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Sample first-person-style game for virtual & mixed reality, optimized for Microsoft HoloLens

C# 77.85% GLSL 20.62% JavaScript 1.53%

desertshootervr's Introduction

DesertShooterVR

Sample first-person-style shooter game for virtual and mixed reality. The goal is to demonstrate how to create a Virtual Reality-style experience using the Microsoft HoloLens. This is inspired by the kind of semi-immersive reality found in other projects like the HoloTour.

HoloLens-based "VR" also has the advantage of allowing room-scale movement without any separate tracking equipment. The military base in this sample is actually quite huge and it would otherwise be very hard (i.e. impossible) to track the user accurately as they walk around the base if you had to install external tracks (e.g. HTC Vive) and if the user was tethered to a PC. You'll need a "convention center"-size space to truly walk all over the map, but most of the action is meant to be played from the center of the map.

This is a work in a progress that I am sharing publicly as I add features.

Unity version: 5.5.0f3 Release.

Screenshot

Acknowledgements

  • This project uses assets from the Tanks! tutorial from the Unite 2015 Training Event. Since the military base uses mobile-grade 3D models, they work well on a self-contained mobile device like the HoloLens.
  • Simple Cloud System by Rispat Momit. This cloud system is available for free from the Asset Store (get it here). If you want to use this cloud system in your own projects, please get it in the Asset Store, not from my project.
  • Starship Corvette by Clint Bellanger. Get it here at OpenGameArt.org.
  • Many sounds from various artists at OpenGameArt.org.

Features Implemented To Date

  • Starter scene that consists of a simple military base in a desert.
  • Walk around (physically) when you wear the HoloLens. You can use the arrow keys and mouse look in the Unity editor to debug.
  • Air Tap to fire a bullet (or use the HoloLens clicker). The crosshair shows where you aim and it uses physics (for now). You can use SPACE in the Unity editor to debug.
  • Simple cloud system (see acknowledgements above).
  • Spatial sounds distributed across the scene to provide a better feeling of immersion (e.g. wind sounds in the tower and canyons, machine sound in the factory, pressure sounds in the pump hacks, etc.)

Implementation Notes

  • The projectile system uses Unity's physics system, which unfortunately doesn't work too well when you fire bullets at 300 m/s. High performance physics are failing and some collisions simply don't occur, or they get triggered too late. I will use the classic "cheat" used in many standard first-person shooters and raycast the impact of my bullets and forego the actual "physics" drop.
  • This project uses a Skybox, unlike other HoloLens project that usually rely on a black uniform background which would provide transparency on HoloLens. The Skybox preserves the relative feeling of immersion.
  • The height of the user is currently locked at 1.7m to simulate the eye-level of an adult who is 6ft tall. I will eventually detect the height of the HoloLens vs the floor for a more accurate experience.
  • If you look behind you and up when the project starts, you'll notice a starship landing on the helipad. This is where the enemy spawns will be coming from in the next phase.

Screenshot

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