GothicVR
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Fan project recreating the classic Gothic I and II experience in VR.
# To test: 1. Checkout branch: feature/modularization 2. See image 1: Install HVR (Assets/HurricaneVR/*) and Activate it via Menu in Unity 3. See image 2: Skip main menu in feature...
Todo: slightly alter logic to load t3xtures for dynamically created "static" Vobs. I.e. introduce new parameter don't use texture array=true.
Gothic leverages sophisticated MorphMeshes for NPC heads. Following features need to be implemented: - [x] Allow 1-frame sized animations (no interpolation between frames possible) - [x] Allow multiple animation to...
…o item in hand: Breathe! # To test 1. ... 2. ... 3. ... # Checklist (Please remove entries which aren't needed for your PR) ## Scene * [ ]...
As we get more and more features into our builds, it would be great to easily test them. Therefore let's create famous Marvin mode inside GVR. Maybe having it like...
This will help e.g. multiple berries being created faster than loading and creating from scratch multiple times. (At least it leverages Unity's internal logic which shouldn't be slower than custom...
Currently, the Gothic files still need to be added to the project path. With a new installation the files are gone and would have to be copied to the glasses...
Switching from OpenXR to the respective SDKs. With the SDKs you have more possibilities. Partial performance optimizations are also possible. What must be adapted? What is the benefit for us?
The input system is based on older tutorials. I would like to bring it up to date and simplify it with toolkit modules. - [ ] copy&paste XROrigin from currently...
The current implementation is just _rudimentary_ ;-) More implementation is needed: - [ ] Subtitles (e.g. show them on top of their heads) - [ ] Better align the dialog...