![]() ![]() Making a full refactory is too much work, and create a separate branch of the program just to make things compatible with SteamVR is a maintenance hell. ![]() This means that there are some devs out there tha t don’t know how they can support SteamVR for their programs/games because they implemented everything with the cross-platform XR Interaction Tookit to discover later on it is not SteamVR-compatible. To avoid making double the work, they are just not fixing things now. Valve doesn’t want to rewrite everything just to please Unity and it especially doesn’t want to do it now that Open XR is coming, and so they know they’ll have to do the same refactory anyway in some month. Valve has made all its super cool interaction system and headset management, Unity now wants to make the same things its own way, and so the two solutions are clashing. And a VR program with no interactions is very boring… The problem is that it may happen that when you hit play, NO INPUT gets detected from the controllers! So Interactors and interactables are not working as expected. The reason is a bit political: When Unity went for the new management system for VR plugins, that are now all managed within the Unity package system in a smart way, Valve didn’t let Unity develop the plugin for them, and so its support arrived months later because they wanted to develop it in house. With SteamVR things are a bit more problematic. With Oculus, both Quest and Rift, everything works like a charm. The XR Interaction Toolkit, that offers standardized interactions in VR: it gives you cross-platform mechanics like grab, teleport, select, etc….The Unity XR Plugin Management, that lets you switch easily between different headset types in your application.So I used the latest tools that Unity offers for the purpose: I was working on a consultancy project with Unity, that had to be cross-platform. The problem SteamVR is a great solution to develop cross-platform applications, and so is Unity (Image by Valve) ![]()
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