The VR Experience

The VR Experience

I have a short clip of my Zombie Shooter game at this link; 2023-07-17 samal - YouTube -- it took me a bit to configure but there was a lot i've learned working with VR. This would be my second VR development experience, but so far this has really tied a lot together for me as a student Atlas School specializing in ARVR. For one there is still a character controller just as a 3d platformer might have a character controller, but Also my biggest lesson was in the Animation experience while developing the Zombie. The run down goes like this. --> First, Oculus integration is key the pistol as a nested prefab can be utilized given the script comes with the download. The Zombie is important as the gun shoots accurately, the zombie can be found at Mixamo, downloaded with a simple zombie running animation attached as a second automated file. The main importance is extracting the materials and textures, and then modifying the imports to unity as humanoid avatars. This also allows the bone structure of the avatar to be carried through as an animation but also as someone shoots the avatar the thought is that the Zombie dies! -- so Create a Ragdoll from the 3d assets and apply the appropriate sections of the avatar to the Ragdoll format and see the results in the animation testing process as a person can also know to change the avatars animation physics to be applied as part of the respawning process so not all the avatars respawn in the same pose (being dead) but continue to the animation as the scene is developed and built. Also, the ragdoll has potential for effective health points to the near death of the animation, and in my case the death of a Zombie and given gravity and the simulation of the Unity Engine the Animation works like a charm as they all fall to the ground together to realistically fall to the end of the game.

The trick rests in with the ragdoll, and also for the end of the game even without a 3rd person viewpoint in the scene the FPS aspect of the game still needs a capsule collider so the animation attacks (which can be animated on top of the running animation) and also tells the Unity Engine that now the Player is dead because the Zombies attacked and won.

I'm sharing this because this is my second VR experience in development, and it's been the most rewarding. If anyone knows VR or Unity one of the difficult tasks to learn is Animations, but enemy animation is a great place to start really learning how the art of the Unity Engine works along side Shader Graphs and utilizing visual scripting, because everything in the unity engine has it's place in it's operation and function, just as the script that handles the function in the scene as an object or in the hierarchy/inspector/transformer is a place for scripting to tell the unity engine how to handle each frame depending on the object and its use, as well as the controller and the development process of creating something straight from the imagination. So far between the VR Zombie Shooter and creating a geolocation device with Matt Hill (https://bit.ly/geolocationUnity) VR has been more rewarding throughout the curriculum in the ARVR Spec with Atlas School

My thoughts have been to use my experience creatively with my peers for a capstone to really add to a portfolio of projects that display an excellency I've got from being a student over that past 2 years at Holberton. I feel this project alone is a stepping stone to something more than what it is now and I could really contribute to a project that starts a career with a company as a software engineer after graduating. But also working with the Urban Coders Guild as an instructor with Rocko Gilbert there is a lot to learn given experience and the user experience curriculum offered by unity to actually be a certified craftsman of the Game Engine.

Thanks for Reading,

have a wonderful day!

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