2. Orienting the user on the controls
- Each tutorial label points at a button on the controller and describes what it does
- minimap toggle button
- table map toggle button
- armswinger button
- teleport button
- grab item button
- before user uses any buttons on the controller, the tutorial labels will be visible at all times at any view angle. after user uses eacg function on the controller, the label for that button will disappear unless the user is looking down at the controller or very close to it.
- Tutorial labels (gowtham, shavonne) will appear around the controller when the user looks down at the controller (rotation of hmd game object is somewhat below horizon (20degrees under straight ahead?)
3. The scene/model of each major location of stanley park:
- photography of the place in real life
- photogrammetry needs to be done to make the 3D model
- 3D model from photogrammetry tool needs to be cleaned up, decimated, textured, and brought into Unity
- model should be in large pieces, from 10-50 pieces in entire scene
- total not over 1 million polygons
- textures composed of 2K-4K textures, not over 20 maps
- flat ground model needs to be split from the rest of vertical models to help with armswinger boundary detection
- colliders need to be added in scene to prevent armswinger from going through objects in middle of scene inside boundary
- lighting needs to be applied via directional light in unity
- realtime shadows enabled
- realtime global illumination enabled
- light probes set
- reflection probes set
- environmental audio recording needs to be done for each major scene
- audio needs to be cleaned up, loopable, substantial length so it doesn't repeat too frequently
- overall ambient audio source is omniscient
- more local sources like birds or animals or cars should be from spatialized audio sources scattered around scene
- (current people involved: gill, loch, andrew)