culty in terms of accessibility to good tile-based sys-
tem plugin. This study was done in order to make a
better tile-based system than before more accessible
to more Unity developers especially in terms of edu-
cation.
2 LITERATURE REVIEW
The foundation of this research is the history of previ-
ous researches related to the plugin for game engines.
The first research is entitled “Uni-CAVE: A
Unity3D Plugin for Non-head Mounted VR Display
Systems”. Unity3D has been popular and is free to
use by many game developers especially for design-
ing and constructing a virtual environment. How-
ever, Unity3D itself has not yet have an immersive
projection base Virtual Reality (VR). The objective
of this research is to give a free solution to adapt
Unity3D with any VR immersive projection system.
Uni-CAVE provides support for multiple VR display
configurations, multiple stereo techniques, 3D head,
and wand tracking system, and display synchroniza-
tion. Uni-CAVE is a plugin that is meant to ease the
development of immersive 3D VR display systems
on Unity3D. This plugin has been tested on a six-
sided CAVE environment, using active quad-buffered
stereo, on twenty curved tiled display screen system
that uses side-by-side stereo, also two projector power
wall using quad buffered active stereo and dual-pipe
active stereo. These configurations can be saved as
Unity prefabs, allowing to be reused multiple times
by developers (Tredinnick et al., 2017).
The second research is entitled “A Game Engine
Plug-in for Efficient Development of Investigation
Mechanics in Serious Games”. Educative Serious
Games (SG) has been widely used in education, train-
ing, and domain like sports and medical treatment.
Regardless of the increasing interest on SGs, the dis-
tributions of SGs is constrained by the difficulty of
combining the effectiveness of education with enter-
tainment, a high resource needed to the development
process, and involves different fields of study. This re-
search proposes a development framework to support
investigation in SG. This framework provides a de-
scription template which allows developers to define
what items that had to be investigated in a structural
way possible. The descriptor is processed on runtime
by the game engine plugin which is responsible to
manage the virtual environment and the correspond-
ing gameplay. The objective of this research is to
ease the development of Open World Serious Games
also for knowledge domain experts that haven’t had
any programming experience yet. This plugin pro-
vides an XML template to easily manage global vari-
ables, choice of the game plot and the corresponding
solution, data distributions in different POIs (Point
of Interests), management of suspected parameters,
graphic visualization of POI information with the cre-
ation of custom graphic elements, translation of user
interface into different natural languages, manage-
ment of graphic skins, management of the music,
management of the solution of the game (one solution
for each plot), generation of the help of the game, and
the parsing of the XML file containing parameters of
the game (Carmosino et al., 2017).
Another research is entitled “HPGE: An Haptic
Plugin for Game Engines, Serious Games”. The mo-
tivation behind using haptic feedback in a game is
the educational benefits from the sensory and motor
experience, also active exploration from the player.
Besides, many VR applications have promising force
feedback devices. The objective of this research is
to create a plugin that allows haptic device integra-
tion within Unity3D, because Unity3D does not sup-
port haptic device integration. The features included
in this plugin are drag-and-drop support, Graphi-
cal User Interface (GUI), haptic texture rendering,
custom haptic force-feedback, and device logging.
This plugin has been used in two serious games that
have been developed to teach geometry to children
(Balzarotti and Baud-bovy, 2017).
Another interesting research is “An Unreal En-
gine 4 Plugin to Develop CVE Applications Lever-
aging Participant’s Full Body Tracking Data. Along
with the availability of powerful open-source game
engines, labs that have research in a VR field have
been migrated to use game engines, which is a new
development environment that is far more produc-
tive, customizable, extensible, easy-to-use interface,
rich of features, and almost no budget needed, with
the addition of multi-platform development. On the
other side, CVE (Collaborative Virtual Environment)
itself, allows two or more people to work in a vir-
tual working environment to do work that is difficult
to be done by one person. The unique feature that
stands out from CVE is the ability to bring full-body
movement from a person in the real world to the VR.
The objective of this research is to implement a plu-
gin that could manage full-body tracking in a multi-
player CVE network environment in Unreal Engine
4. This plugin features mainly the network communi-
cation plugin and the animation plugin. The network
communication plugin is used to manage the interac-
tion between participants in a network, while the ani-
mation plugin manages the skeletal animation of par-
ticipant’s 3D model in the environment (Luongo and
Leoncini, 2018).
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