Late April Update (26th April)

INTERACTIVITY

Over the last few days, I have been working on the interactivity for my VR project. The main features I was trying to make were: cabinets, drawers and objects that could both be picked up and moved around. The pickup-able objects were the simplest to make, as I used some of the code from the Unreal Engine VR Template, this involved swapping the default objects with my own assets. 

Cabinets were next and these were far more complex and needed far more code to make. I was fortunate to find an excellent tutorial I could use, that covered both drawers and cabinets. This tutorial was up to date and only recently uploaded, so I was confident in its reliability. It took a few attempts to get the cabinets right, but I persevered, trying different objects; starting with the door only, then trying the door with a cover over it. Eventually, I was successful, although I was not totally satisfied as it was still “glitchy” - I needed my hands to stay in contact with the shape, if my hand went too far, it became unstable. 


The drawers were more difficult, although to be honest, I probably made it more difficult for myself because I did not  follow the tutorial as closely as I should, and tried doing my own design. Because the tutorial had handles on the drawers and I wanted my drawers to be handleless, I chose to try to make internal handles which would be hidden from sight. This did not work because handles were required to be outside and they were currently covered, I was unable to interact with them to open the drawers. As the interactive area was indicated by a capsule collider, I tried to place it just outside the drawer without it being obvious, which worked. However, this was not a perfect solution, because instead of sliding out smoothly, the drawers would move instantly. The idea was to have two drawers that would open independently, one at the top and the other at the bottom. However, I was unable to get both to come out individually, if I tried to get one out, they both opened.  Therefore, I chose to have some drawers opening at the top and others that only opened at the bottom.


This morning, (26.05.24) I tried to add collision to the hands of my VR character so that they would not be able to phase through objects. Having looked at several tutorials, these seemed to be far more complex than I had anticipated, so I tried once again to find my own solution based on what I had viewed in the tutorials. This was difficult because the hand models were a “skeletal mesh” which could not have collision applied. Instead of adding collision to the hand models themselves, I decided to overlay a box collision as an external element. This, however, was a partial solution and did not work for all of the elements I was creating. 


 


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