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Showing posts from November, 2017

Day 4/Day 5

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I forgot to write a blog on Friday so this is a combination of Friday's work and today. My main goal for Friday was to set up a better testing environment and to work with the newly released Interaction Engine module from Leap Motion to make interaction with the boxes slightly better. I was pretty happy with final product. I used a furniture pack from the asset store for a table for the boxes because I'm not quite sure how I would of created that in Unity (side note, might look into that) and then I used the Interaction Engine prefabs for the boxes. I also had to add an Interaction Manager to my Head Mounted Rig. Further I kept working on the Mini in game user interface to practice a little but more using scripts in Unity and created a new button that creates a new box each time it's pushed. Also as an aside I fixed the dim lighting reset issue with the help of Jonny by going: Window > Lighting  > Settings > Untick Auto Generate > Generate Lighting...

Day 3

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Space Shooter Game Continued Yesterday to try and get a better handle on Unity I started another walk through tutorial to create a space shooter game which I've continued to work on this morning. This is a short capture of the basic fundamentals of the game. It took a decent chuck of my day up today to finish it but I think i'm feeling a little bit more confident with how elements interact and how scripting plays its part in Unity (maybe).  Trial Hands I'm having an issue with version of the hand simulation where when I attempt to pick up boxes they fling away into outer space with just the slightest touch. Trying to find a way to make them "heavier" so that it takes more to make them move, changing the mass in the rigid body component doesn't seem to affect it much.  Example of what I mean with the boxes, not sure if this is normal?? Interaction Engine Currently playing around with Interaction Engine to see if I can fix the interacti...

Day 2

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Sam's Demo To start today, as per Holger's request I captured an admittedly very amateur screen cast of Sam's Demo. I wasn't quite sure how to best show the different functions of the program. After a few failures this was the best I could come up with: Will have to add video capturing skills to the list of things that will (hopefully) improve throughout the duration of this student ship. I'm not sure how to get four hands up and going currently. Creating a trial leap hands project Today I decided to start by attempting to create a basic program that could render two hands as an attempt to get my head around the software a little bit.  I first downloaded a bunch of stuff: Leap Orion (The SDK for leap) Leap Core Assets (Package with basic functionality) Leap Graphic Renderer (Aims to create a system that allows you to to treat a collection of objects as a group) I followed a set up tutorial found here: https://developer.leapmotion.com/do...

Day 1

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Tutorials: Today I started with going through the tutorials that Jonny sent through. There was a decent amount on using the Unity Interface & the Unity specific concepts. After this I went through the Roll a Ball tutorial which made a basic game using Unity as a practice exercise: I haven't gone through the Best Practices Tute's yet, will maybe leave for tomorrow. Set Up: Installed the software for the Oculus Rift and set up with the help of Jonny.  Connected the Leap and went through the practice exercises using it. Sam's Demo Got the demo and after a little bit of fiddling (due to Unity version changes) it was up and running using both the Oculus  and the leap. Checking the controllers according to Sam's documentation: Changing the hands appear to be working using either the 1 (kinematic) 2 (realistic feminine)  3 (realistic masculine) aswell as using the arrow keys to cycle through all the possible hands Both Q and E are calibration aides wh...