All interpretative signage / info / credits are currently disabled for the Museum installation (where physical signage / instruction will be available externally to the app) .
Ideally there should be some way of switching signage - or having UI within the environment to allow the user to access info on demand.
A possible solution would be to have information trigger 'zones' (colliders or perhaps labelled plinths / dais) ) around the periphery of the fishtank. If the user teleports to a zone then signage on the wall is enabled.
The default should be that signage is off (as is currently) - the environment is then more pleasant and less visually noisy so the user can focus on the fishtank. (previously noted as a request for minimal clutter after MOTAT).
Note that the (disabled) existing signage has two levels (serious / casual) - in the first case these could be mapped to the party mode switch.
All interpretative signage / info / credits are currently disabled for the Museum installation (where physical signage / instruction will be available externally to the app) .
Ideally there should be some way of switching signage - or having UI within the environment to allow the user to access info on demand.
A possible solution would be to have information trigger 'zones' (colliders or perhaps labelled plinths / dais) ) around the periphery of the fishtank. If the user teleports to a zone then signage on the wall is enabled.
The default should be that signage is off (as is currently) - the environment is then more pleasant and less visually noisy so the user can focus on the fishtank. (previously noted as a request for minimal clutter after MOTAT).
Note that the (disabled) existing signage has two levels (serious / casual) - in the first case these could be mapped to the party mode switch.