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forked from cgvr/DeltaVR
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DeltaVR3DModelGeneration/3d-generation-pipeline

TODO

  • shape detection:
    • shape scanner mitte lihtsalt ontriggerenter ja -exit, sest kui mitu objekti lähevad samal ajal sisse
    • PC uus mudel, kus enter key liigub õigesti + õige sound effect enter nupul
    • objektidel ebasobiv layer, kukuvad läbi põranda
  • archery range:
    • kui midagi laeb (wire aktiivne), siis particle'id võiks voolata mööda toru
    • uued wire'id
    • uus Table mudel, kus õiged wire'id
    • highscore json tühjaks
  • npc character:
    • klaas on näha temast eespool
    • voicelines: list listidest, mille hulgast saab valida
  • Unity crash after stopping the game - most likely due to FMOD trying to do something with invalid audio instances

Can't/Won't Do:

  • glTF loading: vahetada ära shader Universal render pipeline Lit, mitte panna buildi kaasa glTf oma - ei saa, objekt on siis ilma tekstuurita, lihtsalt hall

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