Appendix 3 Technical Conservation Documentation
A starting point for a documentation template, derived from software engineering documentation
1. General Project Information
- Project title:
- Creator(s) / Studio:
- Year of production:
- Description: (brief content + form, e.g., VR installation, AR app)
2. Game Engine Used
- Engine: Unity / Unreal Engine
- Version:
- Build type: (Standalone, WebXR, Mobile, etc.)
3. Software Runtime Environment
- Target platform(s): (e.g., Oculus Quest 2, HTC Vive, browser)
- Operating system: (e.g., Windows 10, Android 11)
- Hardware requirements: CPU, GPU, RAM, HMD type
- Input methods: Controllers, hands, tracking, etc.
4. Engine configuration
- Render pipeline (Unity): Built-in / URP / HDRP
- Graphics settings: resolution, anti-aliasing, shadows, shaders
- Physics engine: standard / custom
- Audio engine: standard / third-party plug-in
- Network config (if applicable): multiplayer framework or protocols
5. External Software Libraries / Plug-ins
A list of all external packages added to the project: For example:
Library / middleware name Version Function / Description Origin / source VRTK 4.0.0 VR interaction toolkit (Unity) GitHub / Unity Asset Store FMOD 2.02 Audio middleware https://fmod.com
OpenCV 4.5.1 Image recognition open-source AR Foundation 4.1.5 AR functionality (Unity) Unity Package Manager
6. Build information
- Build tool: Unity Build-in / Unreal Build / CI pipeline
- Last working build: version number + date
- Build output: APK, EXE, WebGL, etc.
- Build settings export file: [attached .json / .xml / .ini]
7. Version control & source documentation
- Version control system: Git / SVN / other
- Repository URL or backup location:
- Rebuild instructions: step-by-step plan (optional in README.md)
- Licence information (software and assets)
8. Hardware and Physical Components
- Equipment: List of required hardware (computers, VR/AR headsets, screens, projectors, speakers, sensors, microphones, haptic vests, etc.) Specifications: brand, model, OS, firmware versions, connections
- Props & Decorative elements: Objects such as furniture, (fake) equipment, clothing, decorative pieces Dimensions, materials, assembly and storage instructions
- Technical installations: Lighting or sound equipment, smoke machines, wind machines, moving parts (e.g. servos or motors) Diagrams of connections and maintenance requirements
- Installation guidelines: Spatial requirements (square metres per person, ceiling height) Set-up time and required technical crew Training of hosts or technicians
9. Artistic Specifications
- Artistic intention (brief): (e.g. what are crucial elements that must not be lost?)
- Installation models to be approved: (e.g. settings for exhibitions or events)
10. Known Issues & Notes
- Known bugs, limitations
- Technical dependencies (e.g. specific software versions, incompatibility)
- Explanation of choices (e.g. why a particular middleware was used)
11. Appendices
- Screenshots of interface & installation
- Diagrams of software architecture or runtime environment
- Licence files, binaries, installation folders, README.md
- Optional: video recordings or walkthrough of installation