Lab 5 — Locomotion Technique Implementation

This post documents the full implementation process of IGD301 Lab Homework 5: taking my locomotion concept from previous assignments and turning it into a working Unity system inside the course-provided parkour scene. For this lab, all core gameplay locomotion behavior is centralized in LocomotionTechnique.cs, including movement gating, arm-swing power detection, speed mapping, jump, respawn, stage triggers, and coin collection. 1. Goals and Scene Constraints This assignment is not a generic locomotion demo. It has to work in the official parkour route, which immediately imposes three constraints: ...

February 5, 2026 · 11 min · Xia Yina

Lab 4 — Roll-a-ball in VR

This Lab 4 focuses on migrating the Lab 3 Roll-a-ball project into a Quest (VR) environment, and implementing two fundamental (and most commonly used) selection techniques: Direct Selection (near-field grabbing) and Raycasting (far-field ray selection). In the end, I built it as a small “tabletop game”: Roll-a-ball is scaled down into a tray/board placed on a table. I can grab the whole board with the controllers, move it around, and drop it. I can also use a right-hand ray to select and grab the board from a distance, while still letting the ball roll inside, collect pickups, and keep the UI readable in VR. ...

January 5, 2026 · 11 min · Xia Yina

Lab 3 — Roll-a-ball

This Lab 3 follows the Unity Learn Roll-a-ball workflow (Unity 6.3) and delivers a runnable minimal rolling-ball scene: I set up the ground and player sphere in a URP 3D project, configured lighting and materials, and implemented physics-based movement using a Rigidbody together with the new Input System (Player Input). On top of the tutorial baseline, I added surrounding walls to constrain the play area, and adjusted the camera angle and distance to make the gameplay view more stable and readable. ...

December 17, 2025 · 8 min · Xia Yina

Lab 2 — Setup Unity Environment

The goal of this Lab 2 was to set up a usable Unity development environment and complete a full basic workflow: creating a project, entering the editor, getting familiar with the core panels and operations, and validating the runtime pipeline using Play Mode. This ensures the environment is ready for upcoming course assignments. 1. Installation I installed the Unity Editor through Unity Hub and selected Unity 6.3 LTS (6000.3.2f1) on Windows. I chose an LTS release primarily for stability and compatibility, which helps avoid package/plugin issues during iterative course work. ...

December 16, 2025 · 2 min · Xia Yina