Nicole Kennedy Design

Ideation, Creation & Everything In Between

Week Twelve – Progression

Since Friday we have been working towards improving what we have in our virtual reality experience. Lots of issues have been addressed and we have been making progress bit by bit to make the experience the best it can be.

The fade box was using a standard shader with a transparency rendering mode which meant that there was a slight shadow apparent during the experience. Changing the rendering mode to fade as show in the image below has not corrected this issue and the fade box outline is no longer visible.


In our last project we had been told that we were not taking advantage of our three dimensions and so that this doesn’t happen again we are making sure that the position of Colin means that he is apparent and slightly to the side so that we can see the depth as after all the depth kit interview is a massive part of this project and we need to show it off more.

Previously we had a skybox texture that was starry and appeared to make the experience be galactic but we have now removed this and have opted for a plain black skybox to encase the experience as we felt that the starry background was nice but a little too distracting. The platform that Colin was placed on was a round one with rough lines and from our feedback on Friday people were noticing it appearing to snap in and out of the scene so we have experimented with a square shaped platform and feel that this works better.


Menu Screen

The floor platform has not been removed from the menu screen as it was not necessary as well as issues with the hotspots being hard to click on during the selection stage. The hotspots have been increased in size and place holder cubes that were in the menu have now been removed.

New textures that have been created for the menu were added to display a title, an image of Colin and two separate images that would act as buttons to allow the user to play the interview or explore the gallery.


Composition for the Seamus Heany sequence has been edited so that the turf is more mid level within the scene instead of being too low.


Celebrity Heads

The celebrity heads now have a new position in the scene with one appearing in front of the user and another one of each side of the user. This was previously not possible as the fade box would fade one head but not the other two which resulted in confusion and inconsistency of the scene. However the fade box has not been edited with a new box like shape with two wing like pieces of geometry coming of the sides to fade all of the heads at once when the interview sequence changes to a new sequence mid way through the scene.

In the video below you can see the new fade box in action as well as the fades taking place with the new resized, repositioned heads. We find that this scene now has what it was missing and it really seems to work now with the celebrity heads having more of an impact.

Frames –

This scene is when the scene breaks into the frames section of the interview and there is no floor in place with the atmospheric clouds now being present at this stage. The atmospheric clouds appear to fade in and out of the scene like they should.

Before the clouds did not appear at this stage and it seems far more impactful if they show at this stage instead of being apparent during all of the interview sequences when Colin is visible. This stage in the experience needed to have more going on and we feel like the clouds are starting to work towards that.


I have been able to get the explorable scene into the master project and get it working with logic and I am finding that the experience looks really with the new dust spec particles being included within the experience.

The audio triggers have been added into the sequence and are ready for logic and audio to be added to them. I have been experimenting with colliders also as we had an issues with clipping of the camera when the player/participant is looking at the paintings close up and also to limit how close the participant can go to the typography descriptions as they blur inside the Oculus in close range.

This screenshot shows the audio triggers in place the way that these will work is when the participant which will be the player controller camera (this will be assigned with a tag) walks inside each area of the gallery an audio file will be triggered to give the person exploring the gallery a more in depth description of the part of the gallery they are looking at.

Triggers work with on entry and on exit queues so when the participant enters I will tell it play the audio file and on exit I will tell it to stop playing the audio file this is to avoid the possibility of multiple audio files playing at once.


In this video you are able to see a quick walkthrough of the explorable gallery section of our experience. The new particles are in place in this video and the logic for the exit but we will need to address the issue of the player controller appear to make the player slide across the environment.


Yesterday we also created a build (executable) which showcases all of our changes to date so here in this video is a little playthrough of that.



Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s


This entry was posted on April 26, 2016 by in Final Year - Major Project and tagged .
%d bloggers like this: