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Making a Business Oriented VR Interface
Fear and Loathing in Unity’s Architecture
You would think that building a relatively simple VR Interface in Unity would be “Out of the Box” sort of work.
Sadly, with a confused and confusing architecture, you are going to have to do much more work than you expected.
Background
Although I have no games development background, I recently started on a project to develop a business-oriented and data-oriented Virtual Reality application in Unity. More details about the project should be coming soon.
As an experienced architect and developer coming new into the VR and Unity world, I want to cast some light onto the way to create a solution and hopefully help someone avoid the traps I have explored.
One note. I have noticed that many articles about Unity tend to start with the obvious about how to install it and then, at the critical point just say something equivalent to “then reverse polarity in the transduction mode of the matter curve”- without any explanation of what this means or, indeed, what to do with the matter curve if you don’t want the polarity reversed! I intend to assume the obvious and discourse more on the transduction mode. I hope I am successful.