Nick's Bait Shop Kiosk
Introduction:
With this project, I was tasked to create a Unity application that places the player in a virtual reality kiosk of some sort. For my VR kiosk, I chose to simulate a bait shop, where a customer can go to purchase all fishing related products.
Description:
There are a few different things you can do and explore, here at Nick's VR Bait Shop: (see video below for full demonstration)
Many items are grabbable and picking up an item will display the name of the item as well as the price
There are some interactive items. The button at the cash register will spawn more money. The chest to the left of the fishing rods can be opened.
There is a stereo system near the back of the kiosk that plays music and can be heard when getting close to it.
The aquarium for live bait has animated fish inside it and also has a sound effect when near it.
My character model is equipped with 2 animations. I will be greeting you as you shop as well as looking around aimlessly.
How to build/run the application:
Install Unity Hub from here.
Install Unity Editor version 2021.3.6f1 from here by clicking the Unity Hub button for that version.
Install Git onto your machine from here.
Clone the project's GitHub repo into a folder using the command "git clone https://github.com/NicholasRachfal/NicholasRachfalProject2.git"
Open Unity Hub, click the Open button, and select the project folder. Click on the project with the project folder name in Unity Hub to open it in the Unity Editor.
Run without headset: In the Unity hierarchy, be sure enable the Spatial Simulator and disable UnityXRPluginFramework. Enter play mode by clicking the play button in Unity.
Run with headset: In the Unity hierarchy, be sure enable the UnityXRPluginFramework and disable Spatial Simulator. Plug in headset and select File->Build and Run inside Unity.
Project Video:
Assets and Requirements:
15+ Unique Models from the web:
5 Models I created:
1) Fishing Line
*Grabbable item*
2) Fishing Rod Rack
3) Bobber
*Grabbable item*
4) Shop Sign
5) Get Rich Button
*Interactive item*
Other Models:
4 unique Sounds:
Chest opening (Treasure found) sound - https://www.youtube.com/watch?v=sqKfFgQJfcI
Cash register sound - https://freesound.org/people/kiddpark/sounds/201159/
Background Music - "Fire For You" by Cannons
Aquarium Sound - https://freesound.org/people/DudeAwesome/sounds/386023/
Discussion:
The experience of VR is quite different when viewing and interacting in the simulator as opposed to the headset. The headset is a much more natural experience and gives you a better look at the scale of virtual objects in the scene with respect yo the size of the player model. However, the simulator has its own place and utility as it is very useful for testing an application, as it provides a very quick way to jump into your game and start interacting with things without having to deploy the application to VR headset. The trade-off is that experience is much less natural and the user will likely find that it is quite difficult to maneuver the hand trackers to interact with the virtual world around the player. Going into a bit more detail of the mechanics of the spatial simulator and the headset, the spatial simulator is used by using moving around the VR world with the WASD keys. The 1 key is then used to fix the player at a specific position and the 2 and 3 keys are used to maneuver the left hand and the right hand respectively. One thing that makes maneuvering these hand trackers so difficult is the fact the you are essentially controlling a the hand in a 3d world but viewing the hand from a 2d perspective inside the simulator. Getting the hand to line up and intersect with virtual objects can be very tedious because of this. Luckily, the spatial simulator has a sort of directional arrow one each hand tracker that assists in letting you know where your hands are actually pointing at and where they are going to move towards if you decide to move forward with them. On the other hand, the headset does not have any of mechanical downfalls the spatial simulator has. Simply deploy the application to the headset and you get put inside your virtual application instead of viewing it through a computer screen - which in turn makes the whole experience much more natural. Ultimately, both the simulator and and the headset have their purposes. Personally, I would say that the main selling point of the simulator is the ability to quickly test VR applications and the main selling point of the headset is to, well... go in to virtual reality : )