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[RELEASED] BridgeXR : Cross Platform Development

Discussion in 'Assets and Asset Store' started by kbabilinski, Jun 21, 2018.

  1. kbabilinski

    kbabilinski

    Joined:
    Jul 12, 2012
    Posts:
    14

    Hey everyone, I'm excited to announce that Parkerhill Reality Labs released a new tool called BridgeXR on the Asset Store.

    The main idea behind BridgeXR was to create a plugin that manages your SDK specific content, so you that you can implement features without worrying about support on other platforms. This tool was first developed as an internal tool in order for us to work on multiple platforms more efficiently. We've been using this tool for a few months now, and we would like to share it with the Unity Community.


    BridgeXR was developed to be dynamic, so that you don't have to predict what's your next target device. It also allows you to use your device's native features you'll be able to support the newest SDK from day one. We expect that this will make development faster, especially if you are developing a game for AR and VR. Since the number of VR and AR devices is contently changing, BridgeXR is your answer for supporting specific platform features and user experience requirements.

    For more information checkout the plugin on the asset store and watch the attached overview video

     
    Last edited: Jun 21, 2018
    linojon likes this.
  2. castana1962

    castana1962

    Joined:
    Apr 10, 2013
    Posts:
    362
    Hi kbablinsky
    I am interested in trying your Unity plugin since I am developing VR/AR apps/Games( mainly for SteamVR Interaction System, Oculus SDK, Apple ARKit, Vuforia and VRTK), for it, Would it be possible?
    Thanks for your time
    Alejandro
     
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  3. kbabilinski

    kbabilinski

    Joined:
    Jul 12, 2012
    Posts:
    14
    Hi @castana1962 , Yes! This is exactly the situation that BridgeXR is for! We are a toolkit -manager- within the Unity editor. The plugin helps you write apps which use and switch between various tool-kits, like the ones you mention. You can isolate SDK dependent functions and have them load dynamically. (Scenes, Prefabs, Components) So you have the freedom to use the scripts/prefabs provided with each native SDK. Here a link to join our Slack if you have more questions or want to discuss https://goo.gl/forms/Y1AHSFG3ayETJMFV2
     
  4. linojon

    linojon

    Joined:
    Aug 25, 2014
    Posts:
    69
    hi, please let's start to use this thread for continuing support and announcements (rather than the slack group and direct email). Cheers :)