Project Descriptions - Albert/VR-Design-Haikus GitHub Wiki

Unsorted notes for me to clarify soon...

Rain

Cubes randomly spawning 5meters up +/- 5 meters in x & z cubes are .02 units (2cm) of scale cubes respect gravity cube game objects get destroyed 5 seconds after spawn bonus: random spin User should have pill collider that the cubes bounce off of physics material to find a good bounciness

Bubble blowing

attach a stick and a taurus onto a controller to make a wand pretend to know where a mouth is (child an "empty" unity object to the hmd a few inches down, use your judgement) when the head of the wand is near the mouth AND the volume on the mic is past a certain threshold, populate a stream of bubbles direction could just be taurus.transform.position.forward. extra credit if it continues along the vector direction between mouth and wand make the world low gravity so that bubbles slowly float down bubble spawn as spheres, random scale btwn 3cm in diameter and 8cm i think there's a rigidbody setting that makes it have a lot of positional drag, which should be added as well. This drag should start low as the bubbles get vaulted forward, and then ramp up quickly regulate how frequently bubbles come out - a cheap & dirty way to do this: a private float (lastInstantiation) keeps track of the timestamp of the last instantiation, and an (if) statement that blocks new bubble intantiations if within 0.5f seconds lastInstantiation. bonus points if you can figure out a way to add some noise to it.

Super Punch

Make full world completely black (i think you remove skybox and camera bg color should be black) punchSensor.cs have a Vector3 as a private int each frame add controller's current position (something like myList.Add(transform.position)) if list gets to 5 or more frames in length, remove the first element in the list (i think it's myList.removeAt(0)) if the vector3 distance between last el in list and first el in list is 0.1 units or greater, activate effect

effect is a thunderclap sound effect plays (freesound.org, only use a "creative commons" sound plz) black world pops to white for 5 frames, then back to black

2-toned music

I'll give you two audio files, one sounds like it's a song, and the other sounds like it's the song underwater. play both files in two different "audio source" components in a game object, have them loop add a custom component that crossfades between the two audio sources if input.mousePosition hovers over left side of the screen, go full to channel 1, but if mouseposition hovers on the right side of the screen, go full to channel 2

(for Albert to do: better articulate the following)

Force push sketch 5 different force push ideas

Super bright dynamic -- as in: to direct focus -- have a super hot light that is huge, then the closer you face it the smaller it gets

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