my own extended intractable classes to support moving platforms, or my custom input actions which can be invoked by multiple input systems without needing to rewrite all of my custom user controlled systems).

    Basically feels like I need to ultimately minority to majorly rewrite interfaces over everything that enters my door just to keep it from breaking what's already there. I wish things were more baked before Unity served them up as a new "standard"... But practically then again staying a full year's release behind the times -- where it's nice and stable -- means you're basically volunteering your system to a two to three year short life span in terms of tech debt.
    Last edited: Feb 2, 2021
    tom_fv likes this.