Distributed Unity Applications

Evaluation of Approaches
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 617)


There is a need for rapid prototyping tools for large, high-resolution displays (LHRDs) in both scientific and commercial domains. That is, the area of LHRDs is still poorly explored and possesses no established standards, thus developers have to experiment a lot with new interaction and visualization concepts. Therefore, a rapid prototyping tool for LHRDs has to undertake two functions: ease the process of application development, and make an application runnable on a broad range of LHRD setups. The latter comprises a challenge, since most LHRDs are driven by multiple compute nodes and require distributed applications.

Unity engine became a popular tool for rapid prototyping, since it eases the development process by means of a visual scene editor, animation libraries, input device libraries, graphical user interface libraries etc. However, it will charge developers with a high fee in order to make an application LHRD compatible. In our previous work, we developed an extension for Unity engine that allows to run Unity applications on LHRDs.

In this work we consider different static vs. dynamic camera/world conditions of distributed applications; and propose and evaluate different Unity specific approaches within the scope of 2D and 3D applications for these scenarios. The primary focus of the evaluation lays on world state synchronization, which is a common issue in distributed applications.


Unity Distributed rendering Large, high-resolution displays 


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Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Anton Sigitov
    • 1
  • Oliver Staadt
    • 2
  • André Hinkenjann
    • 1
  1. 1.Institute of Visual ComputingUniversity Bonn-Rhein-Sieg of Applied SciencesSankt AugustinGermany
  2. 2.Institute of Computer ScienceUniversity of RostockRostockGermany

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