XRD Week 6

XRD Week 6

We spent this week mainly implementing the various mechanics that make up the entire game. We started our work with installing and setting up the simulator, which significantly accelerated the development process. Simulating the movement of controllers using the keyboard is not the easiest thing to do, but after some time you get used to it. At this stage, we also encountered an issue where, after adding XR Origin to the scene, both controllers are assigned exactly the same actions, which makes their movement indistinguishable. Fortunately, pinning the correct actions manually solved this problem. In addition, we also added hand models that do not have any additional mechanisms at the moment.

Scene with objects and simulator
Simulator object with component and input setup

In the next stage, we took care of the ball and its movement. For this purpose, a controller has been created, which as a parameter receives an invisible object covering the outline of the goal, and then selects a random point and, by adding strength and speed, directs the ball towards it. This action allowed us to maintain the aspect of unpredictability, thanks to which the game will stimulate the user's reflexes and concentration. The controller also captures information about the goal scored. For this purpose, the onTriggerEnter method was used, with an invisible object inside the gate.

The last thing we were able to implement is the LocomotionSystem as the goalkeeper must be able to constantly move on the line. Thanks to the addition of this system, the player has the ability to control both the movement and rotation of the goalkeeper. Left controller has been assigned to move and right controller to rotation. In addition, the Character Controller was pinned to the XR Origin, thanks to which the goalkeeper, apart from the hands, also received a body. In the case of this application it is important because in addition to movement, the player should also be able to defend the shot with his body. However, it will not be very precise because the body is one whole body, but this is due to the specifications of the equipment that does not have additional sensors / controllers located on the legs.

Summarizing this week, we spent mainly the implementation and delving into the secrets of VR, using the available documentation and tutorials. We also updated our scene with an additional model (the model of the player taking the shot) and configured the simulator, which plays a significant role in the entire creation process. And this is how the project looks after adding the above-described elements.


Author: Przemyslaw Kozik

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