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Re:Why Cities: Skylines 2 performs poorly by andybak on Sunday November 05, 2023 @03:23PM (#38155269)
AR Kit is Apple's thing. AR Core is Google's thing. Neither of those are Unity's fault. AR Foundation is a Unity layer to present a common interface. Which of my books is a good thing.

Open XR is also an an attempt to make a cross platform layer for vendor specific APIs. Again not Unity's fault. The Unity plugin system is a common interface for all XR devices.

I'd generally support your sentiment but in this case you're picking on things where Unity had mostly got it right.

Re:Why Cities: Skylines 2 performs poorly by AuryGlenz on Sunday November 05, 2023 @10:29PM (#38158503)
This comment made things more clear to me than the documentation that I saw, perhaps because I was looking at it from a Quest 3 perspective and their main page about it doesn't mention that at all.

I know what Open XR is all about but again, it's not clear which you should actually use for development if you're only targeting Quest devices, for instance. A little extra documentation would go a long way.

The same goes for all of the other things so frequently mentioned like their renderers.

Re:Why Cities: Skylines 2 performs poorly by squeaky-clean on Monday November 06, 2023 @12:51AM (#38159333)
Honestly, like a lot of Unity functionality, what you do there is pay $50-100 for an asset from the store that handles things in a sane way.