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# RacketSmash

Unity VR Project

https://github.com/planepaper/RacketSmash

Catch a mole mode

mole-mode

Crazy mode

crazy-mode

Survival mode

survival-mode

Brick Break Mode

brick-breaking-mode

My role

I was in charge of the overall ‘ball-bouncing function’ and ‘brick breaking mode’.

What was difficult

Network Implementation

bullet-problem

The existing plan was for users with VR to enjoy multi-playing with network. However, it was difficult to implement the network part in a short period of time. It was implemented using the Photon Network library, but there was a problem that the ball could not be hit by any client other than the master client.

This is because the tracking information of the racket sent by another client was not properly delivered. Therefore, there was an error in the calculation of the actual ball’s rigid body and the racket’s rigid body collision at the master client stage, and ball movement was not achieved correctly. In addition, there was a delay in the movement of the racket and the ball, so the ball could not be hitted even by myself in a network environment.

out of sync

synchronizing

Unable to hit the ball

ball-returning

There’s a delay

playing

So with the current project

For these reasons, I thought that it was difficult to organize a multi-environment at a given time, and I thought it was necessary to devise a new plan with a lighter concept instead of the existing plan. We planned to convert to a single arcade game and strengthen the storyline and concept to make it more casual fun.

the result

Through the implementation of the above functions and modes, the VR project was successfully completed, and it gained great popularity at the demonstration due to its easy game method and cool hitting sense. In addition, the professor also praised the operation of the ball for providing various user experiences for different modes.