forked from cgvr/DeltaVR
30 lines
1.6 KiB
Markdown
30 lines
1.6 KiB
Markdown
### TODO
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* shape detection:
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* shape scanner peenikesemad kiired
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* shape scanner mitte lihtsalt ontriggerenter ja -exit, sest kui mitu objekti lähevad samal ajal sisse
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* shape scanner mustad kiired on halvasti nähtavad pruuni materjali taustal
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* PC uus mudel, kus enter key liigub õigesti + õige sound effect enter nupul
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* objektidel ebasobiv layer, kukuvad läbi põranda
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* archery range:
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* kui midagi laeb (wire aktiivne), siis particle'id võiks voolata mööda toru
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* uued wire'id
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* uus Table mudel, kus õiged wire'id
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* highscore json tühjaks
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* npc character:
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* klaas on näha temast eespool
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* voicelines: list listidest, mille hulgast saab valida
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* Unity crash after stopping the game - most likely due to FMOD trying to do something with invalid audio instances
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Can't/Won't Do:
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* glTF loading: vahetada ära shader Universal render pipeline Lit, mitte panna buildi kaasa glTf oma - **ei saa, objekt on siis ilma tekstuurita, lihtsalt hall**
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### Notes
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* Functionalities that were implemented using major help from AI:
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* animating NPC mouth movement based on voice amplitude
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* adjusting spawned gltf objects' scale
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* porting InvokeAI client and TRELLIS client to Unity scripts
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* Getting Whisper stream to work with FMOD instead of Unity default audio
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* TRELLIS: added functionality to specify texture baking optimisation total steps as an argument (`texture_opt_total_steps`), to replace the hardcoded 2500. But this is not tracked in Git (because modified this https://github.com/IgorAherne/trellis-stable-projectorz/releases/tag/latest)
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* Custom Shader Variant Collection to include glTF-pbrMetallicRoughness shader in build
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