Posted December 07, 2023 by TinyDemoPond
This is a small interactive work I made for my old friend Mo’s graduation exhibition, which was used in conjunction with other parts of the exhibition.
The idea was to simulate the experience of seeing floaters in our eyes
The interactivity presented in the simulation of the dynamics of the Floaters being affected by the rotation of the eyeballs, such as the inertia and the mild rotation….
There is also a part of visual effects simulation, such as: the dynamic of blurring degree/the texture of the floaters/the visibility between the center and the periphery of the vision, etc.
Accessibility has always been a major concern for us from the beginning ——we wanted to make it as quick as possible for the audience to access it after scanning the QR-code (so it would have been unacceptable to have to install an additional App).
This is also the main reason why we chose to use the form of WebGL+itch.io.
Fortunately, the goal itself is relatively simple, and does not need to rely on those “more AR” technologies, which can avoid dealing with some unfamiliar tools and platforms, and reduce the cost of learning.
During the research phase, I asked a few friends to collect information, thanks to Wenqian and Bladesero, especially thanks to Sijia for providing more detailed personal project experience and clues about AR platforms.
At this period, I also researched whether there are other some works that have adopted similar forms through these keywords: AR/accelerometer/gyro/camera
-https://incal.itch.io/shuffle
-https://farfadet46.itch.io/photobooth
-https://alternatehamlet.itch.io/watch-wizard
-https://danidan.itch.io/scream-pong
-https://hsaka.itch.io/shapewalker
After saw the works above,their accessibility on the phone makes me realize that this form looks generally feasible
However, it was only after the production process began that I finally realized the true meaning of [Unity WebGL doesn’t support mobile devices] as stated on the unity official website.
Because I quickly encountered a series of pitfalls, including but not limited to:
Some of the things that helped crucially were:
In terms of horizontal and vertical screen adaptation, I didn’t find out a perfect solution in the end. But this article provides good insights on how to think this problem and resize parameter appropriately
Counting the camera-related interactive work which I made in december last winter, this is the second time I’ve had a similar experience.
Development time: about 7 working days. (excluding research and preparation time) The actual process was relatively compact
Some Bonus:
Overall, it was an interesting development process.