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It's honestly a bit insane. Just the other night I wanted to know what it'd take to do some AR development for the Quest 3 using Unity. 10 minutes in I was st
by Auracle 3y ago
It's honestly a bit insane.
Just the other night I wanted to know what it'd take to do some AR development for the Quest 3 using Unity. 10 minutes in I was straight up confused. There's AR Foundation, AR Core, AR Kit, and I think at least one other thing. I have no idea the difference between those, if they're even wholly separate. That's on top of using either the OpenXR or Unity plugin for the actual headset.
- andybak 3y agoAR Kit is Apple's thing. AR Core is Google's thing. Neither of those are Unity's fault. AR Foundation is a Unity layer to present a common interface. Which of my books is a good thing. Open XR is also an an attempt to make a cross platform layer for vendor specific APIs. Again not Unity's fault. The Unity plugin system is a common interface for all XR devices. I'd generally support your sentiment but in this case you're picking on things where Unity had mostly got it right.
- deleted 3y ago[deleted]
- Auracle 3y agoThis comment made things more clear to me than the documentation that I saw, perhaps because I was looking at it from a Quest 3 perspective and their main page about it doesn't mention that at all. I know what Open XR is all about but again, it's not clear which you should actually use for development if you're only targeting Quest devices, for instance. A little extra documentation would go a long way. The same goes for all of the other things so frequently mentioned like their renderers.
- squeaky-clean 3y agoHonestly, like a lot of Unity functionality, what you do there is pay $50-100 for an asset from the store that handles things in a sane way.