11/20 Updated version of unity to the 2022 long term support one. Discovered it changed something with where the camera rig shows up in the scene when testing on the vr headset. The camera wanted to be even with the terrain level, so your body was underground
11/21 Fixed the problem with the camera rig placement by zeroing out the transforms and changing the reference point from floor to the headset. Now it determines height of the ground based off where the oculus says it is. Not sure why I had no issues with it before the update. Mapped out what I have done so far on paper and marked up what basic things I need to do to finish the landscape: Barriers, lights, physics, paths to direct player etc. Made a list of assets I want to make over thanksgiving break, like a armrail type mesh, ground textures, dome to block ambient light from an area, and a model with single layer texture to test out a theory I’ve been having about a texture seam/mipmap issue I’ve been having. There are faint white lines on the models I painted in procreate where the seams line up. The internet says it's because of the limits of png files and transparency, so maybe keeping it to one opaque layer will fix it. Added in some of the barriers that I needed, fixed some grow/shrink physics that I had messed up the other day.
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- 11/25 Made a couple more meshse to wall in areas. Added them to the scene to make it easier for the player to navigate up the ramps without falling off. Added some lumps to the tower ramp area to make it clearer where the player should go. Added a bunch of planes around the hand tunnel area to block the light coming in so I could add different colored lighting. Learned how to make a repeating pattern in Procreate so I can create my own terrain paint that doesn’t have seams like the images I’ve been using.