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67 changed files with 4056 additions and 2167 deletions

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@ -242,7 +242,15 @@ namespace FishNet.Discovery
//
// return;
// }
<<<<<<< HEAD
<<<<<<< HEAD
Debug.Log("NetworkDiscovery is searching");
=======
// Debug.Log("NetworkDiscovery is searching on port " + port);
>>>>>>> master
=======
// Debug.Log("NetworkDiscovery is searching on port " + port);
>>>>>>> master
if (InstanceFinder.IsClient)
{

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@ -19,6 +19,7 @@ public class NetworkMenuUI : MonoBehaviour
[Header("Networking")]
public NetworkDiscovery networkDiscovery;
public Camera uiCamera; // Optional, disable if connecting
public Image coverImage;
private readonly List<IPEndPoint> foundServers = new();
@ -60,6 +61,7 @@ public class NetworkMenuUI : MonoBehaviour
networkDiscovery.StopSearchingForServers();
uiCamera.enabled = false;
coverImage.gameObject.SetActive(false);
InstanceFinder.ClientManager.StartConnection("192.168.42.212");
statusText.text = $"Joined server: {endPoint.Address}";
@ -76,6 +78,7 @@ public class NetworkMenuUI : MonoBehaviour
{
networkDiscovery.StopSearchingForServers();
if (uiCamera != null) uiCamera.enabled = false;
coverImage.gameObject.SetActive(false);
InstanceFinder.ClientManager.StartConnection(endPoint.Address.ToString());
statusText.text = $"Joined server: {endPoint.Address}";
});
@ -121,6 +124,7 @@ public class NetworkMenuUI : MonoBehaviour
networkDiscovery.StopSearchingForServers();
InstanceFinder.ClientManager.StartConnection(firstServer.Address.ToString());
statusText.text = $"Joined server: {firstServer.Address}";
coverImage.gameObject.SetActive(false);
yield break;
}

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@ -1,5 +1,9 @@
fileFormatVersion: 2
<<<<<<<< HEAD:Assets/Prefabs.meta
guid: f5d758e3acccf474babdbe217a2702ba
========
guid: b75b31ee55930864c993630f33293a65
>>>>>>>> master:Assets/_PROJECT/Components/Bolt.meta
folderAsset: yes
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@ -1,5 +1,9 @@
fileFormatVersion: 2
<<<<<<<< HEAD:Assets/Scripts.meta
guid: 8f19a044f4ee30042a6ad8c58d595f40
========
guid: d130522c3b40916429cacacf79ffbc9b
>>>>>>>> master:Assets/_PROJECT/Components/Bolt/Intercation Logic.meta
folderAsset: yes
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@ -1,8 +1,12 @@
using System.Collections;
using System.Collections.Generic;
<<<<<<< HEAD
using Unity.XR.CoreUtils;
using UnityEngine;
using static MouseLook;
=======
using UnityEngine;
>>>>>>> master
public class CarDrivingRoutine : MonoBehaviour
{
@ -10,6 +14,7 @@ public class CarDrivingRoutine : MonoBehaviour
public AudioSource _tireSound;
public Waypoint _waypoint;
<<<<<<< HEAD
public float StraightSpeed = 5f; // Movement speed
public float rotationSpeed = 5f; // Rotation speed
public float waypointProximityThreshold = 0.5f; // Distance to consider "close enough" to a waypoint
@ -28,16 +33,29 @@ public class CarDrivingRoutine : MonoBehaviour
targetSpeed = StraightSpeed;
targetRotationSpeed = rotationSpeed;
}
=======
public float speed = 5f; // Movement speed
public float rotationSpeed = 5f; // Rotation speed
public float waypointProximityThreshold = 0.5f; // Distance to consider "close enough" to a waypoint
>>>>>>> master
// Update is called once per frame
void Update()
{
<<<<<<< HEAD
//if (hasPedestrianInFront) return;
if (_waypoint == null) return; // Just in case.
// Move towards the waypoint
Vector3 targetPosition = _waypoint.transform.position;
float step = StraightSpeed * Time.deltaTime;
=======
if (_waypoint == null) return;
// Move towards the waypoint
Vector3 targetPosition = _waypoint.transform.position;
float step = speed * Time.deltaTime;
>>>>>>> master
transform.position = Vector3.MoveTowards(transform.position, targetPosition, step);
// Rotate towards the desired rotation
@ -45,6 +63,7 @@ public class CarDrivingRoutine : MonoBehaviour
Quaternion desiredRotation = Quaternion.Euler(0, targetRotation, 0);
transform.rotation = Quaternion.RotateTowards(transform.rotation, desiredRotation, rotationSpeed * Time.deltaTime);
<<<<<<< HEAD
rollTires(); // Just an aesthetic improvement.
if (Quaternion.Angle(transform.rotation, desiredRotation) > 1f) // If the car is turning.
@ -66,12 +85,15 @@ public class CarDrivingRoutine : MonoBehaviour
isTurning = false;
}
=======
>>>>>>> master
// Check if close enough to the waypoint
if (Vector3.Distance(transform.position, targetPosition) <= waypointProximityThreshold &&
Quaternion.Angle(transform.rotation, desiredRotation) <= 1f)
{
// Proceed to the next waypoint
_waypoint = _waypoint.Next;
<<<<<<< HEAD
}
}
@ -138,4 +160,18 @@ public class CarDrivingRoutine : MonoBehaviour
StraightSpeed = targetStraightSpeed;
rotationSpeed = targetRotationSpeed;
}
=======
if (_waypoint == null)
{
// Optional: Play stop sound when no more waypoints
_stopSound?.Play();
}
else
{
// Optional: Play tire sound when moving to the next waypoint
_tireSound?.Play();
}
}
}
>>>>>>> master
}

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@ -227,7 +227,7 @@ public class ArcheryRange : NetworkBehaviour
return data.HighScore;
}
return -1f; // default score
return 0f; // default score
}
}

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@ -49,6 +49,7 @@ public class ScoreBoard : MonoBehaviour
{
string json = File.ReadAllText(filePath);
_scoreData = JsonUtility.FromJson<ScoreData>(json);
Debug.Log(Application.persistentDataPath);
}
}

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![DeltaVR](https://cgvrgit.ulno.net/cgvr/DeltaVR/media/branch/master/Doc/Readme-Header.png)
# DeltaVR
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.
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.
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.
## Gameplay Sample Footage (DeltaVR 2021)
## Build
https://youtu.be/AoRN4eluiWY
Download the **[[latest build]](https://drive.google.com/file/d/1Ky4RppQor-D5jHLrOan63M7BvcAN-2yN/view?usp=sharing)** (last updated 21.05.2025)
## History
## Features
2023 version:
### Exploration
https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=77065&language=en
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.
(See Extras for build)
![DeltaVR Exploration](https://cgvrgit.ulno.net/cgvr/DeltaVR/media/branch/master/Doc/clips/Explore-Clip.gif)
2022 version:
### UFO Bow Game
https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=74390
At the terrace on the second floor, Delta explorers can defend the building from UFO-s using a bow and **achieve high scores**.
https://gitlab.com/Joonasp1/deltavr-multiplayer-builds
![DeltaVR UFO Bow Game](https://cgvrgit.ulno.net/cgvr/DeltaVR/media/branch/master/Doc/clips/UFO-Bow-Game-Clip.gif)
2021 version:
### Bolt Self-Driving Car
https://comserv.cs.ut.ee/ati_thesis/datasheet.php?id=71682
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.
https://drive.google.com/file/d/1n19_Wa69vCX6s6zKYoSYKirpHcfJHqaM/view?usp=sharing
![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.
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 driving sound | Attribution NonCommercial 3.0 | [Link](https://freesound.org/people/Pfujimoto/sounds/14371/) | Pfujimoto |
| Bold's car braking sound | Attribution 3.0 | [Link](https://freesound.org/people/200154michaela/sounds/542448/) | 200154michaela |
| 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 |
| Server rack humming sound | Attribution 4.0 | [Link](https://freesound.org/people/jameswrowles/sounds/248217/) | jameswrowles |
| 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 |
| Portal humming sound | Attribution 4.0 | [Link](https://freesound.org/people/zimbot/sounds/122972/) | zimbot |
| 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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