XRD Week 9

Repository link: https://github.com/composer404/XRArcade

XRD Week 9

After finishing work on the VR project, we started intensive work on the XR project. We started our work with making a decision on the subject of the project. At this point, we have decided that the project will consist of 2-3 mini-games that will have both entertainment and educational values. From the technical aspects, we decided that the project will include hand detection and passthrough provided by the Oculus Interaction SDK.

We started our work with adding OVRCameraRig with both controller support and hand detection and InputOVR responsible for interaction. Then we modified this object by adding the interactor responsible for grab and poke, because both of these types of interactions will be used in the project. After testing the whole thing, we went to work on the first mini-game. Its assumption is that the user repeats the pattern of the buttons highlighted by the system by pressing them, and after each round, another element is added to the sequence. Its assumption is to exercise the user's memory and perception.

We started our work from preparing a prefab of a clickable button. it contains components such as Poke Interactable and Pointable Unity Event Wrapper, which allowed us to perform interactions and listen to events, in our case event select is used. Additionally, we used the InteractableDebugVisual component, which allowed us to graphically test the interaction with the button. Additionally, at this stage, we also added a HandPokeLimiter to the hand object, so that the hand stays on the button when it is pressed. This is the build application result.

After completing this stage, we created a board object with a child responsible for its transfer thanks to the possibility of passing a pointable element in the HandGrabInteractable component. Another and perhaps the most time-consuming element was the passthrough to be included in the project. Although the Oculus documentation contains information about the possibility of passthrough support via play mode in Unity, after many attempts we did not manage to achieve this effect. Ultimately, we stayed with a solution in which passthrough will only work after building the application and only then will it be possible to test this functionality.



The last element was adding a menu that will serve as a selection of a mini-game. We decided on a menu that will be controlled by hands so that the user does not have to use the controllers during the game. For this purpose, we used PointableCanvasModule and an object with RayInteractor canvas, collider and surface. In order for it to work in our hands, we had to add another HandRayInteracotr this time.


Author: Przemyslaw Kozik

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