VR-World-The-Maze
所属分类:虚拟/增强现实-VR/AR
开发工具:ShaderLab
文件大小:10444KB
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上传日期:2020-10-16 09:24:28
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sh-1993
说明: 任务1的Git中心
(Git Hub of Assignment 1)
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Assets (0, 2020-10-16)
Assets\Dungeon_stone_textures.meta (172, 2020-10-16)
Assets\Dungeon_stone_textures (0, 2020-10-16)
Assets\Dungeon_stone_textures\Materials.meta (193, 2020-10-16)
Assets\Dungeon_stone_textures\Materials (0, 2020-10-16)
Assets\Dungeon_stone_textures\Materials\stone_tile.mat (3503, 2020-10-16)
Assets\Dungeon_stone_textures\Materials\stone_tile.mat.meta (181, 2020-10-16)
Assets\Dungeon_stone_textures\Materials\stone_tile2.mat (2254, 2020-10-16)
Assets\Dungeon_stone_textures\Materials\stone_tile2.mat.meta (181, 2020-10-16)
Assets\Dungeon_stone_textures\Materials\stone_tile2_normal.mat (2243, 2020-10-16)
Assets\Dungeon_stone_textures\Materials\stone_tile2_normal.mat.meta (181, 2020-10-16)
Assets\Dungeon_stone_textures\Materials\stone_tile_normal.mat (3528, 2020-10-16)
Assets\Dungeon_stone_textures\Materials\stone_tile_normal.mat.meta (181, 2020-10-16)
Assets\Dungeon_stone_textures\NewBehaviourScript.cs (305, 2020-10-16)
Assets\Dungeon_stone_textures\NewBehaviourScript.cs.meta (243, 2020-10-16)
Assets\Dungeon_stone_textures\Textures.meta (193, 2020-10-16)
Assets\Dungeon_stone_textures\Textures (0, 2020-10-16)
Assets\Dungeon_stone_textures\Textures\stone_tile.png (901332, 2020-10-16)
Assets\Dungeon_stone_textures\Textures\stone_tile.png.meta (1190, 2020-10-16)
Assets\Dungeon_stone_textures\Textures\stone_tile2.png (1280961, 2020-10-16)
Assets\Dungeon_stone_textures\Textures\stone_tile2.png.meta (1190, 2020-10-16)
Assets\Dungeon_stone_textures\Textures\stone_tile2_normal.png (1539921, 2020-10-16)
Assets\Dungeon_stone_textures\Textures\stone_tile2_normal.png.meta (1189, 2020-10-16)
Assets\Dungeon_stone_textures\Textures\stone_tile_normal.png (1365681, 2020-10-16)
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Assets\Dungeon_stone_textures\stone_textures.unity (20539, 2020-10-16)
Assets\Dungeon_stone_textures\stone_textures.unity.meta (176, 2020-10-16)
Assets\HelloConsole.cs (278, 2020-10-16)
Assets\HelloConsole.cs.meta (243, 2020-10-16)
Assets\LowPolyDungeonsLite.meta (172, 2020-10-16)
Assets\LowPolyDungeonsLite (0, 2020-10-16)
Assets\LowPolyDungeonsLite\LowPolyDungeonsLite_HDRP_2018.4.unitypackage (568634, 2020-10-16)
Assets\LowPolyDungeonsLite\LowPolyDungeonsLite_HDRP_2018.4.unitypackage.meta (155, 2020-10-16)
Assets\LowPolyDungeonsLite\LowPolyDungeonsLite_LWRP_2018.4.unitypackage (584734, 2020-10-16)
Assets\LowPolyDungeonsLite\LowPolyDungeonsLite_LWRP_2018.4.unitypackage.meta (155, 2020-10-16)
Assets\LowPolyDungeonsLite\LowPolyDungeonsLite_URP_2019.3.unitypackage (552819, 2020-10-16)
Assets\LowPolyDungeonsLite\LowPolyDungeonsLite_URP_2019.3.unitypackage.meta (155, 2020-10-16)
Assets\LowPolyDungeonsLite\Materials.meta (172, 2020-10-16)
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# VR-World-The-Maze
Git Hub of Assignment 1
Relaease available from: https://github.com/2030428/VR-World-The-Maze/releases/tag/V1
Sebastian Vowles
2030428
08.10.2020
Assignment 1: Virtual Worlds of EG-M126 of the VR MSc for Swansea University
Title: The Maze
Mozilla Hubs Link: https://hub.link/9VoAdYi
.zip File Name: The Maze
Unity Version: 2019.4.10
Building on what was learned during the development of the first assignment walkthrough, this virtual world was
designed to submerge the user in a dungeon style environment so that they could explore a small and simple maze
and reach the top (third) floor.
The idea was to use visual cues to guide the user around the area (green flags on the wall), so that they could
not get disorientated, and other objects were used to block their way when trying to access the wrong direction
(large jars). The general purpose of the application was to be a bit of gaming fun, using strong stylisation to
aid with the immersive experience, whilst aiming to meet the marking criteria.
The first additional feature used was that of text, which was to help clearly explain to the user what they were
to do within the world, and then used in a second location to congratulate them on completion of the task. In the
Mozilla Hubs build, this is used slightly differently upon completion, where the user can find a comments board
which they can use to leave a message using the built in tools of Mozilla Hubs, as well as to describe the music
player and some additional sound effects which the user can activate and control.
The second additional feature in the app was the use of a background music track. This looped piece of music was
added to help with the immersion and to support the stylisation of the dungeon in general. As mentioned above,
there were some additional sound effects applied with an interactable player in the Mozilla build, so the users
could utilise them. This was based on the idea of multiple users being in the app at the same time, and sharing
the experience. Someone that had already reached the final area could then activate some spooky sounds to ‘scare’
their fellow users, and enhance the immersive experience.
When reflecting upon this piece, I realise that I spent a lot of time focusing on trying to get it to work and
look how I wanted within the Mozilla Hubs environment the most, and perhaps over complicated it for myself generally.
I found myself trying different ways to include the text element that would carry through our prescribed workflow,
with varying degrees of success. The TextMesh Pro function within Unity works great for the XR build, but would not
export to .obj, which could then be used for creation of the .gtlf file for use in Mozilla Hubs. 3D text was then
tried, but this increased the polygon count well beyond what was recommended within the Hubs environment, so could
not be used either. Ultimately, 2D text was added to the .obj once it had been exported from Unity and was in Blender,
and then exported together from there as the .gtlf, which worked well and did not affect the polygon count. The TextMesh
Pro was kept for the XR build. Trying out and investigating the different possibilities did consume more time than I
would have liked, but did help improve my knowledge of the available options and their restrictions for future projects.
I had also initially thought to use light as a means of visual cue to guide the user around the maze and spent some
time investigating and attempting to make this work, with the correct path being light by candles instead of the use
of flags. This again ultimately proved fruitless due to the restrictions of the file formats being used for the Hubs
build, but could have worked well in the XR build. Further, the recommended number of lights within Hubs would not
have allowed for this either. Once this option had been thoroughly looked at, the flags option was decided upon so
that the two builds would be as close as would be reasonable.
Overall I feel that the world experience did come across as I had initially envisaged, and I am pleased with the
fact that I was able to overcome some of the technical restrictions and difficulties to complete the piece. I do
think though, that I probably over complicated this for myself generally, and was perhaps looking at the task from
more of a game perspective than as a virtual world. By making it so enclosed and claustrophobic I was limiting what
I could do and the experience I could give, even though this design was as was initially intended. If the task were
to be set again, I would likely go a very different route, with an open plan environment and a different sense of
exploration.
Asset Credit: Dungeon Stone Textures by 3D.Rina
Low Poly Dungeons Lite by JUSTCREATE
Pro Builder by Unity
TextMesh Pro by Unity
References: Beginners Blender Video no. 9: 3D Text - bpwebmedia
https://www.youtube.com/watch?v=SYLB8ejaNC4&ab_channel=bpwebmedia
Lighting Manual - Unity
https://docs.unity3d.com/Manual/Lighting.html
UV Editor Guide - Blender
https://docs.blender.org/manual/en/latest/editors/uv/index.html
XR Rig Manual - Unity
https://docs.unity3d.com/Manual/XR.html
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