This week I've implemented a door and key system in my VR game... you pick up a key, and then you're allowed to enter a door. For the user interface, the colored key is displayed on your wrist (and disappears once used).
Pick up keys and open doors |
This week I've implemented a door and key system in my VR game... you pick up a key, and then you're allowed to enter a door. For the user interface, the colored key is displayed on your wrist (and disappears once used).
Pick up keys and open doors |
I've finally started work on the follow up to the $20 synth... The Helios Mk2
It's still very early in development but it's starting to come together. So far it has a keyboard with arpeggiator (plus MIDI so you can use a proper keyboard), a delay, but most importantly of all there's lots more synthesis options :-)
It's probably not the most enticing headlining you've ever read, but it might be of some interest for some! I first saw this effect used in Half Life 2, where they use a flat 2D image and then use code to have it always be positioned towards the camera (so you never see it's flat). Actually thinking about it a little more, all of the enemies in Doom were created in this way. Where as in Half Life 2 they used it sparingly and effectively, I've gone completely over the top and just copied and pasted like there's no tomorrow. I'll be a bit more subtle next time I promise. Here you can see the position change a little clearer:
The C# script is very simple:
I've been getting deeper into Unity VR, this time using the VR interaction toolkit asset to help create some different types of doors and lifts: