You missed the point I was trying to make:
High Fidelity allows us to control the bones and the blendshapes (limited currently to the 49 faceshift blendshapes) via scripting interfaces, its so versitile, I can custom bind it to my touch pads: And thats without having to pop in to Unity create a scene that would play back an animation, or create a Prop. I basically write my script on run time, without having an approval process.
This meaning there is a whole lot more potential procedural control for avatars (watch me cast a gesture based spell to change clothes with shit shaders I made in a week and but did not need Unity Pro to write them) ), faster support for new peripherals, among other stuff, and also give us the opinion as developers to control expressions externally instead of just via animations bound, and restricted to the avatar brought in… And because avatar animations are streamed instead of playing back an animation on each instance: think of the sync possibilities with that.
We can also just plop down an object via scripts you can just run, instead of having to create an Scene or a Prop and jump through hoops for approval, and be limited via menu systems…
People can modify others scripts to do stupid shit like modify the clap script I made to make random annoying Anime noises on clap.,
If I had the time to do it, I’d rewrite the entire edit tools in a few months. Currently it sucks, but it doesn’t eliminate the fact that it can be done.
Sure Unity has a whole bunch of support baked in and ready to be used, but its clunky to get VRChat to use the powers of Unity to its fullest… It does have some great stuff, like restrictions to rooms and creating more solid game experiences (considering its Unity, modules like combat / vehicles work out of the box !), but again, control will always be restricted. This can be both a good and a bad thing.
But if High Fidelity fails and goes under, we can still use the code to resurrect it, and nothing but time will be lost.
VRChat, and the other non-open worlds, when they go down, they will stay down along with everything created for those worlds, with only the memories created in them remaining within the users that experiences them.
Tech / Feature wise Unity is going to win out, as its a game engine that has years of man hours and test cases, and proven battle-roughened engine vs what High Fidelity has to offer; After all, it is the most popular game engines out there and has a huge marketplace offering many tested ready made components. But thats the thing: Unity is not open source, nor can anything ontop of it be considered as such. Have a fresh peripheral to add? You’d have to wait until one is available on the Unity Store. Here? Get the SDK from the hardware developers, build your own Interface and implement it within a few days: If you have the know how. You could technically do that also with Unreal Engine, but with Unity, you will be forced to wait. Sure in any case, if you are not a developer, youd have to wait regardless: The possibility of doing it directly is there, however.
The VRChat Project is not open source, and is third-party development onto it is restricted to the SDK. They also have quite alot more control over what content goes in there, and as soon as someone in the game industry starts noticing, some of those content from other places will start to get removed. Keep that in mind. Same of course with High Fidelity: but in this case, its the responsibility of who ever hosts the content, not a centralized place.
But I am going on a Rant
As a Experienced Programmer, and a Hobbyist Modeler, I find extreme value in the ability to impact development on my own, than being forced to wait and ask for a specific feature to be implemented. This is what I see in being an important quality to a Metaverse: Others must be able to contribute. Perhaps it makes me absolutely biased, but if there is another equal Open (VR/Hydrid) platform, I’d jump on the chance in them as well: I do have my own, major issues with High Fidelity…
But If High Fidelity doesn’t implement something We really want, We can do it for them.
Like back when they removed text chat, we were basically jumping over each others toes implementing different solutions, before they eventually brought it in through the market. When I got sick, I even made my own ( i need to actually update it) which everyone could see without having to pop those chat windows open at all.
if someone has the time and wait for approval and perhaps get even paid. And If it doesn’t get approved, We can always pool individuals together and create a new browser that works differently, with the same architecture provided, and start High Fidelity Browser wars.
Just like Second Life had their own versions made after they had made their code available via License: CtrlAltStudio and Firestorm were/are good examples of a Third Party Viewers which pushed the Main Viewer forwards…
High Fidelity may be a boulder, but there clearly is a raw gemstones inside it, that needs cutting. It is painful to use at times, but it has an unprecedented amount of freedom, which still to date still keeps me in it. If it wasn’t that open, I’d probably be working on creating a Game or something… In Unity.