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XRD Week 9

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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...

XRD Week 8

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  Repository link:  https://github.com/SchlagerSoftware/KeeperVR XRD Week 8 During week 8 we have started working with the upgrades, aimed to improve the overall experience of the player. There has also been a presentation of the previous state of the VR game that allowed to show to others what we have been working with. As it took place before the testing phase with Oculus, it can be said it was more of the pre-built/beta version of what we wanted to achieve. As we progressed through with the Virtual Reality it was possible for us to make it according to the concept we had.  A invisible object to check if the ball has crossed the line We have started with add the limiters for moving around the goal's field, so that it would be close to the real deal, where the goalkeeper can only move around the keeper's field after the whistle. Those limiters also allow the ball to get between the posts to score a goal or to save if the person playing has caught the ball before it cross...

XRD Week 7

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 Repository link:  https://github.com/SchlagerSoftware/KeeperVR XRD Week 7 This week we focused on putting all the elements together. We started with the start menu where the player has the option to start the game, stop and change the volume. Adding the TrackedDeviceGraphicRaycaster to the canvas placed in worldspace made it possible to respond to the XRRayIntercator located in the controllers. Thanks to this, when targeting the button, users can see the color change of the laser and are able to perform a click event on it, and in the case of a slider, they are able to grab it and drag it. In the menu, we dropped the LocomotionSystem as this scene does not contain any additional functionality. In the next step, we made a decision to change the way of saves. In this regard, we decided that the user should catch the ball with the controllers, and not just come into a physical collision with the character controller or with his hands. To achieve this, we pinned th...

XRD Week 6

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Repository link:  https://github.com/SchlagerSoftware/KeeperVR 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 b...

XRD Week 5

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Repository link:  https://github.com/SchlagerSoftware/KeeperVR XRD Week 5  Updated game view with instructions After the presentation during week 5, we have considered the ARCore project to be completed. At the first glance, the final product might not look educational as it was required, however it was supposed to give an impression the real life bowling in case a user wants to get entertained. As it looks now, this AR bowling game requires some precision and idea where to shoot to score more points. The user needs to think of the direction and the possible angle where the ball will hit the pins. It might also allow to get better in the real life bowling as it is a good way of improving personal skills in terms of the tactics. The game does also have a variety of ball types - light, medium and heavy, therefore the user should get a proper comparison. Considering all the technical aspects, no issues have occurred this time. Everything regarding the hardware as well as the actu...

XRD Week 4

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Repository link:  https://github.com/xandrusia/ARCore-Bowling XRD Week 4 Since last week we spent mainly learning and building the core of our project, this week was devoted to improving existing functions, fixing bugs and adding elements that will diversify the gameplay. The problem we spent most of our time on was the game reset. During the game, there may be situations in which the board changes its position. This is because ARCore can reposition the selected trackable so that it adapts well to the real world. In this situation, there was a problem with re-spawning the ball and pins, because their starting position is not always appropriate after changing the position of the entire lane. Ball respawn error Initially, we focused our thoughts on ARAnchorManager and ARAnchors. Thanks to this, we found out what the assumption of this concept is and that it is not the best solution to our problem. ARAnchor causes quite a heavy load and listening to their chan...

XRD Week 3

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Repository link:  https://github.com/xandrusia/ARCore-Bowling XRD Week 3  During the 3rd week we have presented the first project that was done using Vuforia. The only challenge that occurred while we have been showing the final product to the others, was to be able to display the movable racquet on the screen. This might have been the result of the printed code that the Vuforia Engine was not able to read as it might also be fragile with the printed image quality. Besides that, all the other elements such as the ball, the walls and the other racquet were loaded properly. Moreover, we decided to show the video as well of how the ping-pong app we made was supposed to be working, as this also proved that everything was working correctly. ARCore Mesh Terrain Scanning and AR Board's placement At the mid-term of the 3rd week we have also discussed the next task expected from us to do, so that we started with finding out the most suitable ideas for the ARcore. We made sure that all ...