Development notes

VR Speed Reader Milestone 6

This is a big update – I’ve got the Jam entry into a submittable state, collected a little alpha testing feedback, and acted upon it. Main changes:

  • Added a menu to the beginning, four walls around you, where three of them correspond to three sample texts, and the fourth is the splash screen.
  • Added animations which smoothly transition from selecting a sample text to reading that sample text. I also show the page dividing into the 3 copies, to help emphasize what is going on (although it may still be not entirely clear).
  • Added a pause menu which allows you to view your WPM, go back in the text 1 or 5 lines (as suggested by Metatron testers), or exit back to the menu (which can also be done with back button). Rather than holding the touchpad, you now just tap it to enter the pause menu and tap on the Continue button to continue reading.
  • Mitchell from Metatron made me a sweet app icon.
  • Renamed the project from VirtuaReader to VR Speed Reader, to better differentiate it from other reading related entries and make its purpose clear.

Main things I learned from this:

  • Learned all about how to do simple animations with Mecanim, and sequenced them using state machines. This turned out to be surprisingly complex – I had to set up the animations and animation controllers, set up an idle state and a trigger to move to the animation state, and set up my script to invoke the trigger. In some ways just scripting animations by hand is easier. But it’s a very flexible system (e.g. does blending, manages state machine visually) and worth keeping in mind for the future.
  • raycast and colliders are super handy for doing eye gaze selection and menus, but to make it work with Unity world-space UI elements, I need to first add a CollisionBox to them and size it manually;
  • I was having trouble with stuttering while loading up the texture resources for the selected sample text. Blair of Technolust fame gave me some helpful advice which works well on Gear VR, which is to fade most of the scene to black except for a small central element, and then load. The time warp artifacts (black at the edges) becomes invisible when this is done.
    To accomplish this, I smoothly translated the selected menu item way back into the distance, to decrease its angular size, while also fading its background color. Then I loaded. Then I restored the default background color.
  • I use a trick where I (invisibly) rotate the menu and player together so that the selected item is always in the same location before proceeding with the animation and reading. This simplifies the rest of the task.
    However, I got confused cause Unity told me not to use RotateAround() cause it was deprecated. Turns out RotateAround() was totally the right thing to use – what was actually deprecated was the overload that takes only an axis and a rotation amount. You need to specify a point as well.

This is mostly done and may be my final Jam submission! I haven’t implemented holding back to go to the universal menu but may not bother with this right now. I still need to do a narrated video and a reddit post and dev forum post about it tomorrow. Let me know any thoughts you have!

New opening menu: 4 short walls around you present three sample texts and a splash screen.
New opening menu: 4 short walls around you present three sample texts and a splash screen.
New pause menu. Allows you to go back in the text and return to the main menu.
New pause menu. Allows you to go back in the text and return to the main menu.

Video:

Try it yourself! Download apk

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s