GMU:Critical VR Lab I - Unity Introduction/Ruo-Xuan Wu (Russian)

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Bubble Touch

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Video Links: https://youtu.be/wJ9r23YYHss


Phase I

Exploring the possibility of the interactive sensor, Kinect, in Unity is my main goal. Therefore, I found a tutorial from Youtube teaching me the way to integrate them. https://www.youtube.com/watch?v=aHGlLxh6a88

However, there are some gaps between my situation and tutorials. In the video, it used a Kinect V2 and SDK v2.0. But mine is the Kinect Version 1, which weren't produced anymore. And the only compatible SDK v1.8 is working on Windows. After solving all the challenges, I got these results.

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→Video Links: https://drive.google.com/file/d/1KNFd3bU-Y8EH-pwOqiVFoBqWlZJbAhKs/view?usp=sharing

→Video Links: https://drive.google.com/file/d/1_4JYS8osBkmmrvNnAdAOF42S5rQ9zvji/view?usp=sharing

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Video Links: https://drive.google.com/file/d/1H1S_12FsaXMr9bTWhsgFNF73xXSWc3hO/view?usp=sharing


Phase II

After Windows system understand what is Kinect, it is time to introduce the device to Unity. In the Asset Store, I found a free asset that has included the Kinect manager, Rigging Avatars and so on. With the help of the asset I am able to control the avatars with Kinect.

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Video Links: https://drive.google.com/file/d/1gL_Ug1zJAPXktXFk0GZNG-v6CfF-2hRF/view?usp=sharing


Phase III

For me, dancing is an attractive activity. So I want to lead the users to dance with me. By simplifying the game into first stage, I decided to create abound of floating bubbles to be touched. Attaching materials, coding and understanding the relationship between Rigidbody and Collider were done by this phase.

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Video Links: https://drive.google.com/file/d/10srPU3Id4mSqhKXlCMCpBB1_We1WhiYn/view?usp=sharing


<Phase IV> to be continued...