What kind of change does this PR introduce?
Enhancements, improvements.
What is the current behavior?
The materials look bland (flat, boring, unrealistic) in the fish feeding and fish welfare scenarios. The building/house in the feeding scenario has a ceiling that is way too high, and very strange looking architecture around the staircase. The feeding scenario runs at frame rates that are too low at times. #507 and #532.
What is the new behavior?
Much more advanced materials, much less pixelated textures, and better performance in the fish feeding scenario. The ceiling is lowered, the handrails extended, walls removed (and added skirting boards along the roof) to make a more open and realistic looking architecture around the staircase. This also lead to a new accessible room on the second floor that can be used for decoration (furniture and so on). I also added a placeholder room on the first floor behind the open door, where there should be a storage room or something like that in the future. Made the windows less opaque and less blue, making them look more realistic. In addition, the water is less blue and more transparent in the tanks in the welfare scenario, and the improved house/dock from the feeding scenario is added in the distance. There's also a scrolling texture, like the ocean surface, on top of the water in the tanks.
Does this PR introduce a breaking change?
No, but it contains changes in both the fish feeding and fish welfare scenes.
Other information:
Also replaced the company name with "DefaultCompany" in Project Settings to prevent conflicts when running the application natively on multiple Quests. Future builds will be in "Unknown sources", except for the official App Lab release.
What kind of change does this PR introduce? Enhancements, improvements.
What is the current behavior? The materials look bland (flat, boring, unrealistic) in the fish feeding and fish welfare scenarios. The building/house in the feeding scenario has a ceiling that is way too high, and very strange looking architecture around the staircase. The feeding scenario runs at frame rates that are too low at times. #507 and #532.
What is the new behavior? Much more advanced materials, much less pixelated textures, and better performance in the fish feeding scenario. The ceiling is lowered, the handrails extended, walls removed (and added skirting boards along the roof) to make a more open and realistic looking architecture around the staircase. This also lead to a new accessible room on the second floor that can be used for decoration (furniture and so on). I also added a placeholder room on the first floor behind the open door, where there should be a storage room or something like that in the future. Made the windows less opaque and less blue, making them look more realistic. In addition, the water is less blue and more transparent in the tanks in the welfare scenario, and the improved house/dock from the feeding scenario is added in the distance. There's also a scrolling texture, like the ocean surface, on top of the water in the tanks.
Does this PR introduce a breaking change? No, but it contains changes in both the fish feeding and fish welfare scenes.
Other information: Also replaced the company name with "DefaultCompany" in Project Settings to prevent conflicts when running the application natively on multiple Quests. Future builds will be in "Unknown sources", except for the official App Lab release.