Inspiration
Why not bring some of that traditional 3D content into Virtual Reality?
What it does
The asset allows a Unity developer to place 1 or more 3D images of most stereoscopic 3D formats in a scene, and see them as intended using a Virtual Reality headset.
How I built it
This is a set of C# Unity scripts.
Challenges I ran into
I worked on it off and on for about 1 1/2 years, between other projects. Originally it was going to be a part of a VR Asset Pack, but I decided to break the pack up so as prevent a lack of finishing one asset from letting me publish others that are done.
Accomplishments that I'm proud of
It's simple. Versatile in that it can be used on probably any VR headset, supports a few different 3D formats, and an unlimited number of 3D images in the scene.
What I learned
It's my first real piece of code in which the source isn't completely closed, so I learned a lot while trying to make it as presentable as possible.
What's next for VR 3D Image Viewer
I may add support for other 3D image formats if I think I can (*Done). I might redesign the example scenes (*Done), and or make a web demo (*Done). I might also try and include an example using a small MovieTexture(*Done).
Post 1.3 ideas:
Anaglyph support is just Red/Cyan right now (officially), so I might add support for other color formats.
I'd kind of like to switch the Interlaced and Analgyph format support to be shader based, so allow using those formats with Video.
Beyond that, outside of maintaining compatibility with Unity/VR SDK updates and fixing any bugs that crop up, I'm not sure what more could be done.
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