Caitlyn Meeks is one of the creators and current manager of the Unity Asset Store, which is a marketplace that is changing game development for both game developers and content creators. She describes how Unity has built an extensible framework where you can extend it’s functionality through the asset store, and so it’s functionality is not fixed with the new features that come from their official releases.
The asset store innovates in many different areas, and it is a slow and methodical process that Unity goes through to eventually integrate some of those features into it’s core engine.
Caitlyn talks about what differentiates Unity from other game engines, and how Unity is responding to recent pressures in the marketplace from Unreal Engine 4. They’re staying the course with their plan and roadmap, and see that they’re focusing on creating a streamlined user experience for game developers. She sees Unity as an unstoppable tortoise who may not always be first to market with all of the new features, but that they’re implemented well in a methodical fashion and with love.
She mentions some of the VR specific plug-ins on the Asset Store including SDKs for Sixense and Leap Motion, Cast AR, CAVE projection systems, and DIS HLA interfaces. She also talks about the free Unity Multipurpose Avatar (UMA) plug-in, which is a Unity-sponsored, avatar creation tool.
Finally, she talks about her vision for how VR will change the humanities and expression in a way that makes us more human and grateful to be alive.
Reddit discussion here.
TOPICS
- 0:00 – Unity asset store. Provides content to game and VR developers, 3D audio, texture and music, and scripts and tools that extend Unity. Exponential growth since 2010. 750k active users forming a community of content producers. It’s an ecosystem where people are helping each other. People can make a living off of selling assets. One of top 3 reasons for using Unity. Bedroom artists who are making $10k-$100k. Senior of artist from Ubisoft making more from the Unity asset store sells. It’s changing game development for developers and content creators.
- 3:08 – How does it differentiate from other engines? Unity is extensible. Asset store can be a stopgap for providing new features. Unity isn’t a static product. New functionality is coming through the asset store. Unity feature list doesn’t include all of the functionality available through the asset store. You don’t need access to the source code to create your dream tool in Unity.
- 4:45 – What are some popular VR plug-ins? First submission from Palmer Luckey two years ago. SDK for Sixense and Leap Motion, Cast AR, CAVE projection systems, and DIS HLA interfaces. UMA is the Unity Multipurpose Avatar, which is a Unity-sponsored, avatar creation tool.
- 6:42 – Binaural audio plug-ins to enable positional audio. New audio implementation in Unity 5 including audio
- 7:20 – Lots of excitement for UE4 and EVE: Valkyrie moving from Unity to UE4, and what is Unity’s approach for counteracting this? Staying the course with a solid product with an unparalleled workflow. Lots of new features coming in 5.0 that have been on the roadmap. Not going to change anything drastically. Always been a bit behind, but they do it well, methodically and with love. They’re an unstoppable tortoise.
- 8:55 – Your vision for what you want to see happen in VR. Fan of Cyberpunk and Snow Crash and Second Life. Coming from an artist’s perspective, and VR will be one of the most significant developments in the humanities and human expression. So many different possibilities for creating worlds and experiences that are beautiful, horrifying, mechanical, alien, etc. Goal is to see beautiful morphologies emerge. See worlds, spaces and scenarios that make us more grateful to be alive and things that make us more human.
Theme music: “Fatality” by Tigoolio
They’re hoping to provide the first, consumer-grade motion capture suit with their pro version for $429, and also have a Core full-body option for causal gamers for $369, as well as an upper-body only Lite version for $289.
He talks about virtual body language and how the target of 100ms of latency is the threshold for a compelling telepresence experience that is indistinguishable from face-to-face interactions.

His team has come across a “VR comfort mode” solution for rotating in VR by snapping 10 degrees at a time similar to how a dancer would focus on a specific spot while turning. He also talks about how other VR design elements such as pacing and scaling can contribute to a sense of presence.
He talks about some of the keys to
He discusses using Android as an open platform, and how they’re using Bluetooth as the interface for bringing in input into VR experiences. Some of the more compelling ones are things like VR chat to be able to have cross-platform interactions with other people within VR, as well as 3D movies and VR movie theaters.
Sean talks about some of the challenges he faced with dealing with scale when porting Lunar Flight to VR, and what he had to do to solve those issues. He also discusses what he needs to do to upgrade Lunar Flight to be ready for DK2 including increasing the graphics resolution as well as integrating positional tracking and figuring out how to deal with clipping issues that result from that. He also discusses his take on limb tracking, and other potential new features for Lunar Flight.