Compare commits

64 Commits

Author SHA1 Message Date
ac87f2f8ef Update README.md
Just a small reference change
2025-12-07 22:21:10 +00:00
856ff3ca40 Update README.md
Adding myself into credits.
2025-12-07 17:10:52 +00:00
693b3a572e Upload files to "Doc/designs" 2025-12-02 13:37:36 +00:00
8977957054 Upload files to "Doc/clips" 2025-12-02 13:36:51 +00:00
b563be1158 Upload files to "Doc/clips" 2025-11-18 14:08:38 +00:00
616532e69c Upload files to "Doc/clips" 2025-11-18 14:03:31 +00:00
450efe675a Upload files to "Doc/clips" 2025-11-18 14:00:18 +00:00
cce7492556 Upload files to "Doc/designs" 2025-11-17 19:20:02 +00:00
e197206d0a Upload files to "Doc/designs" 2025-11-17 19:07:21 +00:00
dc7aa3b9b9 Upload files to "Doc/designs" 2025-11-17 18:03:37 +00:00
54d44afcec Upload files to "Doc/designs" 2025-11-04 17:32:58 +00:00
15c2e62e92 Upload files to "Doc/clips" 2025-11-04 17:28:46 +00:00
c4fafd1dd3 Delete Doc/clips/Hand-Collider-Prototype-Clip.gif 2025-11-04 17:26:11 +00:00
1c03f1773b Upload files to "Doc/clips" 2025-11-04 17:25:57 +00:00
ef3bc5da39 Upload files to "Doc/designs" 2025-10-21 14:03:55 +00:00
ed66253b06 Upload files to "Doc/clips" 2025-10-21 13:59:00 +00:00
6b8c3b6fbb Merge pull request 'SamWorkset' (#5) from SamWorkset into master
Reviewed-on: #5
2025-10-11 13:47:30 +00:00
cb73b9cbbc messing with LFS 2025-10-11 16:44:58 +03:00
07cdba6097 messing with LFS 2025-10-11 16:43:42 +03:00
b9448fb4c7 Upload files to "Doc/clips" 2025-10-07 10:30:34 +00:00
4b1d8ea5bd Delete Doc/clips/Player-Collide-Offset-Clip.gif 2025-10-07 10:21:00 +00:00
6a76fa038f Upload files to "Doc/clips" 2025-10-07 10:16:24 +00:00
8af4eff8c7 Upload files to "Doc/clips" 2025-10-03 13:53:59 +00:00
b38461fc52 Delete Doc/clips/Multiplayer-join-Clip.mp4 2025-10-03 13:53:37 +00:00
e5baba75cf Delete Doc/clips/Singleplayer-Join-Clip.mp4 2025-10-03 13:53:28 +00:00
b9515d50d0 Delete Doc/clips/Quit-Clip.mp4 2025-10-03 13:53:20 +00:00
e06b0206c8 Upload files to "Doc/clips" 2025-10-03 13:36:43 +00:00
cd0313e693 Forgot to build 2025-10-03 16:33:20 +03:00
1580f40636 Added multiplayer joining capability to the desktop UI 2025-09-30 18:22:46 +03:00
803e87688a Forgot to zip the build 2025-09-26 12:23:40 +03:00
6479d850e9 Worked on restart button. Unsuccessful, left it disabled. 2025-09-26 12:21:08 +03:00
bad94ab628 Updated the UI. Refresh button is disabled for now and multiplayer needs testing. Added quit button. 2025-09-25 18:53:36 +03:00
a8568685ab made skywalk teleportation istructions flip according to the rotation of the entered player. 2025-09-23 15:16:55 +03:00
eadbd139e4 Fixed invisible car and tutorial text. Did some minor cosmetic improvements. 2025-09-21 18:54:35 +03:00
4f0e84caae Fixed lone elevator reflections (forgot to re-assign materials) 2025-09-20 20:26:40 +03:00
25ed189168 Reconfigured elevator reflections, added additional teleportable areas, resized box colliders and meddled with corrupted elements. 2025-09-20 20:16:48 +03:00
f5ba95849e Delete Doc/clips/Old menu gif.gif 2025-09-19 12:06:07 +00:00
c5b90be63f Upload files to "Doc/clips" 2025-09-19 12:05:54 +00:00
5a41559b88 Upload files to "Doc/clips"
Added the old menu gif
2025-09-19 11:57:21 +00:00
5ab753f4b5 Merge pull request 'Doing minor changes' (#4) from SamWorkset into master
Reviewed-on: #4
2025-09-19 11:51:52 +00:00
dab664b62a Update README.md 2025-09-15 17:57:21 +00:00
9d389a3296 Merge pull request 'SamWorkset' (#3) from SamWorkset into master
Reviewed-on: #3
2025-09-15 17:55:36 +00:00
d269226b4b Update README.md 2025-06-18 08:45:31 +00:00
47d505a1ba Update README.md 2025-06-17 16:26:30 +00:00
e7ad8e6fd4 Update Readme 2025-06-17 16:23:35 +00:00
36e3b95645 Replaced clips for readme 2025-06-17 15:29:34 +00:00
b012ae17b2 Added clips for readme 2025-06-11 17:26:54 +00:00
b9ccfb1c3a Update README.md 2025-05-28 10:48:13 +00:00
cdd6a2e96d Update README.md 2025-05-27 15:29:09 +00:00
9af005b651 Merge pull request 'Added options and credits tabs for the in-game UI menu. Credits tab is blank for now. Disabled smooth locomotion to address the player controller confusion issues (see my thesis). Smooth locomotion can be reactivated via the options menu.' (#2) from SamWorkset into master
Reviewed-on: #2
2025-05-27 11:20:01 +00:00
e9b013a904 Update README.md 2025-05-27 11:11:04 +00:00
262a67293e Update README.md 2025-05-27 11:10:37 +00:00
ab2406c367 Update README.md 2025-05-22 15:49:08 +00:00
0f409ddb08 Merge pull request 'SamWorkset' (#1) from SamWorkset into master
Reviewed-on: #1
2025-05-22 15:43:50 +00:00
4aa139be24 Update README.md 2025-05-22 15:35:10 +00:00
b4c665abe4 Update README.md 2025-05-22 15:32:07 +00:00
jee7
b84e1b7837 Merge branch 'master' of https://cgvrgit.ulno.net/cgvr/DeltaVR 2025-05-20 22:53:54 +03:00
jee7
e9fe4cb559 Added design files 2025-05-20 22:53:35 +03:00
d2673f52e1 Update README.md 2025-05-20 19:40:24 +00:00
e6045f7775 Update README.md 2025-05-20 19:38:43 +00:00
e6ddcc7390 Update README.md 2025-05-20 19:37:40 +00:00
75cfdd7a48 Update README.md 2025-05-20 19:34:22 +00:00
jee7
071c1db4f4 Whiteboard clip fix 2025-05-20 22:14:13 +03:00
jee7
9bd8601edb Added Doc folder. Graphical elements for the Readme.md. 2025-05-20 21:58:13 +03:00
90 changed files with 2988 additions and 419 deletions

View File

@@ -1,39 +1,83 @@
using _PROJECT.NewHandPresence;
using FishNet;
using FishNet.Discovery;
using FishNet.Managing.Scened;
using FishNet.Object;
using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Net;
using TMPro;
using Unity.XR.CoreUtils;
using UnityEngine;
using UnityEngine.UI;
public class NetworkMenuUI : MonoBehaviour
{
private ConcurrentQueue<System.Action> mainThreadQueue = new();
[Header("UI References")]
public Toggle VRToggle;
public Button startPlayingButton;
public Button reloadButton;
public Button joinMultiplayerButton;
public Transform serverListContainer;
public GameObject serverListItemPrefab;
public TMP_Text statusText;
public Button quitButton;
[Header("Networking")]
public NetworkDiscovery networkDiscovery;
public Camera uiCamera; // Optional, disable if connecting
public Image coverImage;
public Camera uiCamera;
public AudioListener placeholderAudioListener;
private bool _useVR;
//public Image coverImage;
private readonly List<IPEndPoint> foundServers = new();
private void Start()
{
if (networkDiscovery == null)
networkDiscovery = FindObjectOfType<NetworkDiscovery>();
_useVR = PlayerPrefs.GetInt("UseVR", 0) == 1;
VRToggle.isOn = _useVR;
// React to UI toggle changes
VRToggle.onValueChanged.AddListener((isOn) =>
{
_useVR = isOn;
PlayerPrefs.SetInt("UseVR", _useVR ? 1 : 0);
PlayerPrefs.Save();
Debug.Log($"UseVR set to {_useVR}");
});
startPlayingButton.onClick.AddListener(OnStartPlaying);
reloadButton.onClick.AddListener(OnReload);
joinMultiplayerButton.onClick.AddListener(OnJoinMultiplayer);
quitButton.onClick.AddListener(OnQuit);
networkDiscovery.ServerFoundCallback += OnServerFound;
networkDiscovery.ServerFoundCallback += (endPoint) =>
{
Debug.Log("Found a server");
// Only queue the endpoint for main-thread processing
mainThreadQueue.Enqueue(() =>
{
StartCoroutine(ProcessServerFound(endPoint));
});
};
}
private void Update()
{
while (mainThreadQueue.TryDequeue(out var action))
{
action.Invoke(); // safely runs on main thread
}
}
private void OnStartPlaying()
{
statusText.text = "Starting host...";
@@ -41,47 +85,106 @@ public class NetworkMenuUI : MonoBehaviour
}
private void OnJoinMultiplayer()
private void OnReload()
{
statusText.text = "Searching for servers...";
ClearServerList();
foundServers.Clear();
networkDiscovery.StartSearchingForServers();
}
private void OnServerFound(IPEndPoint endPoint)
{
if (foundServers.Contains(endPoint)) return;
foundServers.Add(endPoint);
// Auto-join if started as host
if (InstanceFinder.IsServer)
/*if (!InstanceFinder.IsClient)
{
//networkDiscovery.StopAdvertisingServer();
networkDiscovery.StopSearchingForServers();
uiCamera.enabled = false;
coverImage.gameObject.SetActive(false);
InstanceFinder.ClientManager.StartConnection("192.168.42.212");
statusText.text = $"Joined server: {endPoint.Address}";
Debug.LogWarning("Reload can only be called from a client!");
return;
}
// Display in UI for manual joining
GameObject item = Instantiate(serverListItemPrefab, serverListContainer);
TMP_Text label = item.GetComponentInChildren<TMP_Text>();
label.text = endPoint.Address.ToString();
Button btn = item.GetComponent<Button>();
btn.onClick.AddListener(() =>
// Use the ClientManager.Objects dictionary
foreach (NetworkObject obj in InstanceFinder.ClientManager.Objects.)
{
networkDiscovery.StopSearchingForServers();
if (uiCamera != null) uiCamera.enabled = false;
coverImage.gameObject.SetActive(false);
InstanceFinder.ClientManager.StartConnection(endPoint.Address.ToString());
statusText.text = $"Joined server: {endPoint.Address}";
});
if (obj.IsOwner) // This ensures it's YOUR local player
{
var xr = obj.GetComponentInChildren<XROrigin>();
if (xr != null)
{
Debug.Log("Found my XR Origin player.");
TutorialController tutorial = xr.GetComponent<TutorialController>();
if (tutorial != null)
{
tutorial._state = TutorialController.TutorialState.Initializing;
}
}
else
{
Debug.Log("My local player is not an XR Origin.");
}
}
}*/
}
private void OnJoinMultiplayer()
{
statusText.text = "Searching for servers...";
networkDiscovery.StopSearchingForServers();
ClearServerList();
//Debug.Log(foundServers.Count);
foundServers.Clear();
//Debug.Log(foundServers.Count);
networkDiscovery.StartSearchingForServers();
}
private void OnQuit()
{
Debug.Log("Quitting application");
Application.Quit();
}
private IEnumerator ProcessServerFound(IPEndPoint endPoint)
{
Debug.Log("server found");
//Debug.Log(endPoint.Address.ToString());
//Debug.Log(foundServers.Count);
if (foundServers.Contains(endPoint)) yield return null;
foundServers.Add(endPoint);
Debug.Log($"Server found {endPoint}");
// Auto-join if started as host
if (InstanceFinder.IsServer)
{
Debug.Log("Server is local");
//networkDiscovery.StopAdvertisingServer();
networkDiscovery.StopSearchingForServers();
uiCamera.enabled = false;
Debug.Log("Disabled placeholder audio source");
placeholderAudioListener.enabled = false;
//coverImage.gameObject.SetActive(false);
InstanceFinder.ClientManager.StartConnection(endPoint.Address.ToString());
statusText.text = $"Joined server: {endPoint.Address}";
yield return null;
}
Debug.Log("Server is foregin");
GameObject item = Instantiate(serverListItemPrefab, serverListContainer);
TMP_Text label = item.GetComponentInChildren<TMP_Text>();
if (label != null)
label.text = endPoint.Address.ToString();
Button btn = item.GetComponent<Button>();
btn.onClick.RemoveAllListeners(); // clear any old listener
btn.onClick.AddListener(() =>
{
networkDiscovery.StopSearchingForServers();
if (uiCamera != null) uiCamera.enabled = false;
if (placeholderAudioListener != null)
{
Debug.Log("Disabled placeholder audio source");
placeholderAudioListener.enabled = false;
}
//coverImage.gameObject.SetActive(false);
InstanceFinder.ClientManager.StartConnection(endPoint.Address.ToString());
statusText.text = $"Joined server: {endPoint.Address}";
});
}
private Coroutine joinRoutine;
@@ -121,10 +224,16 @@ public class NetworkMenuUI : MonoBehaviour
{
var firstServer = foundServers[0];
//networkDiscovery.StopAdvertisingServer();
if (uiCamera != null) uiCamera.enabled = false;
if (placeholderAudioListener != null)
{
Debug.Log("Disabled placeholder audio source");
placeholderAudioListener.enabled = false;
}
networkDiscovery.StopSearchingForServers();
InstanceFinder.ClientManager.StartConnection(firstServer.Address.ToString());
statusText.text = $"Joined server: {firstServer.Address}";
coverImage.gameObject.SetActive(false);
//coverImage.gameObject.SetActive(false);
yield break;
}

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@@ -394,8 +394,9 @@ MonoBehaviour:
'
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@@ -323,12 +323,12 @@ public class Menu : MonoBehaviour
if (PlayericonFloor1Parent.activeSelf)
{
PlayericonFloor1.GetComponent<RectTransform>().anchoredPosition = IMG_Player;
Debug.Log(IMG_Player);
//Debug.Log(IMG_Player);
}
if (PlayericonFloor2Parent.activeSelf)
{
PlayericonFloor2.GetComponent<RectTransform>().anchoredPosition = IMG_Player;
Debug.Log(IMG_Player);
//Debug.Log(IMG_Player);
}
/*

View File

@@ -8,7 +8,7 @@ namespace _PROJECT.NewHandPresence
{
public class TutorialController : MonoBehaviour
{
private enum State
public enum TutorialState
{
Initializing,
Turn,
@@ -34,7 +34,7 @@ namespace _PROJECT.NewHandPresence
private SmartHandPresence _leftSmartHandPresence;
private SmartHandPresence _rightSmartHandPresence;
private State _state = State.Initializing;
public TutorialState _state = TutorialState.Initializing;
private Camera _camera;
@@ -45,12 +45,12 @@ namespace _PROJECT.NewHandPresence
private void Update()
{
if (_state == State.Initializing)
if (_state == TutorialState.Initializing)
{
TryInitialize();
}
if (_state == State.WaitForGrip)
if (_state == TutorialState.WaitForGrip)
{
TryFindXRGrabInteractable();
}
@@ -76,12 +76,12 @@ namespace _PROJECT.NewHandPresence
UpdateState(_state.Next());
}
private void UpdateState(State newState)
private void UpdateState(TutorialState newState)
{
_state = newState;
Debug.Log($"Tutorial state: {_state}");
if (_state == State.Initializing) return;
if (_state == TutorialState.Initializing) return;
SetHandsVisibility(true);
_rightHintController.HideHint();
@@ -89,26 +89,26 @@ namespace _PROJECT.NewHandPresence
switch (_state)
{
case State.Initializing:
case TutorialState.Initializing:
break;
case State.Turn:
case TutorialState.Turn:
ShowTurnHint();
break;
case State.Move:
case TutorialState.Move:
ShowLocomotionHint();
break;
case State.Teleport:
case TutorialState.Teleport:
ShowTeleportHint();
break;
case State.WaitForGrip:
case TutorialState.WaitForGrip:
SetHandsVisibility(true);
break;
case State.Grip:
case TutorialState.Grip:
SetHandsVisibility(false);
CreateBillboard(_grabInteractable.gameObject, "Grab me!");
ShowGripHint();
break;
case State.Done:
case TutorialState.Done:
SetHandsVisibility(true);
DestroyBillboard();
break;
@@ -215,28 +215,28 @@ namespace _PROJECT.NewHandPresence
private void OnGripPerformed(SelectEnterEventArgs arg0)
{
if (_state != State.Grip) return;
if (_state != TutorialState.Grip) return;
Debug.Log("Grip performed");
UpdateState(_state.Next());
}
private void OnTeleportPerformed(LocomotionSystem obj)
{
if (_state != State.Teleport) return;
if (_state != TutorialState.Teleport) return;
Debug.Log("Teleport performed");
UpdateState(_state.Next());
}
private void OnMovePerformed(InputAction.CallbackContext obj)
{
if (_state != State.Move) return;
if (_state != TutorialState.Move) return;
Debug.Log("Move performed");
UpdateState(_state.Next());
}
private void OnTurnPerformed(InputAction.CallbackContext obj)
{
if (_state != State.Turn) return;
if (_state != TutorialState.Turn) return;
Debug.Log("Turn performed");
UpdateState(_state.Next());
}

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@@ -1,11 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using Unity.XR.CoreUtils;
using UnityEngine;
public class SpaceEnterCollider : MonoBehaviour
{
public GameObject InstructionText;
private void OnTriggerEnter(Collider other)
{
XROrigin player = other.GetComponent<XROrigin>();
if (player == null) return;
// Get player's Z rotation (in degrees)
float playerZ = player.transform.rotation.eulerAngles.z;
if (Mathf.Approximately(playerZ, 0f))
{
InstructionText.transform.rotation = Quaternion.Euler(0f, 0f, 0f);
//Debug.Log("Instruction text rotation" + InstructionText.transform.rotation);
}
else
{
InstructionText.transform.rotation = Quaternion.Euler(0f, 0f, -180f);
//Debug.Log("Instruction text rotation" + InstructionText.transform.rotation);
}
GravityHandler playerGravity = other.GetComponent<GravityHandler>();
if (playerGravity != null)
{
@@ -16,6 +35,9 @@ public class SpaceEnterCollider : MonoBehaviour
private void OnTriggerExit(Collider other)
{
XROrigin Player = other.GetComponent<XROrigin>();
if (Player == null) return;
GravityHandler playerGravity = other.GetComponent<GravityHandler>();
if (playerGravity != null)
{

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# DeltaVR
![DeltaVR](https://cgvrgit.ulno.net/cgvr/DeltaVR/media/branch/master/Doc/Readme-Header.png)
DeltaVR is a virtual reality experience set in the Delta Centre of the University of Tartu. It was designed and implemented in a over three theses. The proiect used the Delta Building Visualization project as a basis for the building and built upon it, adding missing
details and improving the performance. DeltaVR has multiplayer support, which allows players to explore the building together in PCVR, Quest 2 and non-VR versions.
DeltaVR is a virtual reality experience set in the [Delta Centre](https://delta.ut.ee/) of the [University of Tartu](https://ut.ee/). The virtual Delta Building includes several interactive scenes that demonstrate the teaching and research actively done in the Delta Centre.
## Gameplay Sample Footage (DeltaVR 2021)
The application works on PCVR, Meta Quest 2 and 3, HTC Vive, and regular Windows PC platforms. There is cross-platform multiplayer functionality that enables several users to be in the same virtual environment from both VR and PC platforms.
https://youtu.be/AoRN4eluiWY
## Build
## History
Download the **[[latest build]](https://cgvrgit.ulno.net/cgvr/DeltaVR/src/branch/master/Build.zip)** (last updated 15.09.2025)
2023 version:
## Features
https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=77065&language=en
### Exploration
(See Extras for build)
DeltaVR features the first two floors of the Delta Educational Building for **exploration and discovery**. There are many diegetic elements representing the studies and research conducted at the Delta Building, such as robotics, the high-performance computing server room, video game development, and student life.
2022 version:
![DeltaVR Exploration](https://cgvrgit.ulno.net/cgvr/DeltaVR/media/branch/master/Doc/clips/Explore-Clip.gif)
https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=74390
### UFO Bow Game
https://gitlab.com/Joonasp1/deltavr-multiplayer-builds
At the terrace on the second floor, Delta explorers can defend the building from UFO-s using a bow and **achieve high scores**.
2021 version:
![DeltaVR UFO Bow Game](https://cgvrgit.ulno.net/cgvr/DeltaVR/media/branch/master/Doc/clips/UFO-Bow-Game-Clip.gif)
https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=71682
### Bolt Self-Driving Car
https://drive.google.com/file/d/1n19_Wa69vCX6s6zKYoSYKirpHcfJHqaM/view?usp=sharing
The courtyard between the Educational and Entrepreneurial buildings of the Delta Centre, the explorers can see the Bolt Self-Driving Car. This car is developed by the [[http://adl.cs.ut.ee/|Autonomous Driving Lab]] of the [[https://cs.ut.ee|Institute of Computer Science]]. If one is brave enough, they can stop the car and catch a ride, simulating both the **feeling of being in a self-driving vehicle** as well as VR motion sickness.
![DeltaVR Bolt Self-Driving Car](https://cgvrgit.ulno.net/cgvr/DeltaVR/media/branch/master/Doc/clips/Bolt-Self-Driving-Car-Clip.gif)
### Space Walk
Where the actual Delta building has a set of skywalks connecting it with the entrepreneurship building, DeltaVR has a set of portals leading to the Space walk experience. In it, one can move in the **vastness of space** and experience **changes in gravity**. A fleet of UFO ships react to one's presence and come to investigate the arrival.
![DeltaVR Spacewalk](https://cgvrgit.ulno.net/cgvr/DeltaVR/media/branch/master/Doc/clips/Skywalk-Clip.gif)
### Server Room
On the second floor, one can hear the humming of the servers. Should they investigate, they will find a room of server racks and a large red button. Should they push the button, they will trigger the **fire alarm** and have the server room fill with harmful invisible gas. This propms the player to escape the room. This largerly **auditory experience** is noted to be engaging and immersive. It represents the work of UT HPC in maintaining the servers of the University of Tartu.
![DeltaVR Server Room](https://cgvrgit.ulno.net/cgvr/DeltaVR/media/branch/master/Doc/clips/Server-Room-Clip.gif)
### Interactive Map
To navigate the two floors of the large Delta Educational Building, explorers have an interactive map. This provides a clear overview of where they currently are and what other interactions are located across the building. Explorers can teleport to a **select interactive experiences**, while others are left for them to discover based on the hints on the map.
![DeltaVR Interactive Map](https://cgvrgit.ulno.net/cgvr/DeltaVR/media/branch/master/Doc/clips/Interactive-Map-Clip.gif)
### Whiteboard
In the virtual Computer Graphics and Virtual Reality Study Lab, explorers can use spray paint cans to draw on a whiteboard. Surprisingly, this is one of the **more popular interactive experiences** of DeltaVR.
![DeltaVR Whiteboard](https://cgvrgit.ulno.net/cgvr/DeltaVR/media/branch/master/Doc/clips/Whiteboard-Clip.gif)
## Credits
**Ranno Samuel Adson**<br/>
User experience design. Additional interactions. Interaction improvements.
**Toomas Tamm**<br/>
Project architecture, model optimization, lighting. [Bachelor's Thesis](https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=71682) ([poster](https://courses.cs.ut.ee/student_projects/download/478.pdf)), [Master's Thesis](https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=77065&language=en).
**Joonas Püks**<br/>
Multiplayer and cross-play functionality. [Bachelor's Thesis](https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=74390) ([poster](https://courses.cs.ut.ee/student_projects/download/534.pdf)).
**Raimond Tunnel**<br/>
Project management, visual design.
**Timur Nizamov**<br/>
Technical sound design.
Developed in the [Computer Graphcis and Virtual Reality Study Lab](https://cgvr.cs.ut.ee/) of the [Institute of Computer Science, University of Tartu](https://cs.ut.ee).
### Used Attributions
| Description | License | Source | Author |
|-----------------------------------------------------|----------------------------------------------|---------------------------------------------------------------------------------------------|------------------|
| Bold's car horn sound | Attribution 4.0 | [Link](https://freesound.org/people/ceberation/sounds/235506/) | ceberation |
| Server rack model | Royalty Free, No AI License | [Link](https://www.cgtrader.com/free-3d-models/electronics/computer/simple-server-model) | anymelok |
| Fire suppression button press sound | Creative Commons 0 | [Link](https://freesound.org/people/LamaMakesMusic/sounds/403556/) | LamaMakesMusic |
| Fire suppression alarm sound | Attribution 3.0 | [Link](https://freesound.org/people/jobro/sounds/33737/) | jobro |
| Fire-suppressing gas release sound | Creative Commons 0 | [Link](https://freesound.org/people/mrmccormack/sounds/182359/) | mrmccormack |
| Coughing sound in response to fire-suppressing gas | Attribution 4.0 | [Link](https://freesound.org/people/qubodup/sounds/739416/) | qubodup |
| Robot movement sound | Creative Commons 0 | [Link](https://freesound.org/people/Brazilio123/sounds/661435/) | Brazilio123 |
| Spacewalk UFO sound | Attribution NonCommercial 4.0 | [Link](https://freesound.org/people/Speedenza/sounds/209366/) | Speedenza |
| Keyboard icons | Creative Commons Attribution-NoDerivs 3.0 | [Link](https://icons8.com/) | icons8 |
-----
DeltaVR was moved to this repository in 2025. The previous repository is available here: [[https://gitlab.com/UT-CGVR/deltavr]]
-----
![DeltaVR](https://cgvrgit.ulno.net/cgvr/DeltaVR/media/branch/master/Doc/Readme-Footer.png)

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{"HighScore":332.0}
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