Assignment
1
The first
assignment was to create a marked based AR project. Our project was an
educational geography app, which would display the country highlighted on the
map, based on the flag showed by the user. The scope was limited to European
countries.
In this
project the main concepts learned were marker tracking and the purpose of
augmenting a real object. The Vuforia engine provided the features needed to
create this project. The ImageTarget object was used for the flag images, the
ones that will be tracked. Inside the ImageTarget objects are the maps with
their respective country highlighted, that will display on top of the tracked
flags. For every country, there was one ImageTarget parent object, the flag,
and their map child object.
As we were testing,
we realized that some maps are more easily recognizable than other. More
specifically flags that have an emblem, were more easily tracked than simple,
solid colour flags. This is because those flags have more points from which it
can correctly tracked. Lighting and reflections also had an impact on the
tracking, but nonetheless, this taught me to be more mindful of the objects I
choose to be tracked and the current limitation that tracking has on different
objects.
This being
the first assignment, the project was not something complex, but more like an
introduction to what AR is and what to be expected next from the course.
Because of the small size of the project, there was not a big workload to
split, so the group worked mostly together.
Assignment
2
For the
second assignment, the project was now a marker-less AR project. The project we
decided to do was a portal to another dimension. We decided on doing a museum
tour, showcasing warrior armors from different time periods. The technology
used was AR Core with AR Foundation.
I worked on
the script that makes the portal appear and on the masking of objects. Using
shaders, the objects inside the dimension are only visible through the portal
and inside the dimension. We had some problems with the assets not working
properly with the shaders, so we had to change them a couple of times. Another
problem was the plane tracking working poorly on our phones. This meant we
could not place the portal to test the functionality. Even by following the
official documentation, we could not fix this problem. Because of this we could
test the project only inside the Unity engine.
We did not
manage to implement everything we wanted, but we had a working portal which
opens to a museum.
Assignment
3
The third
assignment was the first VR project. We created a game in which you are a
waiter in a restaurant, taking orders from customers. This project was the most
comprehensive one.
Firstly, we
implemented the hand controller functionality and the ability to pick food. For the
food we created a spawner that spawns a random food item each time. This functionality had
an error of spawning food infinitely which caused the game to crash. It took a
lot of time, but we managed to fix it. For each food item a tag was added,
which was used for the functionality of accepting an order. When the customer
collides with the food item he orders, he disappears, and you get points. I was
responsible for the food spawner and the customers accepting the orders.
This project
ended up being my favorite. We had some problems with the version control
deleting some of the commits, but even so, I had the most fun with this project.
Assignment
4
The fourth
and last assignment was a choice between XR or VR. We decided to do a VR
project again, because of how much we enjoyed the previous project. Unfortunately,
this project did not go as smoothly.
Initially the
idea was to create a puzzle game with hand gestures. We figured it would not be
enough, so we decide to incorporate a maze-like horror aspect to it. The
purpose was to have the player do some puzzles using hand tracking to escape
from the monster following them. After some problems with the assets, we
changed the maze to a more open space, a ruined city.
The biggest
problem we encountered was to create a locomotion system using hand tracking. I
was the one responsible for this. After many failed attempts, I managed to make
a button on the left wrist which upon being pressed with the right hand, moves
the character towards where it’s looking. This took a lot of time to fix so we
simplified the puzzles. We changed the way you win the game, by adding a gun at
the end and having to kill the monster, instead of just escaping.
This project
was the most difficult, but was a good representation of the limitations
locomotion has when using hand tracking instead of controllers.
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