Personal Postmortem


Throughout this development process I was excited to work with VR and create an experience that is unique to the VR genre. My main responsibilities were UI and Level Design, both of which had limitations that come with the current VR generation. These are some of those problems that I faced and how I overcame them.

UI

As discussed in my previous post, UI is pretty weird for VR due to the added factor of motion sickness. To avoid this, I placed the UI into the world space of the game instead of rendering straight to camera space. Getting a good distance as well as sizing, for legibility, was tricky and time consuming. Testing, building, editing, and retesting was a slow process.
Buttons were weird for our platform since we don't have any buttons other than the shutter button and that had already been dedicated to a different function. I used a gaze function that was developed by my teammate Jeshua for most of the buttons in the game, but one issue that came up with that was that the game was timed and so having the gaze take too long wouldnt be good. Also, since I we had a pause menu I had to figure out how to get the game to effectively pause but still have functioning buttons. Since I paused the game using Timescale = 0, I learned that I could simply make the buttons instantaneously work, or use unscaledDeltaTime to have the gaze function work inside of the pause.
Some parts of UI were done by my teammate Tony, especially on the heavier scripting side. His help was definitely appreciated but I admit that on my end I was having some issues with communication and what we needed/ what I could do but that could just be the social anxiety. 

Level Design

I had never developed a level for VR before so there were some issues that I didn't see being issues till they were. Conventionally to travel from spot to spot the player would just walk there, but our VR platform only has 3DoF so instead of walking around, we had a teleport function. I didnt take this into account initially and ran into the issue of not being able to clearly see each teleport node. So instead of clear paths on the ground to each node, I closed those paths and simply made sure that you could see both of the other nodes clearly.
Verticality/Scale was a bit of a challenge. I didn't really know how big the world was in relation to the player and also how big the mushies were, at least not till later. Best solution to this was pretty much just making sure to go into the level and test it to see how big everything felt and then go back to adjust. Adjusting the player height was also helpful, since we could effectively control how what the player could see, like the edge of the level. In this situation, our VR platform's 3DoF made things easier to execute.

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