Developer Log

A Peek Behind The Curtain

Category: Development (Page 1 of 4)

VR Well Project Development

The VR Well project is a virtual reality experience designed to educate users about in-ground wells. The experience allows users to ride an elevator down into the ground to points of interest along the length of an in-ground well. Each waypoint is accompanied by educational audio narration which informs the user about the well part, well component, or ground layer exhibited at the corresponding location. Elevator stops include points of interest such as the well cap, pitless adapter, subsoil layer, water table, and well pump.

 

 

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PathFinder Maze Package Development

When development of the originally requested functionality for code, packages, and projects has been completed I usually try to think of what the next logical addons, functionality, or extras to create could be to improve and expand on the originally requested content. This is also the case with the VR Maze project. After I finished developing the requested functionality, I saw a lot of potential in an expanded and modular version of some of the framework elements created for that project.

So, I started developing the package I have been calling the PathFinderMaze package. With this package I can create a maze layout using a normal Excel spreadsheet, export that spreadsheet as a text file, import the text file into Unity. From there this package allows me to click a single button to automatically generate an entire ready to play VR maze complete with collectable maze markers, menus, and designated start/end tiles.

This blog post covers the development steps I took while developing this package.

 

 

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VR Maze Development

The VR Maze project is a prototype demo created at the Center for Immersive Experiences (CIE) for potential collaboration and research opportunities. The goal of this demo prototype was to create a maze environment in Virtual Reality (VR) which users could navigate, discover, and explore. This post will cover the initial steps taken while developing the first prototype for the project.

 

 

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VR Vignette Development

Vignette visual effects are one of the most effecting ways to diminish or prevent simulation sickness (sim sickness). In this short blog post I’ll cover the steps I took to develop a prototype VR vignette for use in the demos and programs I create.

 

 

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Butterfly Experience – Project Setup

This post will cover the setup steps taken to create a development demo for the Butterfly Experience Project. The goal of this was to create a basic playable demo which would demonstrate the core functionality requested for this application by our project collaborators.

 

 

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Passthrough VR Development Setup

In 2021 Oculus released an update to the Quest 2 Virtual Reality (VR) headsets which gave developers access to an exciting new feature: Passthrough Mode.

Passthrough Mode uses the external cameras on the VR headset to display a live feed of the user’s real world surroundings and make them visible within the virtual environment displayed in the headset. This feature has existed within the Quest headsets since their launch, but until now this functionality was not accessible to developers and was exclusively used when a user steps outside the boundary box of their VR space.

In this blog post I will cover the steps needed to setup Passthrough Mode functionality for developers in a Unity project.

 

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MCU Dev Package Development – Tracked By Camera

In this fourth MCU Dev blog post I cover the next wave of advanced features I developed after the basic functionality of the package was finished. This set of advanced features focuses on tracking the flyers currently visible by the camera in the scene at any given time.

The Motor Control Units Development (MCU Dev) package was created to familiarize myself with the Motor Control Unit functionality for the physics based interaction system called Forcibles which the VR framework PuppetJump uses for object interactions.

This package was also created to explore some of the capabilities which could become possible by using the Motor Control Units functionality.

 

 

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MCU Dev Package Development – Aquarium

In this third MCU Dev blog post I cover the next wave of advanced features I developed after the basic functionality of the package was finished. This set of advanced features focuses on developing water mechanics and prototype flyer animals which move through the water.

The Motor Control Units Development (MCU Dev) package was created to familiarize myself with the Motor Control Unit functionality for the physics based interaction system called Forcibles which the VR framework PuppetJump uses for object interactions. This package was also created to explore some of the capabilities which could become possible by using the Motor Control Units functionality.

 

 

 

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MCU Dev Package Development – Advanced Features

In this second MCU Dev blog post I cover the advanced features I developed after the basic functionality of the package was finished.

The Motor Control Units Development (MCU Dev) package was created to familiarize myself with the Motor Control Unit functionality for the physics based interaction system called Forcibles which the VR framework PuppetJump uses for object interactions. This package was also created to explore some of the capabilities which could become possible by using the Motor Control Units functionality.

 

 

 

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MCU Dev Package Development

The Motor Control Units Development (MCU Dev) package was created to familiarize myself with the Motor Control Unit functionality for the physics based interaction system called Forcibles which the VR framework PuppetJump uses for object interactions. This package was also created to explore some of the capabilities which could become possible by using the Motor Control Units functionality.

 

 

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