Unit 1, Week 5: Ocean Floor

Expanded terrain with more corals that will also serve as teleport areas (users can station themselves on the corals, whether they choose to stand or sit in the real physical space).

This past week I have been working on changing the controller bindings with the Steam VR Input and came across loads of bugs. The coming week I might reconstruct the whole project in order to reorganize all my assets and find out where some of the Steam VR prefabs stopped working. In the meantime, I can show what the world is looking like now after some post-processing effects and a new ocean floor where the user will be able to move about.

Some whales in the scene will have an animation that is triggered with gaze.

I wish I had more to show, but there is a lot of debugging to do. I am trying to control the ocean shader’s properties via the touchpad in the HTC Vive Pro controller. This will make the experience more customizable. The idea is as follows:
North: Increase dot size
South: Decrease dot size
East: Increase dot density
West: Decrease dot density


A refresher of what this could look like (from the Unit 1, Week 4 update).