Unity VR game Development
Budget: $250 – $750 USD
I have a project with multiple assets implemented, I need help with the scenes of this asset: Oculus Quest Asymmetrical VR Template with the Photon2Lobby scene and the Photon2Room scene:
1. Lobby and matchmaking system, creating rooms and choosing game mode and map (for now we have the same scene duplicated 4 times for testing , 2 for assault mode of 2 different maps and 2 for defense mode for 2 different maps) Make it usable in both VR and PC, using Photon 2 Lobby Starter Kit
2. Make the rigs be seen properly of the other player (for now the XR player doesn’t see the PC player if the XR player connects first or the PC player cannot see the XR player if the PC player connects first, but they can see the grabbable objects when they are moved by the other invisible player)
2.2 Add Photon Voice too
3. Instead of OVRNetworkCameraRig, OVR camera rig of the asymmetric manager be the XR Titan Rig and the hands prefabs make them be the TITAN L HAND and TITAN R HAND. The prefabs exist but you need to modify them to work properly, so that we can use the auto hand rig with PUN2 networking
4. Make the gameobjects that are children of AUTO HAND GRABBABLES gameobject be usable in networking, so that it impacts the other player too
5. Change the player’s rig with the one of the Third Person Cover Shooter Template, making it usable in networking.
5.2 Add a flying mode to the player’s rig, can implement script from 3rd Person Fly package and make it have the wings activated when in fly mode, and deactivated when not, being activated and deactivated with animation. Add them from the Low Poly Animated Golden Wings package.
5.3 Add Ragdoll Animator to the PC player
6. Create an hp system for both the XR player and the PC player, integrating the X-bars, showing the hp bar above their head. The PC player already has one from the Third Person Cover Shooter Template but you need to integrate the x-bars with it
7. Create a damage system, the PC player can be damaged by the XR rig’s hands or other objects, the higher the force it is hit with, the higher the damage. The XR rig takes damage when he is shot by the player or hit with a melee attack if he is close enough. Integrate the health system from the Third Person Cover Shooter Template for the PC player.
8. Change the player model with the one of the gameobject called MALE PLAYER and also create a female version with the one of the gameobject called FEMALE PLAYER from the scene, deactivating the female version.
9. Create enemies: Make the MacheteGuy and the Soldier gameobjects have the 3 models that are children of the NPC gameobject (3 versions of MacheteGuy and 3 of the Soldier)
9.2 Make the enemies get damage from the the XR rig’s hands or other objects, the higher the force it is hit with, the higher the damage. Make the XR player also get damage if he is shot or hit by the enemies.
9.3 Add Ragdoll Animator to the enemies
10. Create 3 Factions for the enemies:
*ally (they are not attacking the players but they attack other factions)
*enemy (they attack the other factions and the players)
*PC (they attack the other factions and the XR player but not the PC player)
10.2 Make the enemies see their enemies or players from any distance and go and attack them
11. Make the fort destroyable using the Dino Fracture package
12. In the lobby, give the player option to choose his skin (if he is on the PC he can choose the male or female versions) and spawn the right model accordingly, using PlayerPrefs and prefabs in the scene when the game starts. Duplicate the skins so we have 4 skins and make the duplicate ones locked and unlockable with a bool. Do the same for the XR rig, duplicate its rig 3 times and put them as a second option of a skin and lock the other 2.
The project has the following assets:
https://assetstore.unity.com/packages/tools/gui/x-bars-enemy-healthbars-29529
https://assetstore.unity.com/packages/templates/systems/3rd-person-controller-fly-mode-28647
https://assetstore.unity.com/packages/templates/tutorials/photon-2-lobby-starter-kit-154689
https://assetstore.unity.com/packages/3d/characters/humanoids/humans/medieval-warriors-pack-male-and-female-82021
https://assetstore.unity.com/packages/tools/physics/ragdoll-animator-209616
https://assetstore.unity.com/packages/3d/environments/historic/wooden-fortress-gates-and-wall-132412#content
https://assetstore.unity.com/packages/3d/props/guns/old-flintlock-rifle-pirate-gun-18012
https://assetstore.unity.com/packages/templates/packs/third-person-cover-shooter-template-88424
https://assetstore.unity.com/packages/3d/characters/humanoids/fantasy/orcs-128972
https://assetstore.unity.com/packages/3d/props/guns/old-flintlock-rifle-pirate-gun-18012
https://assetstore.unity.com/packages/3d/environments/fantasy/medieval-mega-pack-130174
https://assetstore.unity.com/packages/3d/animations/low-poly-animated-golden-wings-235878
1. Lobby and matchmaking system, creating rooms and choosing game mode and map (for now we have the same scene duplicated 4 times for testing , 2 for assault mode of 2 different maps and 2 for defense mode for 2 different maps) Make it usable in both VR and PC, using Photon 2 Lobby Starter Kit
2. Make the rigs be seen properly of the other player (for now the XR player doesn’t see the PC player if the XR player connects first or the PC player cannot see the XR player if the PC player connects first, but they can see the grabbable objects when they are moved by the other invisible player)
2.2 Add Photon Voice too
3. Instead of OVRNetworkCameraRig, OVR camera rig of the asymmetric manager be the XR Titan Rig and the hands prefabs make them be the TITAN L HAND and TITAN R HAND. The prefabs exist but you need to modify them to work properly, so that we can use the auto hand rig with PUN2 networking
4. Make the gameobjects that are children of AUTO HAND GRABBABLES gameobject be usable in networking, so that it impacts the other player too
5. Change the player’s rig with the one of the Third Person Cover Shooter Template, making it usable in networking.
5.2 Add a flying mode to the player’s rig, can implement script from 3rd Person Fly package and make it have the wings activated when in fly mode, and deactivated when not, being activated and deactivated with animation. Add them from the Low Poly Animated Golden Wings package.
5.3 Add Ragdoll Animator to the PC player
6. Create an hp system for both the XR player and the PC player, integrating the X-bars, showing the hp bar above their head. The PC player already has one from the Third Person Cover Shooter Template but you need to integrate the x-bars with it
7. Create a damage system, the PC player can be damaged by the XR rig’s hands or other objects, the higher the force it is hit with, the higher the damage. The XR rig takes damage when he is shot by the player or hit with a melee attack if he is close enough. Integrate the health system from the Third Person Cover Shooter Template for the PC player.
8. Change the player model with the one of the gameobject called MALE PLAYER and also create a female version with the one of the gameobject called FEMALE PLAYER from the scene, deactivating the female version.
9. Create enemies: Make the MacheteGuy and the Soldier gameobjects have the 3 models that are children of the NPC gameobject (3 versions of MacheteGuy and 3 of the Soldier)
9.2 Make the enemies get damage from the the XR rig’s hands or other objects, the higher the force it is hit with, the higher the damage. Make the XR player also get damage if he is shot or hit by the enemies.
9.3 Add Ragdoll Animator to the enemies
10. Create 3 Factions for the enemies:
*ally (they are not attacking the players but they attack other factions)
*enemy (they attack the other factions and the players)
*PC (they attack the other factions and the XR player but not the PC player)
10.2 Make the enemies see their enemies or players from any distance and go and attack them
11. Make the fort destroyable using the Dino Fracture package
12. In the lobby, give the player option to choose his skin (if he is on the PC he can choose the male or female versions) and spawn the right model accordingly, using PlayerPrefs and prefabs in the scene when the game starts. Duplicate the skins so we have 4 skins and make the duplicate ones locked and unlockable with a bool. Do the same for the XR rig, duplicate its rig 3 times and put them as a second option of a skin and lock the other 2.
The project has the following assets:
https://assetstore.unity.com/packages/tools/gui/x-bars-enemy-healthbars-29529
https://assetstore.unity.com/packages/templates/systems/3rd-person-controller-fly-mode-28647
https://assetstore.unity.com/packages/templates/tutorials/photon-2-lobby-starter-kit-154689
https://assetstore.unity.com/packages/3d/characters/humanoids/humans/medieval-warriors-pack-male-and-female-82021
https://assetstore.unity.com/packages/tools/physics/ragdoll-animator-209616
https://assetstore.unity.com/packages/3d/environments/historic/wooden-fortress-gates-and-wall-132412#content
https://assetstore.unity.com/packages/3d/props/guns/old-flintlock-rifle-pirate-gun-18012
https://assetstore.unity.com/packages/templates/packs/third-person-cover-shooter-template-88424
https://assetstore.unity.com/packages/3d/characters/humanoids/fantasy/orcs-128972
https://assetstore.unity.com/packages/3d/props/guns/old-flintlock-rifle-pirate-gun-18012
https://assetstore.unity.com/packages/3d/environments/fantasy/medieval-mega-pack-130174
https://assetstore.unity.com/packages/3d/animations/low-poly-animated-golden-wings-235878
Related categories:
Mobile App Development
C# Programming
Unity 3D
Game Development
AR / VR 3D Asset