Nicole Kennedy Design

Ideation, Creation & Everything In Between

Editing The Experience

Further to the creation of the new doomlist we are going to do what we always do and grab a series of tasks between the three of us and keep chipping away at the project. We seem to be finding the doomlist boards very useful and they give us the push we need to proceed. I find that they give me a suitable amount of stress so that I can use the pressure to power through the work.

Custom Icon For Build

One of the things that was suggested was could be have our own custom icon on the build. I knew this was possible as I had seen Willem do it in Inlifesize on the Mulbury project problem was I didn’t know how he did it.

I looked into changing the icon of the build in the windows settings and figured out how to change an icon on a shortcut but not of the actual executable which is not good if this was to go on to another device.

Research for custom build icons –  How to change the desktop icon in windows and how to change the game icon of the build in Unity.

http://www.isunshare.com/windows-10/change-desktop-icons-in-windows-10.html 05/05/16

http://answers.unity3d.com/questions/22809/how-can-i-change-my-game-icon-after-building.html 05/05/16

After embarking on some research I was able to find out how to change the icon within Unity so the build is made with an icon of my choice. This allows us to use a totally different icon or for us to create our own ones to put in place so it is useful to know that custom icons on executable builds are possible to have.

The image on the left shows the desktop icon edited to a custom icon and the image on the right shows the settings available within Unity to change the icon of the build/executable. These settings are within the player settings found in the project settings and once the check box for override for standalone has been done we can then drag in our own icons based on the resolution.

Colliders For Painting & Walls 

During testing of the experience we have noticed that at times the participant is able to go through the experience and this is not always ideal so we have to put in place adventure creator colliders.

These colliders will need to be underneath the floor and around the surrounding walls and paintings. The colliders will then stop the participant from passing through the walls as long as OVRPlayerController has a collider which allows it to recognise that it is going to touch a wall.

ice_screenshot_20160503-152317

As there are that many colliders within the scene I have had to put in place dividers within the scene hierarchy so that we can identify what colliders are which and in order to keep them organised.

In order for the colliders to work they need to be put in place and resized around whatever geometry you do not want the user to pass through. This is not a difficult process to carry out but is tedious and very time consuming but rewarding when they are in working order.

We had noticed that close up to a picture when the person leans forward using the tracker they are still able to clip through the picture as they are technically not making the game object enter the collider therefore the collider will not function correctly.

This only happens at extremely close range to the tracker and if anyone is that close to the tracker we need to be asking them to move away as it is dangerously close. We should not encounter this error during display when a suitable set up is created.

ice_screenshot_20160503-154716

Shadows On Floating Paintings

During feedback it was suggested that we add shadows to ground the larger paintings of Silent Testimony that appear to be floating at the back of the gallery.

In order to create a shadow I had to make sure that each of the paintings was enabled to receive a shadow and that the light emitting on those paintings would also have a shadow type hard shadows selected instead of no shadows.

ice_screenshot_20160505-105539

Adjusting Camera Height For Menu

It was also suggested that the height of the camera for the main menu was adjusted so that the buttons for play interview or explorable at the bottom of the screen could be inside the users peripheral at first glance and so that they would not have to go searching for them.

This small change has made a massive difference inside the experience but is something you can only really feel the effect off when using the oculus itself. In the screenshot below you can see that the position has of the transform component has been edited to include this change.

ice_screenshot_20160505-105604.png

Light/Camera Flicker Issue

During the presentation it was apparent that we were having some issues with a flicker appearing throughout the course of the explorable section of the gallery. At this stage we did not know if it was a camera or light issue or quite possibly both so this would be something that we would have to look into.

In the video below you can see the effect of the flicker and how it was having a pretty big effect on the experience as it was literally changing from dark to light as if the lights were flicking on and off and this is not the feel we want from the gallery.

The solution to this problem was the lights needed to have the render mode changed from auto to important basically the lights were trying to optimise the scene by choosing when to be display through rendering much like that of LOD group behaviour.

LOD (Level of detail) objects will display a low quality mesh from a distance and a high quality mesh close up in order to allow for smoother performance.

In this case the lights appeared to be glitching out and just turning on and off as the participant turned so changing the render mode changed this. I had also looked at the camera to see if that was the problem instead but it was not a clipping issue so I then experimented with the light instead.

ice_screenshot_20160505-112429

Spotlight Fades

We thought it would be a nice touch if the spotlights for each section of the gallery would fade in when the user walked in to the area. In order to make this happen we used the same triggers that are controlling the audio turning on and off to call an event and make the spotlight animation fade in at this point.

The spotlights were able to be animated in unity using the intensity to be animated from 0 to a higher level of intensity when the light is visible.

ice_screenshot_20160505-105641

In the video below you are able to see the spotlight fades in action we have opted to have the lights fade in when the user enters the trigger but not to fade out again when the user leaves the trigger. This allows the user to then see that they have explored this area of the gallery before.

 

 

 

 

 

 

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This entry was posted on May 5, 2016 by in Final Year - Major Project and tagged .
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