Due to the nature of the work at the Space Dynamics Laboratory, I cannot give details on the project itself, however, I can say that I did work using the Unity3D engine to help implement features for a Hololens Application on a small, 3 person team.
The project's target platform was the Microsoft Hololens. Using Unity3D's VR/AR APIs, we were able to deploy functional Augmented Reality features to Hololens devices, which were used in product demonstrations and debugging.
My primary responsibility on the project was the implementation of new features. These required spatial vector manipulations, data structure and entity management, Map and Web API interfacing, gesture recognition handling, and 3D user interface construction.
To offload asset storage and handle persistence in a global manner, my supervisor created a database backend that I was required to interface with via web GET, POST, and DELETE calls into his RESTful API.
Although most of the features of the application were coded using C#, I also had to construct several High Level Shader Language (HLSL) scripts to improve visual clarity, such as correcting UI drawing order or preventing 3D and 2D assets from rendering out of bounds.
Working with another student engineer, we utilized Unity3D's multiplayer capabilities to create a shared virtual space, even when users were in separate locations. Due to the nature of AR, many of our positioning algorithms had to be adjusted so that they didn't rely on Unity's 3D space origin, as it didn't line up with the content of the app. This required transforming into our own vector spaces to maintain spatial consistency.