Land at last
This project has been a voyage into the depths of Unity, the tidepool of VR development for the Oculus Quest, and the rapids of working together from isolation, all while managing our other classes and lives. We learned about the difficulties surrounding version control and Unity scenes the hard way, spent countless hours building our project to an APK, and were really challenged by the work it takes to make a multiplayer experience while maintaining a consistent worldview. Even in this last week, we were still learning new things from fixing the ship rotation that just doesn't seem to want to turn like we want it, and also from designing a Spatial room to showcase our project in a colocated augmented reality setting.
While our project was ambitious from the onset and we were humbled by relentless setbacks our tenacity to try one more prototyped system and, our ability to effectively discuss the priorities and quality of certain features is what has allowed us to accomplish our goals of a multiplayer experiences with the appearance of moving around a world with local physics for VR users to walk the deck of our custom model rigged vessel. Even though the journey is not over with many other treasures to be developed from our PDR, we are happy to finally pull into dry dock for a short shore leave.
- Work Log -
James: Implemented improved helm steering VR interaction, integrated new ShipActions script functions into SailController script. Created LoadingDock delivery mechanic.
Patrick: Fixed the ship’s sails for the nth time, restyled and added basic wave movement to the new water, polished our website and repository, upgraded the basic avatar, and created a basic script for the demo objectives
Abhinav: Added some additional islands in the environment to visit. Put together final demo video
Julian: Found and polished new player avatar assets. Fixed network ownership error with ship wheel, as well as adjusting or adding some scripts for other possible network interactions involved in keeping client side calculations between players consistent. Assisted with research for improved ship wheel mechanics. Created basic “tutorial signs” through blender.