Assets
Sunflowers
For this project, I bought some assets to aid in creating an immersive experience, one asset that I knew would take me forever to make myself (and I did not have the time to make) was the sunflowers. So I bought a sunflower 3D model with texture; however, for some reason the sunflower I had bought wouldn’t load the textures correctly and was acting strange once put into the scene— so I had to buy another one;
This sunflower had 9 different variants and came with textures
Their textures only somewhat worked
For some reason I couldn’t get the leaf texture to work to make it look like a leaf, so instead I left it how it was and just made it green
Considering everything else was in a low poly art style/aesthetic anyway— it fit in perfectly with all the other assets
Once I had put in all the sunflowers, the scene still felt a bit lifeless to me, so I wanted to learn how I could make them appear as though they were swaying in the wind
Before this I had never attempted animating in Unity before so I looked up a quick video on how to animate
I found this YouTube video, which made learning how to animate feel like a breeze
From what I had learnt I just simply moved the sunflowers on their axis a little to make them appear as though they were sway and since I had simply multiplied the same prefabs to create the field they had taken the swaying instructions from the few I had animated
Overall I had only animated 4 sunflowers, since I didn’t want the viewer to feel overwhelmed by them if I had done too many
Room Furnishings
For this project, I hadn’t fully learnt how to make 3d models yet, as in it is a work in progress on my part, so instead I found 3D models that others had made that I could integrate into my scene
What I wanted for this room was to express someone's entire life being confined to one room
Similarly to those small Tokyo/New York City apartments
So lucky for me, I was able to find a deal on an apartment/house interior items pack, which had all the models I needed
The only thing about these assets that I found difficult was applying any sort of material/textures to them, as most of them were group in a way I couldn’t ungroup them and also any textures I would apply did not apply correctly
This is most likely was due to my limited understanding of how I could place textures over them, or unpack them correctly
So instead I decided to make a simple grey metallic material to put on all the assets to further accentuate the desolate and drab life confined within the walls and draw emphasis to the areas with colour→ the field of sunflowers
Room
I made the room very simply by stretching a cube out into a flatter rectangular shapes and then just making them into a room shape (it's that simple)
I then just found a concrete texture I liked and applied that
However, of course it’s not that simple, when I added the texture to the walls some of them were warm coloured and the others were cool coloured, so I then just changed the initial opaque colour to a cooler one to make them all a similar shape
Since I wanted the interior to be cool coloured and the outside to be warm coloured to further emphasis the differences
For the crack, I simply made more rectangular shapes and stacked them, making sure they aligned with the wall
Audio
I wanted to enhance my scene through adding ambient sound and 3D sounds that would play when the player got near these certain items
Since I wanted to explore 3D sound, something I hadn’t attempted before I looked at a YouTube video which made the whole process very simple
All I did was change the sound from 2D to 3D and change the Volume Rolloff from Logarithmic Rolloff to Linear Rolloff
I applied this to the Geiger counter sound near the bed and grill, the refrigerator, the nature sounds coming from outside the crack in the wall and also added some children playing outside the door to lure the player towards the door and also add to the scenes message
Setting up the Trigger
The only difficulty with setting up the trigger was the #C scripting, I have done coding before and fell into one of the easiest mistakes→ I misspelt a word and forgot to change the scene name to the one I had made rather than use the generic auto generated one
Misspelt SceneMangement, I forgot an e
Luckily I had another pair of eyes assisting me with the code who pointed out the misspelling and the name change
Besides that everything else worked perfectly, thanks to the tutorial video
Testing In VR
VR/Parallel World
Initial problem that occurred when testing the scene in VR was that the player was way to tall
So this was a simple fix of just moving the player down a few and moving their initial field of view to look where I wanted them to
The next major issue (which in my opinion was the sole problem of these test) was there somehow happened to be an invisible wall that wouldn’t let the player teleport closer to the crack, like I wanted them to be able to do so
After much confusion and messing with different things that could have possibly cause it and nothing showing up, I had found (with assistance from a friend) that the spheres I had places to act as irregularities in the field had somehow set themselves up with colliders
So to fix this I simply turned off their collider spheres as the player wouldn’t be able to get out of the room and they were redundant
Next thing was testing the sound, the only thing I really needed to fix for this was make the sounds distance a little larger
Overall I only had a little tweaks here and there, no real major issues with the Parallel world which was such a confident booster since technical has been the hardest thing for me to tackle with this course
360 Video
Initially when I did the first run through of the whole thing just to test everything worked, with minor tweeks to be done, the trigger and video worked perfectly fine; however, as I went to fix those issues and tested the trigger again the video got stuck to the headset and would move with the headset—which was not supposed to happen
I realised I had forgot to apply the new player settings for this scene and did so accordingly; however, it was still acting strange
I then realised that I forgot to delete the main camera, a simple mistake that I completely looked over
Once I deleted that it all ran smoothly and didn’t stick to the headset anymore
Though another issue occurred the digitised hands of the player (the automated ones) seemed to be messed up, specifically the left one as it would make it another right-hand by contouring the material in an odd way
Granted they still worked perfectly fine it wa just odd; however, another person had tested their and they had the same thing occur so I left it as is considering it was probably just the VR program messing up
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