A job simulator in Extended Reality (XR) where the goal is to NOT work!
This project is created for the Meta Quest 3 VR headset, combining passthrough and VR for a unique experience. You are placed in an office environment where the goal is to not work, while the boss is watching and will pressure you to work in order to keep your job. Do what you can to not work such as throwing paperballs, playing with a tiny skateboard or smoke a cigarette but whatever you do DO NOT GET CAUGHT SLACKING!!
The Meta Quest 3 has some very cool features, including passthrough and handtracking, which we used in this project.
Using Meta Quest 3:s built in handtracking along with the Meta Building Blocks for Unity VR to see, grab and interact with objects in the virtual world.
The Quest 3 headset has its own, advanced passthrough for seeing the real life environment around you. We combined passthrough together with a VE to create this Mixed Reality experience.
Using the handtracking, we were able to make object interactable by grabbing and throwing them. We combined this with interactions in the real world such as keyboard and physical boundaries.
Further work on gamifying the experience would be needed, such as adding more ways to earn points and adding a way to win rather than just keep on playing until you get fired.
Recognizing the gestures of the hand would allow for more interesting interaction with objects, such as the skateboard. Recognizing a upside-down peace sign would allow for 'real' finger skateboarding.
Integrating finger- and face animations for the boss would increase the immersion and realism to being verbally scolded by the boss.
Working Hard (the team)
Worked on: Meta Quest Interface, Points System, Grab Interaction System, Visual Interaction, Physics Engine, Generell Bugfixes
Worked on: MoCap (Recording, Rigging in Blender), Points System, Interaction
Worked on: Passtrough Usage & Occlussion, Quest 3 Room Data Scripting, MoCap (Acting, Animator in Unity, Rigging in Blender), Interaction, Voice Acting
Worked on: Custom boss States and Visual/Physical Interaction, Generell Bugfixes, Animation Coding
Worked on: Office scene, MoCap, animator in Unity, rigging MoCap skeleton to character models, voice acting, sound architecture, art director, MakeHuman model design
Hardware:
Meta Quest 3 using AirLink
Software:
Unity 6.0 (https://unity.com/)
MakeHuman (https://static.makehumancommunity.org/)
Blender (https://www.blender.org/)
Sources used:
https://developers.meta.com/horizon/documentation/unity/unity-mr-utility-kit-overview/
https://static.makehumancommunity.org/makehuman/docs.html
https://docs.unity3d.com/ScriptReference/Animator.html
https://developers.meta.com/horizon/documentation/unity/unity-depthapi-occlusions-get-started
https://developers.meta.com/horizon/reference/mruk/v81/class_meta_x_r_m_r_utility_kit_m_r_u_k