icosa-foundation / open-brush

Open Brush is the open source, community led evolution of Tilt Brush! Forked from https://github.com/googlevr/tilt-brush
https://openbrush.app
Apache License 2.0
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Move to Unity 2020.x #135

Closed billyquith closed 2 years ago

billyquith commented 3 years ago

As of June 2020 OpenBrush is on Unity 2019.4 LTS. It would be preferable to upgrade to 2020.3 because we could get the Unity OpenXR XR plugin. This change may mean that the SteamVR SDK is no longer required.

There may be a considerable amount of work in this change because the UnityEngine.VR namespace (which is currently deprecated) has been removed.

Branch for this: feature/unity2020.

billyquith commented 3 years ago

This article explains the current issues with moving to Unity 2020 wrt to SteamVR support. Basically Valve aren't supporting SteamVR for Unity. They are pressing ahead with OpenXR and Unity are writing a Unity OpenXR XR plugin that will support OpenXR compatible devices, hopefully including Valve devices.

Unity say the OpenXR plugin is compatible with Unity 2020 LTS+. Devices support seem to include the Index.

billyquith commented 3 years ago

The Unity Blog has some information on the Unity XR plugin framework.

Officially supported platforms

“Build once, deploy anywhere” continues to be our core principle, and we work directly with our strategic partners to ensure that all creators are fully supported when developing for these platforms. This involves deep platform integration, improvements to our engine, and optimizations to our XR tech stack for the platform. As of 2019.3, Unity officially works with and supports:

Other platform updates

Note: Gear VR, Google VR, and OpenVR will remain supported by Unity in the 2018 LTS release.

OpenBrush 2019 supported platforms

Moving to OpenXR (& Unity 2020) means GoogleVR support may be dropped (as relies on old Unity VR API and deprecated audio). We will gain more platforms from OpenXR but may lose one.

mikeskydev commented 2 years ago

Now upgraded to 2021 LTS during XR integration work