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OLM Version 4.0.0
The main change is that the task now can also be used in the browser using WebGL.
Detailed change log:
- Get .json from the internet & load .csv via WebRequest: .json for UXF need to be downloaded instead of acquired from UXF. Made custom changes to UXF CSVExperimentBuilder with conditional compiling so that it downloads .csv via WebRequest when built for WebGL.
- Add conditional compiling for FPS counter: When using WebGL, files are downloaded via WebRequest.
- Add WebGL to whichPlatform() method.
- Add studyID logic for Welcome Script for WebGL: When the task is built for WebGL, the studyID is provided by the participants via a text field will a) look up the studyID in online .json file. The link for that is found in the streamingAssets folder in the scene. This .json can be remotely edit to add more studyIDs. Based on the studyID two important things are set 1) it is the scene that need to be loaded (desert, grassy or practice) and 2) the UXF .json. For now, I decided to hard code instructions for submitting the study ID to avoid having to complicated .json files.
- Updating UXF_UI_controllScript: 1) add support for WebGL experiments. 2) fix bug that the script still tries to change a component even if it is not enabled. Now a component is skipped when the field is set to "" in the .json. 3) added new field to study dict to also allow download of UI .jsons. 4) fixed bug that UXF script doesn't work if [UXF_Rig] is set inactive by the FPS counter. This was done by changing the sort order and remove the corresponding line in the FPS script. 5) the script also handles other necessary changes of the UI for local vs. web experiments (mainly setting jsonURL). 6) study ID and UXF_settings_url are log to the session.
- Make it configurable if the FPS test is run: When running via WebGL, the study dictionary contains a boolean for the FPS test. For local experiments, this information is provided via the welcome.json. As another change, the FPS counter is set to in-active when the scene is opened.
- Added a progress bar that can be toggled on and off via the UXF settings .json: This progress bar is relative to the total number of trials.
- Made sure that the other scenes also work: 1) fixed that ResponsePixxInterface.cs was active bey default in the desert scene. 2) set up the UXF UI controll script correctly. 3) Change Session always 1 for each scene.
- Fixed that the WebGL can be started before it is ready. Now no S is necessary.
- Small change how the application closes.
- Fixed problems with the practice scene: changed the player to the prefab again.
- Fixed that encoding and control trials saved distance and end position.
- Improved a confusing comment.
- Removed unnecessary name spaces from scripts.
- Optimise for WebGL and general performance 1: Following this tutorial https://www.youtube.com/watch?v=j0DN9P8e7dc. Mostly only made the max size of the textures smaller and change some input stuff for models.
- Fix that log message in welcome script & setting name for experiment
- Fix basketball rotating around wrong axis
- Fixed error that line break characters messed with reading .csv (& other changes): now "\r" is replaced by an empty string. Also added that the cursor is visible again at the end. Additionally, I also changed made it so that the rotation speed variable is used again instead a hard coded value.
- Automatically set full screen to true in WebGL and check this at each start of a trial.
- Fix remaining download error message mentioning CSV.
- Fix that control trials always used wrong skybox but also made the code simpler by removing boolean displaying background.