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momomenionholodeck's Issues
Allow Player to drop off from Zipline and Stop Ride
Handle rides on, but MarkerTracking should be reenabled
Refactor to set player as property of a single GameObject and get it from there
Use Wind for Zipline
The lighting should be consistent before and after going through portal
Introduce new laser::holodeck::Instruction
- should inherit laser::CompositeObject
- should hold InstructionID
- should hold vector of turkerIDs
Test issues
Add skirt to prevent the player from looking down his/her feet
Or animate the character's legs.
Adjust player height to real player's height
Otherwise the virtual world will feel too big or too tall.
That can be done in multiple ways...
From estimating player's height before we start, over allowing the player to scale him/herself until a virtual objects looks right compared to a physical one, to finally getting player's height from alvar.
Should be discussed.
Change network protocol
New network protocol:
struct InstructionPacket {
char InstructionCode;
int InstructionId;
int numberOfTurkers;
int turkerIds[numberOfTurkers];
int points[];
}
Player should be able to push the door in room 2
Room 1's ledge has bad texture
Parse `instructionId` and `turkerIds` in Server and propagate them
Laser instructions need to be updated during vehicle ride
Provide new blueprint walls which only consist of end and middle parts
Subissue of #47.
Provide the orientation from the ALVAR marker tracking to calibrate the orientation from the Oculus Rift
Oculus rotation offset (after portalization?)
We're not able to walk on a straight line anymore...
Add some sound effects for debugging tracking system
Add a harness to the player so that he looks like he is climbing
Top camera parallax makes player always be out of tracking on the boundary
Accelerate Zipline
All stuff looks a bit shorter in oculus rift
Consider scaling the character or changing the FOV of the Oculus Rift
Restart kills network connections
Connection to marker tracking and probably also to laser server are broken after restarting the scene with the restart script
Portal from Room 4 to Room 5 is Unreachable
Room 1 & 2 too similar
Let's make them better differentiable
Hydra generates lots of noise because the base station is too far away from the controller.
Consider mount it on the belt or the players chest.
The dark room should have different ambient light
Unity can't set two different ambient light for different room at the same time.
Reconnect to Laser and MarkerTracking on Restart
There already is a class for Restart. But it just kills the connections.
Why does UDP require this anyway?
Introduce whole room layout on laser
Move the elevator
Elevator icon broken
Look at top right arrow
Check if all instructions fit new HomographyHelper's expectations
See WallInstructions.Points()
Make portal rendering more performance friendly
About 70% of our work load comes from the portal rendering. That's also the reason for our lagging.
Laser instructions are offset
Maybe due to scaling of the playground?
Shadows on cliffs are flickering (check cascades and directional lights!)
Should delete all instructions before restart the game
Zipline needs to move player farther than playground
Playground needs to move as implemented right now,
Player need to move ~1 more meter to land on the platform
Tracking provides wrong positions
Maybe due to openCV update?
Implement Kill Switch
For the turkers to push when the player dies (falls down, maybe also gets crushed...)
Player should not be able to walk through walls
Hydra generates lots of noise because the base station is too far away from the controller.
Consider mount it on the belt or the player's chest.
Make Zipline faster
Hysteresis for collision indicators
The scene is flickering after we set the near clipping plane to a small value
We set the near clipping plane to 0.005 for going through portal without seeing through the wall behind the portal.
"This place needs more palm trees"
max suggested more fauna. as there is none currently, I agree :)
Portal renders incorrectly when there are two portals inside of the frustum of the camera
Consider rewriting the shader.
Walking through a portal, we see the room behind the wall before being teleported.
Bake Occlusion Culling / Lightmaps
Move player head with oculus
Similar to moving hands with Hydra.
Needed to prevent player from seeing his/her own hair
Disable Sun in turnLightOff-Script
The switch in darkroom is sometimes triggered accidentally
Check the collision layers in Physics configuration.
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