Nieuwe Instituut
Nieuwe Instituut

Sonneveld House

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

Nieuwsbrief

Ontvang als eerste uitnodigingen voor onze events en blijf op de hoogte van komende tentoonstellingen.