This second project consists of an office space with 2 floors each dedicated to a single phobia with several features created in Unity.
When downloaded/cloned from GitHub
and opened correctly using Unity Hub, there are two ways to run the project (depending on the device). Your headset must be connected to your PC/Laptop.
The first method (Windows) can be done by switching to the Android platform and clicking "Build" to build/save the apk file in a desired location. You will have to follow some
preinstall instructions to get an oculus driver and "ADB" software to sideload the apk file to your Oculus headset
from this link here. Once the ADB software is setup, run the command from the website with the path to
your apk file and it will install on your headset, which can be run by going to the (Apps > Unknown Sources > Your Project) and clicking your project title. The second method (Mac) can be
done by switching to the Android platform and clicking "Build and Run" which will prompt you to save the apk file in a desired location and will automatically start up the project on your headset.
Both of these floors will have similar things including models found throughout the floor, models that you can pick up and throw, models that are interactable that will spawn new objects,
models/areas in the map with different sounds, and special lighting to help enchance viewing models. The difference between the two floors is just its respective phobia, the models,
sounds, etc. related to that floor.
The phobias we currently have set up in our project are bugs (floor 1) and aliens (floor 2). Both of these floors would help a person work through their phobia by allowing them to be
immersed into actually feeling like they are seeing real models related to their phobias, but without it actually being real and causing them physical harm. The user would be able to
deal with multiple scenarios of going face to face with a model and seeing that it can't actually do anything to them. The user can go on their own pace to interact with models using their hands,
or picking models up like an ant or touching an alien model, which allows the user to eventually get comfortable enough with their own phobia and eventually lose their fear.
1. Ant
2. Black Spider
3. GreenSpider
4. Praying Mantis
5. Fly
6. Brown Spider
7. Bee
8. White Spider Web
9. Rotten Banana
10. Garbage Bag
11. Striped Bug
12. Vending Machine
13. Ladybug
14. Insect
15. Scorpion
1. Bug Spray
2. Trash Can
3. Fly Swatter
4. Ant Hill
5. Black Spider Web
1. Ant
2. Rotten Banana
3. Garbage Bag
4. Trash Can
5. Fly Swatter
1. Vending Machine
2. Ant Hill
1. Fly
2. Bee
1. Red ScareCo Light
2. Spider Light
3. Ramp Light
4. Corner Light
1. Hiding in the Dark (Background Music)
Source2. Bee Sound
Source3. Striped Bug Sound
Source4. Spider Sound
Source5. Moth Sound
Source1. Grey Alien
2. Alien Ship
3. Alien Insect
4. Starfinder Alien
5. Picture Frame
6. Cow
7. Alien Nest
8. Sci-Fi Gun
9. Energy Sword
10. Halo Grunt
11. Alien Hatchling
12. Alien Octopus
13. Alien Rock
14. Surgery Set
15. Alien Dog
1. UFO
2. Crop Circles
3. Warning Sign
4. Surgery Bed
5. Tin Foil Hat
1. Sci-Fi Gun
2. Energy Sword
3. Alien Rock
4. Surgery Set (handsaw)
5. Tin Foil Hat
1. Alien Nest
2. UFO
1. Alien Insect
2. Alien Hatchling
1. Alien Light
2. UFO Light
3. Alien Nest Light
4. Alien Ship Light
1. Halo Theme (Background Music)
Source2. Alien Ship Sound
Source3. Alien Dog Sound
Source4. Alien Nest Sound
Source5. UFO Sound
SourceThe image below shows our FPS when viewing the whole scene on the bottom floor, as we can see that the frame rate is not at it's highest when it is in view of all the models. We can see that it is somewhere around mid to high range on the FPS chart.
The image below shows our FPS when viewing the whole scene on the top floor, with the same thing applying because all the models are in view. We can also see we are on the higher side of the range on the FPS chart.
The image below shows our FPS when viewing just a few models (Ant Hill and Ant). We can see that the FPS is at maximum and can't exceed the FPS any more.
From the images above we can see that based on the number of models in view and depending on the triangles/polys the model has, the more the FPS will drop. I noticed that picking up objects or using the interactable object to spawn more objects doesn't affect the FPS at all. It seems the root cause is just based on the total amount of things that the headset/user can see and have to process.
This video will demonstrate my project 2 using the Oculus headset. I talk about and display each of the floor's phobias with it's models, sounds, lighting, interactable objects, music, etc. and how it relates to it's respective phobia. Click the link here if the video does not work below