Our tutorial is built in Unity - this is a gaming engine that is more beginner friendly than Unreal Engine. We chose to work with Unity as both myself and the software student are inexperienced at game design. We did both sign up for an Unreal Engine 5 course, but this course would take 2.5 months to complete - a little out of our allocated budget for programming. Furthermore, Unity uses #C, a language both of us are at least somewhat familiar with. Unfortunately however, Unity’s potential for photorealism lies lower than that of UE5. This clashes with our design choices for the project - we are attempting to stay away from cartoony graphics to avoid calling to memory the connection with videogames. As such, I did not pursue this avenue of coding any further than this project.
The idea behind this project is a virtual space where users can collaborate in an experience together.
For the purpose of this Proof of Concept, I chose a whiteboard where they can draw together. I programmed it
in such a way that the colours and pencil size would be adjustable down the line.
I imagined a game similar to DrawFee or Draw.Io where users guess the others drawing, but with the
added chaos and connection of a 3D virtual enviroment.
While the project worked just fine initially, attempting to add controls for VR in Unity on my work PC caused huge mismatch problems,
which were further enhanced when I turned on Unity Collab (a function that was no longer supported, it can be seen flashing continually and breaking up my enviroment in the video above). Rolling back completely proved to be impossible,
so I opted to complete the POC by splicing together footage from different instances.
Had I continued to pursue Unity, I would have liked to figure out how I could restore the project, but with the deadline for the next demo weighing down on me, I decided to abandon the effort.