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title = "Challenges" | ||
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{{<section title="Integrating Meta SDKs with Unity" >}} | ||
Integrating the **Meta XR All-in-One SDK from Oculus** presents its own set of challenges. The setup process for this package is complex and sometimes inconsistent. Developers are required to adhere to a strict implementation with **limited flexibility for customization**. | ||
Integrating the **Meta XR All-in-One SDK from Oculus** wasn't as seamless as we hoped it would be. The setup process for this package was complex and sometimes inconsistent. We were required to adhere to a strict implementation with **limited flexibility for customization**. | ||
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Additionally, the SDK tends to generate an abundance of debug messages in the console, which are often unnecessary and can obscure more critical information. Another hurdle is the SDK's **"black box" backend**, which can lead to mysterious errors without a clear source or solution. The lack of comprehensive documentation further complicates troubleshooting and forced us to rewrite scripts without a clear guide. | ||
Additionally, the SDK tends to generate a lot of debug messages in the console, which are often unnecessary and can hide more critical information. Another hurdle is the SDK's **"black box" backend**, which can lead to mysterious errors without a clear source or solution. The lack of comprehensive documentation further complicates troubleshooting and forced us to rewrite scripts without a clear guide. | ||
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We could really feel that we were working with a software that is still in its early stages and adapted simultaneously as the SDK released new updates, each bringing quite a few changes. It made us read the documentation with great attention, and even fix some bugs in the Meta Colocation Package itself. | ||
{{</section>}} | ||
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{{<section title="Networking with Photon Fusion V2" >}} | ||
We used **Photon Fusion V2** to connect players together in our game. This networking tool is important as it lets everyone play in the same virtual space at the same time, no matter where they are. It's supposed to help us make sure that all the players see the same things in the game and that everything happens at the same time for everyone. | ||
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But when we started to use Photon Fusion, we ran into some problems. One of the big challenges was **keeping everything in the game synchronized**, as the framework doesn't handle sending a lot of game information over the internet, especially the **mesh data of the room**, all at once. Complicating matters was the fact that the room data wasn't inherently designed for a multiplayer setting. We had to make sure that the game objects didn't end up in the wrong places and that the players didn't see things happening at different times. We had to work really hard to get all the details right, so all players were in synch. It took a lot of time **debugging and testing** and the **scarcity of documentation** added an extra layer of complexity to the process. | ||
But when we started to use Photon Fusion, we ran into some problems. One of the big challenges was **keeping everything in the game synchronized**, as the framework doesn't handle sending a lot of game information over the internet, especially the **mesh data of the room**, all at once. A complicated fact was that the room data wasn't inherently designed for a multiplayer setting. We had to make sure that the game objects didn't end up in the wrong places and that the players didn't see things happening at different times. We had to develop in many iterations, so that in the end all players were in synch. It took a lot of **debugging and testing** and the lack of documentation added an extra layer of complexity to the process, but **with persistence we made it work**. | ||
{{</section>}} | ||
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{{<section title="Creating flawless immersion with the Depth API" >}} | ||
When it comes to mixed reality, placing virtual objects in the same space as real-world items is crucial for maintaining the illusion. Equally important is ensuring that players **don't appear to walk through physical objects or other people**, which can **break the sense of immersion**. One approach to tackling this issue is using the **Depth API**, which is designed to understand and map the physical space. However, the Depth API isn't always up to the task — it can be slow, and sometimes the results don't look quite right, which can be surprising for users and disrupt the seamless blend of virtual and real that we're aiming for. | ||
{{<section title="Creating flawless immersion for a Mixed Reality Game" >}} | ||
When it comes to mixed reality, placing virtual objects in the same space as real-world items is crucial for maintaining the illusion. Equally important is ensuring that players **don't appear to walk through physical objects or other people**, which can **break the sense of immersion** or even **cause them harm**. One solution to this is using the **Depth API**, which is designed to understand and map the physical space. However, the Depth API isn't always up to the task — it can be slow, and sometimes the results don't look quite right, which can be surprising for users and disrupt the seamless blend of virtual and real that we were aiming for. Also it did not allow us to show a virtual world behind the walls of the physical room, a feature that we knew we really wanted to have in our game. With the Depth API, the physical world would have overlapped the virtual one. | ||
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That's why we decided not to use the Depth API and came up with some **custom solutions**, e.g. seeing a circle around the heads of the other players through which you can still see them, even if they are standing in front of other virtual objects. This assures that everyone will have a **pleasant and safe game experience**. | ||
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<div class="mb-0">{{<image src="virtualWorld.png" alt="Picture of a virtual world mixing with the real world" >}}</div> | ||
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{{</section>}} | ||
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{{<section title="Developing in Unity for XR">}} | ||
Putting together **Unity and VR** to make XR games turned out to be more complicated than we initially expected. There's a lot to think about, especially when it comes to getting all the interactive bits — the objects you can touch and move around — to work right. **Adjusting colliders for XR** took a lot of trial and error. | ||
Putting together **Unity and XR** turned out to be more complicated than we initially expected. There's a lot to think about, especially when it comes to getting all the interactive bits — the objects you can touch and move around — to work right. Things like **adjusting colliders for XR** took a lot of trial and error. | ||
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Then there's the look and sound of the game. In an XR game, everything has to feel real, like it's actually there with you. But Unity is usually used for making regular flat-screen games, so we had to work extra hard to make sure that the **3D objects and sounds felt natural** in a VR world. We had to play around with the graphics and audio to make sure they fit into this new, more lifelike kind of game. | ||
Then there's the look and sound of the game. In an XR game, everything has to feel real, like it's actually there with you. Coming from a background of making regular flat-screen games, we really had to develop a good concept in order to ensure that the **3D objects and sounds felt natural** in a XR world. We had to play around with the graphics and audio to make them fit into this new kind of game. It was really about finding a balance between impressive 3D graphics in the game and a good performance and smooth gameplay experience, since the information in the world gets shared across the network with the other players. Things like adjusting the post-processing and shaders played an important part in this. | ||
{{</section>}} |
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title = "Future" | ||
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{{<section title="Further Potential of our Game" >}} | ||
During the initial stages of our game development, we brainstormed numerous ideas that, due to time constraints, couldn't be realized in the current version. This section highlights some of these concepts to showcase the **underlying potential and future directions** our game could take. | ||
During the initial stages of our game development, we brainstormed numerous ideas that, due to the fact that we spent a lot of time working on the colocation, couldn't be realized in the current version. This section highlights some of these concepts to showcase the **underlying potential and future directions** our game could take. | ||
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{{</section>}} | ||
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{{<section title="Collecting upgrades and special skills" >}} | ||
One idea we have is to introduce a system where players can **collect upgrades and special skills** throughout the game. This would add an extra layer of strategy and customization, allowing players add more variation to their gameplay. | ||
One idea we have is to introduce a system where players can **collect upgrades and special skills** throughout the game. This would add an extra layer of strategy and customization, allowing players to add more variation to their gameplay. | ||
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<div class="mb-0">{{<image src="upgrades.png" alt="Picture of a Ball with Points" caption="Extra Points" >}}</div> | ||
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{{</section>}} | ||
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{{<section title="Wider range of weapons" >}} | ||
We're looking to expand our range of in-game equipment, adding **different types** of weapons for players to use. This will bring more variety to the game. Additionally, players will have the option to take these weapons from each other, creating a strategic element where they can **hinder the opposing team's ability to score points.** | ||
We're looking to expand our range of in-game equipment by adding **different types** of weapons for players to use. This will bring more variety to the game. Additionally, players will have the option to take these weapons from each other, creating a strategic element where they can **hinder the opposing team's ability to score points.** | ||
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<div class="mb-0">{{<image src="weapons.png" alt="Picture of 2 playful weapons" caption="More Weapon Options" >}}</div> | ||
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{{</section>}} | ||
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{{<section title="More interactable objects" >}} | ||
Another idea is to **increase the number of interactable objects** within the game world. These objects would provide more opportunities for interaction and exploration, enriching the game's environment and player engagement. | ||
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<div class="mb-0">{{<image src="objects.png" alt="Picture of interactable virtual objects" caption="More Interactable Options" >}}</div> | ||
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{{</section>}} | ||
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{{<section title="Placing virtual walls to promote movement" >}} | ||
We're also thinking about incorporating virtual walls in the game's design. These walls would **encourage players to move around more**, adding a physical aspect to the gameplay and making it more dynamic and immersive. | ||
{{<section title="Placing virtual barriers to promote movement" >}} | ||
We're also thinking about incorporating e.g. virtual walls in the game's design. These walls would **encourage players to move around more**, adding a physical aspect to the gameplay and making it more dynamic and immersive. | ||
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<div class="mb-0">{{<image src="walls.png" alt="Picture of virtual walls" caption="Virtual wall in a room" >}}</div> | ||
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{{</section>}} |
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title = "Gameplay" | ||
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{{<section title="Put your headset on and enter another world" >}} | ||
Pop on the Meta Quest headset and jump into a different world that's full of fun and surprises. You'll find yourself surronded by a **virtual forest** where you can explore, discover, and just **have a good time with your friends**. It's not just about playing; it's about stepping into a whole new place that feels as real as it is imaginative. | ||
Pop on the Meta Quest headset and jump into a different world that's full of fun and surprises. You'll find yourself surronded by a **virtual forest** behind your own walls where you can explore, discover, and just **have a good time with your friends**. It's not just about playing; it's about stepping into a whole new place that feels as real as your sourroundings. | ||
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<div class="mb-0">{{<image src="screenshot2.png" alt="Picture of Gameplay">}}</div> | ||
{{</section>}} | ||
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{{<section title="Defend your space against little creatures" >}} | ||
_Get ready to guard your territory!_ In this game, you'll work with others to **catch cheeky little creatures** that have invaded your space. It's a fun and playful way to protect your real world from the virtual – capture these intruders, and ensure your space stays just the way you like it. | ||
_Get ready to guard your territory!_ In this game, you'll work with others to **catch cheeky little creatures** that have invaded your space – your own living room that you can still see while playing the game. It's a fun and playful way to protect your real world from the virtual – capture these intruders, and ensure they don't end up crawling all over the place. | ||
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<div class="mb-0">{{<image src="screenshot1.png" alt="Picture of Gameplay">}}</div> | ||
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{{</section>}} | ||
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{{<section title="Play together and compete with your friends" >}} | ||
Round up your friends for our mixed-reality game where you can **team up or go head-to-head**. Whether you're collaborating to beat the highest score or competing against each other, it's all about having fun and sharing the moment. This is a great way to connect, challenge one another, and share a laugh or two, no matter where you are. | ||
Virtual Reality has been around for a while, but rarely in a multiplayer mode where everyone meets in the same place. Round up your friends for our mixed-reality game where you can **team up or go head-to-head**. Whether you're collaborating to beat the highest score or competing against each other, it's all about having fun and sharing the moment. Whoever catches the most creatures wins! This is a great way to connect, challenge one another, and share a laugh or two, no matter where you are. | ||
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<div class="mb-0">{{<image src="screenshot3.png" alt="Picture of Gameplay" >}}</div> | ||
{{</section>}} | ||
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{{<section title="Experience a mixed world around you" >}} | ||
Watch as your own room transforms into a gaming zone with mixed reality. **Game elements blend seamlessly with your environment**, turning familiar spaces into new arenas for play. It's a unique way to see the world around you come alive with virtual surprises, offering a engaging gaming experience right where you are. | ||
Watch as your own room transforms into a gaming zone with mixed reality. **Game elements blend smoothly with your environment**, turning familiar spaces into new arenas for play. You can aim at your walls to destroy them and see a virtual world behind them, a beautiful forest where the little creatures will come running from, jumping right into your living room. It's a unique way to see the world around you come alive with virtual surprises, offering an immersive gaming experience right where you are. | ||
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<div class="mb-0">{{<image src="screenshot4.png" alt="Picture of Gameplay">}}</div> | ||
{{</section>}} |
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