I had been using Unity 3D for many years. My own 3d software and apps were developed in Unity 3D. I had a substantial code-base of Unity 3D c# code built up.
But I threw it all away. UNREAL!
Or, rather, I moved to the Unreal Engine.
I had been using Unity 3D for many years. My own 3d software and apps were developed in Unity 3D. I had a substantial code-base of Unity 3D c# code built up.
But I threw it all away. UNREAL!
Or, rather, I moved to the Unreal Engine.
I’ve been limiting my VR/AR/MR (Virtual, Augmented and Mixed Reality) reviews and critiques to realm of VR Cinema. For example, MR ROBOT or INVASION!
I hope to continue in that vein. However, Unity Technologies has released something that I think is extremely important. And for the moment, I want to broaden my scope to talk about it. Continue reading “VR Review: Unity’s EditorVR Experimental Build”
I’ve spent a lot of time working with different approaches to Application Frameworks in Unity.
For example, my first 1.x releases of Composer and PoseMe were based on a data binding model, for designing in a way similar to (highly inspired by) Model View ViewModel (MVVM) patterns. Continue reading “Unity Application Framework”