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forked from cgvr/DeltaVR
Files
DeltaVR3DModelGeneration/3d-generation-pipeline/README.md

1.5 KiB

TODO

  • shape scanner:
    • peenikesemad kiired
    • mitte lihtsalt ontriggerenter ja -exit, sest kui mitu objekti lähevad samal ajal sisse
    • mustad kiired on halvasti nähtavad pruuni materjali taustal
  • archery range:
    • kui midagi laeb (wire aktiivne), siis particle'id võiks voolata mööda toru
    • highscore json tühjaks
  • cafe:
    • robert on plekiline, vunts õiget värvi :)
  • quest marker järjest järgmise tegevuse kohal: mikrofon, siis nupud
  • character billboard:
    • klaas on näha temast eespool

Can't/Won't Do:

  • glTF loading: vahetada ära shader Universal render pipelin Lit, mitte panna buildi kaasa glTf oma - ei saa, objekt on siis ilma tekstuurita, lihtsalt hall
  • user prefs: settinguid meelde jätta - juba sain continuous movementi sisse lülitada by default, rohkem pole vaja

Notes

  • Functionalities that were implemented using major help from AI:
    • animating NPC mouth movement based on voice amplitude
    • adjusting spawned gltf objects' scale
    • porting InvokeAI client and TRELLIS client to Unity scripts
    • Getting Whisper stream to work with FMOD instead of Unity default audio
  • 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)
  • Custom Shader Variant Collection to include glTF-pbrMetallicRoughness shader in build