OTBN Dev Log: Day 1
- after several attempts, the engine framework is set up (enough for now, will prob go back and switch to OpenXR from Oculus SDK but need to stick with the path of least resistance for now)
- now need to work on version control and syncing project across desktop and laptop (GitHub desktop should do the trick)
- also need to set up the avatar rig, there are a few solutions:
- rip the rig from ultimateXR sample (hopefully easiest)
- rip the rig from Oculus SDK sample (no clue how this is set up and every time I try to duplicate it over it breaks so may require more work than what its worth)
- make a rig from the ground up (most time-consuming but potentially the best solution, headset tracking should be easy but need to figure out how ultimateXR handles interactables and hands)
- switch back to unity interaction toolkit (I am not the biggest fan of how this toolkit works)
- after these are solved I need to prototype movement and weapon system
- eric had a good idea where you always have guns equipped (look no hands!) which frankly would make interacting with the environment more unique and comical (imagine trying to pick up a box with 2 shotgun hands) and worth experimenting with
Note: My wife is in town so might be a few days until the next update