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VTRK (https://github.com/thestonefox/VRTK https://github.com/thestonefox/VRTK) will almost certainly make your life better. It's (well done) implementations of
by RangerScience 9y ago
VTRK (https://github.com/thestonefox/VRTK https://github.com/thestonefox/VRTK) will almost certainly make your life better. It's (well done) implementations of (most? all?) the core AR/VR interaction patterns that have been worked out so far.
I might go so far as to say it's the ActiveRecord to Unity-as-Rails for AR/VR, although the analogy is really flawed.
While I like your overall approach (a true, comprehensive intro to Unity), I would have liked to see more about, I guess I'd call it, the philosophy of putting code into Unity, covering (specifically and, IMHO, most importantly) the type of component system they're using, and type of event system they're using. The equivalent of describing a new language in terms of which features from the language grab-bag the authors decided to use.
PS - Pluuuuug, because dealing with JSON/YAML in C# suuuuucked: https://github.com/narfanator/maptionary https://github.com/narfanator/maptionary
- zen35 9y agoYeah, I'm all for more discussions on philosophy instead of just the mechanics of doing X, Y, and Z. Like how does one augment existing physics to capture their game's possibly different/modified/caricatured definition of physics? Can one's games interactions come primarily from emergent behavior or does one need to do more leg work in the game model? Tons of discussion for later, hopefully! Also: VRTK is awesome and JSON/YAML in C# is indeed terrible.
- RangerScience 9y agoCheckout the Maptionary library, I'd like to have feedback (and any use other than myself). The existing stuff for JSON (particularly) is good if you're serializing into and out of data structures, but if you just want data? Not so nice.