[MUSIC] In this lecture, I would like to talk about a project we're going to do in this course. Listening to lectures about making VR stuff is great but you're not going to learn to do it. Just by listening to lectures, you have to go out and make some stuff. And this is what the project is all about. This is what you're asked to do. You should submit a unity project with a scene that can be viewed in VR. So, we're doing it in unity and we want to view it in VR. That's pretty clear. And that represents a real or imaginary environment. So we're looking for a place. Where we want something that is not just a bunch of stuff. It could be an actual place. But also say, it does not have to be realistic, it could be a fantasy or abstract environment. We're not saying it has to be your kitchen or a real environment. It could be an old castle if you'd like or something a little bit more abstract. You've got a lot of creative freedom in exactly what you can do. As long as it's a place that you're being transported to in VR. So as well as there's those bunch of specific requirements, and we are going to ask all of you to PeerMark, that means each of you will be submitting some work, and you will also be marking some of the other students' work. So when you do that, I'd like you to pay attention to a few criteria. The first three are really about describing the project. So you need to write a paragraph description of your project, give any instructions that people making it need to know about how it should work. And really importantly, describe any restrictions on hardware needed to run the scene, so. If it's required to use a high end system like Oculus or Vive, make sure you say that so that somebody running only Cardboard, they know that that's not something they can mark. Though at this stage, we're mostly creating environments, so I would encourage you to create environments that can be run on any kind of platform. The next few requirements are about the scene itself, and the requirements are going to be split into two. So in week 2, next week, we're going to ask you to submit some work in progress, which is going to be a basic scene. And what that needs to do, it needs to have several 3D objects in it. Those objects could be primitives, you could be creating themselves, or you could be importing them from the asset store. So that's completely allowed. And the objects should be arranged to form a scene and you should use transformers to do that, so you should be placing them correctly so that they look like they're in the right place. And the scene should be viewable in virtual reality. So you need to turn VR on, and you need to test it. A couple of weeks later, in week four, we're going to have the final submission that adds a couple of extra requirements. Your object should have materials, and ideally with textures. The scene should be scaled appropriately for your VR so you should try it out and check everything looks the right size. The scene should have appropriate lighting. That could just be a directional light but better if you have sort of lights in the scene that make sense. Like if you have a lamp in the scene it should have a light attached to it. There are a couple of optional ones. You can add some animation, you can add some audio. And the project should represent a real or imaginary scene. So it should feel like it's an actual place, not just a bunch of objects strewn everywhere. So I'm going to show you an example of what a scene like this might be. So what I've done is I've created maybe a common name in the kind of hip exciting VR company we all are going to work in in the next couple of months. You've got a TV, you can watch that, and you've got a table tennis table. And it's all kind of laid out in a room and that's kind of watch that, see that from the camera view. So this is the main camera view. I can rotate the camera a bit. You can look at it from different places. Actually I should play with template on so you can see. There, there is a little bit of audio. Going to turn down, because that'll get annoying. Some light jazz. I don't like that jazz, but it's inoffensive. So we can see there's a bit of animation. At our hit VR company, our managing directors want to make sure we're having fun. So they're going to watch us doing it. And then if we look at the other side we can see, whoops the other side, we can see the table, tennis table, as well. And obviously I'm setting the rotation values of the camera. But if you're viewing it in VR, you'd be able to move your head around. Okay, so let's quit that annoying music and we can talk about the scene. So if we go back to scene view. We can see that there's a bunch of objects here. There's some nice looking furniture. Don't worry, I did not make this furniture myself. These are all assets that I got from the asset store. All I did was position them nicely with transforms. So, as you can see though, we've got transforms and I can move them around if I like. As you can see, they kind of are laid out as you might expect. Some furniture to be laid out in a real room. We have several 3D objects, that's one of the requirements, and we've done that. They're laid out properly. I could, if I were to just put them anywhere like that, then I wouldn't say they're laid out properly. But they look like furniture in a scene. Put that back. Then they're viewable in VR, I won't share that, that's hard to show in a video. And that's the requirements for week one. For week two they have- the objects have materials, so we can see that the carpet has a nice material. I've actually, again, I've imported this from the asset store. The furniture was free, this cost about 2 euros so it's pretty cheap as well, and this one's actually got some complex textures, it's got some color texture. A normal map and a height map so the carpet is actually, it's kind of a little bit you know, sort of bouncing. And you can see, you should be able to see, it's a little hard to see on scene view. But it's, it is actually nicely rendered. This table tennis table, this is the one I made myself. That's why it doesn't look so nice. You can see it's just a very simple T. If you look here in the view, ping pong table, it's a game object, it's a compound object with a base, which is this kind of white thing here. And a top, which is the top of the table. And the top of the table again, has got a texture attached, this is just a texture I made myself. I actually just made it from PowerPoint, it's just a very simple set of cubes. So textures can be quite simple. In a sense I also got textures for free because all of the furniture assets I got were from the asset store. Okay, let me zoom out a little bit, not like that. So that's the second requirement, that we have materials with textures. Now, we've got a requirement about lighting. I've got a directional light here, and over here, you can see I've, if I turn around the right way. You can see I've got a lamp and I've attached a lot of point light to that lamp. So that means actually light is coming from where it should in the environment. I've got a TV station, and the TV itself. As you can see here, it is an audio source, and I've got an audio clip attached to it. So we're making some sounds. And I have gotten to edit project settings audio, and I turned on the ocular spatializer, so you're getting nice spacialized audio. Talking of project settings, if we go to Player, I've turned on Virtual Reality Supported, here. So as we know, that's the critical checkbox, and I've actually loaded Cardboard because I was testing this on my phone, but I could also equally well load HTC or Oculus, I mean Steam VR or Oculus. So it's viewable in VR, there's audio, there are lights, and there's also animation so I've got this little closed circuit TV camera that's spying on us. Again it's a very simple object, it's just a cube and cylinder. But it's got an animator attached to it. If we look at the animator it's just got one animation. And that animation is very simple, it just has three key frames. I've set the start and end key frame to be the same, so it loops. And in the middle it just moves over here, so that's a common way I write animations. If I want them to loop I have a start, I begin by setting the start and end key frames. To where I want it to start and end. And then I set all the ones in the middle, in this case there's only one in the middle. So that animates nicely. So I also hit the animation requirements. And finally, the final requirement, it represents a real or imagined scene. I hope you agree, you could imagine being in a place like this. It's far from being the most realistic VR environment. I would do an enormous more work if I really wanted to release this and make it look good. But really, this project is about your first attempt at VR, so I'm not requiring you to do something amazing. I'm just requiring you to get your basic skills and start assembling things. So let's recap our requirements. We have a description. I haven't shown you my description, but the project should have several 3D objects. Have them, they should be arranged with transforms to form a scene. I laid out the furniture like as you would in a real room that seemed to be viewable in VR. I turned on VR modes. The objects should have materials and textures. Yes, the carpet does, the ping pong table does. Some of the walls don't, actually, but that's not essential. Not everything should have it. The scene should be scaled appropriately for VR. That's quite hard to show on the screen like that. You have to really go in and test this in virtual reality. The scene should have appropriate lighting. Yes, I've got a directional light. But I've also attached a point light to my lamp. The scene should have animation. That's optional, I've done that. The scene can include audio, that's optional. I've got some audio coming from the TV, and the project should represent a real or imaginary scene. It's not a real scene, I am not basing it on anything but it's possible. It's a scene you could go to. So, that's the basic idea of what the project is going to be and over the next few weeks we're going to work on actually making it a reality. [MUSIC]