Fish Factory Prefabs - vr4vet/Blue-Sector GitHub Wiki
Most of the prefabs for this project, is collected from VR4VET core, such as the tablet, NPC, XR rig, etc. This section will only focus on prefabs specific to the project. For more details about each prefab, see the documentation in code.
FishFactorySalmon
This is the main fish prefab is the core of the application, and is involved in almost every task. You can manipulate the size, texture and animations to resemble different levels of quality, damage and consciousness. The process of generating a fish with different properties are simplified by another prefab called the FishFactorySpawner
.
FishFactoryBadFish
This prefab resembles a salmon that is unfit for human consumption, and should be discarded. It uses a completely different fish model than the new FishFactorySalmon
, which is the result of a 3D scan of a real salmon with salmon louse. The ratio between BadFish and Salmon is controlled by FishFactorySpawner
.
FishFactorySpawner
FishFactorySpawner
Is an adaptable fish spawner, that spawns salmon of varying quality and quantity based on given variables.
GameManager
The GameManager
prefab is an empty GameObject with a GameManager
script component. To initialize the monobehaviour script it needs to be attached to a GameObject in scene, which is the purpose of the prefab. There exists one GameManager
object in each scene.
AudioManager
The AudioManager
prefab is an empty GameObject with a AudioSource
component. The purpose of the AudioManager is to play sound effects based on the player's actions. Eg. play a encouraging sound effect when the player does something correct at a station. There should exist one AudioManager
object in every scene. The GameManager
will dynamically find the object if it is present in the scene at initial load - and control audio effects on the AudioSource
component when required.