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Releases: ODU-ERI-Lead/TellVR_Testing

V 0.6.8

V 0.6.8 Pre-release
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@JShull JShull released this 28 May 18:56
ed54464
  • 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

V 0.6.7 Pre-release
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@JShull JShull released this 26 May 03:30
ed54464

Full interaction Updates

  • Laser Trigger to Teleport
  • Laser Trigger to open some items
  • Teal outline for laser interaction
  • All grab actions are outlined in yellow

Interaction Video Update

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@JShull JShull released this 24 May 19:59
cca6a14

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

V 0.6.6 Pre-release
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@JShull JShull released this 21 May 06:23
0d1dac0

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 0.6.5 Pre-release
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@JShull JShull released this 19 May 06:34
b06bb22
  • Performance Checks on frame rate
  • Shader Updates
  • Plane Asset Updates
  • Missing Rigged Anna
  • Timer Scene Loop
    • Setup Test --> Packing --> Airplane -->Setup Test

V 0.6.4

V 0.6.4 Pre-release
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@JShull JShull released this 18 May 19:29
f8f4c85

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 0.6.3 Pre-release
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@JShull JShull released this 18 May 19:06
f8f4c85

Debugging tools added to pinpoint outline pink error

V 0.6.2

V 0.6.2 Pre-release
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@JShull JShull released this 18 May 18:42
f8f4c85

Shader outline test and update for Android and the outline pass no longer uses depth/stencil for the final composite.

V 0.6.1

V 0.6.1 Pre-release
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@JShull JShull released this 18 May 17:56
f8f4c85

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

V 0.5.7

V 0.5.7 Pre-release
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@JShull JShull released this 14 May 19:15
f8f4c85

Optimization Tests