Unity Wants Tools Like ‘Tilt Brush’ And ‘Medium’ To Kickstart Creation In VR

Unity Wants Tools Like ‘Tilt Brush’ And ‘Medium’ To Kickstart Creation In VR

Earlier this week Unity’s Editor VR platform evolved from a novel new way of making videogames into potentially the most forward-thinking VR development platform, and its all to do with Tools.

Toward the end of their on-stage demo at Unite 2016 on Tuesday, Unity Labs’ Amir Ebrahimi and Timoni West debuted this addition to the platform, which is due to release before the end of the year. Tools brings third-party creative software into VR so that you can use it to make objects, images and interactive elements and bring them into your games and experiences. As an example, VR scene-building app Tvori, one of our favorite pieces of VR creation software, was shown running inside Editor VR.

But Tvori could be just the start.

Imagine what you could do with Google’s Tilt Brush and Oculus’ Medium and Quill at your fingertips, not just as art makers in enclosed environments but as asset builders for games. You could make game worlds and objects not through hours of coding or even Unity’s own store full of options, but by simply drawing or sculpting them in VR. According to VP of Unity Labs Sylvio Drouin, that’s a very real possibility.

“We’re all talking to them [apps like Tilt Brush, Medium and Quill] to bring them into Editor VR because you see if I bring those tools into Editor VR, what does it give them? Interactivity.”

By that, Dourin means Unity as a software creation toolset is all about empowering developers to build interactive content that reacts to your presence — and that is essentially the missing piece of the first VR art apps that create more static works. Drouin explained that by making Editor VR “extensible”, virtually any developer would be able to create their own additions to the platform.

“We feel VR is early enough that we can say that nobody has the right answers yet,” he explained. “So we don’t want to pretend that ‘Oh, we’ll give you a scene-editing tool in VR and this is the way it’s going to work and this is the final build.’ No.”

Instead, Unity wants to create a community around adding Tools to Editor VR; different people coming up with different solutions for different needs. Someone will make the tool you want to use and, when they do, it will be right there in VR.

This wasn’t what the company originally had in mind for Editor VR, though. Dourin stated that Unity Labs “spoke to dozens and dozens of VR developers and the main pain point was that they had to put the headset on, test, remove the headset, change something, put the headset back, change. That was so painful so we started there.”

Labs began to experiment with interface ideas in VR, and came back with a mixed bag of results: some problems answered, some only temporarily so, and some issues still persisting.

“In the end, that’s when we realized all of this is going to change massively in the next years,” Dourin said. “If you look at the VR numbers, we are in the infancy. So by making it open, we created this platform to become an ecosystem of VR creation components, VR authoring components.”

Unity will seek to foster this ecosystem too; Tvori could become available in the asset store and Unity could help promote it, which would give a big boost to an app that was lost among all the games on the Steam store.

In its Unite keynote, Unity made the bold claim that it wants every VR developer to be making their content with Unity, and Editor VR will Tools forms a big piece of that push. Dourin thinks it will give them a leg up over the competition: Unreal Engine 4’s own in-VR editor.

“They don’t have any idea if people will want to use it,” he said. “So our approach is to say ‘We don’t know what people want so let’s just open it so they can find out.'”

It could also mean studios working on non-VR content opt to use the new medium of virtual reality to build their content for traditional 2D screens too. Dourin is confident that will happen, though wouldn’t speculate on the percentage of developers that might do so.

Editor VR is scheduled to launch later this year and Tools will be included, though there’s still a lot of work to be done. In terms of demand on PCs, Dourin says that anyone that wants to use the in-VR toolset to do a lot should have “the best machine” with a GTX 1080 card. He also dreams of one day bringing it to mobile platforms, but joked that right now on Daydream you’d be editing a scene with three objects.

“We’ve just opened the door to a gigantic world of possibilities,” Dourin said.

Now it’s just up to developers to step inside.

Unity Aims To Let Anyone Make Interactive Content While Inside VR

Unity Aims To Let Anyone Build Interactive Content Inside VR

Unity’s impressive demonstration of its Editor VR software was the highlight of yesterday’s Unite conference keynote. Though extensive in the tools it provides, it also represents a more accessible, user-friendly development engine that we might all be using one day to create virtual worlds. As it turns out, that day might not be too far away.

In an interview with UploadVR, VP of Unity Labs Sylvio Drouin confirmed that the company is working on tools that would enable anyone to create “fairly complex experiences” without the need for any programming knowledge.

“There is a lot of work that we’re doing right now to have pre-made VR frameworks so you can start and you can just bring your own assets, and you don’t need to code,” Drouin said. “We have entire libraries of behavior.”

He stated that eventually users will be able to “assemble content through Unity pretty much without writing a line of code.” This would be done in VR, though that doesn’t mean you can only create VR experiences; yesterday’s demonstration showed how Editor VR could be extended with additional tools made by other developers to modify scenes in non-VR games like Firewatch.

Some of the frameworks Unity is building are tools for visual scripting, visual effects, and artificial intelligence. He initially stated that these tools would be coming in the next 18 months, though quickly broadened that window to 18 – 36 months.

In concept, the steps are similar to Unity’s Carte Blanche initiative, which would allow users to build scenes in VR using natural movements or voice commands. Carte Blanche, however, is a very complex concept that is far from being realized. Editor VR, meanwhile, is currently scheduled to arrive before the end of the year.

While this new take on the engine will help streamline some parts of the development process, for now you’ll still need to do some things outside VR to build full games. With these new tools, it sounds like the barrier to entry will continue to lower.

Unity Hires VRML Co-Creator Tony Parisi In Bid For VR Dominance

Unity Hires VRML Co-Creator Tony Parisi In Bid For VR Dominance

Unity closed out its Unite 2016 Keynote in Los Angeles today with a huge focus on VR. Ushering in that segment was the announcement that the company had hired Tony Parisi as its Head of AR/VR Strategy.

Parisi is considered by many to be one of the early pioneers of VR thanks to his work on Virtual Reality Modeling Language (VRML), a tool for creating 3D environments on the internet, with Mark Pesce back in 1994. Over the past year he’s served as Vice President of Platform Products at WEVR but, most recently, he was planning a San Francisco-based startup, FormVR.

“We think that immersive technologies like VR and AR represent the next computing platform,” Parisi told the crowd at Unite. “We’re not just going to be using VR and AR to make games, we’re going to tell stories and create worlds. We’re going to design and sell products, make compelling presentations and understand complex data.”

He went on to talk about Facebook’s social VR demo that debuted at Oculus Connect 3 last month, revealing that both it and Oculus’ own Rooms and Parties social software had been made with Unity.

“We want you to make all your VR and AR with Unity,” he said, promising renewed investment in the industry.

Following Parisi’s introduction, Google took to the stage to reconfirm today’s news that its Daydream platform would be launching on Nov. 10, and that native Unity support would arrive in the next iteration of the engine, 5.6. During the show we also saw Unity being used to create 360 degree videos, and were promised updates such as ‘hot reload’, which will allow mobile VR developers to transfer builds to devices much faster.

Of course, a big piece of Unity’s VR puzzle is its Editor VR, which also got a date today. With Unreal Engine’s own in-VR equivalent yet to be dated, 2017 will be an interesting year in the battle for which toolset will be dominant in the creation of virtual worlds.