Game engine Unity has released a preview (beta) “XR Interaction Toolkit” that handles some basic interaction for VR and AR.
Like the majority of additional features Unity XR Interaction Toolkit downloaded and activated from the package Manager.
Unlike tools VRTK, Unity prefers the laser pointer for direct manipulation. This works well with a wider range of platforms, but can be less exciting for the systems of higher level.
Currently Unity XR Interaction Toolkit provides the following 4 functions:
The choice and facilities management (AR & VR)
This allows the user to direct the laser at objects to select them, and also directly or at a distance to capture the object. With the captured object, the user can rotate it or abandon it. This mode is configured
The interaction with the user interface (VR)
The same type of laser pointer used to select an object, can also be used to interact with the user interface. This means that the built-in Unity UI system, which developers have become accustomed, can be used in VR.
Those aredeportacia and instant rotation (VR)
This allows developers to quickly add teleportation and instantaneous switch in their applications. “Smooth” a movement is not built, but the developer is much easier.
The object location (AR)
This feature is designed for Apple ARKit and Google ARCore, allows smartphone users to run your fingers to place the virtual objects in the real planes.
No need to reinvent the wheel
It seems that the XR purpose Interaction Toolkit is to make it so that developers do not need to “reinvent the wheel” for simple interactions VR and AR.
For new developers, this means that the basics takes less time, and won time can be used to create a real experience. Of course, the developers of larger projects can use a more advanced environment, such as VRTK, although VRTK has no user interface features.
For end users, since Unity supports most applications the XR, it can lead to greater consistency and standardization of the basic interactions of VR and AR. If you know how to select, grab and move in one application of virtual reality, this should be pass on to others — similar to how time was standardized control scheme for console games.