Posts

Personal reflection - Jan Lishak 294322

Mazerama The initial idea behind Mazerama was to make a maze with a ball that could be controlled by moving the platform. However after implementing this simple approach we found out that the update rate of the platform wasn’t fast enough for a smooth gameplay. This posed us a challenge which is probably common for many other mobile AR project - the lack of any controllers or good input source from the player. After some thought we decided to use the gyroscope of the device, and I think that was the right choice. With the gyroscope the game is very intuitive to play. You move the device and it moves the ball. Even thought the code for the game is only few lines of code it was probably one of the most time-consuming lines I have written in my life. Since we have used the gyroscope on the device we could no longer run the code on the computer and use external camera. It had to be compiled and run on the device, which took way to long for just experimenting. My experience working with Vuf

Personal reflection - Jan Vasilcenko 293098

  First project – Vuforia app Vuforia being the first project and sort of introduction sounded like a lot of fun. Quickly it was decided that static app that will show you something is out of question, we wanted to add more interactivity, more physics and thus idea of making a Mazerama came to light. Building the maze was a piece of cake as I was already working in Unity quite often and setting up a ball that would use gravity. As I was fully focusing on this part I let my amazing colleagues focus on building a working gyroscope that would move the whole maze, thus being able to navigate it with the ball. After that I was quite quick to setup end of the game in form of collider checking that the ball arrived in the right position. Lastly once the whole app worked, I played a bit with the colours and materials so that it would look nice and polished. When testing this game we came to recognize a lot of problems. I had experience in Unity, but not with Android or IOS builds, that showed

Personal reflection - Mircea-Ionut Dobre - 293117

 Personal reflection Mircea-Ionut Dobre 293117 First project - Vuforia For our first XR project, we had to make an application using Vuforia for a marker based augmented reality experience. This did not go well to say the least.  We had constant problems with vuforia. At first it seemed quite easy to implement as we were mostly already accustomed to unity from the previous semester but we ran into problems especially when we started building the app going thru multiple versions of Unity and Vuforia before we got one to run. The light in the room was also a problem when the app was trying to get the marker. We also ran into some problems while getting the gyroscope scripts to work with our android test phone. We only had 1 android phone that was not company-locked (companies won't let you install external APKs on your phone if you have a work profile) so we had to use a Chinese phone. After getting past these problems the compile times on a pretty potent gaming laptop were abysmally

Personal reflection - Patrik Horny 293112

Personal reflection - Patrik Horny 293112 Vuforia Working on a first project using Vuforia was not the best experience. On the positive side, if there is enough of light, the tracking of the image target works well. I was also surprised how straightforward to make nested object appear without any other configuration after just making it a child object. On the other hand, the setting up the project took the most time and at last the whole build process which gave us the most headaches.   Making the game work was relatively easy but took some time to find a working script to make the gyroscope work. The implementation of the game function was straightforward. First, we check if the system supports the gyroscope. If yes, then each frame the rotation of the phone is checked and based on that the field is tilting. The major disadvantage of Vuforia is that it is kind of restrictive given it’s marked based, so we don’t have full control over the app. Main contribution  -         Choosing topi

Week 46 - Finishing up our last project

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    Finishing up our last assignment - VR Week 46      This is our last week on our final assignment(at least that's what we hope). Last week, we ran into multiple issues. As our 'flying' physics is based on teleporting a certain distance depending on the distance between the body of the player and the hands, controlling the speed of 'flight' we have the problem that we can 'fly' thru buildings with boxes colliders attached to them and also we could not get the ball throwing physics to work as we do not have anywhere to throw the ball from basically as our character does not have any collider attached to it.      This week we mostly concentrated on gettings minigames into our world. The best minigame we implemented is fighting dementors using a magic wand.  We made it so that wherever you are on the map you can press a button on the right controller and you get teleported to the entrance of Hogwartz where the dementor-killing minigame starts. At first, the d

Week 45 - Working on our final assignment

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    Working on our final assignment Week 45 This week we met again on Friday to continue on the project. We started with implementing the broom. We found a nice asset for it and put it into our project. As we tried to implement the grabbing of the broom with the VR hands, we had some issues where the broom was always off.  Since we wanted to use the grabbing script from our previous project because it was working well, we thought this would be the case as well. But we were wrong. So after a few hours of frustration, we decided to put the knife into our Harry Potter game and test it. The grabbing of the knife works well and we didn't know where we are messing up with the positioning of the broom. Then we got a brilliant idea to put the knife as a child object of the broom, position the knife handle where we want the hand to be placed on the broom, and get the right position values. Eventually, we removed and the knife itself and made the broom work. Authors: Patrik Horny, Mircea Dob

Week 44 - Starting to work on our final assignment

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     Starting to work on our final assignment Week 44 This week we have to start working on our final assignment. Last week we assign everybody to find ideas on what we could do but in classic fashion, we all came up with crappy ideas that were too complicated to implement within our time limits as well as we all have separate bachelor's to write. We eventually did what we did at the start of every assignment. Started browsing the free asset store and looked for everything and anything. We eventually found a package with Harry Potter wands and we got the idea to do a game inspired by the Harry Potter universe.  After some digging, we found an abandoned project that had the textures we wanted. After importing those assets we decided to make a functional map to try it out.  While exploring the map we made using the assets we found, we came to think "why don't we make a game where you can fly in Hogwartz?". After some thinking, we decided this was the right course of act