Abstract

The problem of automatic porting of virtual reality applications developed in the Unity game engine using native libraries of different virtual reality headsets to other headsets is considered. The problems arising during porting are identified and the algorithm of their solution is described. The presented solution is tested in the work on porting VR-applications developed earlier by the authors to different headsets, on the basis of the obtained results the general conclusion is made about the feasibility of using the developed tool for automatic porting of VR-applications. Problems yet to be solved are described and scalability possibilities are presented. With the demonstrated growth of VR use in education and in industry, the task of porting is quite broad, so the presented solution allows to achieve a significant effect if it is necessary to expand the range of headsets used.

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