What’s been going on?
I’ve neglected to update on all the changes going on with this project mainly due to stressing over getting some separate work done for my Games AI module, and the constant bugs Steam VR loves to throw at me. Anyway onto the progress!
The Good: I have a full level design in VR now, complete with a properly rendered Sniper Rifle gun puzzle! Getting the gun to import from cinema4D was hell on earth though: At first neither the textures would import to unity, nor would the shapes as they’d instead be jagged, spiky versions of their original form. After looking into the problem I found the solution to be rolling the fbx file format back to 6.1, and setting the location to be at the root of the original cinema4D file. I also managed to find a unity package for a cityscape that adds buildings in the distance for the horizon, though the horizon aspect doesn’t seem to work in VR. I also made a building in cinema4D with window spaces that I can put assassination targets in for the player to shoot, which I then melded with one of the buildings in the cityscape to keep with the surroundings in the scene. I also added the diegetic UI I planned on doing to the scene, and have it toggle on different instructions based on if the player has assembled the gun puzzle yet. The Bad: Time sunk into trying to fix the snapping is gone and I wish I could have it back. The latest Steam VR is a badly documented mess, which meant I found no solutions online to my problems and the posts I made sank into the void with no answer. The time lost to pursuing answers on this and testing my own ideas could have been used on other areas of the project, sigh I also still need to finish implementing raycasting for the shooting mechanic, though I don’t know if I will have the time. The Ugly: Snapping. It sort of works, but it’s not what I wanted and it doesn’t allow for the freedom of play I desired in this game. In order for what I have currently to function the player must not attempt to grab an object that has been parented to another, and instead move only the parent object out of the pair. This also means you must snap objects with only one controller, as if you hold both pieces you are trying to snap Steam VR’s controller logic stops the snapping from happening and subsequently breaks it permanently. So the result is a less than ideal solution, but at least it’s something I can use to an extent.














