Editor Hub for Multi-User Virtual Content Collaboration
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Solution Overview
Problem
Virtual reality game development is typically performed serially, leading to delays as one developer must wait for another to complete their tasks, and there is no efficient way for multiple developers to collaborate in real-time on the same virtual content.
Innovation Solution
A system and method for editing immutable game data within a virtual development space, allowing multiple game developers to connect to a shared virtual environment where they can simultaneously modify and collaborate on virtual objects, with changes propagated in real-time through an editor hub that manages and executes change requests, generating updated representations based on the capabilities of each developer's system.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If multiple developers work serially on virtual content, then each developer can complete their tasks individually, but the overall development process experiences delays as developers must wait for others to finish
Solution Approach 1:
The patent merges multiple developers' workspaces into a shared virtual environment where they can simultaneously access and edit the same virtual content. The system combines individual developer views into a unified collaborative space, allowing parallel work without conflicts or waiting periods.
Solution Approach 2:
The server acts as an intermediary that manages multiple developer connections to the virtual content. It receives commands from different developers, processes them sequentially or in parallel, and returns updated representations to each developer, enabling simultaneous access without direct conflicts.
2Loss of information
If the system transmits detailed virtual content data to all developers, then each developer sees accurate updates, but network bandwidth and system resources are consumed
Solution Approach 1:
The system provides different quality levels of virtual content representations to different developers based on their specific needs and device capabilities. Each developer receives a customized representation optimized for their local system, rather than all developers receiving identical high-fidelity data.
Solution Approach 2:
The server changes parameters such as resolution, level of detail, and data format when transmitting virtual content to different developers. These parameter adjustments optimize network transmission efficiency while maintaining sufficient visual quality for each developer's device capabilities.
Data Source
AI summary
Embodiments of the systems and methods described herein provide an editor hub that can host a virtual environment and allow multiple game developer systems to connect to. The editor hub can manage all change requests by connected game developers and execute the change requests into the runtime version of the data. The connected game developers can receive the same cached build results from the build pipeline, which can allow for simultaneous updates for a plurality of game developers working together on the same virtual content.


