For Project 2 I created a Fall/Halloween/Witch Coffee/Brew Shop. This shops sells a variety of sweets/to go coffee to lure people into her cafe (For those who are aware, this shop also sells potion and potion materials). Beware though of the witch and her feline friend.
One can walk around the scene, pick up any of the sweet treats you can see (including full cakes, cake slices, cookies, pumpkin pie, cherry pie or candy applies). Additionally, if someone needs a coffee they can touch the coffee machine panel and it will produce a coffee in front of one of the four syrup flavors. Additionally, one can pick up the pumpkin, the skull, the red potion, and the purple potions. The potions make a clinking noise when touched. Fresh Pies are made daily, so if you would like a new cherry or pumpkin pie, click on the oven dials. Additionally, if you touch the attendant, she mutters a spell. So proceed with caution.
Some theming of cookies/cakes inspired by Gideon's Bakehouse in Orlando Florida.
Video detailing project work. Contains video streamed from the Oculus Quest Headset as well as from the Unity simulator.
Viewing and interacting with the world is different in the simulator in comparison to the headset. First, when interacting with the world in the simulator, it is controlled through key clicks. This means in comparison to the headset where you are able to walk around the scene, you lose some precision in the simulator. Additionally, in the simulator, I often found that it was a little bit less intuitive. While in the headset, most things mimicked real life. For example, the buttons needed to pick up an item were on the side, and to navigate you physically walked through the scene. In comparison, on the simulator to pick up objects you first have to press 1 or 2 for either the left or right hand respectively. Then, this locks your full body movement and allows you to move each hand individually. Then you have to navigate to the object, press the mouse to pick it up and if you are done, then you can exit the hand by pressing 1. However, when navigating this I found it easy to overshoot the target that I was trying to pick up with the “hand” controller” and ended up inside a drawer or being distant from the target. Additionally, unlike in the headset, I found it near impossible to hold two objects together and hit them against each other. In my scene, I made it so all the individual potion bottles had accurate physics and could be picked up and when they collide with an object or are grabbed they make a clinking sound. However, this was difficult to test in the simulator and was a lot easier to test in the headset. In the headset, it was easier to not only target the object but ensure that the item remains held while you picked up the other.
With the headset, you are more interactive and involved with the environment in comparison to the simulator it meant that it was easier for me to see faults in the scene as I could move my perspective around a lot easier. For example, in development, I managed to lose a pie when I applied physics and I couldn’t figure out why. When I tried on the headset, I was able to look in the oven and realized, it had fallen through. I then added colliders to the oven to prevent the pie from falling to the ground. Another example of this was if something was floating, I found it easier to look at different angles, and then adjust as needed.
Another major difference in how interacting and viewing the world is different in these two methods is also perception. In the simulator, the view is on a plane. There is no peripheral vision and you don’t have to get as close to items in the simulator. Additionally, as the screen in the headset is closer to the eyes, I found my eyes getting more tired viewing the world in the headset in comparison to the simulator. Additionally, while the frame rate was still decent in the headset, the processing power on the simulator was a lot better, leading to smoother walking around, and you had fewer concerns about teleportation as there was less of a chance that your body would collide with an object. Finally, the simulator required less time to interact with the environment, so it was useful if I was doing quick checks of the environment.
When running through the application I found my frame rate averaged around 28. While not optimal, I found the frame rate increased when I looked at a singular object, the brick wall, and the floor. However, the frame rate decreased/was at the worst when it initially places you in the scene. This is likely due to being able to see all the object. However, when I teleported into the middle of the scene and was only looking at one side of the kiosk at a time the frame rate stayed around the average.
(Note: Screenshots were taken from a recording where I was streaming to my computer, which reduced the frame rate a bit).
Unity
VRTK
version 4
Download the newest version of Unity Hub.
Once the download is complete, Open Unity Hub, navigate to the left-hand bar, and click on the Installs tab
If this is your first install of Unity Hub/Unity there will be no installs listed. To install the correct version on Unity:
Navigate to Install Editor in the top left
Navigate to the Archive tab in the top bar
In the statement in this tab, click on the hyperlink that says download archive
Navigate to the correct version of Unity(2021.3.6f1)
Click on the Unity Hub button to download this version to Unity Hub.
This will prompt Unity Hub to open and then will open an Install page with the version listed.
Under Platforms make sure to select Android Build Support if you want to build to a Oculus Quest device.
Under Documentation make sure to select Documentation
If you forget to check any modules above you can do it after Unity is installed.
Click on the Install button
The correct version should now be installing
Now that the correct version of Unity is installed, you can move forward in the project
Download the project from Github and unzip the file
In Unity Hub ensure the version is correct click open and click on the now unzipped main folder
After opening, there should be a blank scene
Navigate to the Assets folder
Inside the folder there is a scene called Fall Scene drag and drop into the heirarchy
Delete the Untitled Scene, Fall Scene should be the only scene in the heirarchy.
Now you should have the scene fully loaded.
For playing scene in Unity
Ensure that CameraRigs.SpatialSimulator is enabled and UnityXRPluginFramework is disabled. One can do this by clicking Toggle Active State
Click play on the top hand bar.
To navigate use keys W to move forward, S to move back, D to move left, A to move left
Press keys 2 and 3 to select the right or left hand respectively.
Then uses W, S, A, D to move the hand/controller to the right place.
Press on the mouse if you wish to press on an item.
If you are done using the hands/controller press key 1
For playing scene on Oculus Quest Headset
Ensure that UnityXRPluginFramework is enabled and CameraRigs.SpatialSimulator is disabled. One can do this by clicking Toggle Active State
Under File in the top bar, open Build Settings
Connect the Oculus Quest to the computer with Unity via cord
Click on Android and under Run Device make sure to select the Oculus device being used/device that is connected
Ensure that permissions are allowed on the Oculus to connect to computer
Click Build And Run
Once you set up any boundaries need it should be running!
If not, on the Oculus go to Apps and under the filter where it says All click and scroll down and click where it says Unknown Sources.
Click on P2.angelica_villegas salzar. The application should now be running!
Navigate by either walking the scene, or teleporting using the joystick in the righthand (move green dot to place and click to move)
To pick up/drop off items, click the buttons as if you are grabbing the item.
Congrats!! You should now be able to navigate through the scene that was created!
Author: Fearless Liderhosen
https://3dwarehouse.sketchup.com/model/338eb5703ca69c84f0dd8478ca51b9c3/Basic-Black-Cauldron
Author: Modelfundgrube
https://3dwarehouse.sketchup.com/model/cad6f3e0-0995-42d4-b036-a0798a670ba5/Skull
Interactable
Author:
Modelfundgrube
https://3dwarehouse.sketchup.com/model/d76152f6-a600-42c2-bc85-38ab0b5d51a7/corn
Author: Kerstin Elsa
https://3dwarehouse.sketchup.com/model/9febcdc3-5a91-4341-83f9-3c87281ec8a6/Pumpkin-Pie
Interactable
Author: Modelfundgrube
https://3dwarehouse.sketchup.com/model/8583f44a-662c-4c49-8808-e23e749aaf5c/chocolate-apple
Interactable
Author: silver pocketwatch
https://3dwarehouse.sketchup.com/model/4bc2b5ec1da7aa1d134155606601dcb2/pie
Interactable
Author: Lando
https://3dwarehouse.sketchup.com/model/85a01af1c8141604eefb4d7820758668/Potion
Interactable
Author: Dox
https://3dwarehouse.sketchup.com/model/4c43b0ba32c5cc92509f9835e7ac583b/Potion
Interactable
Author: Roosmarijn V.
https://3dwarehouse.sketchup.com/model/0cd4f72c-2ab3-48ec-a192-26f6fd3a6ef2/Coffee-machine
Author: Tehila T.
https://3dwarehouse.sketchup.com/model/4106d5e8-4fa0-475f-b9c7-3052712f3ce1/Coffee-Cup
Interactable
Created in blender
Interactable
Created in blender
Interactable
Created in blender
Interactable
Created in blender
Interactable
Created in blender
Interactable
Touch the screen(highlighted location) to generate a coffee cup that will be located randomly at one of four syrup dispensers.
Touch the left hand oven dials to generate a new pumpkin pie
Touch the right hand oven dials to generate a new cherry pie
Move up and down to appear as if they are floating
Moves at a random range left and right, meant to appear "haunted"
Moves in a circle on the floor ... someone should probably clean.
Created in Mixamo:
Standing Idle 03
Cookie (All)
Cherry Pie (All except pie inside the oven)
Pumpkin Pie (All)
Purple Potion (All both big and small)
Red Potion (All)
Full Cake
Cake Slices (All Red and Spiced Cakes)
Candy Apples (All)
Pumpkin
To Go Coffees (All)
Skull
Changed the lighting scheme to be more spooky. Changed the sun light to be red, to mimic dusk and changed the shop light to purple. Edited other settings to edit the lights as well.
Around the scene, I chose spooky music to fit the mood
Generated when the user stands close to the cat (near the cakes/sweets section)
https://pixabay.com/sound-effects/cat-meow-14536/
Generated when the user stands close to the cauldron/fire (near the brick wall)
https://pixabay.com/sound-effects/fire-sound-efftect-21991/
Generated when the user stands close to the oven
https://pixabay.com/sound-effects/oven-fan-starting-73202/
Generated when the user grabs or touches or items collide with either the red or the purple potions
Generated when user touches the animated character
https://pixabay.com/sound-effects/magic-spell-in-weird-language-66118/
https://assetstore.unity.com/packages/2d/textures-materials/wood/stylized-wood-textures-213607