SPACEBOARDS rental and accessory store
This VR environment represents a vendor space in the lobby of the new Computer Science building at the UIC
The premise is that a brand of high-tech floating hoverboards would provide rental service of their boards for students, which they can use to get around the buidling and the campus. To help promote their brand they also sell other merchandise such as fashionware, beachware and traditional skateboards.
A customer can choose a board and powerpack and have the cost charged directly to their student account. There are a range of styles of board to choose from, and two sizes of powerpack, 'regular' and 'mega', which provide 1 hour or 2 hours of fly time.
The customer would first select and take a board from the wall, then press one of the two buttons on the screen of the vending machine to recieve the powerpack. As soon as they plug the powerpack into the rear of the hoverboard it fires up the hover mechanism and floats the board. When floting you can also see blue flames jetting out from below.
There is a take-off strip just on the edge of the vending space, and if the customer places their board down near it, it centers over the right spot for them to fly directly upwards to the Spaceboard lounge, above. In the VR simulation, pressing the right (index finger) trigger raises the board, and the left trigger lowers it. You can simply step or jump off the board once you're at the right height.
In the lounge we some other students, facetiming, working and dancing.
See the video below for more.
Download the apk from the github link onto a local harddrive.
Ensure your VR headset is set to develop mode, or ready to accept non-registered APKs.
Install the APK through your headset's software (ie. Occulus app) or using the Sidequest app.
Run the app.
You can walk or teleport.
Use middle finger squeeze to pick up objects, index fingers to ride up or down on the Spaceboard.
Unity Source Code
Download the full respository from the github link.
Install Unity Hub and install Unity version 2021.3.6f1
Install VRTK v4 Tilia Package Importer through the Unity Asset Store
Open the project you downloaded, using Unity Hub (Project > Open > Add project from disk).
Open the scene 'AirboardStore' in Assets/Scenes folder
Edit and experiment as needed
To write out an ATK, first go to File/Build Settings/ to choose which platform (choose Android for Oculus sets)
Under File/Build Settings/ Player Settings, create a new or updated company name, product name and version number.
Then in File/Build Settings/File/ select Build & Run if headset is connected or select Build to save a local file.
Here is an overview list of built/imported files and sounds, and further below are some screenshots.
Skateboard 3D by kama120893
Textures self-built
Spaceboards self-built in Rhino 3D
Hanging rails self-built in Unity
Clothes Display shelves by mauro-chile
Shoes by nodari-nx
Cap by pradel-lb
beanie by Chroma3D
hanger by UnitStudio
click sound of hangers self-recorded
female manquin by eeteri
self-edited in Rhino 3D
male manaquin by czaczaja
manaquin stands self-built
womens tshirt by edgsalmar
hoody by powwow1
dress by e-suay
and that plant..by mehranita
MakeHuman with
Mixamo "standing idle with briefcase"
Sound self-recorded
MakeHuman with
Mixamo "male standing pose"
and Cap by pradel-lb.
Sign self-built in Unity
Cashiers desk by c-fferreira
Machine body self-made in Rhino 3D
"slide door open" sound by Jim Rogers
thud sound: "thusterson" by Matt Cutillo
spaceboard self-built in Rhino 3D
regular battery self-built in Rhino 3D
mega battery self-built in Rhino 3D
powerup sound: by Mike Koenig
electricity sound by KevanGC
humming sound by Mark DiAngelo
Blue jets self-made in Unity
Jane: Mixamo character 12 with
"hip hop dancing" animation
Eve: Mixamo character 26 with
"sitting talking" animation
Lewis: Mixamo character 26 with
"typing" animation
laptop self-built in Unity
Radio by oxyuraatheduck
high tables self-built in Unity
coffee tables self-built in Unity
easy chairs by krishnadases959
beanbags by vertexarchitechture
glass railing self-built in Unity
plant by mehranita
music: self made in AIVA
All imported builds were chosen over other options based on low poly counts, to minimize framerate issues. My own builds were simplified as much as possible. However, the Mixamo characters and textures were considerably higher, and this was noticeable in testing the framerate. To minimize the effect of this, the Mixamo characters in the lounge were kept unactive until the spaceboard reaches a certain point as it rises.
Generally the FPS maintained well above 30, dipping only slightly below 30 when viewing the Lounge Mixamos and the distant background behind them. See the screenshots below that show these examples.
The above screenshot shows a low point of 24 fps, presumably driven by the textures of the Mixamo people and the background.
This screenshot shows an fps of 37 despite there being many items and textures in view. Most of the store views were around 34-38 fps, only occaisionally dipping down. The people here are from Humanscale, and had much smaller origination file sizes than the Mixamo characters in the lounge.
While it is useful to use an on-screen simulation during the building of such an environment, it falls short of evaluating the work through a headset in a number of ways, such as creating cognitive and physical barriers, lacking spatial experience, lacking accurate assessment of experience, and
The interaction simulator provides instant access to the environment, allowing the user to move the virtual handsets using keys, grab and throw objects and move the view around in any direction. However, every one of these moves provide cognitive and physical constraints that a VR headset experience would not. For example, moving toward an object, reaching for it and picking it up demands a series of carefully timed keystrokes whereas such a motion would be undertaken quite naturally in a VR headset, seemingly without thinking, as it replicates similar body motions to real life.
A very big differentiator is that of spatial experience. When viewing on-screen we see a flattened representation of the environment, simulating three-dimensions as we are able to pivot the direction of gaze via keystrokes. But we still feel separated from the environment. The VR headset however provides an immersive experience, where, despite being cognitive of the environment’s artificiality we respond bodily and emotionally as if we were actually there. This means we get sensations from objects, spaces, and environments similar to how we would in real life, react to fear-inducing situations such as heights, projectiles and potential fall-traps.
Further, when using a VR headset to evaluate the environment while still developing it, the sensation of being there can lead to a more accurate evaluation of the final experience, and therefore is likely to lead to environments that take greater advantage of the particular affordances of a three-dimensional immersive environment. For instance, when using a VR headset during the building of my environment I found the sensation of holding the spaceboard when it starts to defy gravity (after plugging in the powerpack) felt very interesting. It seemed to come to life and pull away from the hands, despite the fact that there was no actual tactile sensation. This is not something I would have discovered -or expected- if evaluating only using the simulator. It was also intriguing to see what it would feel like to stand on the board and get it to rise and fall, a sensation that would be lost being just on-screen.
Finally, the immersiveness of the headset also helps identify what objects, interactions and environments may be unnecessary for the experience. I noticed that I would often create relatively flat layouts when working on-screen, only to consider more efficient, circular layouts when viewing them through the headset. My original build for instance, had a line of plants near the corner to act as a visual border or backdrop, only to find in the headset, viewing from a higher angle, they had no value at all and only added to the clutter. When positioned at further distances, they acted to soften the background and give a sort of distant barrier. Without a sense of space, we have less sense of what be visually cluttered or disordered, or what might be easy to see or find to a viewer, and it is hard to predict the visual perceptions we have when immersed in the space.