Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Unity XR platform has a new architecture – Unite Copenhagen 2019

Unity developed a new architecture that improves the support for existing and future augmented reality (AR) and virtual reality (VR) platforms. Learn about the technology under the hood, the consequent benefits, and improvements to the platform, and how it impacts your workflows in creating AR/VR experiences.

Speakers: Mike Durand, Matt Fuad - Unity

Watch the session on Youtube:

Related Books

Free with a 30 day trial from Scribd

See all

Related Audiobooks

Free with a 30 day trial from Scribd

See all
  • Be the first to comment

Unity XR platform has a new architecture – Unite Copenhagen 2019

  1. 1. Unity XR Platform: New Architecture Matt Fuad, Product Manager for AR/VR Michael Durand, Lead Engineer, R&D XR Platforms
  2. 2. Agenda 3 — History of Unity’s XR support — Learnings — New Architecture — Impact to Workflow
  3. 3. Today, Unity supports all major AR/VR platforms. 4
  4. 4. 5 • Started working w/ Oculus for Rift + GearVR support • Started working w/ Microsoft for HoloLens support 2014 2015 2017 2019 2016 2018• “One-click integration” -- landed support for Oculus, HoloLens, and PSVR • Direct platform implementations • Landed VR multi-device support, including Cardboard / Daydream • Added shared implementation • Landed ARKit and ARCore support • New plugin architecture • Migrated platform implementations as packages using plugin architecture • AR Foundation released, first user of plugin architecture • Landed Magic Leap support • VR abstraction for display
  5. 5. What we’ve learned… 6 Flexibility with Packages Increased flexibility through packages, updates decoupled from Unity core engine releases. New AR/VR Features New AR/VR features are released at an accelerated pace. New AR/VR Hardware Market will see continued stream of new devices from more vendors. …and our plan to improve. “Build once, deploy anywhere” Single framework for using common features across multiple platforms (AR Foundation). Plugin Architecture Standardized set of APIs designed to improve community’s access to AR/VR devices and features. Common Functionalities Devices share common set of features across AR and VR – display, input, etc.
  6. 6. New Plugin Architecture 7 — Provides a native API to HMD manufacturers and exposes a high level managed (C#) APIs to Unity developers — Multiple backend plugins (providers), implementing individual engine features (subsystems), exposed as common developer-facing C# APIs — Runtime discoverable, runtime activation – Common life-cycle across all subsystems / providers — Backwards compatibility
  7. 7. Subsystems 8 A subsystem is a logical group of hardware and/or software functionality like display, rendering, input, and more. It fundamentally improves how we deliver and manage SDKs for our XR platform integrations.
  8. 8. Each subsystem contains… 9 Common engine code which handles communicating with the C# interface, the native interface, and the rest of the engine A native interface which is implemented by multiple backends (Providers) via dynamic libraries A developer facing C# interface
  9. 9. Unity XR Platform 10 Provider Framework AR Provider Mesh Input Display Low Level (c++ modules) Unity Core Engine (rendering, player loop, etc.) Mesh Input Display Native (c++) Planes Camera Input Display Low-level Managed API Planes Developer Framework High Level (Public C# API, components, prefabs ) Camera Input Display Planes Environment Faces Image Track. Obj. Track. Raycast Meshing VR Provider Input Display
  10. 10. Supported Subsystems 11 — Camera — Depth — Display — Environment Probes — Face Tracking — Gesture — Human Body — Image Tracking — Input — Meshing — Object Tracking — Planes — Raycast — Reference Points — Session
  11. 11. Getting Started 12 — All officially supported platforms are now implemented as packages – Provider releases now decoupled from Unity core engine releases — Entry Point: “XR Plugin Management” Package
  12. 12. 13
  13. 13. What’s Next? 14 — Migration of platform SDK implementations as packages with new plugin architecture landing as verified in 2019.3 — Direct platform implementations will be marked as deprecated in 2019.3 — Continued improvements in UI/UX experience with “XR Plugin Management” package Join the conversation on Unity’s XR forum! — “XR Plugins & Subsystems”