Architecture for a cross platform game. VR/PC
HI,
I'm starting the creation of a multiplayer game on two platforms (VR/PC). If I want people to freely chose between PC and VR, is it better to make two distinct game, two distinct compilations or last idea only one compilation. Lots of assets will be shared between the VR and PC version, so making two differents games isn't a good solution I think.
In the optic of having a game with two compilations. Is it possible to have a project that can compile with some libraries/assets and another compilation with other ones. Do I have to make multiple versions of my scenes for each platforms or is it better to check in the scene what to do with my cameras/ input... on the go?
I have a lots of question and totally lost on what is the best to do. I don't want to start something and figuring out that I'm totally wrong and start over everything. If someone can help me out it would be very helpfull.
Thanks in advance ;)
Answer by ShawnFeatherly · Jul 06, 2021 at 09:03 PM
The legacy VR settings had some support for this by choosing a startup device. I'm not sure how this is done in newer (2020+) versions of Unity. https://docs.unity3d.com/2018.4/Documentation/Manual/VROverview.html
There's more detail at https://answers.unity.com/questions/1579275/how-to-build-application-for-both-vr-and-computer.html