Added a flat terrain, plaid around with painting texture and height
Added VR sculpted mesh/landmass and added collider so player can climb onto it
- Added ambient audio and audio attached to VR sculpted mesh in the environment
Added mouselook script to change view during gameplay
Added VR sculpted cave structures with point lights inside
Got rid of sky box
- Added second terrain section
Added grass details with detail brush to terrain
10/9 added a prefab particle system to add some sparkly texture
Struggled to turn my meshes into trees and still didn’t get it
Made some more meshes in Adobe Medium to place in environment
Started a new scene to simplify what I had but gave up and went back to my original chaotic one
10/10 Started another new scene and committed because the scripts on the original got all fucked up
Cut away terrain to make a simple path
Added simple mover and mouse look scripts to capsule as parent to the camera
Added in mesh caves, added some lighting and particle systems for ambiance
Placed mushrooms and squishy forms around
Added ambient sound and sound anchored to an area
Added grass
10/14 Spent an hour trying to figure out how to make a custom skybox. Found a website to take a panorama and make it a cubemap, got my image separated into 6 parts, but unity wouldn’t let me add them to the new skybox I made. I’ll have to play around with the settings more.
10/16 added quit on esc and built game. Application works as expected.
10/21 Added models and fucked around with the skybox some more. Got the images to work, but they were distorted weirdly no matter which settings I picked
10/28 Made 3 more tunnel models in adobe medium, a few more assets. Added more terrain tiles to make the map a loop. Added the last environment item that dumps player back at the beginning with an invisible plane that stops the player from flying off the map.
10/30 added more of the tunnels that I sculpted last time. Added spot lighting and adjusted height of map. Played around with particle systems with images I made. Added more walls around the map to keep player from falling off + to guide them around. Fixed areas of ramps I made where the grade was too steep. Played with the general lighting.
11/1 Tried adding VR capabilites to the game with the steamVR plugin talked about in class. Using an Oculus Quest 2 plugged in via usb. Could move around the headset but controllers would not show up. Attached a prefab cube to be the hands but they wouldn’t show up. Made a couple walls in nomad sculpt and painted in procreate to keep walling in the path around the environment.
11/5 Struggled some more to add VR to the game. Used a tutorial using the native XR Interaction Toolkit and Open XR. Same thing as when I tried the steam version. Struggled some more. Restarted the headset and tried again after 2 hours and got the red laser guides to show up where the controllers were. Glad to figure out I was actually doing the right thing after all the frustration. Tried a different prefab controller shape and got it to appear and track correctly. Took a screen recording of looking around and waving the controllers around.
11/6 Added character controller, locomotion, continuous movement. Added continuous turn and also snap turn. I like continuous turn in theory but it’s really nauseating. Was able to navigate through the environment on the oculus. Uploaded a video of it to youtube Virtual World Oculus VR Test - YouTube Added some more meshes to the scene.
11/8 Found and created some new terrain textures. Found microscope images of cells and recolored them in procreate to paint texture. Did some testing with the ping pong script to create subtle movement. After searching the internet for a while, I used chatgpt to make a script called Scale Fluctuation to change scale between 2 values. Added the script to a couple of my models. Ones that were children or had weird transforms were no longer lined up property when gameplay started. Did get some of them to behave properly though. When the shift is only slight, the effect is like the objects are breathing. Found free water asset on the Unity website and started playing around with sections of animated water. Played around with changing color, speed and scale of the water and the elements it contains.