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License: MIT License
Super Mario 64 partial re-make in VR using the Oculus Rift, Razer Hydra and Leap Motion.
License: MIT License
Player is able to control Mario with his basic abilities.
The following actions are to be done with the decent physics:
Initial codebase with the bare minimum to run the game.
The in-game menu will be a floating cube where the player can push buttons to perform actions.
Create a coin object with the following features:
Would it be possible to port this the the Quest 2? It seems really cool and interesting but I don't have the correct vr type.
Player carries around an amulet which displays the player's current health.
Integrate Oculus Rift with Unity.
Upgrade for compatibility with Unity 5 Personal.
Create dialog script for stereoscopic displays.
Integrate the Myo armband for arm and hand gesture tracking.
Create pink bobomb object with the following features:
Implement Mario model for player, including head tracking movement.
Player can grab and hold onto objects using the LT and RT triggers on each hydra controller.
King Bobomb boss at the top of the mountain.
Create goomba enemy with the following features:
Integrate the Razer Hydra using the Sixense Unity plugin.
Create the following obstacles:
Include the castle from start of game, along with skybox.
Give player the ability to crouch.
This action isn't already written in Character Motor.
Create black bobomb object with the following features:
Player can throw objects.
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