Virtual Object Sync Architecture for Two-Way Editing and Versioning
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Solution Overview
Problem
Current systems lack two-way synchronization of edits between creation studio applications and virtual environment editors, and do not allow for independent versioning of virtual environment objects and primitive binary objects, limiting flexibility and compatibility in designing within these environments.
Innovation Solution
A system is provided that enables bi-directional synchronization of edits between a creation studio application and a virtual environment editor, allowing for independent versioning of virtual environment objects and binary objects, enabling roll-back to any combination of versions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If bi-directional synchronization is implemented between creation studio application and virtual environment editor, then flexibility and compatibility are improved, but system complexity increases
Solution Approach 1:
A server acts as an intermediary component that receives objects from the creation studio application, converts them to binary format, and transmits them to the virtual environment editor. The server also receives edited objects from the editor, converts them back to studio format, and transmits them to the creation studio application. This intermediary architecture enables bi-directional synchronization without requiring direct complex integration between the two applications.
2Productivity
If independent versioning of virtual environment objects and binary objects is enabled, then productivity and flexibility are improved, but data management complexity increases
Solution Approach 1:
The system performs preliminary conversion of studio objects to binary format before transmission to the virtual environment editor. This preliminary action ensures that objects are properly formatted and versioned in advance, allowing independent versioning without requiring complex real-time data management during the editing process.
3Speed
If real-time conversion between studio objects and binary objects is performed, then synchronization speed is improved, but processing time increases
Solution Approach 1:
The conversion process between studio objects and binary objects is performed continuously in the background as objects are transmitted between the creation studio application and virtual environment editor. This continuous conversion ensures that synchronization occurs without interrupting the workflow, maintaining both speed and efficiency.
Data Source
AI summary
In some embodiments, a computer-implemented method of managing editing of virtual environment objects is provided. A computing system receives a first studio-version object created in a creation studio application executed by a designer computing device. The creation studio application is associated with a game engine. The computing system transmits a first binary object based on the first studio-version object to a virtual environment client computing device. The computing system receives a first VE editor object created in a virtual environment editor executed by the virtual environment client computing device. The first VE editor object includes at least a reference to the first binary object. The computing system creates a first studio-version VE editor object that includes at least a reference to the first studio-version object and the first VE editor object; and transmits the first studio-version VE editor object to the designer computing device.


