
SoundCompass in Unity: Game Accessibility Project Overview
Explore the innovative SoundCompass project in Unity presented by Thomas Westin in 2018. Learn about its background, concept, implementation, and accessibility features. Dive into the Unity project included for a hands-on experience.
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Presentation Transcript
SoundCompass in Unity IGDA Game Accessibility SIG Open Educational Resources (OER) Project These slides were provided by Thomas Westin 2018 Creative Commons License This work is licensed under a Creative Commons Attribution- NonCommercial-ShareAlike 4.0 International License
Overview Background Assets Scene Hierarchy Components
Background Originally developed in Macromedia (now Adobe) Director, using the Lingo scripting language and DirectSound3D API Used in Terraformers (released 2003) www.terraformers.nu
Concept Represent virtual north with 3D sound 3D sound source at fixed distance, relative to position of avatar Avatar rotates and hears the direction of the virtual north 3D sound Original version had more features, e.g. speech to say the direction on demand
SoundCompass implementation CompassModel: AudioSource; visually represented as a Sphere SimpleCar: Avatar representation; listener; visually rep. as a box First person: AudioListener on camera Third person: AudioListener on character
Project folder AudioClips Scripts
Scene hierarchy Parent-child, one-to-many Transform Primitives Game objects
Components CompassModel: AudioSource SimpleCar: AudioListener SimpleCar: SimpleCarController script SimpleCar: SoundCompass script
Exercise Try on your own with the included Unity project
Accessibility of this presentation The author has followed the guidelines for accessible Powerpoints by WebAIM. https://webaim.org/techniques/powerpoint/ If you find some accessibility issue with this Powerpoint, please contact the author. You may also fix the problem and share the updated file with the author who can then upload an improved version to igda-gasig/oer