Getting Started with Unity and Wave SDK (including using the VIU plugin!)

Moderator

Getting Started with Unity and Wave SDK (including using the VIU plugin!)

Please consider using the VIU plugin to save you from managing different code bases for each platform!

It let's you support e.g. Vive(or Rift) and switch to mobile platforms (like WaveSDK) by simply changing the build target!

 

More information in our developer blog (getting started entry):

https://community.viveport.com/t5/Developer-Blog/bg-p/devblog

 

razoredge
Explorer

Re: Getting Started with Unity and Wave SDK (including using the VIU plugin!)

Has anyone authored a pros/cons of leveraging this approach? Performance issues? Every abstraction layer always comes with a price, I'm just curious of what the considerations are? For instance, will VIU continue to be updated to support Vive Cosmos as well?

@Dario 

Moderator

Re: Getting Started with Unity and Wave SDK (including using the VIU plugin!)

Yes, VIU will be supporting future devices. As a  open source project on Github there shouldn't be concern over long term support,  As for performance, we did performance tests early on with no degradation of performance, it's essentially wrapping the underlying SDKs (e..g Wave SDK, Unity XR APIs, SteamVR  Unity  plugin) as you would likely do when using the SDKs directly. 

 

We just opened a dedicated forum for VIU - so please post questions here:

https://community.viveport.com/t5/Vive-Input-Utility/gp-p/ViveInputUtility