This blog is the latest in Games Focus, a series that shares what Unity is doing for all game developers – now, next year, and in the future. This installment covers the status, upcoming release plans, and future vision for XR.

I’m Tarrah Wilson, director of product for XR at Unity, where I drive product strategy for augmented, virtual, and mixed reality. I’ve been at the ground floor of building XR experiences for the last six years, including shipping the HoloLens and social VR apps at Microsoft.

Prior to working in XR, I made worldbuilding games and 3D creation apps with heavy focus on user-generated content. The XR leadership team at Unity shares a passion for the practical usage of XR in people’s everyday lives and helping build the best tools for creators and developers. Scott Flynn, Dave Ruddell, Dorrene Brown, and William McDonald are colleagues from the XR team who have also contributed technical and engineering expertise to this blog.

We’re fortunate enough to enjoy an incredible XR game developer community building up around Unity during a period of rapid growth and evolution in XR technology and hardware. We anticipate that the XR space will continue to evolve – pushing us and all of you to keep up with new input paradigms alongside ever more capable hardware, world understanding, and user expectations. 

In this edition of the Games Focus series, we’ll cover newly supported hardware and updates to OpenXR and AR Foundation. With XRI (XR Interaction Toolkit), we now provide key interactions like natural object selection and manipulation, common locomotion patterns, and support for touchscreen gestures when combined with AR Foundation.

Source: Unity Technologies Blog

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