Since i am assisting Rob, I worked on this minigame. As this is going to be integrated into using the Oculus, I created the game objects and game logic for just this game. when rob integrates it into the minigame set, the camera controls (for the rift) and skybox will be added.
Introduction
One of the missions in the ‘Mission to Neptune Report’ is to
collect Compositional data of Neptune. In order to simulate this, the player
will have to look at different parts of Neptune and press a button. Mission is
over once the player has collected all the 100% of the data of the time has
runout.
Concept
Neptune will contain four empty collider objects inside its
body. Using the ray cast function, a ray will be drawn from the center of the
camera forward at the press of a key. Every time the ray collides with one of
the colliders, that sections data would have been collected. Once all four
collider object’s data has been collected the game is over.
The main feature of the code in this mini game is the
raycast function from the center of the screen. and a screen shot of that section
Ray
rayOrigin = Camera.main.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0));
RaycastHit
hitinfo;
if
(Physics.Raycast(rayOrigin, out hitinfo, distance))
I also used the GUI.lable to view the outputs here
Conclusion
Though this simulation oversimplifies the science behind
collecting compositional data, it contains the fundamental idea of the
collecting compositional data as mentioned in the report. This game could be
made better by using more collider volumes inside the Neptune body. In order to
make this game more scientifically accurate we would need to segment sections
of Neptune’s surface and detect ray collisions with it. and based off those surface locations compositional data is collected. To be even more accurate the game should provide something similar to actual data but since we dont know till we actually carry out the mission, the game will proberble say something along the lines of mission complete
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