Releases: ODU-ERI-Lead/TellVR_Testing
Release list
V 0.6.8
- New Fade out (start black to transparent) on scene loads
- All major interactions have been changed to laser based or grab based
- Laser/trigger items will have a teal/blue outline
- Grab physically interact items will generally be gold/yellow outline
- Journal flips back and forth based on trigger/lasering a page
- This update removes the old placeholders on the edges, as long as you laser over a blank or non-interactive section of the journal it will flip the page front/back
- The photo section will also give you information if you trigger/laser over a photo (all of these are placeholders)
- Updated interactions for the Plane Scene
- Updated audio in both French then English based on the scene guidelines
- This still isn't finalized but all new interactions are functioning and there are items you can grab interact with in the seat
- The controllers no longer lock on start
- Teleport has a ghost visual of your character and the position/orientation they will be in
- If there's a chair, you will see the character in a seated position
- If they are standing, they will be in a standing position pointing towards their heading
V 0.6.7
Interaction Video Update
This is a walk through on what interactions have been updated and how they function within a two interaction system.
- Teleporting (Trigger)
- Any trigger aimed at a teleport spot (while nothing is in your hand) will jump you to that spot
- Distance Interaction (Trigger)
- Any item with a teal/blue outline will allow distance interactions, user just points their controller at that item and pulls the trigger.
- Grab (Grip button)
- Any object that has a yellow/gold outline is an item that the user has to put their controller into and then holding the grip button will engage this interactor.
- Some items when presented near the head or body will do different interactions, e.g. a pair of airpods near the head will place some audio, a candy bar near the head will be "eaten", a brush when near the head will play a hair/brush audio effect.
- Some items when held, and then with the trigger being activated, will cause a secondary effect, e.g. a perfume bottle while beind held will spray when triggered.
V 0.6.6
Final interaction scripts added for misc items and interacting with the head & body.
- hair brush will sound like you're brushing your hair
- airpods will play a small tune
- candy can be eaten
Packing scene has a starting timer to remind you to unlock your controllers and will unlock the suitcase for you if you wait past 25 seconds
V 0.6.5
V 0.6.4
This should address the error found in ADB Logcat
{
"header": {
"logLevel": "WARN",
"pid": 27487,
"tid": 27542,
"applicationId": "com.VDMC.TELLVR",
"processName": "com.VDMC.TELLVR",
"tag": "Unity",
"timestamp": {
"seconds": 1779131975,
"nanos": 734000000
}
},
"message": "FP Multi-Object Outliner skipped because Outline Color And Stencil material/shader is unsupported in this player.
- UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)\nUnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
- UnityEngine.Logger:Log(LogType, Object, Object)\nUnityEngine.Debug:LogWarning(Object, Object)
- FuzzPhyte.Utility.FPBlurredBufferMultiObjectOutlineRendererFeature:IsSupportedMaterial(Material, String) (at .\Library\PackageCache\com.fuzzphyte.utility@ab9956175fee\Runtime\Design\FP_OutlineURP\BlurredBufferMultiObjectOutline\Runtime\FPBlurredBufferMultiObjectOutlineRendererFeature.cs:210)
- FuzzPhyte.Utility.FPBlurredBufferMultiObjectOutlineRendererFeature:AddRenderPasses(ScriptableRenderer, RenderingData\u0026) (at .\Library\PackageCache\com.fuzzphyte.utility@ab9956175fee\Runtime\Design\FP_OutlineURP\BlurredBufferMultiObjectOutline\Runtime\FPBlurredBufferMultiObjectOutlineRendererFeature.cs:68)\
- UnityEngine.Rendering.Universal.ScriptableRenderer:AddRenderPasses("...
V 0.6.3
V 0.6.2
V 0.6.1
This version has a lot of optimization updates.
- Hand holding updates: seeing how much of the instructional information we’ve added at the beginning is effective.
- Quality/performance and Render updates we’ve made to help draw attention to certain interactive objects.
- This failed via a shader issue with Android XR
- All new optimized and voice-based Anna vocab files have been added in
- All TellVR programming systems are in this deployment:
- Dealing with scene transition
- Scene loading
- All new optimized text/label system has been swapped in
- All new optimized interactive audio system has been swapped in
- I’ve spent a lot of time on workflows for our dynamic asset content to be very optimized.
- This is more of stream-lined/deployment test than a full-blown content test