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Development log
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wrote script for ending game when grip button is pressed
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interaction tutorial at the beginning of the experience
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audio for Sphere interaction + functionality
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script for changing player position once the last audio sequence plays
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to do:
- test in Vive headset
- test the build
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things to change for the build:
- change player position for fallback objects
- change player position for end game
- Application.Quit has to be used for the build
- test script for grip button input
- disable player in the second scene
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finished audio for the second animation
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fixed audio for the second animation
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wrote script for playing the beginning audio for the second room
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wrote script for fading out background audio when the first animation starts
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to do:
- audio for spheres
- end game at any moment
- make room darker
- Added tutorial
- improved interaction script so that animation starts a few second after the interaction + bug fix
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to do:
- exit game when grip button is pressed
- Application.Quit has to be used for the build
- fade into scene could be nice
- audio at the start of the second scene
- audio
- implemented logic how the game should end
- improved ontouchInteraction script so that the user can only interact with the spheres once
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problem:
- how to get the number of interactions
- couldn't use update method to compare the interaction with the intractable number to see if all sphere have been touched because it calls the function every frame
- first try was to increment a variable value whenever an interaction has been true but intractable script is loaded for each script
- tried using event delegate which didn't work
- Application.Quit doesn't work for unity editor.
- fade to black didn't work
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solution
- for incrementing the value of a variable if interaction was done a new public variable with a getter and setter on another script worked and event delegate was used in the setter to execute code whenever variable value changes
- for quitting the application (UnityEditor.isPlaying = false) worked
- for the screen to fade to black to work VR_fade script had to be used for NoSteamVRFallbackObjects
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to do:
- add audio component for the floating spheres
- tutorial
- room should be darker
- wait a few second before starting the second animation
- Application.Quit has to be used for the build
- sphere orbit around the player
- audio is specialized in the first scene
- sphere interaction (They disappear on touch)
- tested in VR
- changed scale and sphere orbit properties
- bug fixes
- added audio for second animation
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problem:
- some sphere can't translate and keep vibrating at the same spot
- Same player prefab has to be used for all scenes because of DoNotDestroyOnLoad
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to do:
- add audio component for the floating spheres
- tutorial
- script for ending of the experience
- room should be darker
- wait a few second before starting the second animation
- updated script for orbiting the sphere around the player. The spheres translate towards the player and starts orbiting around
- added light animation for the hallway
- updated second animation
- started working on the second audio sample
- added smoke using particle system
- wrote script for playing sound for the pulse
- finished first draft of the second animation
- started doing the next animation
- tried changing the orbit script for sphere to translate toward the player before orbiting
- problem: Sphere translates away from the user
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optimised script for interaction with spheres (option to choose if the interaction should happen on hover or on button press)
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changed highlight color for intractable objects to white so that it's consistent
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updated script for the spheres to orbit around player (The distance from the player and the y position can be set manually for each sphere)
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to do: translate the spheres near the player before orbiting
- wrote script for interaction with door
- wrote script for changing from the first scene to the next
- build fade-in to the new scene
- colliders added to the first scene
- updated storyline
- updated timeline
- finished modeling and texturing the hallway
- assets from unity store and other sources were used and changed
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to do for the next day:
- update storyline
- update timeline
- add colliders to everything
- add background sound
- interaction with the door, i.e load next scene upon touching door and pressing the trigger
- PostProcessing antialiasing fixed
- first room (hallway) assembled

- first animation with audio done link
- tested in VR
- changed scale
- changed scale of lights at the side
- side lights change color after the first animation is done
- teleportation color changed (script)
- Problem: The lineRendere looked glitchy in VR
- solution: Turned on anti aliasing to the highest value

- finished 1min of Animation with audio
- interaction script modified to play the right track
- lighting
- solved problem with interaction script. instead of disabling the mesh renderer a coroutine is added and gameObject is disabled after the audio is played
- first animation is played when the player interacts with the sphere
- tried changing color by script
- Problem: If single material is used for multiple game objects the color changes for all of them
- solution: create separate materials for all of the gameObjects (Sphere and Lasers)
- add more laser and Spheres
- Script for spheres to orbit around the player
- Script for sphere interaction
- add more animations for laser and spheres
- add color animations
- installed and tested Unity Steam audio asset for spatial sound
task breakdown

- wrote rough storyline of the whole experience
Storyline
The experience starts with the user being in a long hallway with lights on the walls leading toward the back of the hallway. At the end of the hallway the user finds an entry or a doorway which leads to a huge room that looks like a warehouse. There are some transparent spheres floating high in the middle of the room. After sometime there comes a sound with a lot of bass and some red lasers appear that shine on the spheres and the sphere start to shine red too. The sound changes and the laser and spheres start to move making different patterns. The color of the lasers and spheres change from time to time and also the sound changes. After a few of these pattern the lasers disappear but the sphere still stay shinning and start to float around the space and come toward the user. Upon touching the sphere, they make a sound and disappear.
After a few moments of silence another sounds start to appear and with it certain box like illuminations appear in the room. These get illuminated one after another and pulse like sound can be heard. These illuminations appear to move from the front of the room to the back. The sound also appear to be moving from the front to the back, creating a spacial feeling. The user is then led toward the back of the room. where there is another entry and the user finds herself/himself in a smaller room with light objects like shinning ropes and sphere and upon touching them different sound come out of them and they disappear after you touch them. When all of these objects disappear the room gets dark and the experience ends.
- modelled and textured another room
Date: 09.01.2019

- Completed two more animations
Date: 07.01.2019

- Completed one animation of the spheres
Problem still to solve
- Volumetric light in VR
- Applied textures to the room
Date: 20.12.2019

- Used line renderer to create laser
- Used asset laser machine
- Set up the scene with the glowing light spheres
- Animation of the spheres
- Test the project in Vive Headset
- Adapt the size according to scale in VR
- Set Github Desktop
Problem
- Volumetric light can only be seen through one lens of the headset
Date: 17.12.2019

- Aura Volumetric light was deleted because it didn't work with Steam VR player
- Created 2 types of laser one with Volumetric light asset and the other one with Steam plugin example prefab
- Updated room 3D asset
Problem
- Project still couldn't be uploaded on Github
- Tried using different Volumetric light asset which also didn't work
Problem
- Volumetric lights don't work in LWRP
- Some Volumetric lights still weren't shown right
Solution
- Load Volumetric Light scripts in the camera
to do:
- Aura volumetric lights not shown right
- Possible solution: Steam player prefab Camera setup wrong?
- Tried uploading the project to git hub
Problem
- Files too large hence the project couldn’t be uploaded
Solution
- Tried using Git LFS (Large File Storage) which also didn’t work
- Auro Volumetric Light asset installed
Problem
- All Shaders were shown pink
Solution
- changed all shaders to LWRP
- Volumetric Lights still didn't show
- Tried making another laser material that glows and is static
Problem
- There was no hollow around the light and neither shadows casted by the light
Solution
- One possible solution would be to use volumetric light
- Fixed the speed of the time for the grid shader by using multiplier node since boolean only has an input in Shader Graph
Date: 26.11.2019


- Created Grid shader for the Room in Shader Graph
- The UV translate in X and Y Axis by using time node
Problem
- The animations/ translation of UV is an infinite loop
Solution
- Possible solution would be to change the speed by setting the time to 0 instead of 1
Date: 20.11.2019


- Created shader for Laser in using Unity Shader graph
Problem
- Shaders were shown pink
Solution
- Shader Graph only works with either LWRP (Lightweight Render Pipeline) or HDRP (High Definition Render Pipeline) of Unity
- For VR LWRP is better!
- Set up Unity project
- Steam VR Plug-in installed
- Defined worst and best case