Your Escape Room has to be implemented in Unity3D 2018
It should make use of a room-scale HMD interface with enabled physics.
Your Escape Room should run at 90 fps on an HTC Vive using a NVidia GTX1080.
The room should be reasonably illuminated and your objects should react reasonably to the light.
This happens by default right?
The room should provide proper acoustics and actions/events should be supported by proper noises.
At least one sophisticated animation is required, i.e. consisting of multiple keyframes, a meaningful
interpolation etc. This can also be a rigging, spritesheet or particle based animation.
Meaning?
The user needs to be able to completely solve your Escape Room.
5-minute slide-presentation and live demonstration of your functioning Escape Room during the tutorial
(dates below).
14-17 January
Submission of your updated Escape Room into the network volume (dates and path below). Make sure not
to include the Library and Temp folders, as well as third party files, like Microsoft Visual Studio project
files. Whenever there are two or more assets of the same type, they should be in a conventionally named
folder. All third-party files, modules etc. (except for textures) have to be documented in a readme.txt.
The produced code should be properly commented. A full documentation is not required.
2.3 Part 3: Implementation - 45 Points