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Week 10: Oculus Launch Pad (Due August 27th Midnight)

Anonymous
Not applicable
Looking forward to seeing your updates on Week 10 - As a reminder I, Ebony am on vacation and will be returning Sept 4th. If you have questions ask them directly in the group to Gabor or Stephanie. Thank you 
55 REPLIES 55

PunkGodYugoslav
Protege
CalmBox Project (Kathleen Kamali)

A very quick update since I've been swamped with other work unfortunately. I don't even have new screenshots to show since I'm currently working on implementing the tool tips and other things. I need to work on more of a "story", for people to understand my demo I think, so some very minimal instructions should help.

Another anecdote of people trying my experience -- I let my mother give it a go and was surprised by her reaction. She was so proud that I created it she got sort of hyper and very excited. She didn't end up feeling relaxed, more exhilarated -- still flattering 🙂  

murascotti
Explorer

This week, I decided to submit a build of my game and whitelist Gabor as a tester for critical feedback.  Since this is my first time submitting anything to a channel on Oculus for review, I thought it’d benefit me to run through the process and discover any pain points that I needed to solve soon rather than later.

I watched Nathan’s tutorial to teach me how to use the Oculus Command Line utility, which is awesome.  His tutorial along with reading the documentation on the Oculus website should get you most if not all the way to successfully uploading a build to your developer page.  

One problem I ran into when submitting was that I had the Steam VR plugin enabled in Unreal Engine.  When I went to upload a build using the CLI, I encountered this error:

"The package contains DLL libraries that are known to cause issues when running on the Oculus platform. These files must be removed prior to uploading: DeployBuildOculus/virtu-real-cat_Data/Plugins/openvr_api.dll"

After a little googling, I figured out I had to uncheck the Steam VR plugin from my project settings and delete any OpenVR-based elements in my project (the Steam chaperone references and functions in the BP_Motion Controller from the VirtualReality blueprint template.)  I followed the steps in a thread posted on the Oculus forums, and voila -- I was able to successfully upload a build.  

This week I’m planning to record rough music to place in the scene, set its interactive parameters, and write out dialogue for the main character.  


haskins
Protege






Thoughts from week 10:


I spent a lot of time working on the game this week! A lot of the work was implementing sound effects that Rob made into scenes that Allison made.. We’re doing the work in a couple passes. Today we got together and select the final assets we need to put together a level. I learned that importing old light maps is not worth it.. I’m talking about lightmaps generated previous to unity 5. They don’t really work right, and they take a long time to process when the project ‘reindexes’ itself. I ended up throwing them out, and rebaking stuff. The baking didn’t take too long on my dev machine.



I also spent time picking apart some code that Unity made for VR. This is from the standard Unity3D VR samples.. And there’s a nice event-based system for handling ‘On Over’ and ‘Over Out’ events for looking at things. I’ve been taking that code, and modifying it to make features to deal with things like triggering audio sources. The audio source trigger code I’ve taken apart a couple times so far. The first attempt worked pretty well, however, I decided I wanted a bit more polish on it. When the player looks at a sound object, I want it to take x amount of seconds before it ‘activates’, and when it activates, start playing the audio. When the player looks away from the audio object while it’s playing, then fade out the audio from 100% to 0 over x seconds (about .5 - 1 seems good). In addition, I ordered a couple pairs of bluetooth headphones for testing on GearVR. Here’s the link to them , they are inexpensive and pretty good quality.
Our game uses a lot of spatialized audio, so we’re going to recommend people use headphones to play the game.



I learned something about building this week. The AndroidManifest file I use for building for the store, and the file I use for building wireless for development, are slightly different. So I figured out the relevant differences in the files, and saved 2 different versions of AndroidManifest, one for local development, and one for publishing, in a folder outside the Danciverse Unity project. Then I wrote a simple script that will ‘swap’ out the file on command for whatever I need. This is helpful, as I like to test locally as I go along, but I frequently want to test on the Oculus Platform to ensure things are as they should be. Along those lines, I’ve cleaned up my ‘testing on Oculus Store’ workflow a bit. I was putting on the headset, and using the GearVR VR app for managing the installation and upgrades. Well, at some point around build number.. 40 something... I ran into a bug where I couldn’t update or uninstall Danciverse anymore. This was odd to me, and I tried several things to remove it including using the ‘phone’ version of the GearVR app. I tried things for about an hour, and eventually reach out to Gabor… who heard my story, and replied with ‘do adb uninstall ’. Just like that, problem solved! I probably should have thought of that.. So I took that uninstall command, and added it to my ‘ship to unity’ script. Now the script will delete Danciverse from my phone wirelessly, and then I go into the GearVR application on the phone to ‘reinstall’ Danciverse.. I’m not fussing with the upgrade option anymore. As far as I can tell, ‘upgrade’ downloads the entire game again anyway. The last part of this setup is to optionally turn on GearVR developer mode. Developer mode makes it so a GearVR app will run without snapping the phone into the visor. I’ve spent much of my time learning to work with the hardware, and developing tooling to make publishing easier, and I can see where as a studio our iteration time between concept to working demo has come way down. These scripts, lessons, and ways of doing things I’ve learned over the last three months have been invaluable not just for the production of Danciverse, but for the VR products we plan on creating in the future. My mentality from the beginning of my adventures in VR has been to create a ‘studio’ rather than a single title. So these lessons learned at OLP have gone right into our production model. Thank you for that!



This week coming up is going to be about player mechanics, and scene optimizations. The trick for me is to stay just ahead of Allison and Rob on art and sound so when we work on Danciverse, we can focus on those elements. During the week is when I do most of the development work… create features, fix broken stuff, figure out how to ship things as smoothly as possible, and then general production stuff. Many, many checklists and a calendar to manage. It’s interesting to balance production management as well a being the lead developer. In some ways, wearing both of those hats is an advantage. Having the experience of developing my own work gives me pretty good insight as to how long things really take to build, as well as what elements are complicated vs complex. I’ve been a software developer for just over a decade, and a business owner for 5 years, and I’m finding those experiences to be helpful in producing VR content.



Well, that’s it for tonight! Good luck out there, a couple weeks left to go! Hey if you’re OLP and reading this, and have not uploaded a build yet, I encourage you to try it this week! Stuff can go sideways at times, it’s good to get ahead of it now! Imagine that Garbor is going to be busy real quick as this comes to a close. Do it! Do it now! You will feel better having that figured out.



Until next week!

icy_violets
Explorer
I’ve been traveling over the last week and unable to put in many hours on the project, which is too bad.  However, I expect to be able to devote a lot of time to this work in the final two weeks of the project.  Right now, I’m continuing to work on porting our experience from our prototype based in TouchDesigner into Unity. In particular, I’ve been looking at the variety of ways to implement 360 video into Unity that we've been exposed to through OLP.  I’ve also been learning how to script audio spatialization with the hope of comparing this against a pre-recorded binaural version of spatialized sound that I render using IRCAM’s SPAT software.  I’m new to Unity and I’ve been enjoying learning how to do these relatively elementary things as a way of diving into this environment. Hopefully, I will have some good results by the end of this week.

meredithwilson
Protege
Dev Blog 10: Cloudrise

We're in the home stretch! Consequently I don't have a whole lot to blog about this week other than the tidying up some assets, making sure that all of the trigger colliders on the outside of the player's aircraft are in the right spots, and making the player setting changes that Gabor talked about during the call on Friday. Due diligence sort of things ^_^
Ashley's made some awesome UI for our main menu and NPC chat interface, which look great! I really want the demo to be in the bag by the end of the week and then spend the remaining time working on the proposal. Well I've got to get back to it, those colliders aren't going to adjust themselves! 

doubleeye
Protege
Double Eye Blog - Week 10 - Thoughts on UX / UI for VR

My UX designer (Kent) had to leave for some travel but I thought I’d interview him just before he left about his feelings on developing for VR. Here are some insights from our conversation. Before I get into his insights I’ll break down our overall progress.

OVERALL PROGRESS  

Stitching & Editing:  Stitching is now all completed. A kind friend was going to let me use his Autopano Giga software to re-stitch the files that didn’t work with the Action Director software. He split the camera lenses out in Premiere, but instead of Autopano we ended up trying a different workflow using Mettle to stitch.  We followed this tutorial: https://vimeo.com/185307662

It’s not a perfect solution but at least we are able to get an idea of the footage and the positive is that the footage was not corrupted. It was truly an error from the Action Director software. This coming week all of the footage, and I truly mean all of it needs to go back in Premiere and be re-synced. It’s a tedious job and I’m going to have to find the trick that can help us maintain all of our cut points without re-cutting everything we have edited. Sigh!

Talent:  I’ve lined up four actors to come in to record the voice over next week. I would like to go ahead and record all of the V.O. but we’re still testing some bits so we may just record the key moments with these voices. I need to make this decision in the next 24 hours and finalize the script.

Gear VR:  If I can squeeze this out in time I will submit the 360 docu series that is related to this game to the Gear VR/Oculus platform. We’ve edited this but again need to re-sync footage, and we would have a significant amount of work to cleanup audio. Plus, a container app needs to be created. I’ll leave this for the last moment.

3D models:  All 20 custom models for the block have been created! We learned they need to be exported as an FBX file in order for Unity to maintain the mesh. Now we’re working on as many custom models for the player to add. We have 1 out of 6 created. Not sure how many more we will get to.

Layout: This is evolving. Lots to figure out here with the 360 videos but the goal is to put all 4 scenes somehow into one scene. Still playing with this.

Mechanics: Adding properties is finished. We’ve learned that our main mechanics have some tweaks to do. We’ll see how much of this we can accomplish. And now...onto the interview!


Thoughts on UX & UI - An Interview with UX/UI Designer Kent

Kiira: Do you remember your first VR experience and what the UX and UI were for that?

Kent: An Oculus Tuscany Demo. It used a game pad to move around, which people quickly relaized made people nauseous. It was before teleporting existed. We’ve come a long ways since then.

The UI was like a floating frame - which was basically for debugging and you walked around this mansion in tuscany. It was beautiful. The immersion was on a level that I’d never experienced before. I t was so mind blowing feeling like you were there; a true sense of presence in the Italian countryside.

Kiira: UX vs. UI what’s the difference in VR? Is there a difference?

Kent: Yeah, it’s an even bigger difference. The User Experience in VR is much broader than what you would imagine UX in web design. When you think about User Experience in VR you can control elements of the experience that you can’t control in web. [In VR] you can control the weather, sound, ambient, the environment...you really control the experience, a sensory experience.

UI is the interface, the buttons you press, menus you see. In VR there’s a blurring of the  line… What would traditionally be UX - context, weather, they can actually become UI.

Kiira: What do you want to see more of and what do you want to see less of?

Kent: Less scroll bars and sliders and 2D user interface stuff. I want to see much more creative use of the environment as an expression of functionality within the experience. This medium allows us to do new things in a completely unique way, stop borrowing from the past and start inventing the future.

Kiira: In our game, if you can pick just one thing, what aspect are you most excited to see the player interact with?

Kent: Picking up the buildings and throwing them. I think that we’ve spent a lot of time on that, on getting that experience to feel right. In our testing the mechanic is really engaging. It makes you feel like you have super powers. I’m really excited to seeing how people react to being given a magical ability; when they do the impossible. It helps people dream. Helps you think about what is possible...in reality.

CourtsideXperie
Protege
NY/NJ


Decided to go to NYC for the week to work with my friend and world
class trainer Adrian Woodard. However, his camp was in Bergan County,
NJ. While there we also had great meetings for Courtside Xperience.

At the camp we were also able to demo BTE Math with 20 middle school,
student-athletes. It was great to learning and practice going on at the
same time. We are really excited to continue developing our math
program.




One of the experiences I had was a meeting with the East Coast Brand
Manager for Jordan Brand, Chad. I also was in constant communication
with the founder of the Sports  Tech Community organization called
Starters, Troy. I hung out with other individuals in tech as well like
my boys from Genius and Spotify.



Then, I went to the only Nike basketball facility in the east coast.
There were multiple NBA players and athletes that came to the facility.
It was a great time as I was there for most of the day Wednesday.


On Friday I
was able to get the gym to myself for a while as I did some filming for
CX’s BTE Beat the Expert. Everything seems to be coming together.


I have also been taking care of solidifying advisors for our company in preparation to raise capital.


This is one of the best times of our lives despite it being a burden financially. We truly love what we are doing! Stay tuned!



http://www.studygreatness.com/olp/9th-olp-blog-youth-camp-demo-jordan-brand-nike-ball-and-ny-meeting...
- FYI Study Greatness is our attempt to study the greatest in history and apply what we have learned.

Anonymous
Not applicable
Recorded and mixed a fun intro for our game this week...after going through a few iterations I think it sounds pretty good now. Need to implement into the game along with the new music asap. Plan this week to do a test submission going to make sure I get that process down. It's getting close to the wire!!! will report more next week!

madomfeh
Protege
Lethal Linguists Week 10:

This week we came up with an awesome story premise based on African culture! We are hoping to set a precedent by showcasing an indigenous culture to the world while teaching at the same time.

Story Premise:

The story will be based around 'Akoda' a young west African girl who awakens without her voice. She is greeted by a spirit 'Kasa' Who informs her that she needs to learn to speak before the next lunar cycle  or risk being ousted from the community. He also informs her that she is able to utilize her spirit to mold elements for defense throughout her journey. Kasa instructs her on how to use this to create a stone golem. Which saves her from a crocodile attack shortly after. There will be a few variations of the golem's with the animals and other characters also possessing the power.

The golems will be based around The Asante Adrinka:
'Visual symbols representative of traditional Wisdom and nuanced concepts'
'Nea Onnim No Sua A, OHU'
"One who does not know can know from learning"
*symbol of knowledge, life-long education and continued quest for knowledge


Akoda Concept image:


fucbc1fwlb8r.jpg


We are excitedly running toward a two part scene to demonstrate the battle mechanic and story line.

See you soon!

aa_lique
Protege

Weekly Blog Post Aug 27  - Zodiac Circus

ijr72kf5mk61.png

After a little setback this week I focused on mechanics, interactivity, and optimizing. Hoping to submit a test build tomorrow. 


I am very excited about the theme music. Composer Steve Sandberg developed something awesome. Can’t wait for you to hear it.


Although the apk size so far is under 100Mgs my concern is that the draw calls are still very high. So I continue to optimize. The modeling has come to end. I am only adding basic animation to objects already included.

Learning and watching tutorials about preloaders, scene transitions, types of interactivity, optimization etc. There is so much to learn but I feel like I haven't been able to take the time to properly educate myself. After Sept 10 I plan to revisit tutorials, which I have kept a list of and learn, learn learn.  


Goals this week -


  • Work more on UI and scene transition
  • finish fishlaphon animation add sound FX
  • more work on Submission Proposal
  • optimization
  • test build, fix and test for the next 2 weeks.