After over a year of research and development Sensosis is now available to download from SideQuest. Here is a quick video teaser of the experience: SideQuest link: https://sidequestvr.com/app/3369/sensosis For now it is available for download only with a headset however I’m currently working with a local gallery to make the experience available to the public. Apart from sharing with you news that Sensosis is now live I thought in this post I’ll share with you some of the insights on the final weeks of the project. As you can see from my previous posts I had a very hands-on experience throughout the project. I might have mentioned somewhere that a large proportion of my learning was learning Unity engine (separate post on that is coming). Unity was my daily bread and butter in the final weeks of the project. However, not everything was going smoothly. Main issue I’ve come across was with one of the materials. In Unity everything worked perfectly however it wasn’t the case when viewed in Oculus. Despite countless hours of searching online for a solution as well as asking around there was no easy way to fix it other than msking the asset from theb scratch. Thankfully I had a great team of creatives who I worked together with me on fixing this issue, big shout out to Tran3D: https://taran3d.com/ and Ryan Garry: https://www.unlimitedmotion.ltd/ One take away from this is to always test the development in Oculus as it might look very different from what’s in Unity! Once issues were resolved and final touches on the 3D environment completed VR experience was ready to be shown to the audience. Due to covid the initial plan to display the piece in the gallery changed to online deployment. I’ve chosen SideQuest platform as it is easiest to publish by indie developers and also as it is widely used by headset owners. I won’t lie that as it was my first ever app deployment it didn’t go without a few hiccups. However, SideQuest support is excellent and assisted me in resolving the issues, so I can definitely recommend this platform for anyone looking to deploy their VR apps and games. With the app ready to be viewed I’m working on getting it out there: submitting it to XR festivals, sorting out the gallery exhibition and spreading the word ;) Also another thing I’ve been considering from the start is bringing the whole experience into VR Chat, so watch this space as you might get to meet the alien in real time ;)
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Throughout your project, you mentioned that you had a hands-on experience and learned Unity engine extensively. However, you encountered an issue with one of the materials not working properly when viewed in Oculus, despite it working perfectly in Unity. Despite your efforts to find a solution online and through seeking help, the only way to fix it was to recreate the asset from scratch. During this process, you worked with a team of creatives, including Tran3D and Ryan Garry, who helped you resolve the issue. Reflecting on this experience, what key lesson did you learn about the importance of testing development in Oculus to ensure accurate representation of the project?
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6/9/2023 07:26:11 am
Hi Manajemen, the key takeaway was to test asap really. The material issue was appearing when avatar was moving and despite learning Unity I have not been learning about animation hence my ignorance in the fact that there could be issues with the way maetrial on avatar could change the way it looks one its moving. Anyway key takeaway is never take anything for granted and alays test across platforms ;)
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AuthorI'm an actress, writer and producer. My mantra: write, perform, repeat. Archives
May 2023
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