Week 40 - VR assignment week 1
Week 40
VR assignment
This week was the lab hours days where all of us met and tried to come up with an idea for the VR assignment.
On the previous presentation we've been introduced to some techniques that we can explore when developing our VR project.
On the previous presentation we've been introduced to some techniques that we can explore when developing our VR project.
We settled with the mechanic of grabbing objects because we thought it is interesting and that it could be fun. Then the idea about a game where we throw stuff on targets came up.
The concept of the game is following: the player has a variety of weapons to choose from as well as targets to hit. And that's about it.
The very first thing we wanted to implement was to grab the object. We implemented it in way that we made an empty object on the handle of the knife. If the hand is nearby and player clicks the bottom button of the controller, the object is grabbed.
Then we started working on the hit point of the knife. Again, we made an empty child object of the knife that acts as a trigger. If the tip of knife hits the wall, we set the rigidBody of the knife as kinematic so the knife stays in place.
This worked pretty well but a lot of adjustments needed to be made to make the tip of the knife act more realistic.
However, we ran into a bug that after grabbing the knife the kinematic property didn't reset. We solved it when we found about the event that's triggered when we grab the item and set back the kinematic property to false.
We were pretty happy with the proof of concept that we've made but there's still lot of work to do. Throwing the knife doesn't seem as natural as it is in real life. It was rather slow as it was heavy and didn't have the satisfying feeling.
But the more important thing was the hands. We made sphere object as provisional hands. This didn't quite feel right when the knife was in the middle of a sphere so the next thing on our list was to implement the model of the hands.
Author: Patrik Horny, Mircea Dobre
The concept of the game is following: the player has a variety of weapons to choose from as well as targets to hit. And that's about it.
The very first thing we wanted to implement was to grab the object. We implemented it in way that we made an empty object on the handle of the knife. If the hand is nearby and player clicks the bottom button of the controller, the object is grabbed.
Then we started working on the hit point of the knife. Again, we made an empty child object of the knife that acts as a trigger. If the tip of knife hits the wall, we set the rigidBody of the knife as kinematic so the knife stays in place.
This worked pretty well but a lot of adjustments needed to be made to make the tip of the knife act more realistic.
However, we ran into a bug that after grabbing the knife the kinematic property didn't reset. We solved it when we found about the event that's triggered when we grab the item and set back the kinematic property to false.
We were pretty happy with the proof of concept that we've made but there's still lot of work to do. Throwing the knife doesn't seem as natural as it is in real life. It was rather slow as it was heavy and didn't have the satisfying feeling.
But the more important thing was the hands. We made sphere object as provisional hands. This didn't quite feel right when the knife was in the middle of a sphere so the next thing on our list was to implement the model of the hands.
Author: Patrik Horny, Mircea Dobre
Comments
Post a Comment