Category: Unity

Disobeying Objects + Melancholic Assets

I’ve finished the Unity piece now as gremlins started to appear in the builds again, so thought I’d better leave it alone before I break it. I think its when Steam updates itself it seems to then slightly change the file when it outputs the build.

In my virtual kingdom and eerie realm, I have changed the skybox and added some cheeky sound collisions on a handful of the objects…those damn objects, disobeying to the very end!

Note to Self:

  • I had the whole piece sealed off in high ceilinged room, but thought it looked too claustrophobic so I deleted the ceiling and some of the walls.
  • I like the open air/unfinished kind of look as if you have stumbled upon some naive object-orientated terrain.
  • I added some fog assets to get a more moody storm effect, but it broke the ability to transport around so I undid it.
  • My next piece I’d like to do a floating camera piece, and develop different narrative devices…the journey continues.

Sandbox 2

Had real issues with the build version of the unity piece I’m doing, it looked perfect in unity player but in the build it wasn’t rendered properly. I had upgraded to a new version so think that maybe broke some settings. So basically had to re-do the whole thing.

I’ll finish this off this week now as the listener music is starting to drive me crazy.

Note to Self:

  • A few forum posts actually taught me a lot about output settings.
  • The aesthetic is a tad too ‘gamer’ for my liking but with my next piece I’ll hopefully combine 360 footage to make it more cinematic looking, maybe grayscale/ B+W, floating cameras, athmospheric with lots of fog etc..

Gravel RoomScale

I wanted to originally get matting or floor sheeting printed with imagery from the VR piece but it became increasingly costly and impractical. So I decided to go with gravel instead. I won’t have to transport it to London, I can get x2 bags of stones/gravel on the other side.

The problem is that maybe an uneven floor space would not work with the HTC Vive’s base stations. I have done an experiment this morning and it seems to work fine, fingers crossed.

I placed a few 3D prints on the gravel and this seemed to disrupt the sensors, so will have to work out a way to display them outside the sensor range.

Also I like the idea that the person immersed will know by the crunch underneath not to move off the gravel.

Note to Self:

  • Gravel is usually wet/moist when in a 25kg builders bag, so it has to be dried out on newspaper for about 24 hours.

Virtual kingdoms

Welcome to the virtual kingdom, curious to see what I will encounter in this realm of melancholic assets and disobeying objects.

Animations imported into Unity.

New materials wrapped around the 3D objects.

Shadows and lighting, see what needs attention.

Disobeying objects can get quite bolshy.

Spinning objects approaching through the trees. Run.

Note to Self:

  • Have to edit so listener audio is less over-powering.
  • Have to make list as to which object is paired with which audio when triggered.
  • By combining Unity assets with imported objects the overall aesthetic is quite ‘gamer’ looking visually, but It is the look/feel I want for this piece.

Sandbox

Have created a repository of sorts, a sandbox, a Unity project where I can dump assets.

I can re-scale and re-position objects and animations and quickly see what works and what doesn’t.

Note to Self:

  • Good to see how materials look on planes and cubes.
  • Good to test lighting on objects before baking.