Proposed: Enhancing Cross-Platform Compatibility and User Experience for V-Sekai VR Social Players
Metadata
- Status: proposed
- Deciders: V-Sekai, fire
- Tags: V-Sekai, ChatGPT-4
Context and Problem Statement
V-Sekai faces limitations in providing a seamless cross-platform experience for VR Social players. How can we improve compatibility and user experience across various platforms?
Proposed Solution
Distribute artwork in Blend, VRM, and Unity Asset Package formats to ensure easy portability and compatibility with multiple platforms, enhancing the overall user experience.
Implementation
- Create and export artwork in Blend, VRM, and Unity Asset Package formats.
- Utilize appropriate formats for each platform, ensuring compatibility and optimal performance.
Positive Consequences
- Improved compatibility across various platforms.
- Enhanced user experience for VR Social players.
- Increased adoption of V-Sekai due to better cross-platform support.
Negative Consequences
- Additional development time and resources required to create and maintain multiple asset formats.
- Potential performance issues on lower-end devices.
Option graveyard
- Creating separate assets and configurations for each platform, increasing development time and maintenance complexity.
If this enhancement will be used infrequently, can it be worked around with a few lines of script?
This enhancement aims to improve the core experience for users across various platforms and cannot be achieved with a simple workaround.
Is there a reason why this should be core and done by us?
Providing a seamless cross-platform experience is essential for V-Sekai’s success. Implementing this feature in-house ensures full control over its development and tailoring to specific needs.
References
- V-Sekai
- UnityVRM: https://github.com/vrm-c/UniVRM
- Silent Cel Shading Shader for Unity Game Engine: https://gitlab.com/s-ilent/SCSS
- Silent Cel Shading Shader for Godot Engine: https://github.com/lyuma/SCSS-Godot