Flocking creatures with avoidance
Each creature as a “Radar” which pings an area using Physics.OverlapSphere to check for game objects that has a “DetectableObject” component within a radius.
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Flocking creatures with avoidance
Each creature as a “Radar” which pings an area using Physics.OverlapSphere to check for game objects that has a “DetectableObject” component within a radius.

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A diagram of hardware components. Regarding to the computers running the project, there may also be a possibility to run most of it on the tower in the lab to avoid too much data transfer.
A rough sketch of what a running scene of the installation may look like.
Many thanks to Graham, we will be able to set up our project in his new lab space. The tower and two projectors in the lab are available for our use, and we are on our way to get a projection mirror for the floor projection.
Here is an tester image that we put up to see the size relationship between objects in the projected image on the wall and people in the space. This gives us a better understanding of what’s the ratio between us and objects in the virtual world, and also of the camera angles (pointing at the virtual world) that we may want to test with.
OSC Test
Using Unity OSC, we ran tests to send and receive between Unity standalone builds of MacOS / Windows / Android (all the various combinations that we may need)

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Test on Shaders.
Creature 1 3D modelled.
AR test on Unity using mobile marker simulator (made with processing).
Tree 1 3D modelled.
More conceptual drawing.

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Tree sketches
This week we are focusing on aesthetics. I am tackling the environment. My first challenge were the Trees. As mushrooms and fungus are one of our inspirations , my “tree” designs tend to more fungus like.
Next step is to model and texture a few of the trees.
Working on interaction diagram.
Interaction Diagram

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Camera Projection System
One of the final outputs for this installation will be wall/floor projections.
Created a prototype camera rig system.
System:
3 unity cameras ( aimed north, west, and at the floor)
each camera feed is sent to a texture
each texture is applied to a quad.
the main camera view contains only the three quads side by side.
This will be the final output for projections.
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