Cholula de Pyramid
Here are some of the stuffs I've worked on throughout rhe cathedral Project.
Most of my works we're oriented with the inner systems like Interactions and GUI Implementation.
Integrating Dialog systems
Prototype dialog sequence tested with trigger events
Overall spatial had some wierd factors that most of the functions they provide will not work until it is published. This means any kind of interaction will not work at unity editor and couldn't be tested, so at the early stage, I felt setting a trigger collider to pop up the dialog event would be more intuitive and efficient since this way, I don't have to worry about any fatal errors that could happen potentially, due to some issues happening with Spatial.io.
This interaction points are then visualized with an Exclamation Mark, which is much more distinguishable from the overall environment, thus seems like it is an important event you do not want to miss out, and are placed at 3 of the important parts of the cathedral.
Codes and Unity Scriptable Objects
Data elements
This is a data container for Character image, Text for dialog, Font size, Text for name, Text for Sub-name, and a list of boolean to check just in case if any event such as Image popup could happen in the middle of the dialog for each sequences.
Dialog's Main Code
Seat Hotspots setup
i figure there should be at least 3 hotspots per chairs since they're horizontaly long.
Hawk animation sequence (Rotating around the Cathedral)
Audios
Sadly I couldn't find a specific sounds that actuall happens at mexican church, (It could have been more complied with tha actual atmosphere) but I managed to find 3 types of ambient soundscapes that feels like it matches with the aesthetics of the cathedral.
1. Beautiful church chorus
2. A giant bell that rings with maybe 2 seconds of interval
3. Joyful sounds of people, (including kids too) singing and playing freely














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