VR Capstone (Proof Of Concept)

RoleUI / Networking / Generalist Programmer
Team Size4
Development Time4 month
VR Dungeon Crawler gameplay

Contributions

Multiplayer Connectivity Main Menu Scene VR UI Sliders Enemy UI
World Space UI Sandbox Lobby Scene In-Game Debugging Console

Multiplayer Connectivity
  • Hosting lobbies and connecting clients with Unity's Netcode for Game Objects, Unity Lobby, and Unity Relay services.
  •  
  • Ability for players to reconnect to previously joined lobby.
  •  
  • Implemented logic for Local Area Network (LAN) or Wireless Area Network (WAN) connections between players.
Multiplayer Connectivity
World Space UI
  • Created many world space menus like our Multiplayer Connections, Options Menu, and Dungeon Generator.
  •  
  • Working with World Space UI to make it feel like it belongs in the scene has been a challenge.
  •  
  • The players raycaster collides with box colliders of any world space UI within our game showing what they are currently pointing at.
World Space UI
Main Menu
  • The main point for players to choose Singleplayer or Multiplayer.
  •  
  • Players will spawn in here whenever they get disconnected from a session or start up the game.
  •  
  • Fun Fact: This scene was where I started playing around with post processing effects.
Main Menu
Sandbox Lobby
  • The main area where players can join/host lobbies, start their dungeon runs, and find a tutorial area to help introduce them to the game.
  •  
  • Created testing enemies that players can test weapons and resistance values against.
  •  
  • Created interactive controls menu that players can see where they are located on a 3D model.
Sandbox Lobby
Custom UI Prefabs
  • Created a VR UI "Slider" that can be implemented for any values we need players to increase or decrease (ex. volume settings, resistance values).
  •  
  • I started using event System.Action variables to help give additional usage and functionality with the slider.
  •  
  • Other prefabs consist of the Pause Menu, Player UI, and Damage Indicator (Flyoffs) Scripts.
Custom UI Prefabs
Target Enemy UI
  • Sliders for changing resistance values using my UI VR Sliders.
  •  
  • Damage indication fly offs for players to know how much damage they dealt to enemies.
  •  
  • Accounts for floating point error when displaying the damage indicator particles.
Target Enemy UI

Tom's Collide and Slide Code in action!

Tom's Collide and Slide Code in action!

Tom's player model starting out with VR!

Tom's player model starting out with VR!

Zach's initial Procedural Generation for the dungeon!

Zach's initial Procedural Generation for the dungeon!

Tom fixing arm rotations! - Fig. A

Tom fixing arm rotations! - Fig. A

Zach's Procedural Generation update - room connections!

Zach's Procedural Generation update - room connections!

Tom fixing arm rotations! - Fig. B

Tom fixing arm rotations! - Fig. B

Zach's Procedural Generation update - room meshing!

Zach's Procedural Generation update - room meshing!

Player UI

Player UI

Modular options menu UI

Modular options menu UI

Whiteboard planning example

Whiteboard planning example